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Post by Deleted on Jan 8, 2017 20:21:41 GMT
Maybe it was 4-5 hours? I advanced with the "story" (such as it is...) until after the fight with a hydra and a ride with one of the heads into the city, that's where I simply lost interest. I also did some quests on the way and in the city. Nothing was interesting enough to actually grab my attention. Yeah, the story certainly isn't anything to write home about. The final confrontation is... pretty cool, though. The pawn system is one of the things I like best about it. When I was playing a lot of DD, I belonged to a pawn-sharing group I found on the gamefaqs boards. We'd hire each other's pawns and take them around to fill in their quest knowledge, bestiary, map/location knowledge, etc. - and send them home with rift crystals, ratings, and gifts. There are a lot of badly built pawns in the rift, however. Best bet is to hire the pawns of actual players, which requires you to be online when you enter the rift - otherwise, you're just getting pawns built into the game. Personally, I find the magic users the least fun class to play in DD. Climbing critters is a lot more fun with daggers. Spell strength improves with your equipment and level, and having multiple sorcerers with the same spells permits sync-casting. There's a lot of gear in the game - armor and clothing as well as weapons - and each piece has 6 layers of upgrade available. The mechanics are pretty unique. The character's stat improvements per level up is class-dependent. Leveling up classes is separate. If you're going for a particular build, you can level up some other class, and then change to the class whose stats you want at character level-up just before your character levels up. Also, augments are class-specific, though an augment unlocked in one class can be used in any other. I know it sounds sort of complicated, but it's quite an elegant system. DD also has one of the imho best designed levels I've ever seen in a game - Soulflayer Canyon. If you do ever decide to try it again and are on PS3, I'd be happy to take your pawn out for a spin. Apologies for going OT.
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Post by Deleted on Jan 8, 2017 21:32:00 GMT
If you do ever decide to try it again and are on PS3, I'd be happy to take your pawn out for a spin. I own the game on my Steam account, so that's not really possible, but thanks anyway. I played as a Sorcerer because I like magic. I don't think I ever played an RPG without playing a magic user / Caster at some point. Sadly I didn't feel like that game handled magic particularly well. It had some good ideas, but the execution was a letdown. If I ever go back maybe I'll try playing as a magic archer, but I doubt it. The dated graphics, the lack of interesting story, the grindy gameplay, it's just not my style. I've never been a huge fan of playing magic users, but some people really enjoy DD's magic - maybe you didn't get far enough to unlock the really big spells. DD Sorcerors are very powerful, but they're also a little slow and it takes some time to cast the really big spells.
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Post by longshadow on Jan 8, 2017 22:55:36 GMT
I really liked Dragon's Dogma battle system. I mostly enjoyed the classes that use a bow (ranger, magick archer)
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Post by linksocarina on Jan 8, 2017 23:02:50 GMT
Well, those limits were always there. ... If the question is simply the number...then i'm not sure I can answer that question. Personally, I don't see that as less immersive. The artificial limit I refer to is the inability to "remember" all the abilities you learned and use them at one time, like in every other RPG game since forever. The idea that you can only use a handful of your abilities at any time purely out of "gamey" reasons, like in DA:I. The idea that you need to forget "Throw" in order to use "Singularity". That's the problem with immersion. Separately, I also think that limiting caster classes to 3 abilities only, is going to severely hamper the fun you can have with them, and that the 3 ability limit also prevents you from creating interesting combos and effectively taking advantage on a class-less system, simply because with only 3 slots you have very little to work with. You know it's strange, but after all of the play I have done for consoles, which has those limits to about 6-8 abilities per game for the most part, I just don't notice it. I also don't see it as forgetting something to use something else, really. You still "know" the ability, you are simply choosing not to use it at a given time.
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Post by linksocarina on Jan 8, 2017 23:37:27 GMT
You know it's strange, but after all of the play I have done for consoles, which has those limits to about 6-8 abilities per game for the most part, I just don't notice it. I also don't see it as forgetting something to use something else, really. You still "know" the ability, you are simply choosing not to use it at a given time.Even when using this spell / skill would have been very advantageous?... I'm not really convinced. You know, specifically with DA:I, at the very least they could have put the focus/mark abilities in their own quickbar instead of forcing you to waste a good slot if you wanted them. The annoying thing is that while you can mod some aspects of gameplay in DA:I (which I very happily did), the 8 ability limit isn't one of them. Different experience for me then, probably because it was always on console for almost all BioWare games, no mods really allowed, but in truth that would be low on my totem pole in terms of a mod anyway.
