ahglock
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Post by ahglock on Nov 12, 2018 21:33:06 GMT
Just finished another trilogy run so decided to do another MEA run. I'm pondering new game+ or just a new game. I wish there was a customizable new game+. So I like research being unlocked especially on the nomad, but I kind of like leveling and growing as a character. In NG+ even if i pick a single run Ryder I'll have a tree maxed out and I'm kind of boring and only do biotic runs now.But if i just go new game he nomad is painfully slow and my guns suck. I think I may just do another new game as I just prefer starting at level 1 when my character is new. I'm fine starting level 30 or something in a hypothetical MEA2 as 30 is that games level 1.(though level 140 everything maxed dude is kind of boring.)
What do the rest of you normally do and why?
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Post by simit on Nov 12, 2018 22:02:14 GMT
I do both, i got chars anywhere between 14 an 126, i like them all, if i feel like grinding i go on the low lvl if i just want to explore an go through quests i go on the high lvl an if i want to mess about with builds thats also what the high lvl for as all trees are maxed an a few weapons an armour unlocked, if i find combos of skills i like with weapons/armour it also something i'll start a new char to build from scratch.
There benfits an enjoyment whatever routes took tbh
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Post by Deleted on Nov 12, 2018 22:31:26 GMT
I've done all 14 of my runs as a new game. One for each Ryder in each of the seven character classes. I've learned to be careful in the beginning, because the guns do suck, especially on insanity. It's always a relief when the Nomad gets upgraded and can successfully climb over an ant hill.
While I did try out the favorites, for the most part, I didn't use them, just treated each Ryder like they were a certain class, without the option to go other directions. For some classes, that meant I had the relevant passives and three powers maxed by level 53 (same time you max your squadmates), for others, I didn't get the passives and three powers maxed until level 58.
My runs were completionist runs, so with the exception of the first two runs, where I was pretty inefficient, I ended up with mid 60s level Ryders. The first two ended up in the low 70s.
I did NG+ with all my ME runs, to get Shepard to level 60 for the import to ME2. After ME, I was pretty tired of NG+ … Shepard was too OP, even on hardcore … and insanity was just plain tedious … not a challenge, just tedious. I don't remember if there was a similar achievement for ME2. If not, then I would not have done an NG+ with ME2. I did one NG+ in ME3 for the achievement.
The downside to no NG+ runs in MEA? I never got to a level X weapon, armor or mods in SP. But other than the one run to get the achievement in ME3, I never got past level V on my weapons in ME3. I survived.
tl;dr: I'm not a fan of NG+, I'd just go with a new run.
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sjsharp2010
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Post by sjsharp2010 on Nov 12, 2018 23:04:44 GMT
I generally just start with new game as I prefer to build a character from scratch. Although I'm tempted to do a new game plus on my next Ryder to try it out. As I've also been trying out new armours and such and haven't been able to upgrade the armour I was using as high as I would like to see how good the higher levels are. That's mostly because I didn't get enough Heleus resource points as I needed. So I'm thinking of carrying that through to a new game plu might solve that problem for my next playthrough as I was playing with the Heleus armour. It's the one you see the MP Human Kineticist I think uses as I only got the armour up to level 3 Whereas I'm able to get to level 6/7 by the end of my playthrough's normally. I found it a powerful armour with the set up I was using but I'd like to try a different approach too with it.
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Post by Deleted on Nov 12, 2018 23:24:22 GMT
You can always respec your Ryder to make him/her class specific by just not assigning all of the available points. Leave the same number of point always unassigned and you'll be simulating leveling up as you progress through the game. It'll be a little harder since you do level up more slowly at higher levels and the enemies are also at a higher level.
ETA: You can even do the respec at the end of your last game, save and then do the import to your NG+. In effect, ME:A NG+ is absolutely customizable..
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michaeln7
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Post by michaeln7 on Nov 12, 2018 23:33:14 GMT
If you're stuck, do a "speed run" with a character you want, then newgame+ that character.
By "speed run" I mean only doing Priority Ops, maybe some personal or crew missions (i.e. Loyalty missions), but no extras or Additional Tasks.
