I personally think the Adept class needs less of a drastic overhaul more of a slight regression. For me it was always my favorite class in ME and I feel that seemingly slight tweaks that have been applied broadly to tighten/heighten the gameplay mechanics of other to classes when combined together have really acted to confound the experience of playing as an adept this time in ME2. Regardless of the difficulty level I've found that you generally run into the same problems. Who knows maybe you have a different perspective, if so i'd like to hear it. I'll like to gather your thoughts and experience whilst playing the adept class so that moving forward the guys at BioWare can get a clear picture of what works well and what doesn't and where they need to focus their time.
I'll get the ball rolling with mainly a few suggestions as per opening remarks but feel free to post anything you like.
Here goes... in ME2 only being able to use warp 85% of the time (reave bonus unlockable notwithstanding) because of the new emphasis on AI shielding/barriers sucks all the fun out of using biotics as it makes the other powers almost entirely worthless except for about 15% of the time in my experience. It's especially frustrating given that it takes up to 12 secs? for warp to recharge.
1) Maxed-out (heavy/wide/field specialised) Throw, Shockwave and Singularity, etc should do damage to enemy shields AND barriers in addition to warp but to a lesser extent simply to compensate for warp's rather excessive recharge time.
2) In order to accommodate for these changes I'd suggest making the 15% or so (red) health hp component much less susceptible if not impervious to biotic attacks much more as it was in the first game while they are flailing around in a pull field or singularity - and draining that last remaining health bar should be achieved with purely gunfire blasts... whilst simultaneously limiting Biotics just to pistols and heavy weapons to balance the class.
Although many will probably disagree and want to keep SMG's but I think with these tweaks it would be become too easy and it's a necessary trade-off.
3) Universal cool-downs are irritating and ruin all the spontaneity and tactics involved. In ME1 I got much more use out of all my powers because I was always using whatever was available at that moment in time. Now that you can only use 1 thing on the power wheel at a time I'm just spamming Warp between the recharge time.
4) Throw Field does not work as described. I loved the idea of blasting multiple targets with it but in my experience it works poorly in practice probably because it's damage/force just too weak in comparison to heavy throw.
5) Biotic Barrier should be an integral power to Adepts along with Warp and Singularity, etc and I'll explain why and before anyone starts about Sentinels - I'm not giving up half of my biotics. I missed the god-complex inspiring moments of Adepts in ME1. Now i'm constantly reduced to cowering behind a box waiting for warp to recharge like a broken soldier and here's why.
The big problem is because of Barrier's enormous cool-down time combined with universal cool-down it basically wears off before long before I can use my other powers with any protection so with or without universal cool-down I feel that Barrier cool-down needs to be treated independently of the other cool-downs on the power wheel and then there will be far less time spent hiding behind crates.
6) Finally more custom hot-keys for the Xbox 360 version in addition to LB and RB. So for example when holding down LT why not have combos like LT+X or LT+Left = shockwave, LT+B = pull, etc.
Modifié par Guanxii, 15 février 2010 - 12:32 .




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