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Post by spacebeetle on Jan 8, 2017 23:42:20 GMT
The artificial limit I refer to is the inability to "remember" all the abilities you learned and use them at one time, like in every other RPG game since forever. The idea that you can only use a handful of your abilities at any time purely out of "gamey" reasons, like in DA:I. The idea that you need to forget "Throw" in order to use "Singularity". That's the problem with immersion. Separately, I also think that limiting caster classes to 3 abilities only, is going to severely hamper the fun you can have with them, and that the 3 ability limit also prevents you from creating interesting combos and effectively taking advantage on a class-less system, simply because with only 3 slots you have very little to work with. You know it's strange, but after all of the play I have done for consoles, which has those limits to about 6-8 abilities per game for the most part, I just don't notice it. I also don't see it as forgetting something to use something else, really. You still "know" the ability, you are simply choosing not to use it at a given time. More like you're forced to. For every page this thread achieves, I still can’t comprehend the reason why, with let’s say 50 powers to unlock, you should be forced to use only 3 at a time. I mean, what’s the point in having so many to unlock then? Wouldn’t have been better to have abilities with multiple branch in which to invest? It would have been quite more enjoyable, simpler and less confusing: let’s say the turret power has one branch for shield replenishing, one branch for flamethrower, one branch for passive damage bonus, one branch for rocket launcher and one branch for a short-range overload. Decide where to prioritize, invest points and build a turret that from tissue paper becomes a bastion. This could have been interesting and wouldn’t have caused the sh*storm growing in this thread. A 3 power system, if confirmed, seems detrimental for the enjoyment of combat in ME:A and in any case would be a gigantic step back from the combat system of ME trilogy. It would force you to focus on the most faceplanting combos, killing variety and number of possible builds: it would make gameplay grow stale faster and also, after achieving the most faceplanting combos, you would have zero motivation in unlocking more powers. I’m all for the challenge and the grow of the character: if in ME:A, we must “earn” our powers slots via passives or particular objectives in the story, I would be ok with that! It would be fine: you grow more powerful the more you play. This would make sense: something like the specializations in DAII, where you obtained new classes progressing the adventure. Again, I would be ok with something like that… Being forced to play with 3 powers at a time over 40/50 because of a game mechanic which makes at the moment zero sense, would pisses me off.
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Post by linksocarina on Jan 8, 2017 23:48:03 GMT
You know it's strange, but after all of the play I have done for consoles, which has those limits to about 6-8 abilities per game for the most part, I just don't notice it. I also don't see it as forgetting something to use something else, really. You still "know" the ability, you are simply choosing not to use it at a given time. More like you're forced to. For every page this thread achieves, I still can’t comprehend the reason why, with let’s say 50 powers to unlock, you should be forced to use only 3 at a time. I mean, what’s the point in having so many to unlock then? Wouldn’t have been better to have abilities with multiple branch in which to invest? It would have been quite more enjoyable, simpler and less confusing: let’s say the turret power has one branch for shield replenishing, one branch for flamethrower, one branch for passive damage bonus, one branch for rocket launcher and one branch for a short-range overload. Decide where to prioritize, invest points and build a turret that from tissue paper becomes a bastion. This could have been interesting and wouldn’t have caused the sh*storm growing in this thread. A 3 power system, if confirmed, seems detrimental for the enjoyment of combat in ME:A and in any case would be a gigantic step back from the combat system of ME trilogy. It would force you to focus on the most faceplanting combos, killing variety and number of possible builds: it would make gameplay grow stale faster and also, after achieving the most faceplanting combos, you would have zero motivation in unlocking more powers. I’m all for the challenge and the grow of the character: if in ME:A, we must “earn” our powers slots via passives or particular objectives in the story, I would be ok with that! It would be fine: you grow more powerful the more you play. This would make sense: something like the specializations in DAII, where you obtained new classes progressing the adventure. Again, I would be ok with something like that… Being forced to play with 3 powers at a time over 40/50 because of a game mechanic which makes at the moment zero sense, would pisses me off. And? Do I need 50 powers to be good at the game all the time, or three to plan ahead for the future? I get the problem, I just don't necessarily agree it is a problem, although that is mostly due to perhaps my game experience is always a bit limited, but whatever.