The maximum level I have achieved in a new game from scratch is LVL 76, and that's with Heleus at 100% completion, only task left is Movie Night in my quarters.
Speed-runs will get you around LVL 20, with variance. That way you're not completely useless but you are by no means overpowered in a NewGame+.
It goes even faster if you set the difficulty to Narrative for the speed run, then change it to whatever difficulty you like for your newgame+.
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Post by Deleted on Nov 13, 2018 7:29:42 GMT
I do both. Although I do save up the Apex rewards while I'm doing a NG+, so when I start a fresh character s/he will atleast have some presents to unpack when s/he reaches the Nexus.
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Post by Unicephalon 40-D on Nov 13, 2018 8:01:07 GMT
I'm also not a fan of NG+ - TBH I have never done it even in the older games! -- but I think I'll try it once to get my Scott or Sara to GODLIKE status, using highest difficulty and trash the enemies, hear the lamentation of their women.. wait do Kett even have women?
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Post by Deleted on Nov 13, 2018 14:03:32 GMT
NG+ just makes an already easy game even easier on Insanity. Everything melts in a matter of seconds. ME2's ng+ felt a lot better in that regard.
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Post by Deleted on Nov 13, 2018 14:21:25 GMT
NG+ just makes an already easy game even easier on Insanity. Everything melts in a matter of seconds. ME2's ng+ felt a lot better in that regard. As I said up above... just respec your Ryder before importing and don't assign all the points you have available. You have the option of making it as easy or as difficult as you like. With a little planning ahead, you can even carry forward lower level guns that you've modified in any way you choose. You can make so the only difference is that you're fighting higher leveled enemies than in a new game. All you need to do is have the discipline to assign your additional points in a fashion that simulates leveling up as you progress through the game. It's completely flexible and up to you.
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Post by Deleted on Nov 13, 2018 14:50:08 GMT
NG+ just makes an already easy game even easier on Insanity. Everything melts in a matter of seconds. ME2's ng+ felt a lot better in that regard. As I said up above... just respec your Ryder before importing and don't assign all the points you have available. You have the option of making it as easy or as difficult as you like. With a little planning ahead, you can even carry forward lower level guns that you've modified in any way you choose. You can make so the only difference is that you're fighting higher leveled enemies than in a new game. All you need to do is have the discipline to assign your additional points in a fashion that simulates leveling up as you progress through the game. It's completely flexible and up to you. Gimping yourself is not a substitute for a poor difficulty design. But having said that, for my setup you only need the bare minimum of skill points to unlock your preferred skills to kill in seconds. I based my skills around weapon damage. Turbocharge Charge Tactical Cloak or Energy Drain Valkyrie with Auto Fire, Bio Converter and Kinetic Coils Mix of Maverick and Kett armor
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Post by Deleted on Nov 13, 2018 14:55:19 GMT
As I said up above... just respec your Ryder before importing and don't assign all the points you have available. You have the option of making it as easy or as difficult as you like. With a little planning ahead, you can even carry forward lower level guns that you've modified in any way you choose. You can make so the only difference is that you're fighting higher leveled enemies than in a new game. All you need to do is have the discipline to assign your additional points in a fashion that simulates leveling up as you progress through the game. It's completely flexible and up to you. Gimping yourself is not a substitute for a poor difficulty design. But having said that, for my setup you only need the bare minimum of skill points to unlock your preferred skills to kill in seconds. I based my skills around weapon damage. Turbocharge Charge Tactical Cloak or Energy Drain Valkyrie with Auto Fire, Bio Converter and Kinetic Coils Mix of Maverick and Kett armor Building flexibility to accommodate players of varying abilities is not "poor difficulty design." It's superior. It's easier for people to choose to "gimp themselves" than it is for a player who may be finding things to difficult for themselves to magically upgrade their build. Your refusal to utilize the flexibility tools provided to customize the game to your particular skill level is, in a word, just selfish. Still too easy - gimp your weapon... shed the bio converter and use your ammo sparingly. You have options.
