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Post by traks on Jan 9, 2017 18:01:26 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. But that maybe the point of only 3 active powers: that you have to choose powers that are in synch with each other.
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Post by CrutchCricket on Jan 9, 2017 18:19:04 GMT
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 I made the ME1 comparison because cooldowns are now more akin to ME1 (12-15s) as opposed to ME2/3. It works. And honestly someone who played a caster class in ME1 might be able to argue this point better anyway since I doubt they got more powers overall than the rest of us. As to the SP/MP, I wonder if it's the SP only people that have the most beef with this. I can understand not wanting to be limited and when I thought it was going to be worse I was pretty pissed as well. But since I am used to the MP system I can deal, especially since it's an improvement from MP being able to switch stuff around from encounter to encounter. I played a lot of classes in a way that were awesome against mooks but not as much against bosses. Had I been able to switch power configs around, it would've made it a lot nicer. Finally to the devs taking MP as an example- it's typical BioWare simplistics (non)analysis. In this case not entirely unjustified as MP was the one non-controversial success of ME3 (post launch anyway, I know it was a hot button prior). They really want Joe Public to like this game so they'll take anything that absolutely did well. But that maybe the point of only 3 active powers: that you have to choose powers that are in synch with each other. Ehh, but that would negate the point of classless systems and being more free to choose whatever powers you want, which are supposed to be selling points of this new system. If you have lots of choices but most of them are fluff/useless with only one or two optimal combinations, that's a bad system.
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Post by traks on Jan 9, 2017 18:30:27 GMT
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. I'm not too fond of MP anyway. It was enjoyable enough I suppose when I managed to have a match that didn't have lag / disconnect (which didn't happen often), but that's about it. But anyway, we are talking about two different things here, you are talking about sheer efficiency, while I'm talking about variety and flexibility. I don't care if a warp+throw combo might be the most efficient biotic combo out there, I want to play a caster with a wide range of options, both for variety and the ability to tackle different situations. But that maybe the point of only 3 active powers: that you have to choose powers that are in synch with each other. Again, this isn't MP we are talking about, and enjoyment from gameplay is not necessarily about the most efficient way to reduce your enemy's HP bar. Understood. But let me tell you this: I didn't start MP until I had finished the single player game 8 times (if I remember correctly) and then played it for a ninth time after roughly 1000 hours of multiplayer. Honestly the ninth time was the most fun from a gameplay standpoint, because I had learned so much in MP about combos. The great thing about MP is that there isn't that one and only great combo, but lots of them. So if the profile changing thing is implemented well, it could be a good thing. You choose how you spend your points on different (but not all) combinations of powers that fit well together and then can swap between maybe three of those, meaning that you have specialized in 9 active powers and still have a wide range of options. Of course we have to see how it plays out, but I wouldn't be nervous about the 3 active powers limit until having played the game.
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Post by traks on Jan 9, 2017 18:33:00 GMT
But that maybe the point of only 3 active powers: that you have to choose powers that are in synch with each other. Ehh, but that would negate the point of classless systems and being more free to choose whatever powers you want, which are supposed to be selling points of this new system. If you have lots of choices but most of them are fluff/useless with only one or two optimal combinations, that's a bad system.Again (as in the post before): that wasn't the case in ME3, so why should it be now?
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Post by CrutchCricket on Jan 9, 2017 18:51:28 GMT
Again (as in the post before): that wasn't the case in ME3, so why should it be now? Wasn't it? How many people take duration over damage for Tac cloak? Or who doesn't take shield recharge on biotic charge? And speaking of shield recharge, I initially specc'd Annihlation Field for pure damage until I realized how useful the shield recharge evo was, particularly for the typical in your face playstyle of most Furies. Or put another way, how many powers are awesome on their own, without resorting to a biotic or tech combo? Very few of them. Tac Cloak, Flamer, Overload/Energy Drain, Biotic charge, Stasis, Singularity (maybe), Snap Freze. That's about it. The effects of war Exactly. Many MP kits are about a single gameplay gimmick which you repeat ad nauseam, in many cases a biotic/tech combo. While that's acceptable for MP I guess (I'd actually rather see MP powers expanded), I wouldn't want my SP gameplay experience to become so narrow. I see your point. But the fundamental issue at the heart of this is less about how many powers you have but what they do. Like I said above, few powers stand out on their own as primary damage dealers or utility. If you want to move away from combos you need stronger/cooler/more varied individual powers.