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Post by Deleted on Jan 8, 2017 23:58:25 GMT
Being forced to play with 3 powers at a time over 40/50 because of a game mechanic which makes at the moment zero sense, would pisses me off. Your numbers there are a little... hyperbolic. Throughout the trilogy, you really never had more than 5-6 powers per class, anyway (excluding bonus powers and places you could sink talent points that would provide other bonuses). There will probably still be some passive skill point sinks. And I think I saw somewhere that types of ammo won't be considered "powers" anymore, but will be available via some other control mechanism. Add the new mobility capabilities (jet packs, non-sticky cover), and it might not feel like we've lost very much.
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Post by spacebeetle on Jan 9, 2017 0:11:15 GMT
More like you're forced to. For every page this thread achieves, I still can’t comprehend the reason why, with let’s say 50 powers to unlock, you should be forced to use only 3 at a time. I mean, what’s the point in having so many to unlock then? Wouldn’t have been better to have abilities with multiple branch in which to invest? It would have been quite more enjoyable, simpler and less confusing: let’s say the turret power has one branch for shield replenishing, one branch for flamethrower, one branch for passive damage bonus, one branch for rocket launcher and one branch for a short-range overload. Decide where to prioritize, invest points and build a turret that from tissue paper becomes a bastion. This could have been interesting and wouldn’t have caused the sh*storm growing in this thread. A 3 power system, if confirmed, seems detrimental for the enjoyment of combat in ME:A and in any case would be a gigantic step back from the combat system of ME trilogy. It would force you to focus on the most faceplanting combos, killing variety and number of possible builds: it would make gameplay grow stale faster and also, after achieving the most faceplanting combos, you would have zero motivation in unlocking more powers. I’m all for the challenge and the grow of the character: if in ME:A, we must “earn” our powers slots via passives or particular objectives in the story, I would be ok with that! It would be fine: you grow more powerful the more you play. This would make sense: something like the specializations in DAII, where you obtained new classes progressing the adventure. Again, I would be ok with something like that… Being forced to play with 3 powers at a time over 40/50 because of a game mechanic which makes at the moment zero sense, would pisses me off. And? Do I need 50 powers to be good at the game all the time, or three to plan ahead for the future? I get the problem, I just don't necessarily agree it is a problem, although that is mostly due to perhaps my game experience is always a bit limited, but whatever. Well, I'm sorry if the post come out a little... raging. The problem is, for me at least, that I see in ME:A all this potential for building, customizing your PC along with your preferences, to create a build based on your style and charisma, to go in theory for many, many different builds and many hours of enjoyment, possibilities for replaying, experiments, preferences… Only to have all of these beautiful ideas chocked (maybe) in a tiny cage. A cramped tiny cage where you always see what could have been, while unlocking more and more powers, but without the possibility to escape from it. I’m replaying ME:3 as a flare vanguard these days and oh, boy, how fun it is! I can play a fast pacing vanguard with charge and nova, or I can go for the artillery strike of biotic combos. Should I be forced to only charge nova charge nova charge nova, it wouldn’t be half the fun that it is. And I fear this situation for ME:A. And more: let’s say I play vanguard in ME:A and all the biotic powers of ME3 are unlockable in ME:A. After achieving Charge, Nova and Annihilation field, what reasons should I have to unlock new powers and try new builds? I would have already achieved maximum faceplanting... IF instead I could go for a biotic artillery kind of approach at the same time, that would be nicer. Let’s add I dunno… reave and warp? Dark Channel and Flare? Reave and Dark Sphere? It would be possible to mix and match: to experiment, to try out and enjoy the results. The possibilities would be endless at this point and the they would need a crowbar to detach me from ME:A. XD. If instead combat is reduced to a grey moment of dullness between two cutscenes, why bother?
