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Post by ProbeAway on Jan 13, 2017 3:55:29 GMT
Nah, I added the full tech tree (that we saw) in the OP. Flak cannon definitely wasn't in it. I'm almost certain it's a combat power. It's also very similar to the N7 destroyer soldier's multi-frag power in ME3 MP. Ah...interesting then. I mean granted I rather like the idea of having abilities being free of their class restrictions so you can have a tech based Soldier, for instance. But on the flip side that adds more credence to we will only be able to use three powers at a time. Perhaps, but one positive is that it feels a bit like how bonus powers worked in ME. You could choose a biotic bonus power as a non-biotic Shepard but you wouldn't have any passives that boosted it. I'm still clinging to my 4-power idea, lol.
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Post by colfoley on Jan 13, 2017 4:00:13 GMT
I'm still clinging to the idea you will be able to switch between them during combat easily. Have different sets. Don't get me wrong if you will only be able to deal with 3 at a time in combat without being able to switch I'll deal but...well lets just put it this way: I imagine my Ryder's will be rocking the passives heavily.
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Post by ProbeAway on Jan 13, 2017 6:12:05 GMT
I'm still clinging to the idea you will be able to switch between them during combat easily. Have different sets. Don't get me wrong if you will only be able to deal with 3 at a time in combat without being able to switch I'll deal but...well lets just put it this way: I imagine my Ryder's will be rocking the passives heavily. Yep, seems to be far more incentive to invest in a passive power that will always apply to your character, rather than an active power you might only use occasionally.
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Post by PillarBiter on Jan 13, 2017 7:55:27 GMT
I'm still clinging to the idea you will be able to switch between them during combat easily. Have different sets. Don't get me wrong if you will only be able to deal with 3 at a time in combat without being able to switch I'll deal but...well lets just put it this way: I imagine my Ryder's will be rocking the passives heavily. Yep, seems to be far more incentive to invest in a passive power that will always apply to your character, rather than an active power you might only use occasionally. Passive powers are indeed more likely. The only real question that remains is will we be able to switch between different preset profiles? And if so, when and where? In combat (please please please puuhhhllleeeaase!), in the world or in the tempest (dear god no).
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Post by colfoley on Jan 13, 2017 7:58:20 GMT
Yep, seems to be far more incentive to invest in a passive power that will always apply to your character, rather than an active power you might only use occasionally. Passive powers are indeed more likely. The only real question that remains is will we be able to switch between different preset profiles? And if so, when and where? In combat (please please please puuhhhllleeeaase!), in the world or in the tempest (dear god no). As I said at worse you will be able to flip powers, either between different sets or individually, out of combat but still on the ground...like Dragon Age Inquisition.
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Post by PillarBiter on Jan 13, 2017 8:01:40 GMT
Passive powers are indeed more likely. The only real question that remains is will we be able to switch between different preset profiles? And if so, when and where? In combat (please please please puuhhhllleeeaase!), in the world or in the tempest (dear god no). As I said at worse you will be able to flip powers, either between different sets or individually, out of combat but still on the ground...like Dragon Age Inquisition. Bioware will probably keep up their idea of "It's a tactical choice which 3 powers you choose."
