spacebeetle
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Post by spacebeetle on Jan 5, 2017 21:03:39 GMT
Three powers on independent cooldowns, with power detonation combos, you could get some insane power sets. Combine powers with like Flamethrower, & a charged Overload which will chain up to 2 more targets, if it's like ME3MP's power combo system, that would be 3 Fire Explosions, + Flamer DoT, + the shield strip from Overload. Mmhh... Sorry, but I'm not sold with this. 1) It feels a lot forced to have only 3 abilities (if true). 2) It forces you to synergy a lot more with your companions: not a bad thing per se, but if you want to have a particular character with you for RP reason, you’re less encouraged to do so. 3) If nullify… well ok, reduces, set ups with high numbers of combos: flare vanguards with inc ammo from ME3, all the adept, eng with cryo ammo, incineration and overload, melee inf with high powered guns and anti armor powers… And this I think it’s bad, especially for the following point: 4) It promotes high DPS build: the more faceplanting you can do, the better. With less powers to be combined together, the feasible combinations are focused that much more: I fear the classical situation where 2/3 build will be OP at the launch and nerfed to oblivion in the following months, while the rest will stay unrewarding. In short, it has the potential to make combat boring, save for 2/3 set ups that will become the “togo”. 5) Variety it’s the spice of life. If in ME:A there are let’s say 50 powers to unlock across all the classes, allowing to use only 3 at a time it’s the best way to design a frustrating game mechanic. 6) IF there are 50 combat powers in ME:A, and I’ve unlocked 10 of them I would like to use 10 of them. Not 11, not 9: 10.
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Post by Deleted on Jan 5, 2017 21:08:04 GMT
I'd love to learn to play the games as fluidly as possible with this set-up and with as little pausing as possible. I really like it when the muscle memory works for me and the decisions are more subconscious. That works with keyboard as well with even more keys. No, it does not. I cannot do double-binds fluidly, and I prefer moving the AWSD + Q/E for dodge on one hand and fighting on the right hand. That far easier for my brain to process than AWSD'ing while using the same left hand for the 1-6 to Z-B range plus the mouse like SWTOR forced you to. Once I have to both move and fight on the left as well as on the right, it is too much. Plus, having just a few spells makes things far, far easier, i.e I like the ME3MP set up waaaay more than I like the SP campaign set up in that same ME3. I imagine those switches will make it a lot like swapping the kits in ME3MP, and I think I am gonna love it.
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Post by Deleted on Jan 5, 2017 21:13:25 GMT
It's quite simple: the game is balanced around multiplayer with a game pad. If you want chocies, get to the back of the bus. They're also really pushing fast action run 'n gun, no camping allowed sort of gameplay. You could pretty much play through the entire trilogy without ever firing a shot - relying mostly on powers, pets, combos, and sitting in cover. Dunno whether that'll be possible in this iteration, but it might be - these gameplay demos are designed to show fast-paced, dynamic action. Shrug. I do like the fact that Ryder won't be magnetically drawn to and stick to cover like Shepard did, so there's that.
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danaxe
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Post by danaxe on Jan 5, 2017 21:32:02 GMT
Am I wrong in assuming we will only have 3 active abilities at any given time? ... I couldn't agree more. From the footage we saw it seems likely that we will only have access to 3 abilities, which if true, I find extremely disappointing. I made a thread about this exact subject awhile back, you may find some of the contents interesting. Ups sorry, didnt know there was a thread on this already. I myself just became aware of it today as I saw the Nvidia trailer, when they showed the "LOADOUTS" screen. Will take a look at that thread, ty!
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Raga
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Post by Raga on Jan 5, 2017 21:52:16 GMT
This sounds annoying in theory but once I actually think about it I only use 3 abilities or so anyway. (Cloak, Incinerate, and Energy Drain, namely). It's even less of a problem when you consider a lot of abilities are really just kind of repeats of each other (Incinerate and Carnage, say), some are grenade based which you don't need if you have actual grenades, and others are basically special "bullet" powers which could just as easily be a weapon mod.
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Post by Sifr on Jan 5, 2017 21:54:03 GMT
During the orig-trig, I tended to only use three powers anyway.