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Post by spacebeetle on Jan 9, 2017 0:21:03 GMT
Being forced to play with 3 powers at a time over 40/50 because of a game mechanic which makes at the moment zero sense, would pisses me off. Your numbers there are a little... hyperbolic. Throughout the trilogy, you really never had more than 5-6 powers per class, anyway (excluding bonus powers and places you could sink talent points that would provide other bonuses). There will probably still be some passive skill point sinks. And I think I saw somewhere that types of ammo won't be considered "powers" anymore, but will be available via some other control mechanism. Add the new mobility capabilities (jet packs, non-sticky cover), and it might not feel like we've lost very much. I mean 40/50 powers to be unlocked across all classes in total. Noone would be able to map 40/50 powers even on a keyboard, xD In ME3, we have 50 powers across all classes (passive powers for every class included), with 8 slots to be assigned for character + unity power. I really don’t understand why, having I suppose more or less the same number of powers in ME:A, should we be forced to only 3 slots at the same time. Let's even remove the slots for ammo powers and unity for discussion sake (we know ammo powers will not be available in ME:A) : it still makes 5/6 slots of useful powers to be used…
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Post by Deleted on Jan 9, 2017 0:33:13 GMT
Your numbers there are a little... hyperbolic. Throughout the trilogy, you really never had more than 5-6 powers per class, anyway (excluding bonus powers and places you could sink talent points that would provide other bonuses). There will probably still be some passive skill point sinks. And I think I saw somewhere that types of ammo won't be considered "powers" anymore, but will be available via some other control mechanism. Add the new mobility capabilities (jet packs, non-sticky cover), and it might not feel like we've lost very much. I mean 40/50 powers to be unlocked across all classes in total. Noone would be able to map 40/50 powers even on a keyboard, xD In ME3, we have 50 powers across all classes (passive powers for every class included), with 8 slots to be assigned for character + unity power. I really don’t understand why, having I suppose more or less the same number of powers in ME:A, should we be forced to only 3 slots at the same time. Let's even remove the slots for ammo powers and unity for discussion sake (we know ammo powers will no be available in ME:A) : it still makes 5/6 slots of useful powers to be used… Passives / bonuses will still be there. Once you've unlocked / invested in them, they don't need to be mapped to any control mechanism. Where the control mapping is concerned, you'll need to pare down from 5-6 per squad member to 3 per squad member, and you'll be able to change them. The soldier won't really lose anything (except the extra bonus power), because the most they ever had were AR, concussive shot, and frag grenade (along with the ammo "powers"). Of course, we're really just speculating based on the tidbits we've gleaned from some videos. I think the devs will be revealing more soon.
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Post by ProbeAway on Jan 9, 2017 3:06:59 GMT
Even when using this spell / skill would have been very advantageous?... I'm not really convinced. You know, specifically with DA:I, at the very least they could have put the focus/mark abilities in their own quickbar instead of forcing you to waste a good slot if you wanted them. The annoying thing is that while you can mod some aspects of gameplay in DA:I (which I very happily did), the 8 ability limit isn't one of them. Different experience for me then, probably because it was always on console for almost all BioWare games, no mods really allowed, but in truth that would be low on my totem pole in terms of a mod anyway. I'm nitpicking here but there has never been any difference between gamepad and k+m in in terms of available abilities in ME or DA. The only difference was in the number of abilities you could hotkey, which is obviously higher on a keyboard. On console you still had access to all of your abilities via the power wheel. DAI was the first game in which you couldn't access all of your unlocked abilities during combat, and that was the same on gamepad as it was on k+m. It's a deliberate gameplay design that Bioware seems to be implementing in MEA, despite the complaints about that aspect of DAI.
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Post by Kian on Jan 9, 2017 15:34:10 GMT
I haven't read all pages since the CES video came out, so eh, I might be going back on things already discussed. Anywho, I'm thinking that, depending on how often and easy it is to switch the profiles will be very important to how it feels only having 3 slots for skills. I mean, if you can basically asign a key to each profile and swap instantly (with some cooldown or whatever, like attunement swap for elementalist in GW2 for example) then the 3 skills will suddenly become 18 or 21 or whatever. Not to mention potential combos across profiles and whatnot. I think that would be great, but eh, not getting my hopes up haha... I saw talk of Dragon's Dogma earlier... one of the best games I've played ever I highly reccomend. Personally I bought the game after I found a vid on youtube with a male Arisen romancing Reynard... I went for sorcerer, as I always go for magic users if possible and it was amazing. A lot of unique and interesting mechanics. A bit complicated and you do need to read a few things to understand how things work, but once you do... synced High Maelstrom... Also Bolide looked amazing. And other spells. As for the story... well it's not Bioware storytelling and characters lol, so you're not quite as invested... if at all, but I did enjoy it. Edit #72: Also, for DD, Holy Focused Bolt...