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Post by Iakus on Jan 9, 2017 18:51:30 GMT
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 it takes to roll back a graphics driver makes my brain hurt I made the ME1 comparison because cooldowns are now more akin to ME1 (12-15s) as opposed to ME2/3. It works. And honestly someone who played a caster class in ME1 might be able to argue this point better anyway since I doubt they got more powers overall than the rest of us. As to the SP/MP, I wonder if it's the SP only people that have the most beef with this. I can understand not wanting to be limited and when I thought it was going to be worse I was pretty pissed as well. But since I am used to the MP system I can deal, especially since it's an improvement from MP being able to switch stuff around from encounter to encounter. I played a lot of classes in a way that were awesome against mooks but not as much against bosses. Had I been able to switch power configs around, it would've made it a lot nicer. Finally to the devs taking MP as an example- it's typical BioWare simplistics (non)analysis. In this case not entirely unjustified as MP was the one non-controversial success of ME3 (post launch anyway, I know it was a hot button prior). They really want Joe Public to like this game so they'll take anything that absolutely did well. But that maybe the point of only 3 active powers: that you have to choose powers that are in synch with each other. Ehh, but that would negate the point of classless systems and being more free to choose whatever powers you want, which are supposed to be selling points of this new system. If you have lots of choices but most of them are fluff/useless with only one or two optimal combinations, that's a bad system. Active powers of an ME1 Adept: Throw Barrier Stasis Lift Warp Singularity Unity MP: When you get down to it, MP mechanics are balanced around a group of people cooperating to reach a common goal. In SP it's just you and two bots. And these bots cannot be given complex orders. Or any orders at all, from what I understand. And the answer to this is to what, let Ryder be a half dozen MP characters at once? They really want Joe Public to like the game so they'll shove MP mechanics down everyone's throats, even those of us who didn't play MP any longer than absolutely necessary because "you totally don't need it"? The classless system is totally undermined by the three power limit "You can pick and choose any power you want! But you only get three at a time!" So you're basically playing a stripped-down Infiltrator, Vanguard, or Sentinel with some VERY basic options on powers.
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Post by traks on Jan 9, 2017 19:06:48 GMT
doh soloed Platinum with every MP character, so if anyone is interested to watch how every power/weapon in MP was used effectively, here is the youtube channel: ex-ClusumLots of different ways to have fun with only 3 active powers at any time...
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Post by SofaJockey on Jan 9, 2017 19:18:40 GMT
Understood. But let me tell you this: I didn't start MP until I had finished the single player game 8 times (if I remember correctly) and then played it for a ninth time after roughly 1000 hours of multiplayer. Honestly the ninth time was the most fun from a gameplay standpoint, because I had learned so much in MP about combos. The great thing about MP is that there isn't that one and only great combo, but lots of them. So if the profile changing thing is implemented well, it could be a good thing. You choose how you spend your points on different (but not all) combinations of powers that fit well together and then can swap between maybe three of those, meaning that you have specialized in 9 active powers and still have a wide range of options. Of course we have to see how it plays out, but I wouldn't be nervous about the 3 active powers limit until having played the game. This is kind of where my head's at... We know that BioWare have been running external playtests (Controller / KB~M / Mixed) to determine tuning. They don't do that idly, nor can I see them wanting to design a play scheme that will piss everyone off. The legitimate concern is that it's different and we don't know exactly how it works. I'm keen to see the 'combat 101' when it drops, as the proof is going to be in the pudding. isn't it. Hopefully, they will let some YouTubers we trust (as they sort of did with DAI) loose on it ahead of launch to give a 'thumb's up'... (I know a few YouTubers we could suggest )
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Post by traks on Jan 9, 2017 19:27:12 GMT
doh soloed Platinum with every MP character, so if anyone is interested to watch how every power/weapon in MP was used effectively, here is the youtube channel: ex-ClusumLots of different ways to have fun with only 3 active powers at any time... Oh I watched many of these types of videos after ME3 came out, the issue never was that I needed people to "teach me how to have fun", or to show me that there are effective combos in the ME MP. The issue is more that I don't like the base design and find it needlessly restrictive and and a potential active source of frustration.Understood, but I guess that's why we will get the profile system. It all comes down to how we are able to switch between profiles and also the enemy make-up. I didn't think the powers limit was restrictive in ME3MP, but the small maps and basically any enemy running at ya. Hopefully in MEA single player we can choose better whether we want to play ranged or in your face combat. The link was in response to the thesis that in ME3 there were only a few good powers/combos - which definitely wasn't the case. IMO there are great combos for any playstyle in ME3MP.
