spacehamsterZH wrote...
I don't understand the concept of complexity you're applying here. I don't see how it makes the game more "complex" if I can thoughtlessly spam abilities without having to worry how it's going to affect everything else. With universal cooldown and varying cooldown periods for different abilities, everything is related and you have to plan much more. Take Barrier, for example. If the long cooldown on Barrier didn't mean that I can't use any of the other abilities, what's to stop me from simply using Barrier all the time, rendering me effectively invulnerable and then blasting the crap out of everyone cycling through the rest of my abilities and then cleaning up with the gun? There's not tradeoff that way, no balance, everything becomes too easy. Universal cooldown actually forces you to take a semi-round based approach to combat, and, uh, I thought more RPG elements was a good thing?
Barrier has a duration of 1 or 3 minutes and a recharge of only 12 seconds. One can easily use it before battle, waiting until the cooldown recharges then moving on. What stops powers from being spammed in ME2 and leaves the player with only that one dumbed down option I keep talking about? Armors barriers and shields that's what, and everyone has one, even the space dogs. You can't use your powers if your target has a defense, so you need to take it off with a power but wait, your cooldown's now in effect, !@#$.
My suggestion, leave the powers with individual cooldowns just like it was in ME1. Powers can't be spammed anymore because of defenses in place, and if the difficulty becomes easier this can be adjusted by the game designers. More options for players, difficulty kept the same, problem solved.




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