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Post by Thrombin on Jan 13, 2017 14:04:25 GMT
It's ironic that I'm currently doing a Insanity Adept run in ME3 with 6 active powers but apart from the very very occasional use of Throw when someone gets too close I'm only using two of them. Singularity followed by Warp
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Post by Thrombin on Jan 13, 2017 14:54:18 GMT
It's ironic that I'm currently doing a Insanity Adept run in ME3 with 6 active powers but apart from the very very occasional use of Throw when someone gets too close I'm only using two of them. Singularity followed by Warp Yes, the efficiency argument. Again. Efficiency has nothing to do with this. Taking down the enemy's HP as fast as possible isn't the main factor for enjoyment. Variety and versatility are just as important as efficiency. Hell, you can stick to a single tech / Biotic combo and still be able to defeat enemies, it's just really really boring. I wasn't making any argument I was just remarking on the irony of the current debate and the circumstances of my current run through I didn't set out to be efficient it just turned out that I haven't tended to need the other powers very much! I don't remember my other characters being like that but singularity / warp just turns out to be so good that I rarely need anything else (at least as long as I have a squad mate who can take down the shields first). With Liara in the party too one of us always has the combo. For some reason I was expecting an Adept run to be harder combat wise than the others but so far it tends to be pretty devastating! As far as variety goes I don't disagree, it's important. With only three for Ryder and no control of the other squad mates it seems as though our options in combat may be more limited. Even with my Adept runthrough there are still the other squad mate powers that I access (particularly when shields are involved). Having said that, the fact that each of the powers in MEA can do different things depending on whether you hold the button down or not means you technically choose between six effects and, of course, the ammo powers are in addition to that and the jet pack is another tactical option. I was also wondering if, maybe, grenades might be treated separately to the three power load out with another button reserved specifically for throwing grenades (most shooters have a button to throw grenades after all). We may still have plenty of variety. My biggest worry is the lack of a tactical pause. Pausing the game, searching the battlefield for targets and selecting my and my squad mates actions accordingly is a very different style of combat to what MEA looks to be. I've managed with games with no pause (Halo, for example) but I really like how ME combat has worked up to now and this is definitely going to be an adjustment.
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Post by ProbeAway on Jan 13, 2017 22:28:14 GMT
I was also wondering if, maybe, grenades might be treated separately to the three power load out with another button reserved specifically for throwing grenades (most shooters have a button to throw grenades after all). We may still have plenty of variety. My biggest worry is the lack of a tactical pause. Pausing the game, searching the battlefield for targets and selecting my and my squad mates actions accordingly is a very different style of combat to what MEA looks to be. I've managed with games with no pause (Halo, for example) but I really like how ME combat has worked up to now and this is definitely going to be an adjustment. I think grenades are likely to be a skill you have to include in the loadout. If you look at the Dec 1 list of skills in the OP, number 17 looks a lot like frag grenade. It also appears to be the first skill Ryder has access to. There was a section in the Dec 1 footage where it was the only skill she had equipped. As far as the lack of a power wheel/tactical pause goes, you are spot on. IMO the wheel is an iconic mass effect feature that serves to give us some variety in how we approach combat. There is already the option of ignoring it and playing with just a few powers in real time if we want to. Why take away the possibility of approaching combat more methodically? If they really wanted to limit the number of powers they could have done so without removing the power wheel. Unfortunately the answer seems to be: multiplayer.
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Post by goishen on Jan 14, 2017 4:23:38 GMT
I'm still clinging to the idea you will be able to switch between them during combat easily. Have different sets. Don't get me wrong if you will only be able to deal with 3 at a time in combat without being able to switch I'll deal but...well lets just put it this way: I imagine my Ryder's will be rocking the passives heavily. Yep, seems to be far more incentive to invest in a passive power that will always apply to your character, rather than an active power you might only use occasionally. My thinking is that we'll have one or two passive powers and one or two active powers. Unless we put a point into the active powers and put it on our toolbar, we don't get the passive bonuses from that tree (or tier).
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Post by ProbeAway on Jan 14, 2017 12:09:40 GMT
Yep, seems to be far more incentive to invest in a passive power that will always apply to your character, rather than an active power you might only use occasionally. My thinking is that we'll have one or two passive powers and one or two active powers. Unless we put a point into the active powers and put it on our toolbar, we don't get the passive bonuses from that tree (or tier). But we already know we'll have at least three active abilities available at any one time...?
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Post by goishen on Jan 14, 2017 15:08:55 GMT
My thinking is that we'll have one or two passive powers and one or two active powers. Unless we put a point into the active powers and put it on our toolbar, we don't get the passive bonuses from that tree (or tier). But we already know we'll have at least three active abilities available at any one time...? Right, but out of how many trees? In other words, say we have active powers spread across six different trees. Are we gonna get the bonuses from all of them? Or only the ones that we have active on our toolbar?