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Post by Iakus on Jan 9, 2017 19:34:39 GMT
(I know a few YouTubers we could suggest ) Smudboy!
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Post by CrutchCricket on Jan 9, 2017 19:55:14 GMT
MP: When you get down to it, MP mechanics are balanced around a group of people cooperating to reach a common goal. In SP it's just you and two bots. And these bots cannot be given complex orders. Or any orders at all, from what I understand. And the answer to this is to what, let Ryder be a half dozen MP characters at once? They really want Joe Public to like the game so they'll shove MP mechanics down everyone's throats, even those of us who didn't play MP any longer than absolutely necessary because "you totally don't need it"? The classless system is totally undermined by the three power limit "You can pick and choose any power you want! But you only get three at a time!" So you're basically playing a stripped-down Infiltrator, Vanguard, or Sentinel with some VERY basic options on powers. "Balanced" implies a discussion of difficulty. But that's not what your issue seems to be. Nor should it. I think we can safely assume that if anything difficulty will be curved towards the low end so as to not drive away the casuals. And even if it wasn't I think it's been amply demonstrated that the hardest content across any ME game can be cleared with minimal powers. You should also recognize your biased view. What to you is "MP being shoved down your throat", to EA and casuals is "business as usual" (all EA games these days have MP, and casuals more or less expect it.) There's also the trend to cater to new players by simplifying or "streamlining" in marketspeak gameplay to again make it easy to get into. This isn't new or exclusive to BioWare and/or Mass Effect, this is what's happening in gaming in general. And finally once they're done catering to the casuals and the newbies and can finally get around to the return consumers, who are they going to target? SP players that are still crying foul five years later? Or MP players that don't really give a shit whether "art" is in there or not, who'll drop hundreds of hours into the game regardless, play the RNG store and maybe even drop some real money while doing it? I'm not saying it's right. But surely you see why it is what it is. Different powers have different utility in many cases. Some powers give you stun/knock-back, some powers give you an AoE CC, some powers make your character harder to kill, some deal with specific defenses, etc. Some power sure felt rather lackluster, but that's not a reason to gut the entire system and leave players with only 3 active powers, rather that's a reason to improve those lackluster powers (which it actually seems like they did at least to some degree). See, grouping powers like this makes me want to prune/combine them, especially if we're disregarding power combos. For example, Throw and Concussive shot are basically biotic/tech mirrors of each other. Do you really need both? Why not have one directed high impact low damage power that simply changes flavors whether you're a biotic or not? Hell you can make Carnage an upgraded version of CS too and that's another one down. Lump in incinerate while you're at it, and differentiate by damage/force. Then lump in cryo blast where you switch the incendiary effect for a chilling one. Same sort of thinking for Tech Armor/Barrier, especially if you make them passive, which makes more sense to me. Then you have the hitscan biotics. Warp, Reave, DC. They can be grouped together with the latter being evos of the former. Singularity makes Pull/Lift obsolete. Evo it into a Dark Sphere, Flare or even Stasis bubble, or add Slam effects. Ok, bring back pull, just so you can evo it into Lash. Resultant Biotic powers: Warp/Reave/DC Singularity/Pull/DS/Flare/StasisBubble/Slam Pull/Lash/Slam Shockwave Annihilation Field Biotic Charge Depending on how that works out, a grand total of 6 with one shared, one passive. On the tech side; CS/Carnage/Incinerate/Cryoblast Overload/Energy Drain/Neural Shock/Sabotage Combat Drone/Decoy/Turret Flamer/Snap Freeze Prox mine/recon mine Tac Cloak Another 6. I left out defensive powers because a lot of those can be passives. But yeah, point is you can cut/combine the existing powers to the point where you don't have much variety anyway. The ones that aren't easy to combine are the really specialized ones- ones that rely on some quirk or gimmick of the character wheter it be a melee weapon (sword, hammer) or the character itself (geth, Talon Merc, N7s). So the best way to have more variety is to do more of those- which is of limited help in SP since we are all Ryder.
