guynice
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Post by guynice on Mar 24, 2017 10:59:06 GMT
I just wish that was consistent. My squaddies barely prime a target and sometimes never detonate mine. Maybe its a difficulty thing on hardcore and insanity, but thats lame if true .It forces you to play to accomodate your squadmates versus them being a compliment for your play style. I feel like I'm doing a MP solo all game versus a SP mission with squadmates. I hate the removal of control over squadmate powers as much as anyone. But I did find that commanding both your allies to attack a primed target will mostly lead to a detonation. It's not the same but it's something. Regarding the general usefulness of squaddies, on insanity I'm pleasantly surprised by my squadmates' resilience. I spec them all for defensive abilities/passives and/or party buffing abilities; think Drak with squad damage resistance/melee buffs, Cora with Shield Boost and her squad buffs, Jaal with ally shield boosting Energy Drain etc. For the most part they don't go down unless it's a boss fight. I don't even have to command them to take cover all the time. It helps to have powerful CC abilities like Singularity, not sure how it would work as something like a soldier or sniper infiltrator. As far as profiles go, again I'm not a big fan of them, but I managed to get some usefulness out of them. The main problem is we simply don't have enough points to warrant so many abilities, unless we "gimp" ourselves and skip passives and not max our main powers. Maybe this isn't an issue late game or in NG+ (I'm level 19 so far). For now I play with Charge, Singularity and Overload one profile, and another with Charge, Singularity and Flamethrower, changing profiles depending on enemy shields/armor. One thing you can do to skip the cooldown on profile switching is use Overdrive (consumable). I took the Munitions AVP perk so I usually have 10+ of them. If you're a completionist it's also trivial to buy them with credits. They reset cooldowns and give damage resistance and something else I can't remember. Also, you can just use all 3 abilities rapidly and then switch a profile - the cooldown will be essentially the same. Lastly like people mentioned, Power Cell abilities are great for profile switching against priority targets - chuck grenades/flak cannon - switch back.
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Astralify
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Post by Astralify on Mar 24, 2017 11:00:30 GMT
Basically, ME3 was actually a deep RPG, compared to Andromeda. (and if my past 2012-self could hear me saying this, he would probably travel in time to this moment, and bitch-slap me across mah blasphemous face). But that's the rule of "ball dropping". Each time it gets so much worse, that the previous feels actually good. That said, andromeda totally hit rock bottom.
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Post by Iakus on Mar 24, 2017 15:08:53 GMT
It feels like an arbitrary restraint on PC. I can understand on consoles it's the only way to keep the flow of combat going without having to pause for abilities but on PC we now have to live with only 3 ability hotkeys available before needing to switch combination... and that's a fucking contrived system and overcomplicated for something that used to be simple. I'm giving a big thumbs down to the whole profile thing too. It feels like I've got cheat codes enabled when I'm constantly switching up the entire way my character moves and it makes absolutely no sense that somehow an AI which I assume is installed via some form of microchip, allows this to happen. It's yet another case of Bioware trying to "fix" what wasn't broken in the first place.
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Post by psychomunkay on Mar 24, 2017 15:19:54 GMT
Maybe i'm misunderstanding, but i'm getting the impression that it's more akin to a split-class/prestige system from a table-top RPG.
You put points into various categories to unlock additional class bonuses via the "profile", but only having access to 3 abilities at a time is a means of balancing.
Were they to allow you 5-6 abilities from all the categories you've spent points in, I think it'd quickly ruin the balance of the game. Unless they of course tied cooldowns to all abilities instead of each at a time.
This is why I feel they restrict you to 3 at a time, to allow flexibility, but minimize the "my char is OP so this game is too easy".
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Post by Iakus on Mar 24, 2017 15:41:03 GMT
Maybe i'm misunderstanding, but i'm getting the impression that it's more akin to a split-class/prestige system from a table-top RPG. You put points into various categories to unlock additional class bonuses via the "profile", but only having access to 3 abilities at a time is a means of balancing. Were they to allow you 5-6 abilities from all the categories you've spent points in, I think it'd quickly ruin the balance of the game. Unless they of course tied cooldowns to all abilities instead of each at a time. This is why I feel they restrict you to 3 at a time, to allow flexibility, but minimize the "my char is OP so this game is too easy". It's still a stupid mechanic. Is engineer-Ryder so stupid he can't remember how to use more than three functions on his omnitool without an AI in his head prompting him?
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Post by Ryzaki on Mar 24, 2017 15:43:07 GMT
For the next game, they should definitely do about 4 skills each. Personally, i dont mind the 3 we have now though, I switch profiles frequently now. But switching profiles STILL requires a long cooldown period. You might as well stick with your 3 core skills and just burn down whatever is left with guns. Yep switching profiles is pretty worthless when you could just mow down the issue. I'm not sure who thought that long ass cd was a good idea. Can't wait for the mod that removes it.