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Post by Vall on Jan 14, 2017 17:07:09 GMT
But we already know we'll have at least three active abilities available at any one time...? Right, but out of how many trees? In other words, say we have active powers spread across six different trees. Are we gonna get the bonuses from all of them? Or only the ones that we have active on our toolbar? 3 trees (combat, tech, biotics), passive class bonuses are available based on your skill points spents, you can choose one class profile at a time
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Post by ProbeAway on Jan 14, 2017 21:36:17 GMT
But we already know we'll have at least three active abilities available at any one time...? Right, but out of how many trees? In other words, say we have active powers spread across six different trees. Are we gonna get the bonuses from all of them? Or only the ones that we have active on our toolbar? We'll pick from the usual 3 trees, as Vall said. We'll only get any bonuses from active skills while they are equipped, although it looks unlocking/upgrading skills will improve bonuses associated with relevant profiles. As for passives, I expect that their bonuses will always apply. Their usefulness will just depend on what active skills you have equipped. Eg a passive bonus to tech damage won't help much if you are using biotic and combat skills.
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Post by ProbeAway on Jan 14, 2017 22:17:33 GMT
We'll only get any bonuses from active skills while they are equipped IIRC, in DA:I you got passive bonuses from everything, even while it wasn't equipped. Can you give an example? That would seem counterintuitive to the concept of an 'active' ability. My recollection is that active abilities only did something when you used them, such as shield bash, caltrops or immolate. None of those three abilities give you any bonuses if they aren't equipped because you can't use them.
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Post by ProbeAway on Jan 14, 2017 22:41:40 GMT
Can you give an example? That would seem counterintuitive to the concept of an 'active' ability. My recollection is that active abilities only did something when you used them, such as shield bash, caltrops or immolate. None of those three abilities give you any bonuses if they aren't equipped because you can't use them. IIRC, you got stat bonuses from unlocking various abilities, those stat bonuses remained active even if you didn't have those abilities in your hotbar. Ah you mean the whole '+3 constitution on unlock' thing? I just went back to the wiki and the character builder to check. It seems that these are only attached to passives.
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Post by sjsharp2010 on Jan 14, 2017 22:48:43 GMT
Yes, the efficiency argument. Again. Efficiency has nothing to do with this. Taking down the enemy's HP as fast as possible isn't the main factor for enjoyment. Variety and versatility are just as important as efficiency. Hell, you can stick to a single tech / Biotic combo and still be able to defeat enemies, it's just really really boring. I wasn't making any argument I was just remarking on the irony of the current debate and the circumstances of my current run through I didn't set out to be efficient it just turned out that I haven't tended to need the other powers very much! I don't remember my other characters being like that but singularity / warp just turns out to be so good that I rarely need anything else (at least as long as I have a squad mate who can take down the shields first). With Liara in the party too one of us always has the combo. For some reason I was expecting an Adept run to be harder combat wise than the others but so far it tends to be pretty devastating! As far as variety goes I don't disagree, it's important. With only three for Ryder and no control of the other squad mates it seems as though our options in combat may be more limited. Even with my Adept runthrough there are still the other squad mate powers that I access (particularly when shields are involved). Having said that, the fact that each of the powers in MEA can do different things depending on whether you hold the button down or not means you technically choose between six effects and, of course, the ammo powers are in addition to that and the jet pack is another tactical option. I was also wondering if, maybe, grenades might be treated separately to the three power load out with another button reserved specifically for throwing grenades (most shooters have a button to throw grenades after all). We may still have plenty of variety. My biggest worry is the lack of a tactical pause. Pausing the game, searching the battlefield for targets and selecting my and my squad mates actions accordingly is a very different style of combat to what MEA looks to be. I've managed with games with no pause (Halo, for example) but I really like how ME combat has worked up to now and this is definitely going to be an adjustment. Yeah that's my biggest worry too. I don't mind the lack of powers because for me it's just a case of changing and adjusting my tactics as I progress through the game as that's what I do in DAI and it works just fine for me.but then in DAI your powers autotarget the guy you've clicked on so there it's not so much of a problem. It's the aiming aspect I think I'm going to have the most problem with because I use the pause to aim feature in order to utilise one of my powers and make sure it hits the target I want it to hit without the pause to aim I'm not confident I'll be able to do that as well.