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Post by linksocarina on Jan 9, 2017 20:00:18 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. True, although honestly I rarely had to go beyond the hotkeys in my own playthroughs, even on nightmare difficulty. I think I did more with sustains than anything else. But fair point on that you did have a power wheel on consoles.
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Post by linksocarina on Jan 9, 2017 20:11:13 GMT
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? That is role-playing via combat in a lot of ways. I think the issue then is does the Biotic charge work all the time? If yes, you are right it doesn't need to change much and you can wreck face in a monotomous way. If no...then maybe switching out the Nova and Annihilation field for Flare and Reave with the Charge might be more prudent to distract before you get in and out real quick. I think it really does depend on encounter design here, which I think is also Laughing Man's point of contention about enemies being the same-y too and forcing the player to adjust combat style to something they shouldn't be able to do. That could be a concern, or it could be a forced RP experience where you purposely stick to one "profile" for the duration. I don't know in the end if that is appealing or not for everyone.
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Post by Iakus on Jan 9, 2017 20:16:17 GMT
"Balanced" implies a discussion of difficulty. But that's not what your issue seems to be. Nor should it. I think we can safely assume that if anything difficulty will be curved towards the low end so as to not drive away the casuals. And even if it wasn't I think it's been amply demonstrated that the hardest content across any ME game can be cleared with minimal powers. Somehow "Don't worry, button-mashing will still win the day!" is exactly a ringing endorsement. My big issue is choosing a power should be meaningful. Picking a power should mean giving up something else. Even in a classless game, picking one perk means not picking others. And over time your choices shape who and what your character is. With MEA, it seems your character is "What works RIGHT NOW"? Sure you can take whatever powers you want, but you only get three at a time. And you are encouraged to switch them out as needed. So they don't say anything about your character or his/her experiences, or even a playstyle or role. They're just tools. I believe a less polite term for that is "appealing to the lowest common denominator"
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Post by spacebeetle on Jan 9, 2017 20:27:30 GMT
Until we have an official confirmation (or hopefully a negation) on the numbers of abilities we will be allowed to use in combat, this thread will always have the power to frustrate me to no end. And as jaded as I’ve become thanks to RL, I know I’m fucked XD.
We still don’t know if “signature powers” (i.e. charge/singularity) will be in or out the 3 slots and/or if passives /progress will allow for more slots to be unlocked in ME:A. Still, I would like to reiterate again how incomprehensible such a game mechanic would be. Limiting the number of abilities to 3, but allowing free switch when not in combat would be abysmally stupid, and twice as offensive and aggravating to be subjected to. Truly a fig leaf to make a 3 abilities system all the more evident in its limitations. At this point, simply unlocking more slots it’s better.