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Post by sjsharp2010 on Nov 13, 2018 15:27:48 GMT
I'm also not a fan of NG+ - TBH I have never done it even in the older games! -- but I think I'll try it once to get my Scott or Sara to GODLIKE status, using highest difficulty and trash the enemies, hear the lamentation of their women.. wait do Kett even have women? Yeah I don't use new game plus either normally. I'm only just thinking of doing it for my next run to try some of the higher level stuff. Normally I prefer to just build characters from scratch. The only time I kind of have a character kind of built up is when carrying a Shepard from ME2 into ME3 tbh. I don' t use NG+ at all
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Post by Deleted on Nov 13, 2018 15:29:16 GMT
Gimping yourself is not a substitute for a poor difficulty design. But having said that, for my setup you only need the bare minimum of skill points to unlock your preferred skills to kill in seconds. I based my skills around weapon damage. Turbocharge Charge Tactical Cloak or Energy Drain Valkyrie with Auto Fire, Bio Converter and Kinetic Coils Mix of Maverick and Kett armor Building flexibility to accommodate players of varying abilities is not "poor difficulty design." It's superior. It's easier for people to choose to "gimp themselves" than it is for a player who may be finding things to difficult for themselves to magically upgrade their build. Your refusal to utilize the flexibility tools provided to customize the game to your particular skill level is, in a word, just selfish. Still too easy - gimp your weapon... shed the bio converter and use your ammo sparingly. You have options. OMFG! Are you serious or just trolling? Selfish? It's a single player game that has MULTIPLE difficulties for every level of player. If its too hard just put it on easy... Again, gimping yourself purely to make the game artificially easier is poor design. I already know how your going to reply. I've dealt with people like you before and it's not worth the headache. I'll leave it at that.
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Post by Deleted on Nov 13, 2018 15:50:01 GMT
Building flexibility to accommodate players of varying abilities is not "poor difficulty design." It's superior. It's easier for people to choose to "gimp themselves" than it is for a player who may be finding things to difficult for themselves to magically upgrade their build. Your refusal to utilize the flexibility tools provided to customize the game to your particular skill level is, in a word, just selfish. Still too easy - gimp your weapon... shed the bio converter and use your ammo sparingly. You have options. OMFG! Are you serious or just trolling? Selfish? It's a single player game that has MULTIPLE difficulties for every level of player. If its too hard just put it on easy... Again, gimping yourself purely to make the game artificially easier is poor design. I already know how your going to reply. I've dealt with people like you before and it's not worth the headache. I'll leave it at that. Yes, selfish. It may be a single player game, but you're not the only level of player who buys this game. Flexibility accommodates more levels of players. That you don't want to utilize the flexibility but would rather take away the flexibility that others might use is, in a word, selfish. The only problem with the level difficulty was that Bioware listened to the complaints from the fanbase and stopped the enemies levelling up beyond Level 80. Even though the squad stops leveling, they should have just left the enemies continue to level with the player right up to the last level.
The OP is also thinking selfishly, saying they want a customizable NG+ without recognizing the features already built into the game that do accommodate customizing your PC's level and skill variety (read - class) when importing into a NG+. With the way it is, I can choose to what variety of skills my NG+ player has available and I can also limit them as severely as I wish. I'm not limited to choosing a class with a pre-ordained skillset. That's not "boring"; that's flexible.