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Post by sjsharp2010 on Jan 15, 2017 2:23:09 GMT
I was also wondering if, maybe, grenades might be treated separately to the three power load out with another button reserved specifically for throwing grenades (most shooters have a button to throw grenades after all). We may still have plenty of variety. My biggest worry is the lack of a tactical pause. Pausing the game, searching the battlefield for targets and selecting my and my squad mates actions accordingly is a very different style of combat to what MEA looks to be. I've managed with games with no pause (Halo, for example) but I really like how ME combat has worked up to now and this is definitely going to be an adjustment. I think grenades are likely to be a skill you have to include in the loadout. If you look at the Dec 1 list of skills in the OP, number 17 looks a lot like frag grenade. It also appears to be the first skill Ryder has access to. There was a section in the Dec 1 footage where it was the only skill she had equipped. As far as the lack of a power wheel/tactical pause goes, you are spot on. IMO the wheel is an iconic mass effect feature that serves to give us some variety in how we approach combat. There is already the option of ignoring it and playing with just a few powers in real time if we want to. Why take away the possibility of approaching combat more methodically? If they really wanted to limit the number of powers they could have done so without removing the power wheel. Unfortunately the answer seems to be: multiplayer.Yeah I suspect that's the reason as well. It seems to me that EA has pressured Bioware to develop a system that can work universally in both SP and MP. I can understand it with MP because your playing with others and this is probably the best way in order to keep things running smoothly but SP shouldn't suffer because of that limitation. Because we'er playing on our lonesome when in that mode and with our Ryder and crew or at least we will be.
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Post by Double02 on Jan 15, 2017 3:51:14 GMT
Did they take out the power wheel?
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Post by PillarBiter on Jan 16, 2017 7:29:01 GMT
I think grenades are likely to be a skill you have to include in the loadout. If you look at the Dec 1 list of skills in the OP, number 17 looks a lot like frag grenade. It also appears to be the first skill Ryder has access to. There was a section in the Dec 1 footage where it was the only skill she had equipped. As far as the lack of a power wheel/tactical pause goes, you are spot on. IMO the wheel is an iconic mass effect feature that serves to give us some variety in how we approach combat. There is already the option of ignoring it and playing with just a few powers in real time if we want to. Why take away the possibility of approaching combat more methodically? If they really wanted to limit the number of powers they could have done so without removing the power wheel. Unfortunately the answer seems to be: multiplayer.Yeah I suspect that's the reason as well. It seems to me that EA has pressured Bioware to develop a system that can work universally in both SP and MP. I can understand it with MP because your playing with others and this is probably the best way in order to keep things running smoothly but SP shouldn't suffer because of that limitation. Because we'er playing on our lonesome when in that mode and with our Ryder and crew or at least we will be. Hmm, I understand this concern. I too very frequently made use of the tactical pause in previous ME's. However, I would like to make the point that no tactical pause adds suspense. Take a more recent game. FFXV was more of an actiony-combaty type of game, and it featured a wait mode. Now for the majority of the game, I used wait mode, because as I was learning the game, non-wait mode was just too much suspense. Then, later when I was better at it, I could switch from wait mode to non-wait mode for additional difficulty and suspense. It was a lot more difficult. Now, when switching from SP to MP in ME3, I kept thinking: "How does this work?. I'll have to manually aim all powers? Are you serious?". But, I persevered and in the end, it works. It works very well, even. It grows on you. And finally, for ME:A. To all the criticisers before the game is actually released. Would a combat pause be nice and help you play? YEs, definetely, Even I'd welcome it. Is it necessary? Hell no. Just because you can't pause a game doesn't mean you can't be strategic. In real life combat situations, you need to think on the fly as well. The enemy is not going to stop trying to put bullets in your face while you're trying to outfox them. Now I get that this may put some people off. And some people will ciritcise no matter what. But have you though that maybe this time around they optimised their skills for this situation? For example, pull or throw you used to have to aim around the corner, which was aggrevating sometimes. MAybe this time around, you don't have to aim it around an enemy in cover, and it'll take effect regardless. Same for some tech powers like energy drain or incinerate. I always found the bending ridiculous, and maybe this time they got rid of it to make it more convenient for players to use on the fly. "Anyway, that's just may opinion, no need to go spreading it around or anything."