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Post by psychomunkay on Mar 24, 2017 15:45:55 GMT
Maybe i'm misunderstanding, but i'm getting the impression that it's more akin to a split-class/prestige system from a table-top RPG. You put points into various categories to unlock additional class bonuses via the "profile", but only having access to 3 abilities at a time is a means of balancing. Were they to allow you 5-6 abilities from all the categories you've spent points in, I think it'd quickly ruin the balance of the game. Unless they of course tied cooldowns to all abilities instead of each at a time. This is why I feel they restrict you to 3 at a time, to allow flexibility, but minimize the "my char is OP so this game is too easy". It's still a stupid mechanic. Is engineer-Ryder so stupid he can't remember how to use more than three functions on his omnitool without an AI in his head prompting him? Fair enough, but yes, the SAM is what allows him to switch various profiles. I fill in said blank with the implant having the limitation, and not the user. Like an automatic weapon having burst or semi as an option, but you could strip it down, change the firing pin, bolt, and barrel and now you have a single-action sniper that can accept a larger munition.
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Detcelfer
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Post by Detcelfer on Mar 27, 2017 1:29:40 GMT
But switching profiles STILL requires a long cooldown period. You might as well stick with your 3 core skills and just burn down whatever is left with guns. Yep switching profiles is pretty worthless when you could just mow down the issue. I'm not sure who thought that long ass cd was a good idea. Can't wait for the mod that removes it. See, if there was no cooldown, then just imagine the banality of switching for the sake of switching. In other words ... just give us the 12 skills and be done with it. But I do find 12 skills it just too much to have at your desposal since you'll have an answer for EVERYTHING and possibly be way too strong in the process. My solution would be to just have 4-5 skills, but only 2 profiles. Doesn't give you everything, doesn't overly limit you and the 2nd profile could simply be a style option WITH the cooldown for the sake of having a flavor option BEFORE you begin combat. Like switching between an engineer or switching to a melee vanguard. I have all these maxed out skills - great, can't use any of it.
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Post by Lebanese Dude on Mar 27, 2017 1:42:15 GMT
Can this misconception that switching profiles incurs a huge cooldown period die already?
There is no hard coded cooldown. All it does is put individual abilities on their respective cooldowns.
You can use abilities and wait for their cooldown, or use abilities and switch to a different profile and wait for those cooldowns. Either way there's a cooldown.
Typically, you'd switch profiles if the situation demanded it just like you'd use different abilities if the situation demanded it.
If you were capable of using more than 3 abilities at a given time, the game would have been balanced differently such that cooldowns would either be longer, abilities would be on global cooldowns, or damage would be less.
The cooldowns in this game can get so ridiculously short that 3 abilities per situation is all you need. If you want to only stick with one profile and use only 3 abilities that's your choice. You're choosing to play a playstyle that the current game is not designed to support.
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timebean
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Post by timebean on Mar 27, 2017 1:51:27 GMT
Honestly, I feel like 3 powers with individual cooldowns = more power uses per battle than I had the other ME games.
My battle strategy is to use tech-only favorite and sniper stuff for ranged takeouts, switch to the biotic/soldier favorite while I run about the battlefield to get in closer, then use those powers to mop up. Ie, defensive/ranged, switch, offensive/close. It is working well so far...though I think trying to use all 4 favorites would just be tedious to me. Plus, the combats get a little chaotic, so I don't want to have to think about it too much!
It would be sweet if there were 4 powers tho! I prolly would never switch favorites mid battle if I had 4.
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Post by siven on Mar 27, 2017 1:55:53 GMT
Gotta admit ive rarely used the profiles.
Why?
Cos when you switch profiles teh skills are put on cooldown before you can use them.......and with a lot of them having fairly long cooldowns, combat can be over before i use them.
Its a shame really as i liked the idea behind the profile system.
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Laughing_Crow
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You are in a maze of twisty little passages, all alike.
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Post by Laughing_Crow on Mar 27, 2017 2:05:25 GMT
I'm leaning towards the 'streamline' theory a bit.
But there's two things that stand out for me.
Montreal did a lot better than I expected on ME3's multi-player, since I was only interested in the SP part of the ME series. So they were used to a console focused 'dumbed down' version (and no facial animation). As it turned out for me, the MP was the redeeming part of ME 3, since initially, I didn't like the 3 color ending. But the Citadel DLC and the MEHEM mods brought me back to several more ME 3 runs.
I wonder if the 3 power limit in SP was deliberate decision, along with the MP Strike Team to 'encourage' SP oriented people into the RNG base reward system in MP - which makes big bucks for EA. And I don't think the way they linked MP to SP is very well done.