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Post by Deleted on Nov 13, 2018 16:04:22 GMT
OMFG! Are you serious or just trolling? Selfish? It's a single player game that has MULTIPLE difficulties for every level of player. If its too hard just put it on easy... Again, gimping yourself purely to make the game artificially easier is poor design. I already know how your going to reply. I've dealt with people like you before and it's not worth the headache. I'll leave it at that. Yes, selfish. It may be a single player game, but you're not the only level of player who buys this game. Flexibility accommodates more levels of players. That you don't want to utilize the flexibility but would rather take away the flexibility that others might use is, in a word, selfish. The only problem with the level difficulty was that Bioware listened to the complaints from the fanbase and stopped the enemies levelling up beyond Level 80. Even though the squad stops leveling, they should have just left the enemies continue to level with the player right up to the last level.I agree with the last part... So poor design like I said! You even agree that it should have never changed. Let me spell it out for you in a way that even my 6 year old daughter would clearly understand... You have 4 difficulty levels in the game. Easy, Normal, Hard and Insanity. Less than 1-3% of people beat any game on the hardest difficulty. It's a mode meant to give players a challenge. If you can't beat the game on insanity you have 3 other modes to play it on. How the hell is that selfish? If you can't beat insanity play it on hard. If you can't beat hard play normal. If you can't beat normal play easy. The 4 mode are the flexibility. Flexibility doesn't equal gimping yourself on the hardest difficulty to actually make it hard. That's the entire point of the 4 modes. What's so hard to understand about this?
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Post by Deleted on Nov 13, 2018 16:52:37 GMT
Yes, selfish. It may be a single player game, but you're not the only level of player who buys this game. Flexibility accommodates more levels of players. That you don't want to utilize the flexibility but would rather take away the flexibility that others might use is, in a word, selfish. The only problem with the level difficulty was that Bioware listened to the complaints from the fanbase and stopped the enemies levelling up beyond Level 80. Even though the squad stops leveling, they should have just left the enemies continue to level with the player right up to the last level.I agree with the last part... So poor design like I said! You even agree that it should have never changed. Let me spell it out for you in a way that even my 6 year old daughter would clearly understand... You have 4 difficulty levels in the game. Easy, Normal, Hard and Insanity. Less than 1-3% of people beat any game on the hardest difficulty. It's a mode meant to give players a challenge. If you can't beat the game on insanity you have 3 other modes to play it on. How the hell is that selfish? If you can't beat insanity play it on hard. If you can't beat hard play normal. If you can't beat normal play easy. The 4 mode are the flexibility. Flexibility doesn't equal gimping yourself on the hardest difficulty to actually make it hard. That's the entire point of the 4 modes. What's so hard to understand about this? Of the 1-3% of the people who play the game on insanity, some of them are challenged the way it is now. You might be in the 1% of the 1% that find that insanity in this game gets too easy... and you even still have a lot of options you're not using that could make it more challenging for you. That's selfish.
I personally find regular insanity in this game challenging enough the way it is already set up. I don't have to gimp myself to feel challenged... but I still have the option to do so. They designed it to be tougher and the fanbase complained that it was too tough... so they nerfed it. To have asked them to nerf it was also selfish of the part of those fans (and that's why I would have never asked them to nerf and why I think they should have never changed it). That's still not poor design. Their original design was fine. The design is still fine. It's still flexible.
To rip the flexibility right out of it and force classes again or to have no option to respec a character before an import... I would not be on board with that. The MET NG+ system was less lexible. I had to replay a character from the beginning to play an NG+ game as a different class. Heck, in ME1, I couldn't even change the specialization of a character going into a NG+ game; so if I wanted to merely try the other specialization, I had to replay from a brand new game. I could not mix and match skills to effectively create my own class. I could not even switch gender. IMO, therefore, the MET NG+ system is of inferior design to the ME:A one. The ME:A one is more flexible.
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Post by Deleted on Nov 13, 2018 17:22:59 GMT
I agree with the last part... So poor design like I said! You even agree that it should have never changed. Let me spell it out for you in a way that even my 6 year old daughter would clearly understand... You have 4 difficulty levels in the game. Easy, Normal, Hard and Insanity. Less than 1-3% of people beat any game on the hardest difficulty. It's a mode meant to give players a challenge. If you can't beat the game on insanity you have 3 other modes to play it on. How the hell is that selfish? If you can't beat insanity play it on hard. If you can't beat hard play normal. If you can't beat normal play easy. The 4 mode are the flexibility. Flexibility doesn't equal gimping yourself on the hardest difficulty to actually make it hard. That's the entire point of the 4 modes. What's so hard to understand about this? Of the 1-3% of the people who play the game on insanity, some of them are challenged the way it is now. You might be in the 1% of the 1% that find that insanity in this game gets too easy... and you even still have a lot of options you're not using that could make it more challenging for you. That's selfish.