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Post by ProbeAway on Jan 16, 2017 11:18:48 GMT
Yeah I suspect that's the reason as well. It seems to me that EA has pressured Bioware to develop a system that can work universally in both SP and MP. I can understand it with MP because your playing with others and this is probably the best way in order to keep things running smoothly but SP shouldn't suffer because of that limitation. Because we'er playing on our lonesome when in that mode and with our Ryder and crew or at least we will be. Hmm, I understand this concern. I too very frequently made use of the tactical pause in previous ME's. However, I would like to make the point that no tactical pause adds suspense. Take a more recent game. FFXV was more of an actiony-combaty type of game, and it featured a wait mode. Now for the majority of the game, I used wait mode, because as I was learning the game, non-wait mode was just too much suspense. Then, later when I was better at it, I could switch from wait mode to non-wait mode for additional difficulty and suspense. It was a lot more difficult. Now, when switching from SP to MP in ME3, I kept thinking: "How does this work?. I'll have to manually aim all powers? Are you serious?". But, I persevered and in the end, it works. It works very well, even. It grows on you. And finally, for ME:A. To all the criticisers before the game is actually released. Would a combat pause be nice and help you play? YEs, definetely, Even I'd welcome it. Is it necessary? Hell no. Just because you can't pause a game doesn't mean you can't be strategic. In real life combat situations, you need to think on the fly as well. The enemy is not going to stop trying to put bullets in your face while you're trying to outfox them. Now I get that this may put some people off. And some people will ciritcise no matter what. But have you though that maybe this time around they optimised their skills for this situation? For example, pull or throw you used to have to aim around the corner, which was aggrevating sometimes. MAybe this time around, you don't have to aim it around an enemy in cover, and it'll take effect regardless. Same for some tech powers like energy drain or incinerate. I always found the bending ridiculous, and maybe this time they got rid of it to make it more convenient for players to use on the fly. "Anyway, that's just may opinion, no need to go spreading it around or anything." Nothing is really necessary, if you use that logic. Powers? Nope. Passive bonuses from armour? Nope. Weapon mods? Nope. But they all add fun and variety. The same can be said of the power wheel. IMO, it's an iconic feature of the trilogy, being relatively consistent across games. More broadly, I'm fairly sure that this is the first ever Bioware game that (apparently) doesn't feature some kind of tactical pause. Put that way, it's a pretty massive step to remove it. To be fair, the devs have been pretty up front that this is a deliberate step to speed up combat and align it with multiplayer. That's understandable, since MP was so popular. But here's what bothers me most: no one has to use the wheel, especially when all available powers will be hotkeyed even on controllers. People who was fast paced action will be completely unaffected by its existence (or otherwise). All this step does is limit the way in which players can approach combat, which is completely at odds with the concept of an RPG. I'm still going to play the game - I've preordered - and no doubt I'll thoroughly enjoy it. Just probably not as much as I would have if they had kept a pause option in there.
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Post by sjsharp2010 on Jan 16, 2017 11:47:59 GMT
Yeah I suspect that's the reason as well. It seems to me that EA has pressured Bioware to develop a system that can work universally in both SP and MP. I can understand it with MP because your playing with others and this is probably the best way in order to keep things running smoothly but SP shouldn't suffer because of that limitation. Because we'er playing on our lonesome when in that mode and with our Ryder and crew or at least we will be. Hmm, I understand this concern. I too very frequently made use of the tactical pause in previous ME's. However, I would like to make the point that no tactical pause adds suspense. Take a more recent game. FFXV was more of an actiony-combaty type of game, and it featured a wait mode. Now for the majority of the game, I used wait mode, because as I was learning the game, non-wait mode was just too much suspense. Then, later when I was better at it, I could switch from wait mode to non-wait mode for additional difficulty and suspense. It was a lot more difficult. Now, when switching from SP to MP in ME3, I kept thinking: "How does this work?. I'll have to manually aim all powers? Are you serious?". But, I persevered and in the end, it works. It works very well, even. It grows on you. And finally, for ME:A. To all the criticisers before the game is actually released. Would a combat pause be nice and help you play? YEs, definetely, Even I'd welcome it. Is it necessary? Hell no. Just because you can't pause a game doesn't mean you can't be strategic. In real life combat situations, you need to think on the fly as well. The enemy is not going to stop trying to put bullets in your face while you're trying to outfox them. Now I get that this may put some people off. And some people will ciritcise no matter what. But have you though that maybe this time around they optimised their skills for this situation? For example, pull or throw you used to have to aim around the corner, which was aggrevating sometimes. MAybe this time around, you don't have to aim it around an enemy in cover, and it'll take effect regardless. Same for some tech powers like energy drain or incinerate. I always found the bending ridiculous, and maybe this time they got rid of it to make it more convenient for players to use on the fly. "Anyway, that's just may opinion, no need to go spreading it around or anything." Final Fantasy unless I'm mistaken auto tagets with it's powers based on the enemy you have selected if I'm not mistaken based on my experience with FF13 ME dosen't necessarily do this or at least it hasn't and that's where the tactical pause came in handy as because of my disability I can only move or shoot I cannot move and shoot as I only have 1 hand on the controls. So I've always used the tactical pause to get around that. Besides I'd rather wait and see what Bioware has to say first about the new game before I make any decisions on that. Seeing as they have said they will cover this at some point about how the powers work I'd rather hear it first as I might be able to find a work around that works for me based off of that.