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Post by neocodex and 23 others on Mar 27, 2017 2:18:06 GMT
It feels like an arbitrary restraint on PC. I can understand on consoles it's the only way to keep the flow of combat going without having to pause for abilities but on PC we now have to live with only 3 ability hotkeys available before needing to switch combination... and that's a fucking contrived system and overcomplicated for something that used to be simple. I'm giving a big thumbs down to the whole profile thing too. It feels like I've got cheat codes enabled when I'm constantly switching up the entire way my character moves and it makes absolutely no sense that somehow an AI which I assume is installed via some form of microchip, allows this to happen. Yeah.. the whole AI explanation is just dumb.. When I first saw Alec switching profiles in combat on the first mission I was like wut... How does that even make any sense.
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Detcelfer
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Post by Detcelfer on Mar 27, 2017 2:24:50 GMT
It feels like an arbitrary restraint on PC. I can understand on consoles it's the only way to keep the flow of combat going without having to pause for abilities but on PC we now have to live with only 3 ability hotkeys available before needing to switch combination... and that's a fucking contrived system and overcomplicated for something that used to be simple. I'm giving a big thumbs down to the whole profile thing too. It feels like I've got cheat codes enabled when I'm constantly switching up the entire way my character moves and it makes absolutely no sense that somehow an AI which I assume is installed via some form of microchip, allows this to happen. Yeah.. the whole AI explanation is just dumb.. When I first saw Alec switching profiles in combat on the first mission I was like wut... How does that even make any sense. You'll also happen to notice when he switches... it didn't appear to have any cooldown drawback for him. Another solution would be 'fine, add the cooldown, but make it 50% of what it would have been per individual skill'. If it was normally 20 seconds, make it 10.
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Post by Wintermist on Mar 27, 2017 2:26:57 GMT
If you're using mouse and keyboard it's more fitting to use 6 skills and 2 favorites, rather than 3 skills in 4 favorites. It's really bugging me more and more now that I'm level 50+ and just putting my level-up skillpoints into whatever for the sake of just putting them somewhere. The whole point of leveling up is lost at that point.
They should also really remove that cooldown upon swapping favorites, unless that favorite also changes your combat profile (Infiltrator, Adept, etc). Then by all means give it a 10 second cooldown to reconfigure your suit and implants. But if I remain with my current combat profile then there is no need to add a cooldown to the switch.
Note: Took me a while before I noticed I can add combat profiles to the favorites tab too, which is why I feel this post makes more sense than just removing the cooldown completely as I've previously written. I still want it to make sense, and reconfiguring the suit should take little moment.
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Post by nolerhn on Mar 27, 2017 2:38:04 GMT
Yeah.. the whole AI explanation is just dumb.. When I first saw Alec switching profiles in combat on the first mission I was like wut... How does that even make any sense. You'll also happen to notice when he switches... it didn't appear to have any cooldown drawback for him. Another solution would be 'fine, add the cooldown, but make it 50% of what it would have been per individual skill'. If it was normally 20 seconds, make it 10. I was disappointed there's no cryo perk that reduces the immediate CD when switching profiles. For the combat powers though...does the Khett Fusion chest armor give additional power cells to anyone else? In my game, on PS4 it has an odd stat that says +0 to all combat power cell capacities, all the way to rank 10 of the armor. All the other extra bonuses on the other chest pieces from other sets work fine. Wondering if it's a bug or miscoded. I'd actually use that armor and go soldier if you could get more cells besides what the skill trees give.
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KLGChaos
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Post by KLGChaos on Mar 27, 2017 2:45:39 GMT
Yeah, I'm not a fan either. So, instead of messing around with it, I set myself for what I felt good with using one skill set.
Singularity- Biotic AoE for grabbing enemies close
Incinerate- For armored enemies (with Detonate upgradw)
Overload- For shields
Also working on Assualt Rife, Pistol and Combat Training passives so I can use thr Explorer profile.
When I get everything I want maxed, I may focus on a more single target set with Invasion for lower damage resist as it's base, but I haven't really seen much point yet.
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Post by Lebanese Dude on Mar 27, 2017 3:04:04 GMT
... The cooldowns in this game can get so ridiculously short that 3 abilities per situation is all you need. If you want to only stick with one profile and use only 3 abilities that's your choice. That's simply not true. I'm playing a high level biotic right now, and only after filling out a significant portion of the biotic skills, slotting every upgrade, and using the N7 armor is my character close to being able to fight like an actual caster.
The 3 ability limit merely means constant repetition and lack of variety. Switching favorites breaks the flow of the game, on PC there's no reason for this limit as we can easily manage even double that number during combat.