We're technically getting six powers though, since holding down the power button makes the ability gain more damage and have other effects. For instance, we saw from the demonstration video that a single target Overload can be cast by simple button mashing, but if we wanted to cast Chain Overload to hit multiple targets, we have to power it up first to give it more welly.
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Abramsrunner
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Post by Abramsrunner on Jan 5, 2017 21:58:25 GMT
Mmhh... Sorry, but I'm not sold with this. 1) It feels a lot forced to have only 3 abilities (if true). 2) It forces you to synergy a lot more with your companions: not a bad thing per se, but if you want to have a particular character with you for RP reason, you’re less encouraged to do so. 3) If nullify… well ok, reduces, set ups with high numbers of combos: flare vanguards with inc ammo from ME3, all the adept, eng with cryo ammo, incineration and overload, melee inf with high powered guns and anti armor powers… And this I think it’s bad, especially for the following point: 4) It promotes high DPS build: the more faceplanting you can do, the better. With less powers to be combined together, the feasible combinations are focused that much more: I fear the classical situation where 2/3 build will be OP at the launch and nerfed to oblivion in the following months, while the rest will stay unrewarding. In short, it has the potential to make combat boring, save for 2/3 set ups that will become the “togo”. 5) Variety it’s the spice of life. If in ME:A there are let’s say 50 powers to unlock across all the classes, allowing to use only 3 at a time it’s the best way to design a frustrating game mechanic. 6) IF there are 50 combat powers in ME:A, and I’ve unlocked 10 of them I would like to use 10 of them. Not 11, not 9: 10. 1: Not really, due to the fact that Shepard has a lot of redundant powers, &/or useless powers on his classes, you'd be better off using bout 3 powers most of the time in ME3, so in ME:A it was changed so you could do different setups based on the level layout, & playstyle without having redundant, &/or useless powers, they "trimmed the fat" so to speak. 2: I don't believe that you have to synergize with your team to make the most of your power setup, unless you built it around your teams powers, I.E. a standard Sentinel build with Warp/Overload which can fit into any team comp, & you can take anyone with you. 3: No, all the classes you named there, at the most have 2 powers in MEA terms, ammo is no longer a "power", & the adept in ME3 could just use AoE reave, Double Throw, I don't think ME:A adept is gonna change all that much. Melee (not a power) inf(cloak) with high powered guns(not a power) and anti armor powers(incinerate &/or Sticky grenade), But why would you want all that anti armor stack tho? 4: It's a game in space where you shoot/ spam powers at things till they're dead, of course DPS king. Again, Adept/Sentinel in ME3 with AoE Reave/Double Throw can play without shooting, & they're many other combos out there in ME3. & with independent cooldowns, Adepts, Sentinels, & Engineers in ME:A probably won't even need their gun, with the right setup. The rest of no.4 is over dramatic non-sense. 5: (see number 1) 6: (see number 5)
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alihou
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Post by alihou on Jan 5, 2017 22:12:38 GMT
This isn't that big of an issue for me, I can always change it to my liking... More a nuisance than anything else. I'm worried about a list of other issues.