I personally find regular insanity in this game challenging enough the way it is already set up. I don't have to gimp myself to feel challenged... but I still have the option to do so. They designed it to be tougher and the fanbase complained that it was too tough... so they nerfed it. To have asked them to nerf it was also selfish of the part of those fans (and that's why I would have never asked them to nerf and why I think they should have never changed it). That's still not poor design. Their original design was fine. The design is still fine. It's still flexible.
To rip the flexibility right out of it and force classes again or to have no option to respec a character before an import... I would not be on board with that. The MET NG+ system was less lexible. I had to replay a character from the beginning to play an NG+ game as a different class. I could not mix and match skills to effectively create my own class. I could not even switch gender. IMO, therefore, the MET NG+ system is of inferior design to the ME:A one. The ME:A one is more flexible.
You honestly have no clue. First and foremost you contradicted yourself by saying that it was the "Superior" system and then 2 post later openly admit it was flawed in the way bioware did it... Do you or Unicephalon 40-D even understand the concept of flexability? If anybody is being "Selfish" it's you! Again, you have 3 other modes to play on. I NEVER asked to make the game easier so I have no clue why you keep bring that up. It only proves my point that it was in FACT too easy. Your evening stating this in all you post to me and still can't see the irony in it all. Maybe English isn't you primary language and that's why it's hard for you to understand, I'm not sure. It's not a hit against you but your not making a lot of since. I'll leave a definition for you to help out... con·tra·dic·tion /ˌkäntrəˈdikSH(ə)n/Submit noun a combination of statements, ideas, or features of a situation that are opposed to one another. "the proposed new system suffers from a set of internal contradictions"
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Post by Deleted on Nov 13, 2018 17:53:00 GMT
Of the 1-3% of the people who play the game on insanity, some of them are challenged the way it is now. You might be in the 1% of the 1% that find that insanity in this game gets too easy... and you even still have a lot of options you're not using that could make it more challenging for you. That's selfish.
I personally find regular insanity in this game challenging enough the way it is already set up. I don't have to gimp myself to feel challenged... but I still have the option to do so. They designed it to be tougher and the fanbase complained that it was too tough... so they nerfed it. To have asked them to nerf it was also selfish of the part of those fans (and that's why I would have never asked them to nerf and why I think they should have never changed it). That's still not poor design. Their original design was fine. The design is still fine. It's still flexible.
To rip the flexibility right out of it and force classes again or to have no option to respec a character before an import... I would not be on board with that. The MET NG+ system was less lexible. I had to replay a character from the beginning to play an NG+ game as a different class. I could not mix and match skills to effectively create my own class. I could not even switch gender. IMO, therefore, the MET NG+ system is of inferior design to the ME:A one. The ME:A one is more flexible.
You honestly have no clue. First and foremost you contradicted yourself by saying that it was the "Superior" system and then 2 post later openly admit it was flawed in the way bioware did it... Do you or Unicephalon 40-D even understand the concept of flexability? If anybody is being "Selfish" it's you! Again, you have 3 other modes to play on. I NEVER asked to make the game easier so I have no clue why you keep bring that up. It only proves my point that it was in FACT too easy. Your evening stating this in all you post to me and still can't see the irony in it all. Maybe English isn't you primary language and that's why it's hard for you to understand, I'm not sure. It's not a hit against you but your not making a lot of since. I'll leave a definition for you to help out... con·tra·dic·tion /ˌkäntrəˈdikSH(ə)n/Submit noun a combination of statements, ideas, or features of a situation that are opposed to one another. "the proposed new system suffers from a set of internal contradictions" I am not contradicting myself. The design is fine. It's flexible. Flexible is superior to inflexible. They nerfed the enemy level limit... that didn't change the design of the system itself.