If the reason for this supposed mechanic is “the game becomes too easy”, I prefer to see every enemy with 10x life points. I can manage a sheer difficulty with a nice combat: it’s impossible to do the same with such an arbitrary limit, especially when one of the best feature of ME:A has been sold as “No more classes: you pick what you want to be”. If the reason for such a supposed limit is to make the transition to multiplayer easier to do, again I think this feature is plainly wrong. In ME3 we managed (and still manage), multiplayer sessions with 1 or 2 powers because we have human teammates, who understand how to best synergize with us (or are simply better). A kind of tactical thinking a NPC will never be able to reach at the status of current technology: the base action of flanking the enemy is something I really doubt our companions in ME:A will be able to do properly (Is it confirmed we can’t even give order to them?). So, it’s not really the numbers of powers that makes the difference in multiplayer: it’s the people we play with. With a 3 powers limits, single player campaign combat could become as fun as a solo gold game session in ME3 multiplayer: something you generally try to avoid after unlocking the pertaining objective. Sure, it would be a push to play multiplayer, but at that point it would only be to alleviate the pain of single player, before trashing the game altogether, uninstall it and go play something else. Applying MMORPG logic to balance a single player experience it isn’t something I think could work: even then, a 3 powers limit with so many talents to unlock would be aggravating. And with many powers to choose from, but this infamous supposed limit, it would be like shooting in your foot because you’ve 6 bullets loaded but only 5 targets in front of you. Way too extreme.
Lastly, let’s examine the distinction between caster classes and shooter classes: in an ideal situation, I suppose a shooter class, or someone who prefer the warm embrace of the Dakka, would invest in more passive to increase its raw damage. While a caster class would invest in more slots to have combos at its beck and call… Do you understand what I’m pointing out? An arbitrary limit of only 3 abilities in combat would cripple any caster setup: I don’t think shooter setup should be the only way to play and enjoy ME:A, because, again, ME is at its core an RPG (great story, great combat, hand in hand), so rogue and mage too, not only two handed warriors. With an arbitrary limit of only 3 powers, personally I think ME:A could become the story we would like to play, but not the game we want to play.
I have nothing against a system that forces you to specialize and choose, if it allows also to earn your playstyle. Again, if in ME:A, 3 slots is the base from which you go big it would be acceptable. You want more slots? Spend those level points you’ve earned in the “slots unlock tree”. You prefer to increase your damage? Go for the passives. You’ve already done the first? Acquire more abilities. Try, experiment… ENJOY! Something like the above I would even endorse: you would begin the adventure as a zero (more o less) and become the hero you know you can be. Not the crippled fool tied to an arbitrary system…
Ranting is over: a witness of black over white of how much ME has been able to captivate me during the years. Of how much potential and bravery there was and is in this game and in Bioware.
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Post by SofaJockey on Jan 9, 2017 20:56:42 GMT
"Balanced" implies a discussion of difficulty. But that's not what your issue seems to be. Nor should it. I think we can safely assume that if anything difficulty will be curved towards the low end so as to not drive away the casuals. And even if it wasn't I think it's been amply demonstrated that the hardest content across any ME game can be cleared with minimal powers. Somehow "Don't worry, button-mashing will still win the day!" is exactly a ringing endorsement. My big issue is choosing a power should be meaningful. Picking a power should mean giving up something else. Even in a classless game, picking one perk means not picking others. And over time your choices shape who and what your character is. With MEA, it seems your character is "What works RIGHT NOW"? Sure you can take whatever powers you want, but you only get three at a time. And you are encouraged to switch them out as needed. So they don't say anything about your character or his/her experiences, or even a playstyle or role. They're just tools. I believe a less polite term for that is "appealing to the lowest common denominator" Some of the best games are easy to learn but fiendish to master.