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spacebeetle
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Post by spacebeetle on Jan 5, 2017 23:05:13 GMT
Mmhh... Sorry, but I'm not sold with this. 1) It feels a lot forced to have only 3 abilities (if true). 2) It forces you to synergy a lot more with your companions: not a bad thing per se, but if you want to have a particular character with you for RP reason, you’re less encouraged to do so. 3) If nullify… well ok, reduces, set ups with high numbers of combos: flare vanguards with inc ammo from ME3, all the adept, eng with cryo ammo, incineration and overload, melee inf with high powered guns and anti armor powers… And this I think it’s bad, especially for the following point: 4) It promotes high DPS build: the more faceplanting you can do, the better. With less powers to be combined together, the feasible combinations are focused that much more: I fear the classical situation where 2/3 build will be OP at the launch and nerfed to oblivion in the following months, while the rest will stay unrewarding. In short, it has the potential to make combat boring, save for 2/3 set ups that will become the “togo”. 5) Variety it’s the spice of life. If in ME:A there are let’s say 50 powers to unlock across all the classes, allowing to use only 3 at a time it’s the best way to design a frustrating game mechanic. 6) IF there are 50 combat powers in ME:A, and I’ve unlocked 10 of them I would like to use 10 of them. Not 11, not 9: 10. 1: Not really, due to the fact that Shepard has a lot of redundant powers, &/or useless powers on his classes, you'd be better off using bout 3 powers most of the time in ME3, so in ME:A it was changed so you could do different setups based on the level layout, & playstyle without having redundant, &/or useless powers, they "trimmed the fat" so to speak. 2: I don't believe that you have to synergize with your team to make the most of your power setup, unless you built it around your teams powers, I.E. a standard Sentinel build with Warp/Overload which can fit into any team comp, & you can take anyone with you. 3: No, all the classes you named there, at the most have 2 powers in MEA terms, ammo is no longer a "power", & the adept in ME3 could just use AoE reave, Double Throw, I don't think ME:A adept is gonna change all that much. Melee (not a power) inf(cloak) with high powered guns(not a power) and anti armor powers(incinerate &/or Sticky grenade), But why would you want all that anti armor stack tho? 4: It's a game in space where you shoot/ spam powers at things till they're dead, of course DPS king. Again, Adept/Sentinel in ME3 with AoE Reave/Double Throw can play without shooting, & they're many other combos out there in ME3. & with independent cooldowns, Adepts, Sentinels, & Engineers in ME:A probably won't even need their gun, with the right setup. The rest of no.4 is over dramatic non-sense. 5: (see number 1) 6: (see number 5) 1) Redundant? WAT? I don't know what game you've played, but redundant really not, nor never. Maybe you can use powers to obtain the same thing: enemies dead, but between biotics and techs powers you had the power to choose among a vast variety of different solutions and to choose what powers suit you best. A richness I wouldn’t like to lose in the name of simplification and or to make single player like multiplayer in ME:A. Why even aim for something like that? 2) Different of opinions here: I’m playing again ME3 single campaign, and I actively use 6 powers all the time as a vanguard class (charge, nova, pull, flare, shockwave and ammo powers). Which can be an example of why I think vanguard class, for example, isn’t necessarily a dumb faceplant of charge nova charge nova charge nova ad libitum. SURE, you can play it like that and I do from time to time, but I’ve also the possibility to deploy artillery biotic strike, to mix and match and then go to town. And to synergize quite well with any squad mate I choose to pick with me. I would like for this difference, for this possibility, to stay: otherwise it’s exactly as I said. One or two combination of powers as powerful as possible to faceplant combat. Something that grows boring after the second battle: zero variety. Less and less fun the more the adventure goes on. 3) As above, it’s not really true all the classes have at most 2 powers. You can limit yourself only to 2 powers and win the game with those two, but as I’ve said, it’s not really a necessity, nor I think it should become one. Otherwise, why have 50 powers to unlock (random number)? At this point, make fewer powers with more branching trees. I.e. a turret power with a branching to heal, a branching to deploy a flamethrower, a branching for a missile launcher and maybe add another branching for a short-range overload. Simpler, more likable, less confusing and way more customizable to your taste and / or missions: let’s say the Kett are very armours reliant, I can deploy an ammo piercing build. Remnants robots heavy on shield: switch powers. It is a matter of prioritizing, customizations and the simple joy of experimenting, trial of combat and success. 4) Calling bull on this. IF the player experience of ME would only be DPS oriented, I would see only geth infiltrators with javelins X wallhacking and trick reloading in multiplayer lobby. I don’t. Why? Because even the multiplayer of ME3 allows for some customization. And the experience is better for it, imo. Adding possibilities to solid gameplay mechanics is rarely a wrong choice. Lessening them often is: I fear this could be the case. Again, I really don’t understand the purpose of having a random number of powers and at the same time force the use of a very limited number of them. 3 powers can’t be possibly motivated by balancing issues: why bother at this point? I mean, I suppose that implementing powers can be a programming hassle: why set such an harsh arbitrary limit then? AT LEAST I hope there are some passive in ME:A that allows to pick more slots the more you invest in them, and if not they should implement them asap.
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Cypher
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Post by Cypher on Jan 6, 2017 0:13:59 GMT
One of the new screenshots showed the dpad on the hud. Assuming that left and right on the dpad still control squad positioning and up causes the squad to fall back, pressing down could hot switch between two power profiles, allowing for six abilities for Ryder in combat, but that all depends on if the down arrow on the dpad is available.