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sjsharp2010
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Post by sjsharp2010 on Jan 16, 2017 11:56:20 GMT
Hmm, I understand this concern. I too very frequently made use of the tactical pause in previous ME's. However, I would like to make the point that no tactical pause adds suspense. Take a more recent game. FFXV was more of an actiony-combaty type of game, and it featured a wait mode. Now for the majority of the game, I used wait mode, because as I was learning the game, non-wait mode was just too much suspense. Then, later when I was better at it, I could switch from wait mode to non-wait mode for additional difficulty and suspense. It was a lot more difficult. Now, when switching from SP to MP in ME3, I kept thinking: "How does this work?. I'll have to manually aim all powers? Are you serious?". But, I persevered and in the end, it works. It works very well, even. It grows on you. And finally, for ME:A. To all the criticisers before the game is actually released. Would a combat pause be nice and help you play? YEs, definetely, Even I'd welcome it. Is it necessary? Hell no. Just because you can't pause a game doesn't mean you can't be strategic. In real life combat situations, you need to think on the fly as well. The enemy is not going to stop trying to put bullets in your face while you're trying to outfox them. Now I get that this may put some people off. And some people will ciritcise no matter what. But have you though that maybe this time around they optimised their skills for this situation? For example, pull or throw you used to have to aim around the corner, which was aggrevating sometimes. MAybe this time around, you don't have to aim it around an enemy in cover, and it'll take effect regardless. Same for some tech powers like energy drain or incinerate. I always found the bending ridiculous, and maybe this time they got rid of it to make it more convenient for players to use on the fly. "Anyway, that's just may opinion, no need to go spreading it around or anything." Nothing is really necessary, if you use that logic. Powers? Nope. Passive bonuses from armour? Nope. Weapon mods? Nope. But they all add fun and variety. The same can be said of the power wheel. IMO, it's an iconic feature of the trilogy, being relatively consistent across games. More broadly, I'm fairly sure that this is the first ever Bioware game that (apparently) doesn't feature some kind of tactical pause. Put that way, it's a pretty massive step to remove it. To be fair, the devs have been pretty up front that this is a deliberate step to speed up combat and align it with multiplayer. That's understandable, since MP was so popular. But here's what bothers me most: no one has to use the wheel, especially when all available powers will be hotkeyed even on controllers. People who was fast paced action will be completely unaffected by its existence (or otherwise). All this step does is limit the way in which players can approach combat, which is completely at odds with the concept of an RPG. I'm still going to play the game - I've preordered - and no doubt I'll thoroughly enjoy it. Just probably not as much as I would have if they had kept a pause option in there. Exactly same here I've pre ordered as well I'm reasonably sure I could develop a tactic to work around it as well especially as based on the Dec 1st footage we got it dosen't look like the enemies move around too much s othat might make enemy targeting with powers easier but until we have more details from Bioware themselves it's going to be hard to know. Let's hope they do reveal more soon.
