I can relate with your point of view.
The long, irate rant:Adepts are incredibly easy to use, but as tactically boring as the Soldier (and some would say less). You just spam the same 2 (or 3) skills every 6-10 seconds (depending on the skill and your cooldown upgrades). You even have 5(6?) out of 11 team members who have a biotic attack of some sort. Once you're halfway through the game and have enough points to evolve at least 2 of your own skills along with those of your squad members, you have enough power to take care of almost any situation. The only difficulty we face with an all-biotic squad in Insanity is the length of time it takes to kill something.
Tactical options aside, let's face it - Adepts were way too powerful in ME1, and they had to be nerfed. However, when you look at other other classes like the Sentinel and Vanguard, BioWare gave Adepts the short end of the stick - not in power, but in variability and adaptability.
Warp, Reave, *pea shooter*, Warp, Reave, Overload *cross fingers while on Insanity mode* Pull + Throw, Shockwave (hey that actually worked this time!) Warp, Reave, zzz... It's the same damn thing every single time, unless you actually brought Tali with you, then you could at least have some fun with the mechs.
In ME3, we need less power but shorter cooldowns, and crowd control skills that actually work more than 1 out of 5 times at higher difficulties. Has anyone here tried to use Slam on a Krogan, even after its armor is gone? What the hell is the point of having a skill that does nothing against a target it's supposed to affect?
At any rate, how would everyone else like it if Warp Ammo and Armor Piercing ammo suddenly did 1/10th of its intended damage against shields and barriers on Insanity, or if Cryo didn't freeze anything at all?
The short, objective review:The core of the problem is not that any particular class in ME2 lacks power or needs a more varied skill tree. It's that 75% of skills are ineffective at the highest difficulty settings because of the way the game scales. For that matter, it doesn't even scale correctly. The game is scripted to diminish the effects of anything other than Warp, Reave, Warp Ammo, Armor Piercing Ammo, Overload, and AI Hack (and a few others) to the extent that all those other skills become utterly useless.
This issue affects not only Adepts, but every class. If anyone else thinks otherwise, it's likely because they've already limited themselves to using the same 2-skill tactics throughout all of their play sessions and implemented those same strategies on Insanity mode.
Modifié par Forest03, 20 février 2010 - 04:52 .