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Post by Sailears on Jan 6, 2017 0:31:42 GMT
One of the previous problems with 3 powers only was taking up slots with ammo powers, grenades and passive "powers" which kind of devolved gameplay into a simple TP shooter.
At least ammo modifications won't be a part of that anymore. I would hope grenades too are back to ME1 style separate resource.
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Post by laudable11 on Jan 6, 2017 0:47:11 GMT
Limits on the amount of powers means limited role playing.
When I wanted to run and gun I role played vanguard or solider. That was my profession. Introducing faces to shotgun fire.
But when I played adept, I was a diety. I thought less of myself if I pulled the trigger on a gun. That's how I role played. Because it's supposed to be a role playing game.
If all combat involves running and gunning, why call it a role playing game? It's just the same no matter what.
And remember they did this with DA:I. Healing spells were removed and people who roled as healers were screwed.
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Post by Cypher on Jan 6, 2017 1:02:55 GMT
One of the previous problems with 3 powers only was taking up slots with ammo powers, grenades and passive "powers" which kind of devolved gameplay into a simple TP shooter. At least ammo modifications won't be a part of that anymore. I would hope grenades too are back to ME1 style separate resource. That is true; now that ammos are no longer powers again, that should alleviate some of the issues. But it means I can run around with a combat drone with Warp, Charge, and Carnage like I was expecting to. Unless we can swap between some profiles mid-combat, at least. I'm still holding out hope that you can do that with the dpad.
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Post by Atemporal Vanguardian-Debugger on Jan 6, 2017 1:45:50 GMT
Correct me if I am wrong but it looked like in the CES video that just before combat they switched up the abilities. So maybe it is limited to three abilities but can switch it up outside of combat.
Also make a note this character was at one point in the video listed as a: RANK 1(no pun on the musical group of same name) maybe as you progress in the game and rank the character up higher in the specific trees more abilities slots unlock..... could and probably am wrong though.
Don't like using mortar volley, sentry drone and flamethrower... Then retreat to being out of combat and switch it to using: overload, shockwave and throw/pull
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Post by The Biotic Trebuchet on Jan 6, 2017 1:55:35 GMT
-Tech-armor/tactical cloak -Warp/Overload -Throw/...?
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Ivory Samoan
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Post by Ivory Samoan on Jan 6, 2017 2:04:42 GMT
Doesn't look it does, in the last trailer they've been jumping around and had Overload, Flak and Flamethrower slotted. In that case I don't see the issue. The new movement abilities add an entirely new dimension, both literally and physically, to combat. Giving us one less ability as an expense seems fair enough to keep the controls and micromanagement reasonable. I'm with you on this, along with each ability having 2 forms (tap+held button) we've got 6 abilities plus hover plus jet pack maneuvers.......Sounds azure to me! *Insert Lenny Face*
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Post by Cypher on Jan 6, 2017 2:16:14 GMT
Limits on the amount of powers means limited role playing. When I wanted to run and gun I role played vanguard or solider. That was my profession. Introducing faces to shotgun fire. But when I played adept, I was a diety. I thought less of myself if I pulled the trigger on a gun. That's how I role played. Because it's supposed to be a role playing game. If all combat involves running and gunning, why call it a role playing game? It's just the same no matter what. And remember they did this with DA:I. Healing spells were removed and people who roled as healers were screwed.You'r You're ignoring the fact that they're currently using flashy transitions to captivate people in two minute snippets. They did the same thing in the promo materials for all three games. They did run and gun and used abilities that used that kind of playstyle because watching someone come close to death and sit in cover to recover doesn't make exciting trailer fodder. That's the kind of stuff better suited to the 10-20 minute playthroughs where they actually bother to show off gameplay mechanics. Every game does it, I don't know why you're surprised when Mass Effect 2 and 3 did it especially.