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Post by CrutchCricket on Jan 9, 2017 16:07:21 GMT
About the whole power forgetting thing, it appears you can swap out powers on the fly, going by the latest video. Likely not in combat, but that's to be expected. That mitigates it, I think. I feared being locked to three powers per mission with only being able to swap on the ship. That would've moronic. As it stands it's not terrible. A profile quickswap a la GW2 would also mitigate the rest of it but I'm not sure if that'll be the case.
Funny, I saw a lot of people bitching in the youtube comments of the video how swapping profiles on the fly was OP. Birds go chirp, cows go moo, youtube comments are retarded.
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Post by sjsharp2010 on Jan 9, 2017 16:12:48 GMT
Different experience for me then, probably because it was always on console for almost all BioWare games, no mods really allowed, but in truth that would be low on my totem pole in terms of a mod anyway. I'm nitpicking here but there has never been any difference between gamepad and k+m in in terms of available abilities in ME or DA. The only difference was in the number of abilities you could hotkey, which is obviously higher on a keyboard. On console you still had access to all of your abilities via the power wheel. DAI was the first game in which you couldn't access all of your unlocked abilities during combat, and that was the same on gamepad as it was on k+m. It's a deliberate gameplay design that Bioware seems to be implementing in MEA, despite the complaints about that aspect of DAI. yeah agreed I don't mind the limitation of powers because all I need to do is think a bit more tactically in how I use them compared to before it's the lack of pause to aim to fire them accurately that worries ,me most but I guess tlil they explain more about how powers work in this game we can't really comment too much.
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Post by sjsharp2010 on Jan 9, 2017 16:14:05 GMT
About the whole power forgetting thing, it appears you can swap out powers on the fly, going by the latest video. Likely not in combat, but that's to be expected. That mitigates it, I think. I feared being locked to three powers per mission with only being able to swap on the ship. That would've moronic. As it stands it's not terrible. A profile quickswap a la GW2 would also mitigate the rest of it but I'm not sure if that'll be the case. Funny, I saw a lot of people bitching in the youtube comments of the video how swapping profiles on the fly was OP. Birds go chirp, cows go moo, youtube comments are retarded.yeah I've seen that too.
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Post by CrutchCricket on Jan 9, 2017 16:23:47 GMT
The entire point of the three ability limit is to inconvenience the player and add another layer of pointless busywork and fiddling. Being able to swap powers outside of combat just means that this will be like DA:I, only worse due to the limit of 3 powers instead of 8. No doubt. But it's not as bad as we thought/ could've been.
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Post by goishen on Jan 9, 2017 16:33:02 GMT
I just hope that I'm wrong about the Mouse 1 being mapped to Power 1, mouse 2 - power 2, mouse 3 power 3.
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Post by goishen on Jan 9, 2017 16:41:15 GMT
I just hope that I'm wrong about the Mouse 1 being mapped to Power 1, mouse 2 - power 2, mouse 3 power 3. Mouse? On a PC we would be able to reassign keys anyway. On a console you will actually have a problem if you don't like the control scheme. We hope.
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Post by Iakus on Jan 9, 2017 16:43:40 GMT
I mean 40/50 powers to be unlocked across all classes in total. Noone would be able to map 40/50 powers even on a keyboard, xD In ME3, we have 50 powers across all classes (passive powers for every class included), with 8 slots to be assigned for character + unity power. I really don’t understand why, having I suppose more or less the same number of powers in ME:A, should we be forced to only 3 slots at the same time. Let's even remove the slots for ammo powers and unity for discussion sake (we know ammo powers will no be available in ME:A) : it still makes 5/6 slots of useful powers to be used… Passives / bonuses will still be there. Once you've unlocked / invested in them, they don't need to be mapped to any control mechanism. Where the control mapping is concerned, you'll need to pare down from 5-6 per squad member to 3 per squad member, and you'll be able to change them. The soldier won't really lose anything (except the extra bonus power), because the most they ever had were AR, concussive shot, and frag grenade (along with the ammo "powers"). Of course, we're really just speculating based on the tidbits we've gleaned from some videos. I think the devs will be revealing more soon. Which would mean that now everyone is essentially a soldier. Or rather, no more complex than a soldier. I have a problem with that.
