Biotics + Higher Difficulty = Bad Design Problems. BioWare Please Read and Comment.
#1
Guest_XxTaLoNxX_*
Posté 11 février 2010 - 02:18
Guest_XxTaLoNxX_*
Rules.
1) Please DO NOT post comments such as "Use Tactics" it doesn't help anything. We all should know how to use tactics at the higher levels of play.
2) Please DO NOT flame people for their opinion. PERIOD. It makes the thread quickly disolve into an arguement and will NOT help the cause. In fact it will make BioWare not take us seriously.
3) Please DO NOT use made up senarios with made up numbers. Like Warp is 100X better than Singularity... because it is not. Singularity has it's uses and there is a major Biotic cooldown at higher levels where you can actually spam Sing/Warp and both have uses. Singularity will actually stun enemies with armor/barrier/shields and they can get stuck in the pull.
General Arguement.
1) At the Hardcore and Insanity difficulties the main problem is that certain powers are disabled against certain "barriers". That's just silly BioWare! The easiest fix to this problems is to remove the disability. It keeps the powers balanced but doesn't "gimp" certain classes. It also doesn't help that during load screens there is a line that says something like "All powers can do damage to shields, armor, and barriers." When in fact you disable that at the higher difficulties where players who have beaten the game go to challenge themselves but still have fun. Some players ONLY play the hard difficulties... why deny them the fun that other players enjoy at lower, less challenging, difficulties? Easy fix. Remove the disability.
2) Overload doesn't work against nonsynthetic enemies with a red health bar. They still have weapons and you should still have the opportunity to overheat those since that IS a main statistic of the power that is displayed in the skill tree. Come on BioWare... since when in any RPGish game could you not cast Shock on someone to some sort of advantage? Easy fix. Remove the disability.
3) Vanguards do not start with Barrier. This causes a serious balance issue with that class in higher difficulties since you can't actually use the "Vanguard Charge" without immediately dieing. Combine that with already subpar Biotics, and "up close" effective weapons and you have the worst class in the game. Seriously I am not even sure if just Barrier could help the class at higher difficulties. There may need to be an overhaul on the class but... Easy fix at this point... start the class with Barrier in addition to the rest of the skills. Start small would be the best hope in keeping a decent class balance.
#2
Posté 11 février 2010 - 02:31
#3
Guest_XxTaLoNxX_*
Posté 11 février 2010 - 03:19
Guest_XxTaLoNxX_*
#4
Posté 11 février 2010 - 03:31
#5
Guest_XxTaLoNxX_*
Posté 11 février 2010 - 03:42
Guest_XxTaLoNxX_*
#6
Posté 11 février 2010 - 03:47
#7
Posté 11 février 2010 - 03:50
#8
Posté 11 février 2010 - 03:57
Your second point can go either way. I don't agree, but I do understand wanting to make it more useful since its worthless during the plot missions.
Your third point is completely wrong. You can literally spam Charge and survive on Insanity without needing Barrier.
#9
Posté 11 février 2010 - 03:58
1) At the Hardcore and Insanity difficulties the main problem is that certain powers are disabled against certain "barriers". That's just silly BioWare! The easiest fix to this problems is to remove the disability. It keeps the powers balanced but doesn't "gimp" certain classes. It also doesn't help that during load screens there is a line that says something like "All powers can do damage to shields, armor, and barriers." When in fact you disable that at the higher difficulties where players who have beaten the game go to challenge themselves but still have fun. Some players ONLY play the hard difficulties... why deny them the fun that other players enjoy at lower, less challenging, difficulties? Easy fix. Remove the disability.
The problem is that since adepts can lock people down as easily as they can, and because they can easily chain instant-kills in most areas. In ME1, the game did not get harder for as difficulty levels went up. (Besides being oneshotted by snipers and rockets.) It just got slower. The difference between hardcore and insanity was in how long it took for you to finish off the immunity'd krogan that was helplessly floating above you.
In ME2, the difficulty actually does increase as the difficulty modes come up. If you want to remove that mechanic, you need to come up with some other way to challenge the class, or insanity mode stops being a challenge entirely.
