For those of us who enjoy min-maxing our way through our gaming experience, please consider dropping skill prerequisites in ME2 (through a patch) and/or ME3. Not only do certain requirements not make any sense, they completely hinder our ability to distribute the points the way we want.
I want to use squad cryo ammo on my lvl 30 Infiltrator on my insanity playthrough. Too bad I would only be able to max out 4 skills instead of 5, leaving 2 of them half-assed and not worth my time. The same applies to squadmates as well.
As an alternative, giving more skill-points would suffice as well. Currently, the system is just not friendly for customization for min/maxers.
please, please, PLEASE get rid of skill pre-reqs in ME3!
Débuté par
Atmosfear3
, févr. 12 2010 03:03
#1
Posté 12 février 2010 - 03:03
#2
Posté 12 février 2010 - 04:06
The purpose is to make you make choices on what you want. Maybe Shockwave on a Vanguard is important to you, then you need to make the choice to invest enough into Pull to get it. Alternatively, if you find no use for Shockwave, you make the choice to spread your points differently. They don't want you to max out everything. They want you to have to choose what's important to you.
Sure, due to respec ability, the choices are never a permanent thing-- but they still exist for that reason.
Sure, due to respec ability, the choices are never a permanent thing-- but they still exist for that reason.
#3
Posté 12 février 2010 - 04:17
i know! id really like to put those 51 points into throw, pull, singularity, nemesis, and warp ammo, with one in warp. why cant i do that? no reason other then somebody did in a game before. there is no point whatsoever.




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