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Post by ProbeAway on Jan 6, 2017 3:34:39 GMT
In that case I don't see the issue. The new movement abilities add an entirely new dimension, both literally and physically, to combat. Giving us one less ability as an expense seems fair enough to keep the controls and micromanagement reasonable. I'm with you on this, along with each ability having 2 forms (tap+held button) we've got 6 abilities plus hover plus jet pack maneuvers.......Sounds azure to me! *Insert Lenny Face* I think calling it 6 abilities is a little optimistic. Chain overload isn't a different ability to overload, it's the same thing just arcing to additional targets. It's possible that some skills also don't have a 'hold' function. Then you've got skills where holding the button just deactivates the skill, like Remnant VI. As someone who likes to play as a sentinel (jack of all trades) the three power limit becomes a bit problematic. In ME3 I regularly used tech shield, warp, throw and overload, with the odd cryo blast for good measure. That obviously won't work here. I'm hoping for a passive that provides additional shielding in the sentinel profile, which at least gives me 3 casting slots. They could have just given us the power wheel and everything would be sweet. +1,000 internet points to the person who can mod this back in.
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theflyingzamboni
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Post by theflyingzamboni on Jan 6, 2017 4:54:32 GMT
Three powers on independent cooldowns, with power detonation combos, you could get some insane power sets. Combine powers with like Flamethrower, & a charged Overload which will chain up to 2 more targets, if it's like ME3MP's power combo system, that would be 3 Fire Explosions, + Flamer DoT, + the shield strip from Overload. That doesn't really have anything to do with fun or variety though, does it? If the complaint were that you couldn't do enough damage, or couldn't do combos, then that would be an appropriate counterargument. The problem is a total lack of attack variety in a given combat. With only 3 active powers, most likely you'll be in a situation where you have 2 powers for combo priming/detonation, and 1 utility power, like Tac Cloak. Gameplay-wise, this means you're basically just going to be repeating the same button combos over and over. There is no thought, no strategy, because you have no options with which to utilize alternate strategies. This makes each combat samey. This is fine for 20-30-minute MP matches, for which it was originally designed, but it's an unnecessary and limiting pain in SP. Now the natural counter to that is "Well, we have profiles and can swap abilities in and out anytime." And this alleviates it some, but... To have any combat variety, you now have to keep bringing up the menu and swapping abilities in and out, which is an exceedingly tedious way to add combat variety after artificially curtailing it. And it still doesn't resolve the core issue, which is that each combat will boil down to a couple key combinations repeated, with little opportunity for on-the-fly strategic adaptation in power use. Maybe your a novaguard with a drone, because why not. Your key cycle is drone, charge, nova, fire, repeat for the most part. But lo, there are some nice explosive crates that could be overloaded for an extra-large explosion. Overloading those crates sure would be fun. Too bad all you can do is drone, charge, nova, fire. All the mechanic to swap powers between combats will do is give you a few different sets of simple key loops to alternate. Individual cooldowns are just not worth that cost in flexibility imo. Now that I've considered it more, I think that's what they were trying to balance: Limit the number of active powers so you can't just nuke the battlefield by firing off all your abilities at once. Which you could do in ME1, but powers were more limited, their damage more modest, and their cooldowns long and not conducive to faster-paced firefights. For me though, the cost is too high. So many tantalizing options for combat, all kept just out of reach. And it's not as if there is a control-mapping reason to limit powers so much. All they need is to be able to dedicate a single button to swapping through sets of three powers on the fly, a la DA:I. I think what might have been better (though more complicated on their side than individual or universal cooldowns) would be to have different "categories" of powers. Each of these categories would have a separate cooldown, so if you had two powers in the same category active, then you couldn't use both at once. You would, however, be able to use powers from a different category. That way you couldn't, say, use Overload and Energy Drain at the same time and melt a mech's shields instantly. You could, however, detonate Overload with a Throw, have a drone, and throw up a biotic shield, all in one combat. Can't be sure without playtesting of course, but I feel like a system like this, carefully applied, could maintain game balance while still leaving players with as many options and as much flexibility as they desire. All this isn't to say that the game and combat won't still be fun, but it won't be as fun as it easily could have been.
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theflyingzamboni
N3
Sorry, my face is tired from dealing with... everything.