2) Overload doesn't work against nonsynthetic enemies with a red health bar. They still have weapons and you should still have the opportunity to overheat those since that IS a main statistic of the power that is displayed in the skill tree. Come on BioWare... since when in any RPGish game could you not cast Shock on someone to some sort of advantage? Easy fix. Remove the disability.
I didn't know this =o I agree that this is a problem if it is true, and I support fixing it. This isn't a biotic though so I'm not sure if it fits the topic title very well.
3) Vanguards do not start with Barrier. This causes a serious balance issue with that class in higher difficulties since you can't actually use the "Vanguard Charge" without immediately dieing. Combine that with already subpar Biotics, and "up close" effective weapons and you have the worst class in the game. Seriously I am not even sure if just Barrier could help the class at higher difficulties. There may need to be an overhaul on the class but... Easy fix at this point... start the class with Barrier in addition to the rest of the skills. Start small would be the best hope in keeping a decent class balance.
Sinosleep has posted numerous videos of a vanguard without barrier charging around all over the place shotgunning people without dying. Look him up on youtube, he has the same user name there. It is very doable, and barrier is not required at all. Is it hard? Sure. Should insanity be hard?
Vanguards and adepts are the only class that actually are challenging on insanity. Every class should be challenging on insanity. My suggestion then is to nerf the other classes rather than removing the restrictions.
-edit-
Frotality wrote...
biotics are a hard thing to balance,
tis true; ME2 went in the opposite extreme of the spectrum. they
reworked warp to try and make it more useful to compensate, but the end
result is that on higher difficulties spamming warp is an adepts only
semi-viable means of offense. hardcore and up is really unfair against
biotic for some reason; defenses are supposed to make enemies
resistant, not immune; doing that with higher difficulties is a rather
underhanded way to make it harder.
The bolded part is completely untrue. There are builds that completely ignore warp (except for on bosses) which are perfectly viable. I used to say : "Just use squad powers." But then I tried a team with no defense removing squad powers and I pew pewed my way through a few missions.
Here, have a video : .
Sure, I died at the end, but it wasn't because my biotics weren't working, it's because I failed at using cover. I went through the rest of the mission at a decent pace. Could I have gone faster if I were another class? Maybe?? But I think it was definitely fast enough to make it worth jamming someone in the ceiling.
Modifié par Soruyao, 11 février 2010 - 04:08 .
#10
Posté 11 février 2010 - 03:59
Side note at the get your bonus weapon talent stage, I wish one of the options had been a fancy biotic amp or a fancy omni tool for the biotic and tech classes. Those with the right weapon skill got fancy pants versions of there weapon like the totally broken widow.
If the fancy pants biotic amp let you partially ignore shields that would be cool IMO, and I'd take it over a different weapon. I want to be better with my adept powers, I don't really care about having a good gun.
#11
Guest_XxTaLoNxX_*
Posté 11 février 2010 - 11:41
Guest_XxTaLoNxX_*
@Ahglock; I have ALSO noticed my Singularities going out before they are supposed to... sometimes for no reason. There is nobody with a shield/armor/etc moving into them and I thought they had a specific timer anyway so that shouldn't matter. It must be a bug.
With all the controversy over this subject, I want to make it clear that I am trying to play the neutral party. I do have opinions but I will reserve them for now or clearly state that it is my opinion specifically. Most of what I have posted in the first post is what quite a few other players have noticed. I have also tested the Overload claim and it is true unless you target someone with a Rocket Launcher/Flamethrower on the hard difficulties... those enemies blow up when you Overload them and for the rest of the enemies it is disabled completely.
EDIT: Do I believe that Hardcore and Insane should be, ummm, difficult? Yes, do I believe that some classes should be majorly useless at these difficulties? No. That's my opinion. And my opinion is that at this point Vanguard and Adepts are lacking in these difficulties. Adepts are still playable and Vanguards are.... survivable (?) but neither are fun on Hardcore/Insane. Vanguards, in my opinion, are the worst class for those difficulties, as I have played them and I can testify that it is unbearable until you get Advanced Training and max out a shield buff.