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Post by Deleted on Nov 13, 2018 21:01:44 GMT
You honestly have no clue. First and foremost you contradicted yourself by saying that it was the "Superior" system and then 2 post later openly admit it was flawed in the way bioware did it... Do you or Unicephalon 40-D even understand the concept of flexability? If anybody is being "Selfish" it's you! Again, you have 3 other modes to play on. I NEVER asked to make the game easier so I have no clue why you keep bring that up. It only proves my point that it was in FACT too easy. Your evening stating this in all you post to me and still can't see the irony in it all. Maybe English isn't you primary language and that's why it's hard for you to understand, I'm not sure. It's not a hit against you but your not making a lot of since. I'll leave a definition for you to help out... con·tra·dic·tion /ˌkäntrəˈdikSH(ə)n/Submit noun a combination of statements, ideas, or features of a situation that are opposed to one another. "the proposed new system suffers from a set of internal contradictions" I am not contradicting myself. The design is fine. It's flexible. Flexible is superior to inflexible. They nerfed the enemy level limit... that didn't change the design of the system itself. You must have the mentality of a 3 year old. If they nerfed the enemy level limit (make sure your following me here, I'm going to hold your hand) then it in FACT changes the very system you're talking about. This is a FACTUAL statement. What is so damn hard to understand? If you nerf Insanity to make it easier then it changes the overall challenge of the mode. We're not talking about flexibility being superior here. That's fucking common sense. You constantly making that blanket statement means nothing in the overall discussion.
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Post by Deleted on Nov 13, 2018 21:57:48 GMT
I am not contradicting myself. The design is fine. It's flexible. Flexible is superior to inflexible. They nerfed the enemy level limit... that didn't change the design of the system itself. You must have the mentality of a 3 year old. If they nerfed the enemy level limit (make sure your following me here, I'm going to hold your hand) then it in FACT changes the very system you're talking about. This is a FACTUAL statement. What is so damn hard to understand? If you nerf Insanity to make it easier then it changes the overall challenge of the mode. We're not talking about flexibility being superior here. That's fucking common sense. You constantly making that blanket statement means nothing in the overall discussion. The design we're talking about is how the game imports from a NG game into a NG+ game. ME:A is far more flexible in that regard than any of the Trilogy games and that flexibility allows you to effectively import a different Ryder than you used in your first game. The Trilogy did not. It also allows you to effectively adjust the level at which you import your player in that you can respec and simply not assign all your points you do a respec. You can also limit the skill set in an NG+ game effectively simply by not reassigning your points to all the various skills trees after you do a respec. It means that you're not forced to replay from scratch every single time you want to change either gender or "class" of your Ryder. In the Trilogy, you were. You could change Shepard's class going from ME1 to ME2, but not if you wanted to do an ME2 NG+ game with that Shepard. In ME:A, if the OP wants to start a NG+ game at level 30, effectively, all they need to do is go to Lexi's medbay, respec Ryder and only assign the same number of point they would have at Level 30. They will, however, be playing against enemies who are higher than Level 30 (up to Level 80). The situation would apply the same way at all difficulty settings.
I also still say that putting a cap on the enemy levelling does not change the system design. Throughout levels 1 to 80, the enemies level the exact same way they did before... and if you can't understand that, then it's your mental age I might question.
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Post by Deleted on Nov 13, 2018 22:10:31 GMT
You must have the mentality of a 3 year old. If they nerfed the enemy level limit (make sure your following me here, I'm going to hold your hand) then it in FACT changes the very system you're talking about. This is a FACTUAL statement. What is so damn hard to understand? If you nerf Insanity to make it easier then it changes the overall challenge of the mode. We're not talking about flexibility being superior here. That's fucking common sense. You constantly making that blanket statement means nothing in the overall discussion. The design we're talking about is how the game imports from a NG game into a NG+ game. ME:A is far more flexible in that regard than any of the Trilogy games and that flexibility allows you to effectively import a different Ryder than you used in your first game. The Trilogy did not. It also allows you to effectively adjust the level at which you import your player in that you can respec and simply not assign all your points you do a respec. You can also limit the skill set in an NG+ game effectively simply by not reassigning your points to all the various skills trees after you do a respec. It means that you're not forced to replay from scratch every single time you want to change either gender or "class" of your Ryder. In the Trilogy, you were. You could change Shepard's class going from ME1 to ME2, but not if you wanted to do an ME2 NG+ game with that Shepard. In ME:A, if the OP wants to start a NG+ game at level 30, effectively, all they need to do is go to Lexi's medbay, respec Ryder and only assign the same number of point they would have at Level 30. They will, however, be playing against enemies who are higher than Level 30 (up to Level 80).