Please read the sentence carefully. I said "can", not "is". This means that you have to invest in your character to be able to do that. If you invest only in Biotics, you can reach that point fairly quickly. Even then, you're the one constraining yourself to a pure Biotic caster. You're more than capable of using more abilities, and you should. The Vanguard profile is actually a good complement for Adept because it reduces Biotic cooldowns, so your cooldowns will decrease faster in Vanguard than they would in Adept. This is ideal for uses of Pull/Throw as they benefit the least from the Adept damage increases (only the combo damage is increased), and you can throw environmental explosives more quickly. You can leave Lance, Singularity, and Shockwave in the Adept class. Alternatively, you can actually use Vangaurd and go for a Charge/Nova/Shockwave melee build for picking up stragglers for a change of pace rather than just hug behind cover the whole time. Another option is using the Vanguard abilities to strip defensives (using abilities talented for anti-shield) then going to Adept for the ones that deal the actual damage to unarmored and unshielded enemies. A third option is actually breaking from the pure Biotic use and using Tech abilities. In fact this is the ideal caster build in MEA as Tech complements Biotics. Tech is strong at stripping defensives and Biotic is strong against weakened enemies. Or you could actually fire your gun. MEA allows for a whole breadth of hybridization and adaptation but you choose to constrain yourself, while claiming limitation because you can't cast 1 more ability for reasons. Abilities are stronger and don't have a GCD making them stronger than previous games. Asking to have a wide array of them available per unit time is nothing short of breaking the game. They would have simply implemented GCD or longer cooldowns, and those are far more likely to "break the flow of the game".
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Post by rolenka on Mar 27, 2017 3:36:42 GMT
I have no interest at all in the profile switching thing. I feel like it degrades my character's identity.
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Post by KLGChaos on Mar 27, 2017 4:53:43 GMT
Another small issue I have is not having a profile that fits the playstyle I really wanted- old school sentinel who sat in the back and launched both tech and biotic powers with abandon. The new version is a bit limiting with it's focus on powers that eat shields instead of a cooldown, so I feel almost forced to use lance or nova. Guess that's why I switched to explorer... Only profile that buffs both tech and biotics while not forcing me into a certain skill set. And I think the extra weapon damage and defense will make up for the lack of extra combo damage. Plus, Biotic Blink is a lot of fun.
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Post by rasande on Mar 27, 2017 5:07:27 GMT
If they removed the cooldown when you switched favoirites i'd probably use the hell out of it. As it is now it just puts me in a disadvantage as a power heavy character. If there there's a skill/profile i despretly need i just go into the skills menu and switch it. No cooldown then, but it becomes a chore if you do it too often. My classic set up of throw/pull/singularity is all i need in 9 out of 10 scenarios anyway.
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Post by guynice on Mar 27, 2017 12:44:10 GMT
Investing a few points in tech or combat now, will only give me a bunch of sub-par skills without the appropriate bonuses for them and a lower level profile.
I think this is the main issue right now. Not enough skill points to max out 4+ skills with relevant passives. That's why I think no cooldown when Profile switching is fair. It gives you a reason to use more skills, even when they are less powerful than your maxed ones. There's still a benefit to the Profile switch since Profiles themselves give passive bonuses. So you could for example Start combat with as Engineer, strip enemy defenses, switch to Adept to damage and CC the unshielded foes. Even if you only want to play as Adept it would give you a reason to pick more skills and situational skills like Backlash to shield in a pinch, Charge to reposition and restore shields, or a Nova when surrounded - even with a low point investment. So in my view they could easily make Profiles relevant and fun. And if they don't I guess the modding community will on PC.
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Post by Deleted on Mar 27, 2017 12:56:44 GMT
Having atleast 4 skills would solve a lot of problems. I'm playing as a Vanguard at the moment, and switching profile takes away momentum from the spec, but i miss out on key abilities because i only have 3 choices. Granted in Mass Effect 2 and 3 you seldom had more than 4 if you don't count the ammo skills, which here are consumables. Adding just 1 more slot could open up many more different ways to play, which would just be a bonus since the combat is just so fracking good.
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Post by rheia on Mar 27, 2017 13:26:24 GMT
Having atleast 4 skills would solve a lot of problems. I'm playing a Vanguard at the moment, and switching profile takes away momentum from the spec, but i miss out on key abilities because i only have 3 choices. Granted in Mass Effect 2 and 3 you seldom had more than 4 if you don't count the ammo skills, which here are consumables. Adding just 1 more slot could open up many more different ways to play, which would just be a bonus since the combat is just so fracking good. I would be a lot more accepting of 3, if they let me use my squad's abilities. You did not have 'just 4' in ME2/3. You had 4x3 at your fingertips.
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Post by cotheer on Mar 27, 2017 13:35:37 GMT
In my 35-ish hours i've never once changed profile and have been using the same 3 biotic skills. Probably will do both at some point, but the system is rather restricting and stupid, at least when it comes to PC.
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