Modifié par XxTaLoNxX, 11 février 2010 - 11:46 .
#12
Posté 11 février 2010 - 02:04
I have one play experience with an Adept on Hardcore. I specced and respecced her multiple times and tried to use the various powers (excepting Shockwave) as best I could. I respecced her so I could reload a save and then try out a different configuration.
While it is true that Pull, Throw, and Shockwave have limited effects on enemies that still have defenses, it's not true that you can't use them at all, nor is it true that you can only make use of Warp.
At lower character levels, you can use squadmates who have Overload, take Energy Drain, or upgrade Submachine Gun to deal with Shields. Anything else you can take down. Up to about level 10, you need two applications of a power to remove defenses. At about level 14 or so, you need one, and you can even use Area effects to strip the defenses on an entire platoon en masse without expending too much time on it.
Certain targets have more Defenses than Health. These comprise the minority of your enemies, usually bosses, elites, heavy mechs - that sort of thing. Nearly all your enemies will have comparable Health and Defense at hardcore, and quite a few will have significantly more Health than Defenses. Husks and Vorcha most obviously have more. All you need to do to test this out is load a game on hardcore, and then take a few shots at a Vorcha. I guarantee you will bring that Armor down really fast. Takes longer to remove the Health.
Warp Explosion is the singlemost powerful AoE effect in the game - better than Area Reave. Whether you choose to go damage with Heavy Warp Explosion or area with Unstable Warp Explosion, this effect is phenomenally powerful. The Adept is the only class that can deploy it without sacrificing team composition.
You can use Singularity or Pull to set up the WE. Singularity has the advantage of locking down the enemy while you whittle down its defenses, but it has longer cooldown and the curving and speed of deployment isn't as good as Pull. Also, only the Adept has Sing, so you can't ask your mates to Sing for you. It can also be hard to tell exactly if the target still has defenses, whereas you can't aim Pull until the defenses are stripped for sure.
Warp Explosion (as far as I can tell) applies the Warp damage to every target within 5 meters, regardless of their defenses. You can acquire this powerful tool very early - easily before level 10. If upgrade to Heavy Warp, it really does a number on enemies, damaging them and throwing them about. Unstable Warp does less damage, but it's far easier to catch a lot of enemies in the blast since the radius is an absolutely ridiculous 7 m - twice the radius of Incineration Blast.
The fun part about it is that the effects cascade. Once you take down one guy's defenses and Pull-Warp him, you will usually strip some other guy's defenses and then you can Pull-Warp him, too. It makes things go really fast. I suggest trying it out for yourself.
More importantly, part of what makes Insanity and Hardcore more difficult is that you take more damage from incoming fire. For this reason, the effect of both Pull and Throw are correspondingly more powerful on higher difficulty levels than at lower ones. You can see this clearly once you know how to deploy your biotics at the higher levels.
AoE defense stripping followed by Throw Field and Sing plus the occasional Pull Field from an ally pretty much locks down entire encounters. Being able to use Throw Field to just off people instantly is too strong to allow to work unimpeded on the higher difficulty levels. It's barely held in check by that, even.
#13
Posté 11 février 2010 - 02:13
Headshots with a sniper rifle and unbalanced and should probably be toned down.
#14
Posté 11 février 2010 - 02:36
Worked quite well, but really some of the biotic powers are useless, whats the point of pulling or pushing someone when they can only be thrown when their armor/shields are gone? It's much faster to just shoot them
#15
Posté 11 février 2010 - 02:51
The point is that you stop the gunfire as soon as the power hits. Also, they remove enemy cover by throwing or Pulling them out of cover when they're in it.
Pull and Throw animation has maybe half a second before it hits on the far side of a room - on near enemies, it's nearly as fast as actual gunfire. So please, relate. How long does it take to completely take down the entire Health of a krogan or merc on Hardcore? I've been playing Hardcore, and without an Ammo power (or a borrowed one) it takes quite a while. Certainly, it takes significantly longer than the power takes to hit. With Tungsten Ammo, you can whittle down an enemy out of cover in maybe a second and a half, provided you hit most of your shots. It's longer for elites, of course. With Pull, you can neutralize one enemy, then take out another, removing gunfire from two enemies at once.
