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Post by sosolaris on Feb 18, 2017 20:57:59 GMT
Some observations from the gameplay trailer. Warp is gone. RIP Warp. On the one hand, Warp was a boring power. On the other hand, it was very useful, since it was a debuff, a primer, and a detonator. (And don't say that Lace is the new Warp, it shares nothing with Warp other than being a detonator. Neither is Annihilation, that's a returning ME3 multiplayer ability.) What does this mean? It means that pure biotics users will once again be in a serious disadvantage against shielded or armored enemies, since there'll be no way way to prime these enemies with biotics in ME:A. Happy to see the clever Pull + Throw combination where a held enemy is thrown against other enemies. I guess it remains to be seen whether this is actually useful on any of the higher difficulties or just something that looks neat. Passive abilities rely on spending points in a given tree branch. I guess this makes sense, since I'd only max out weapon passives from the combat tree and ignore the humdrum powers otherwise. No more tech combos? Overload, at least, seems unable to prime a combo. It's possible we'll only have fire/cryo/biotic combos, if that's the case. Maybe not. No more headshot decapitations. Too bad. Interesting biotic teleport(?) (non-power based, likely a dash upgrade) happens a few times throughout the video. For example, just before the hammer smash. Possibly a profile-tied passive ability? Overall, looks good. As long as we don't run into ME2 "biotics are useless on higher difficulties" again, in which case tech will be the tree of choice for Insanity playthroughs. Let's hope Bioware manages to strike a good balance this time with how useful biotics are. Ha, I was just going to bring up that teleport skill. I'm new to this thread, so I wasn't sure if it had already been discussed. For reference, it's this icon: Do we know anything about it? It signifies when you're in cover.
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Post by OhDaniGirl on Feb 18, 2017 21:05:21 GMT
Ha, I was just going to bring up that teleport skill. I'm new to this thread, so I wasn't sure if it had already been discussed. For reference, it's this icon: Do we know anything about it? It signifies when you're in cover. Oh..haha, I misunderstood then. At 47 seconds in the video, it looks like that was the ability used, but you're right, the player leaves cover at the same moment. My bad. The teleport thing happens again at 2:14, and the cover icon isn't there.
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Post by giltspur on Feb 18, 2017 23:16:36 GMT
I don't know if it's confirmed but I think the leftmost dot in the upper corner of an icon indicates primer and the rightmost dot in the upper corner indicates detonator. So about Pull and Throw. Assuming the upper corner indicators are what they seem to be, at 3:21 in the new combat video it looks like Pull can be a primer and that Throw can be a detonator. And if you combine that assumption about what indicators in the upper corners of ability icons mean with these pictures: That also suggests you can add priming or detonating to some skills. In Overload skill description, it only ever mentions detonations. And some screenshots only show an indicator in the right corner (interpretation: detonator). However, in other screenshots Overload has left indicators (interpretation: primer) and right indicators (interpretation: detonator). The main thing that gives me pause is that in another screenshot above Overload doesn't have the indicators for either primer or detonator, but detonation has been listed in every skill description we've seen. Still, I think priming and detonating can be altered through power evolution.
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Post by lastpawn on Feb 19, 2017 3:31:52 GMT
I don't know if it's confirmed but I think the leftmost dot in the upper corner of an icon indicates primer and the rightmost dot in the upper corner indicates detonator. So about Pull and Throw. Assuming the upper corner indicators are what they seem to be, at 3:21 in the new combat video it looks like Pull can be a primer and that Throw can be a detonator. And if you combine that assumption about what indicators in the upper corners of ability icons mean with these pictures: That also suggests you can add priming or detonating to some skills. In Overload skill description, it only ever mentions detonations. And some screenshots only show an indicator in the right corner (interpretation: detonator). However, in other screenshots Overload has left indicators (interpretation: primer) and right indicators (interpretation: detonator). The main thing that gives me pause is that in another screenshot above Overload doesn't have the indicators for either primer or detonator, but detonation has been listed in every skill description we've seen. Still, I think priming and detonating can be altered through power evolution. I noticed this, too. I think it's reasonable to assume that Left Corner = Primer, Right Corner = Detonator. Apparently even the Soldier Barricade ability can (somehow) prime combos with the right upgrade.