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire
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Post by theflyingzamboni on Jan 6, 2017 5:07:16 GMT
One of the new screenshots showed the dpad on the hud. Assuming that left and right on the dpad still control squad positioning and up causes the squad to fall back, pressing down could hot switch between two power profiles, allowing for six abilities for Ryder in combat, but that all depends on if the down arrow on the dpad is available. It could, but I highly doubt it. I think if that were the case, we would have seen the power set change when the icon was flashing. Correct me if I am wrong but it looked like in the CES video that just before combat they switched up the abilities. So maybe it is limited to three abilities but can switch it up outside of combat. Also make a note this character was at one point in the video listed as a: RANK 1(no pun on the musical group of same name) maybe as you progress in the game and rank the character up higher in the specific trees more abilities slots unlock..... could and probably am wrong though. Don't like using mortar volley, sentry drone and flamethrower... Then retreat to being out of combat and switch it to using: overload, shockwave and throw/pull Afaik that's exactly how it works. Though I think that this is a poor and inconvenient replacement for greater active power availability (as I discuss in more detail in my tl;dr post that got wildly out of hand).
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Cypher
N3
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, KOTOR, Jade Empire
Origin: ItsFreakinJesus
XBL Gamertag: ItsFreakinJesus
PSN: TheMadTitan
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cypher
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, KOTOR, Jade Empire
ItsFreakinJesus
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Post by Cypher on Jan 6, 2017 5:43:55 GMT
One of the new screenshots showed the dpad on the hud. Assuming that left and right on the dpad still control squad positioning and up causes the squad to fall back, pressing down could hot switch between two power profiles, allowing for six abilities for Ryder in combat, but that all depends on if the down arrow on the dpad is available. It could, but I highly doubt it. I think if that were the case, we would have seen the power set change when the icon was flashing. Since it was a screenshot, it would've easily been a before/after thing that wasn't depicted because it was a screenshot. That's if there's a mechanic as I described, of course.
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The Elder King
N6
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, Mass Effect Legendary Edition
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, Mass Effect Legendary Edition
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Post by The Elder King on Jan 6, 2017 5:56:06 GMT
I wouldn't get my hopes up, but Ian, on this topic, yesterday on twitter, said they'll Give detailed answer to the question when they'll do their gameplay deep dive. I just find it weird that they wouldn't say we're limited to three if this is the case.
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Post by Fredward on Jan 6, 2017 6:23:03 GMT
~ticks another box in the not-great column~
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Atemporal Vanguardian-Debugger
N6
At sunrise there is the sunset.
To find the secrets of the universe: Think in terms of energy, frequency & VIBRATION -Nikola Tesla
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Shattered Steel, Jade Empire, Mass Effect Andromeda, SWTOR
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Atemporal Vanguardian-Debugger
To find the secrets of the universe: Think in terms of energy, frequency & VIBRATION -Nikola Tesla
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thelastvanguardian
Bottom
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Shattered Steel, Jade Empire, Mass Effect Andromeda, SWTOR
NO. NEVER. AGAIN.
No.
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Post by Atemporal Vanguardian-Debugger on Jan 6, 2017 7:15:20 GMT
One of the new screenshots showed the dpad on the hud. Assuming that left and right on the dpad still control squad positioning and up causes the squad to fall back, pressing down could hot switch between two power profiles, allowing for six abilities for Ryder in combat, but that all depends on if the down arrow on the dpad is available. It could, but I highly doubt it. I think if that were the case, we would have seen the power set change when the icon was flashing. Correct me if I am wrong but it looked like in the CES video that just before combat they switched up the abilities. So maybe it is limited to three abilities but can switch it up outside of combat. Also make a note this character was at one point in the video listed as a: RANK 1(no pun on the musical group of same name) maybe as you progress in the game and rank the character up higher in the specific trees more abilities slots unlock..... could and probably am wrong though. Don't like using mortar volley, sentry drone and flamethrower... Then retreat to being out of combat and switch it to using: overload, shockwave and throw/pull Afaik that's exactly how it works. Though I think that this is a poor and inconvenient replacement for greater active power availability (as I discuss in more detail in my tl;dr post that got wildly out of hand). Well I am certain given time that someone will at least figure out a way to mod some aspects of the game. I know some success was achieved with DAI. Maybe again given time ME:A can see similar... Maybe even this among them.
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Post by extremegamer on Jan 6, 2017 7:26:22 GMT
you who hate this have a damn choice its time gamers start using that and stop demanding things be the way you want it . either buy the game or do not
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