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Post by Iakus on Jan 9, 2017 16:48:17 GMT
About the whole power forgetting thing, it appears you can swap out powers on the fly, going by the latest video. Likely not in combat, but that's to be expected. That mitigates it, I think. I feared being locked to three powers per mission with only being able to swap on the ship. That would've moronic. As it stands it's not terrible. A profile quickswap a la GW2 would also mitigate the rest of it but I'm not sure if that'll be the case. It's still moronic. As moronic as the eight power limit in DAI. No, wait, it's more moronic. Better than double! Nearly triple!
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Post by CrutchCricket on Jan 9, 2017 17:05:01 GMT
I'm at a solid "meh" about it. I'm actually thinking back to ME1- I only effectively have 3 offensive powers as an Infiltrator anyway. The fourth is weapon based (Assassinate/Marksman) and the other three are defensive (shield boost, immunity, unity). The defensives could be streamlined/put in passives and the weapon power could be a separate thing as well.
We'll see how it flows. MP managed to work out and we all know this is because everyone loves MP but it's debatable they know why.
The video also answered my question about how class bonuses were going to apply. I rather like my dynamic idea a bit more than just choosing a profile but this way's fine too.
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Post by Iakus on Jan 9, 2017 17:20:36 GMT
I'm at a solid "meh" about it. I'm actually thinking back to ME1- I only effectively have 3 offensive powers as an Infiltrator anyway. The fourth is weapon based (Assassinate/Marksman) and the other three are defensive (shield boost, immunity, unity). The defensives could be streamlined/put in passives and the weapon power could be a separate thing as well. We'll see how it flows. MP managed to work out and we all know this is because everyone loves MP but it's debatable they know why. The video also answered my question about how class bonuses were going to apply. I rather like my dynamic idea a bit more than just choosing a profile but this way's fine too. And in ME3, Infiltrators had, as active skills: Tactical Cloak Sticky Grenade Incinerate Sabotage Bonus Power Plus Unity And balancing a SP game around MP mechanics is equally dumb. SP and MP are not the same thing. Particularly since we won't even have the thin veneer of control of our companions we had in the trilogy Not everyone loved MP, though of course everyone at Bioware "knows" how universally beloved it was Finally, being able to swap out profiles "because implant" faster than tit takes to roll back a graphics driver makes my brain hurt
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Post by CrutchCricket on Jan 9, 2017 17:37:34 GMT
Notice that you care less about it because you favor playing a shooty class anyway rather than a caster. Not that your opinion is less valid, but it's just that your favored playstyle is going to be less affected. Fair enough. But if you want my casters, we'll have to go to MP since I only have the one infilShep. Fav class (probably even more than MP infiltrators) is Fury. Three powers, I feel like a god, unless there's lag. Justicar- a little slower but still awesome. The only one that's a little stilted out of my regular lineup is the Collector because of the orbs. That's what I mean about flow. Would my Fury be that much more awesome with singularity and shockwave? Ehh, not really. It'd be nice to have. But it's not ruined. That being said, I think the real difference is the MP classes are prepackaged combos of powers that work really well one or two ways. If I was building an adept from scratch would I build a Fury, if I didn't know what that is? Maybe not, and maybe then I might feel restricted.
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Post by traks on Jan 9, 2017 17:59:28 GMT
I'm at a solid "meh" about it. I'm actually thinking back to ME1- I only effectively have 3 offensive powers as an Infiltrator anyway. The fourth is weapon based (Assassinate/Marksman) and the other three are defensive (shield boost, immunity, unity). The defensives could be streamlined/put in passives and the weapon power could be a separate thing as well. We'll see how it flows. MP managed to work out and we all know this is because everyone loves MP but it's debatable they know why. The video also answered my question about how class bonuses were going to apply. I rather like my dynamic idea a bit more than just choosing a profile but this way's fine too. Notice that you care less about it because you favor playing a shooty class anyway rather than a caster. Not that your opinion is less valid, but it's just that your favored playstyle is going to be less affected. In ME3MP with only 3 active powers, you barely had to shoot with "caster" classes even on Platinum. Power/tech combos is/was the way to go, so I don't understand your critique.
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