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Post by ProbeAway on Jan 9, 2017 21:16:35 GMT
We still don’t know if “signature powers” (i.e. charge/singularity) will be in or out the 3 slots and/or if passives /progress will allow for more slots to be unlocked in ME:A. I agree with the thrust of your point but we do know that charge and tac cloak will probably be in the three slots because that's where they appeared in the gameplay trailer last month. There was also an icon that looked a lot like singularity but that particular power was only shown briefly and didn't get used. On the other hand, combat drone (engineer) and marksman's focus (soldier) are profile-specific powers that can't be put in the three slots, indicating that each profile has a separate, non-switchable power. Whether or not this power is active - I'm hoping that this is what the dpad-down button is for but I could be wrong - or just passive, remains to be seen. Four active powers would still be a disappointing limit but it'd be a markedly better limit than three.
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Post by Iakus on Jan 9, 2017 21:35:13 GMT
Somehow "Don't worry, button-mashing will still win the day!" is exactly a ringing endorsement. My big issue is choosing a power should be meaningful. Picking a power should mean giving up something else. Even in a classless game, picking one perk means not picking others. And over time your choices shape who and what your character is. With MEA, it seems your character is "What works RIGHT NOW"? Sure you can take whatever powers you want, but you only get three at a time. And you are encouraged to switch them out as needed. So they don't say anything about your character or his/her experiences, or even a playstyle or role. They're just tools. I believe a less polite term for that is "appealing to the lowest common denominator" Some of the best games are easy to learn but fiendish to master. I seriously doubt MEA is going to be one of them...
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Post by goishen on Jan 9, 2017 21:46:16 GMT
And I pray that they're not gonna do a tier ulocking system that'll have each slot specialized.
In other words, say you're an adept.
Slot 1 - Tier 1, Reave. Tier 2, Dark Channel. Tier 3, Singularity.
Slot 2 - Tier 1, Throw. Tier 2, Shockwave. Tier 3, Warp.
And you can't have any of the three in any other slots. In other words, if I chose Dark Channel for Slot 1. Then, I couldn't have Reave or Singularity for any other slot. If I choose Throw for my second slot, I couldn't choose Shockwave or Warp for any other slot.
This is feeling extremely bad.
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Post by ProbeAway on Jan 9, 2017 21:57:27 GMT
And I pray that they're not gonna do a tier ulocking system that'll have each slot specialized. In other words, say you're an adept. Slot 1 - Tier 1, Reave. Tier 2, Dark Channel. Tier 3, Singularity. Slot 2 - Tier 1, Throw. Tier 2, Shockwave. Tier 3, Warp. And you can't have any of the three in any other slots. In other words, if I chose Dark Channel for Slot 1. Then, I couldn't have Reave or Singularity for any other slot. If I choose Throw for my second slot, I couldn't choose Shockwave or Warp for any other slot. This is feeling extremely bad. There wasn't anything in the skills menu in the CES trailer to suggest that skills have tiers or are mutually exclusive.
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Post by goishen on Jan 9, 2017 22:18:24 GMT
They might not have to. They want for biotoc/tech explosions to be part of the game so bad, they made them where you have to have them just to get through the game. At least that's what I'm thinking. 6 (hell, even 8) skills isn't enough to justify spending 250 points (if our level cap is 50). We get 5 skill points per level, and if the math from the old game holds up it would be 21 points to level something all the way up.
The only way it could work is if our level cap was 25. But I'm imagining 4 * 21 = 84, 84 * 3 = 252. Still, my math doesn't work out. But it just feels bad.
