Has anyone one found real utility for these three abilities that would warrant leveling them over other stuff?
Here is my problem with Throw - it is a generalist move. It's a little bit of disable, a little bit of damage. But that just means it sucks, because when you max out Warp and Pull, there is literally no point to casting Throw ever again. Warp significantly out damages it. Pull is a significantlly superior disable. Warp combos with Pull far, far better than with Throw (main target basically dies anyway, Warp has the advantage of a big kablooey that knocks down even armored enemies). Oh, and Throw chucks enemies far away, making it more difficult to hit them.
Has anyone come up with a practical scenario where it is warranted to use Throw over other biotics for either killing or disabling?
Next, Shockwave. Shockwave's selling point is it's large area of impact and ability to pierce any amount of cover. However, on Insanity, this move is very hard to justify using except for the lulz of bouncing enemies. Defense stripping abilities have a fairly limited AoE, which negates one advantage of Shockwave - Widened Singularity or Area Pull or Area Reave are just better ideas to cast on those 2-3 enemies that just lost their defense. They will die far faster.
Shockwave is just hurt by the fact that it's a disruption tool rather than a disable tool; and it's long cast time. A target that is hit by shockwave is more compromised when hit by any other biotic power. Shockwave's AoE is wasted because no defense stripping ability has a similar AoE. The one use I found for it, hitting targets hidden behind a mountain of cover, is very limited and is generally outclassed by a well placed Singularity.
So, is there a reason to cast this over other Biotics in any situation? The only use I can think of is Widened Shockwave to hit enemies hiding behind cover so you can close in or switch cover yourself, but when you are proficient with Singularity, Shockwave is just obselete.
Last, Slam. Alright, this is basically a better version of Throw. Which isn't saying much. Why cast Slam when Pull is more efficient where it counts, the disable? All points that apply to Throw apply to this, except with less harshness.
Every other Biotic has a well defined purpose.
Pull is quick, cheap, and dirty all-purpose disable that guarantees the death of a target stripped of defenses. It's primary advantage that makes it worth using over Singularity is longer duration, and half the cooldown. An excellent move to cast on strong targets when you strip their defenses - basically halves the combat time of targets like Geth Infiltrators and Krogans. Excellent way to set up a Warp detonation due to the cooldown.
Singularity is the ultimate CC of this game. Disables targets even when their defense bar is up, can catch targets that come in after the fact of the cast, keeps targets close to each other which is great for further AoE abilities and gives this its own form of utility for Warp detonation over pull (more targets hit as opposed to speed of the combo).
Warp, well, is Warp. Great damage, combos for powerful explosions that knock around shielded enmies silly willy.
Reave is just ****ing sexy for Collector based missions, the only ability to instantly take off Barriers of multiple targets. The heal and functionality as a poor man's singularity is just a bonus. It's one of the few generalist abilities that actually is useful, combining two unique benefit with decent CC and damage.
What purpose do Shockwave, Throw, and Slam serve that is not done better, faster, or more efficiently by the rest of Biotics? If they just suck, what should be done to give them a unique, defined purpose?
Personally, I would suggest the following:
1. Shockwave - give it a "destabilizing" effect that allows biotics to affect targeted that have 1 defense bar (so bosses are still safe) enemies with Biotics. Gives it a very defined purpose of AoE debuffing and comboing with other abilites (or even itself). It's progression would have to be rebalanced, though, to make sure its not a 1 point wonder, that it has some use at low point investment, and that leveling it would still have distinct benefits,
2. Throw - make it pierce defense when the enemy is close to you. This solution is perfect, IMO, as Biotics lack an "oh ****" button when an enemy with defense comes close to them. Doing this gives Adepts a very useful defense tool, an excuse to get closer to enemies when the occasion permits, and gives Throw a nish that is not shared by any other Biotic power.
3. Slam - can't think of many ways to fix it, it just suffers from other Biotic powers already filling any important niche. The most interesting thing I can come up with is that Slam should turn the target into a projectile - once you lift the enemy, instead of coming crashing down, it comes crashing into the closest target and knocks it down regardless of shields. It's a fun, unique way to differentiate it from other Biotic powers, but I am not sure how viable it would be to make this.
Thoughts?
Modifié par konfeta, 08 février 2010 - 06:02 .




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