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Post by lastpawn on Feb 19, 2017 3:36:24 GMT
SNIP Interesting biotic teleport(?) (non-power based, likely a dash upgrade) happens a few times throughout the video. For example, just before the hammer smash. Possibly a profile-tied passive ability? Overall, looks good. As long as we don't run into ME2 "biotics are useless on higher difficulties" again, in which case tech will be the tree of choice for Insanity playthroughs. Let's hope Bioware manages to strike a good balance this time with how useful biotics are. Ha, I was just going to bring up that teleport skill. SNIP Do we know anything about it? It looks like the ME3 mutiplayer asari dash. Many kits replaced the original Shepard roll in multiplayer, and asari characters had this blink-like dash ability. Since it's not an activated ability, I'm guessing it comes with one of the biotic profiles, or perhaps through upgrading one of the biotics tree passives... maybe "Containment"? -- but there's no way to tell now, of course. Maybe someone can ask devs via twitter.
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Post by unofficialgreycolor on Feb 19, 2017 4:21:36 GMT
So it looks like the passives are ALWAYS active regardless of the profiles we use?
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Post by lastpawn on Feb 19, 2017 4:26:58 GMT
So it looks like the passives are ALWAYS active regardless of the profiles we use? That's a good guess. It seems to be balanced around the fact that passives require investment in the active abilities of the same tree to pay off. So someone who puts a lot of points into biotics will really benefit from that Barrier passive. Otherwise, it's probably not worth it.
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Post by souljahbill14 on Feb 19, 2017 4:27:31 GMT
So it looks like the passives are ALWAYS active regardless of the profiles we use? That's what I want to know as well. If I fill out the shotgun passive in combat, is it active if I'm an Adept carrying a shotgun?
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Post by colfoley on Feb 19, 2017 4:36:35 GMT
Yeah that is something that would be REALLY nice to know. Someone tweet them! SOmeone who is not me considering I never have any luck with Twitter.
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Post by antmarch456 on Feb 19, 2017 4:41:11 GMT
Mass Effect Andromeda so far has the following (based on the screenshots) active powers... Total: 25 active powers Mass Effect 3 had the following (excluding DLC, ammo and bonus) active powers... - 2 Combat
- 7 Biotics
- 8 Tech
- 4 Grenades
Total: 21 active powers So in summary, we already have a variety of active powers to choose from than in ME3, and I'm sure we'll have even more from DLCs and bonus squad-powers if that is still a thing.
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Post by colfoley on Feb 19, 2017 4:46:18 GMT
Mass Effect Andromeda so far has the following (based on the screenshots) powers... Total: 25 powers Mass Effect 3 had the following (excluding DLC, ammo and bonus) powers... - 2 Combat
- 7 Biotics
- 8 Tech
- 4 Grenades
Total: 21 activepowers So in summary, we already have a variety of powers to choose from than in ME3, and I'm sure we'll have even more from DLCs and bonus squad-powers if that is still a thing. I'm hoping they add the 'Stimulant packs' eventually that Wrex had in Citadel and the Turians had in ME 3 MP.
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Post by Cypher on Feb 19, 2017 4:46:20 GMT
I hate how weak Annihilation (Field) looks now. The aura looks too faint, and there's no real oomph from activating it like in ME3, at least based on the five seconds it was on screen for.
The thought of it is kind of taking the excitement of the future Annihilation>Charge>Nova spam.
Oh well, there's always Shepard for that.
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Post by unofficialgreycolor on Feb 19, 2017 4:47:45 GMT
Mass Effect Andromeda so far has the following (based on the screenshots) active powers... Total: 25 active powers Mass Effect 3 had the following (excluding DLC, ammo and bonus) active powers... - 2 Combat
- 7 Biotics
- 8 Tech
- 4 Grenades
Total: 21 active powers So in summary, we already have a variety of active powers to choose from than in ME3, and I'm sure we'll have even more from DLCs and bonus squad-powers if that is still a thing. There might be 9 (or 10 I guess) abilities per combat method.
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Post by unofficialgreycolor on Feb 19, 2017 5:09:09 GMT
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Post by colfoley on Feb 19, 2017 5:14:24 GMT
My guess is that refers to the fact that it generally gives you 14 % damage against something's head...but since everything does not have a head...and thier head might not be their 'weak point'...then it gives 14% to whatever weak point it has.
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Post by unofficialgreycolor on Feb 19, 2017 5:18:36 GMT
My guess is that refers to the fact that it generally gives you 14 % damage against something's head...but since everything does not have a head...and thier head might not be their 'weak point'...then it gives 14% to whatever weak point it has. See I thought it had to do with the weight thing, since the pistol (and maybe one more weapon) it was only 15% weight reduction. My question is how the hell do you get the bonus?