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Post by CrutchCricket on Jan 9, 2017 22:40:05 GMT
But, why? Different abilities with slightly different effects are fun. It's called variety. Hell, even different flavors for the same abilities are not bad. Give me an ball of fire with a DoT burning effect and a ball of lightning with a knock back and I'll enjoy them both, The different visuals, the different effects, etc. You might not see the difference between concussive shot and throw, but when it comes to lore and immersion they are *very* different, even if both of them fill a similar niche in gameplay. (or you can cut concussive shot and replace it with carnage, it looked more impressive anyway, and some more damage / DoT will make it useful despite the lower force compared to Throw) Besides, as I've said a few times already, this isn't a good reason to cut powers out, this is a good reason to add a unique flavor to each of them, to make them better and more interesting. Not really. FQE- Incinerate and Cryo blast. I'm shooting exact same balls of different stuff along with my gun. The result is pew pew >incinerate, pew pew> cryo blast or vice versa. Rinse and repeat. Bores me to tears. Which incidentally reminds me of the time I played Turian Soldier and it was pew pew> CS or pew-pew prox mine. You're not really selling me on the "all powers must stay separate" angle when the base use of them is still essentially the same as an atlfire grenade in a traditional shooter only with different effects. Combining them into one power (shoot ball of stuff) with different evo'd effects makes more sense to me. Put it another way: You can either have 100 slots of different "shoot ball of stuff" powers or three slots of actually different powers. I know which one I'd choose. Of course, there's no evidence Bioware actually streamlined the powers this way so three slots of "shoot balls of stuff" would actually be the worst of both worlds. My big issue is choosing a power should be meaningful. Picking a power should mean giving up something else. Even in a classless game, picking one perk means not picking others. And over time your choices shape who and what your character is. With MEA, it seems your character is "What works RIGHT NOW"? Sure you can take whatever powers you want, but you only get three at a time. And you are encouraged to switch them out as needed. So they don't say anything about your character or his/her experiences, or even a playstyle or role. They're just tools. Entirely disagree. Especially with the underlined. Although ironically you could argue it still sort of applies. You have three slots. Picking one power for a slot means you're giving up putting another power in there In ME1 the class name informed who I wanted Shepard to be (to the point that I now endlessly lament the scorn ME exhibits on stealth and actually infiltrating things) but the actual powers had almost nothing to do with it (except maybe assassinate). Even if abilities do "determine" that sort of thing, preference and history suffice to define that. Did you go through the entire game with flamer? Guess your character's an ax-crazy motherfucker who likes seeing the world burn. Did you cloak and shadow strike everything? Somebody wants to be Kasumi. And so on.
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Post by Iakus on Jan 9, 2017 22:46:47 GMT
Entirely disagree. Especially with the underlined. Although ironically you could argue it still sort of applies. You have three slots. Picking one power for a slot means you're giving up putting another power in there In ME1 the class name informed who I wanted Shepard to be (to the point that I now endlessly lament the scorn ME exhibits on stealth and actually infiltrating things) but the actual powers had almost nothing to do with it (except maybe assassinate). Even if abilities do "determine" that sort of thing, preference and history suffice to define that. Did you go through the entire game with flamer? Guess your character's an ax-crazy motherfucker who likes seeing the world burn. Did you cloak and shadow strike everything? Somebody wants to be Kasumi. And so on. So once you pick ability #4 you're...what, stuck? You wasted a perk, either before or now? After three powers are we just supposed to pick passives? So because "Infiltrator" is poorly named (at least for a corridor shooter game), class distinctions are meaningless?
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Post by goishen on Jan 9, 2017 22:47:00 GMT
I mean, I hope to god I'm wrong about 100% of the stuff that I've posted over the past few days.
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Post by CrutchCricket on Jan 9, 2017 22:56:55 GMT
So once you pick ability #4 you're...what, stuck? You wasted a perk, either before or now? After three powers are we just supposed to pick passives? So because "Infiltrator" is poorly named (at least for a corridor shooter game), class distinctions are meaningless? wat You have a bunch of powers. You level them as you get perks or whatever and then you choose any three of them in combat. You probably won't be able to max everything on one playthrough (hopefully NG+ keeps your unlocked shit already as in previous games) so that first time you probably will have to prioritize some stuff over others. Seems acceptable to me. Would I like more slots to use more powers in active combat? Sure. Can I deal with it? Sure? Can I mod it on PC to do that? Probably, eventually. But that's another matter. Not sure what you're talking about with class distinctions. The profile system seems decent. I was worried it'd be dynamic based on powers chosen and how that was going to work with a 3 power restriction. A dynamic system with 6 or 8 powers would've been my first pick (I posted a break down of how that might work a few pages back) but since that's off the table, this will have to do.
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