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Post by PillarBiter on Jan 16, 2017 14:30:59 GMT
Final Fantasy unless I'm mistaken auto tagets with it's powers based on the enemy you have selected if I'm not mistaken based on my experience with FF13 ME dosen't necessarily do this or at least it hasn't and that's where the tactical pause came in handy as because of my disability I can only move or shoot I cannot move and shoot as I only have 1 hand on the controls. So I've always used the tactical pause to get around that. Besides I'd rather wait and see what Bioware has to say first about the new game before I make any decisions on that. Seeing as they have said they will cover this at some point about how the powers work I'd rather hear it first as I might be able to find a work around that works for me based off of that. I empathise with your disability, but - to speak frankly - it's not bioware's obligation nor company goal to create games for people who can not properly input all button combinations. When you start a project such as this, you have to take certain things - like the end user being able to work a xbox or PS4 or whatever controller - for granted. Otherwise,t here's no end to your initial product requirements. Now, it's absolutely fantastic that the intial trilogy had the pause system. I used it myself a lot too. But this is a new game by a new team. And they have the right to form their vision in any way they please. The end user can only make their voice known by one thing, and that is the purchase. If you boycot the choice for yourself by pre-ordering it, you don't have the right to complain afterwards that the final product did not meet all your criteria. And you definetely don't have the right to do it in advance. I don't mean to sound harsh, but it's just reality. After every game I play, I also used to have ideas about "how they could have done this better" or "that would have been a lot smarter". But honestly, after having voiced an opinion about so many games and seeing little to no return on it, it just gets tiring. And you realise the futility. Myself, on principle I no longer pre-order. And once I decided to no longer do that, I just learned to accept the games for what they are, and enjoy them how they were created. I no loner pine for 'how awesome my version would have been'. In any case. Would it be nice if they held everyone's opinion in mind? Sure. Is it in any way their obligation to their customers? Heck no.
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sjsharp2010
N7
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Mass Effect Andromeda, Anthem, Mass Effect Legendary Edition, Dragon Age The Veilguard
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Post by sjsharp2010 on Jan 16, 2017 16:21:05 GMT
Final Fantasy unless I'm mistaken auto tagets with it's powers based on the enemy you have selected if I'm not mistaken based on my experience with FF13 ME dosen't necessarily do this or at least it hasn't and that's where the tactical pause came in handy as because of my disability I can only move or shoot I cannot move and shoot as I only have 1 hand on the controls. So I've always used the tactical pause to get around that. Besides I'd rather wait and see what Bioware has to say first about the new game before I make any decisions on that. Seeing as they have said they will cover this at some point about how the powers work I'd rather hear it first as I might be able to find a work around that works for me based off of that. I empathise with your disability, but - to speak frankly - it's not bioware's obligation nor company goal to create games for people who can not properly input all button combinations. When you start a project such as this, you have to take certain things - like the end user being able to work a xbox or PS4 or whatever controller - for granted. Otherwise,t here's no end to your initial product requirements. Now, it's absolutely fantastic that the intial trilogy had the pause system. I used it myself a lot too. But this is a new game by a new team. And they have the right to form their vision in any way they please. The end user can only make their voice known by one thing, and that is the purchase. If you boycot the choice for yourself by pre-ordering it, you don't have the right to complain afterwards that the final product did not meet all your criteria. And you definetely don't have the right to do it in advance. I don't mean to sound harsh, but it's just reality. After every game I play, I also used to have ideas about "how they could have done this better" or "that would have been a lot smarter". But honestly, after having voiced an opinion about so many games and seeing little to no return on it, it just gets tiring. And you realise the futility. Myself, on principle I no longer pre-order. And once I decided to no longer do that, I just learned to accept the games for what they are, and enjoy them how they were created. I no loner pine for 'how awesome my version would have been'. In any case. Would it be nice if they held everyone's opinion in mind? Sure. Is it in any way their obligation to their customers? Heck no. No but they need to be mad aware of things like this otherwise people like myself get left out in the cold and if they get left out in the cold they don't buy the game. What do EA want moer than anything else that's right MONEY!!! They won't get anywhere near as much of it if they don't think about their customers. Also as for voicing my opnions which is wha tI was doing here is what this forum was for. I believe that's what companies like Bioware have forums like this for to gage how to make their game s so that they do well and make loads of money
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