I've used that tactic a lot and it's not useless. With gunfire taking down Vanguards and Pulls taking out normal mercs, I can cut enemy fire by half almost instantly (especially once you acquire Area Overload or Area Energy Drain). Then Warp the Pulled targets for the Warp Explosion.
I can provide detailed instructions on how to use Throw and Pull to profit in the missions where they'd really show great effect.
#16
Posté 11 février 2010 - 03:02
Modifié par Flash_in_the_flesh, 11 février 2010 - 03:03 .
#17
Posté 11 février 2010 - 03:40
#18
Posté 11 février 2010 - 03:50
#19
Posté 11 février 2010 - 04:23
Of course. I've just finished my Adept and Soldier playthroughs on Hardcore. I think I'm ready to start tinkering with it now that I have a baseline.
#20
Posté 11 février 2010 - 04:27
"Extreme foolishness; folly.
Something that is extremely foolish." - Dictionary.com
OP's points have been addressed by Bioware. Powers are working as intended. They will never be changed by Bioware.
The game is balanced around normal difficulty. End of story. Insanity requires specific tactics with every class. With infil, it's cloak/headshot ad nauseum. With vanguard, it's charge/headshot ad nauseum. I've sat with a friend playing vanguard on insanity. It works. You have to be extremely aggressive. If you can't get it to work, you're doing it wrong. It's not supposed to be hard, it's supposed to be "insane" (see above).
I've played an adept on normal, an infiltrator on hardcore, and an adept on insanity. I
#21
Posté 11 février 2010 - 04:28
OriginalDiSarray wrote...
I believe the cool down could be reduced. I'm currently playing on Insanity and once and a while i get flanked by enemies which i could have stopped with a power. This is strongly evident when versing Scions.
If you get flanked by Scions, the slowest moving enemies in the game, you are just bad at the game.
#22
Posté 11 février 2010 - 04:35
Since warp is the only biotic useful against Barriers and Armor, I spend most of the time spamming Warp and shooting, and by the time it gets down to just health, you might as well keep shooting. Cause it only take a couple shots to finish them off.
#23
Posté 11 février 2010 - 04:46
Actually, I JUST finished an Adept run on Hardcore earlier today. For some of those battles, I wasn't even reloading. The video actually said, "the best class at taking down enemies without firing a shot," or something to that effect.
And it's true. I'm playing Sentinel, Adept, Soldier, and Infiltrator concurrently on Hardcore and I've had to fire the LEAST on Adept. Warp is crap at taking down Health by itself - it simply doesn't do nearly enough damage on its own. You could supplement that with gunfire, but with Adept getting only basic guns, it's not like that's all that good, either, if you have to duck into cover half the time.
Best, and most universally useful is using Warp Explosion - use Pull or Singularity first on an undefended enemy, then apply Warp to that enemy. On Hardcore, that enemy will then usually be dead, and he'll trigger a 5 meter explosion, dealing Warp damage to all in the area and throwing them down, regardless of defenses.
Don't spam Warp. Use your other powers. Your game will go faster, and you'll have more fun.
#24
Posté 11 février 2010 - 04:59
#25
Posté 11 février 2010 - 05:13
No dude. Don't argue. Listen.
Warp Explosion isn't just Warp. It applies Warp damage to every target in a 5 meter radius regardless of defenses. It's not just Warp. It is the most powerful damage AoE in the game. Area Reave is crap in comparison.
You cannot apply Warp Explosion unless you have a biotic power active on an undefended target. THAT is why you Pull a target that doesn't have defenses - so you can Warp it and trigger the AoE. And no, it's not better or faster to shoot it, unless you're shooting with a grenade launcher.
Don't argue. Boot up your game NOW and try it out. Once the armor or shield is gone, curve a Pull around cover, then trigger the Warp Explosion. If, after extensive use, you still think that applying 200 damage to a 5 meter radius is worse than shooting individual targets one at a time, then I won't push this point further.




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