I also still say that putting a cap on the enemy levelling does not change the system design. Throughout levels 1 to 80, the enemies level the exact same way they did before... and if you can understand that, then it's your mental age I might question.
It's ok kid, I understand. I really do. Comprehension just might not be your strength. But I'm here for you. I believe in you! I know you can do it with enough time and some hand holding. I'll get you there. I promise. I feel in this short span like I've known you for a lifetime. I'll get you to that promised land of understanding. Just stick with me kid. Even if you have an accident, I'll be there to to help clean you, put some powder on your butt and send you on your way. Trust me...I'll be there!
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Post by ahglock on Nov 13, 2018 23:09:13 GMT
How the hell did a friendly topic about ng+ vs ng preferences turn into a flame war. Too address some of upagains points, it’s not a bad idea to respec and not assign skills as a workaround. I honestly hadn’t thought of that. I’m not sure I’d call that a flexible system though as it’s a workaround not a planed outcome and it requires a lot of finessing to get the right level of skill and advancement. And I’m not sure how asking for more customization tools which would make a more flexible and easy to use system is selfish as it would help everyone who wanted to use ng+ and make your idea more intuitive.
Like ng+ transfer enemy level at Ryder+10 but transfers Ryder as level 1, keep mods and research. Dials to choose that stuff myself would make ng+ not only more attractive to me but I suspect to many other people. If it’s built into the system it makes it easier to do what you suggested. And at a higher level of flexibility.
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Post by Gecko on Nov 14, 2018 0:07:24 GMT
The design we're talking about is how the game imports from a NG game into a NG+ game. ME:A is far more flexible in that regard than any of the Trilogy games and that flexibility allows you to effectively import a different Ryder than you used in your first game. The Trilogy did not. It also allows you to effectively adjust the level at which you import your player in that you can respec and simply not assign all your points you do a respec. You can also limit the skill set in an NG+ game effectively simply by not reassigning your points to all the various skills trees after you do a respec. It means that you're not forced to replay from scratch every single time you want to change either gender or "class" of your Ryder. In the Trilogy, you were. You could change Shepard's class going from ME1 to ME2, but not if you wanted to do an ME2 NG+ game with that Shepard. In ME:A, if the OP wants to start a NG+ game at level 30, effectively, all they need to do is go to Lexi's medbay, respec Ryder and only assign the same number of point they would have at Level 30. They will, however, be playing against enemies who are higher than Level 30 (up to Level 80).
I also still say that putting a cap on the enemy levelling does not change the system design. Throughout levels 1 to 80, the enemies level the exact same way they did before... and if you can understand that, then it's your mental age I might question.
It's ok kid, I understand. I really do. Comprehension just might not be your strength. But I'm here for you. I believe in you! I know you can do it with enough time and some hand holding. I'll get you there. I promise. I feel in this short span like I've known you for a lifetime. I'll get you to that promised land of understanding. Just stick with me kid. Even if you have an accident, I'll be there to to help clean you, put some powder on your butt and send you on your way. Trust me...I'll be there! Play nice @endless ... Or you don't get to play at all.
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Post by Deleted on Nov 14, 2018 1:02:34 GMT
It's ok kid, I understand. I really do. Comprehension just might not be your strength. But I'm here for you. I believe in you! I know you can do it with enough time and some hand holding. I'll get you there. I promise. I feel in this short span like I've known you for a lifetime. I'll get you to that promised land of understanding. Just stick with me kid. Even if you have an accident, I'll be there to to help clean you, put some powder on your butt and send you on your way. Trust me...I'll be there! Play nice @endless ... Or you don't get to play at all. Sir yes Sir...
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