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Post by colfoley on Feb 19, 2017 5:19:57 GMT
My guess is that refers to the fact that it generally gives you 14 % damage against something's head...but since everything does not have a head...and thier head might not be their 'weak point'...then it gives 14% to whatever weak point it has. See I thought it had to do with the weight thing, since the pistol (and maybe one more weapon) it was only 15% weight reduction. My question is how the hell do you get the bonus? Its part of the last sentence...weak point bonus.
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Post by lastpawn on Feb 19, 2017 5:22:34 GMT
My guess is that refers to the fact that it generally gives you 14 % damage against something's head...but since everything does not have a head...and thier head might not be their 'weak point'...then it gives 14% to whatever weak point it has. See I thought it had to do with the weight thing, since the pistol (and maybe one more weapon) it was only 15% weight reduction. My question is how the hell do you get the bonus? Seems like you missed that "Bonus" is referring to the previous sentence?
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Post by unofficialgreycolor on Feb 19, 2017 5:34:29 GMT
See I thought it had to do with the weight thing, since the pistol (and maybe one more weapon) it was only 15% weight reduction. My question is how the hell do you get the bonus? Seems like you missed that "Bonus" is referring to the previous sentence? I was wrong. Pistols have a 30% weight reduction. But IDK what previous sentence you are talking about. It doesn't really specify what the Bonus is specifically for as far as I can see. *shrug* Also, I am really glad to see that passives upgrade the same as abilities in that the first three levels there is not choice what to upgrade but the last three gives you a choice between 2 different things. I am wondering if within the choices given if you can get bonuses for choosing the same passive upgrade for the upgraded passive.
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Post by unofficialgreycolor on Feb 19, 2017 5:36:23 GMT
See I thought it had to do with the weight thing, since the pistol (and maybe one more weapon) it was only 15% weight reduction. My question is how the hell do you get the bonus? Its part of the last sentence...weak point bonus. Huh? IDK what sentence you are talking about.
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Post by colfoley on Feb 19, 2017 5:38:36 GMT
14% Sniper Rifle Headhot/ Weakpoint Bonus
It is all part of the same sentence, the bonus you get, is to head shot weakpoint damage.
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Post by unofficialgreycolor on Feb 19, 2017 5:49:31 GMT
14% Sniper Rifle Headhot/ Weakpoint Bonus It is all part of the same sentence, the bonus you get, is to head shot weakpoint damage. Oh, that does make sense.
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Post by DayusMakhina on Feb 19, 2017 7:44:42 GMT
So it looks like the passives are ALWAYS active regardless of the profiles we use? That's a good guess. It seems to be balanced around the fact that passives require investment in the active abilities of the same tree to pay off. So someone who puts a lot of points into biotics will really benefit from that Barrier passive. Otherwise, it's probably not worth it. So it looks like the passives are ALWAYS active regardless of the profiles we use? That's what I want to know as well. If I fill out the shotgun passive in combat, is it active if I'm an Adept carrying a shotgun? Yeah that is something that would be REALLY nice to know. Someone tweet them! SOmeone who is not me considering I never have any luck with Twitter. That's already confirmed by the twitter thread last week, jus so you know. Every passive is active, profiles only add their additional passives (the ones listed in the description for the profiles) on top of the specced passives, irrelevant of what 'tree' they are from.
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Post by Hellkite on Feb 19, 2017 8:00:34 GMT
Cryo beam + Charge = Happy Hellkite
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Post by unofficialgreycolor on Feb 19, 2017 9:39:50 GMT
That's a good guess. It seems to be balanced around the fact that passives require investment in the active abilities of the same tree to pay off. So someone who puts a lot of points into biotics will really benefit from that Barrier passive. Otherwise, it's probably not worth it. That's what I want to know as well. If I fill out the shotgun passive in combat, is it active if I'm an Adept carrying a shotgun? Yeah that is something that would be REALLY nice to know. Someone tweet them! SOmeone who is not me considering I never have any luck with Twitter. That's already confirmed by the twitter thread last week, jus so you know. Every passive is active, profiles only add their additional passives (the ones listed in the description for the profiles) on top of the specced passives, irrelevant of what 'tree' they are from. Much thanks.
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