guynice
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Post by guynice on Mar 27, 2017 13:50:30 GMT
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. The problem with "in a pinch" situation, is that if you are actually in trouble, you won't be able to afford an extra CD, you will likely be dead before you can use the stuff from the other profile.
I'm not saying it can't be more useful than just having 3 abilities, but that's not saying much.
That's more of a "git gud" issue. If you train to use 6 abilities it's not hard to remember their hotkeys. Kett machine-gunning you down? Press F2, Hold 1 for Backlash. Surrounded by melee foes? Press F1, press 2 for Nova. It really shouldn't be that hard, and you get the bonus of being able to switch to passive bonuses appropriate for the situation.
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danishgambit
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Post by danishgambit on Mar 27, 2017 19:57:50 GMT
I assume that the abilities got cut down for the same reason they did in DAI - to speed up the pace of the game and prevent or at least greatly reduce the need to ever pause while in combat.
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Post by AnDromedary on Mar 27, 2017 20:03:57 GMT
At least on PC, it wouldn't have been an issue to have, say, 6 active skills. I didn't at first but now I am starting to get annoyed by this limitation. My Infiltrator uses mostly incinerate, shield drain and cloak but I'd love to have Peebee's Remnant robot helper as well. However, the whole changing Profile and waiting for cooldowns thing renders that option pretty much nonviable. It's just too inconvenient to use on a regular basis.
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fchopin
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Post by fchopin on Mar 27, 2017 20:05:50 GMT
I give the developers who created this Zero points.
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degs29
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Post by degs29 on Mar 27, 2017 20:07:21 GMT
Yeah, I don't switch profiles at all. I'd rather have 4 or 5 skills in a single profile, but then how do you map them to a controller without a wheel?
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Iakus
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Post by Iakus on Mar 27, 2017 20:53:27 GMT
Yeah, I don't switch profiles at all. I'd rather have 4 or 5 skills in a single profile, but then how do you map them to a controller without a wheel? What's wrong with a wheel?
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TormDK
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"No Fear! No Pity! NO REMORSE!"
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Post by TormDK on Mar 27, 2017 21:46:35 GMT
I'm about 70% through the single player experience, I've switched profile; 0 times.
Even on Insanity, there is little reason to.
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vinotintazo
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Post by vinotintazo on Mar 27, 2017 22:02:25 GMT
I'm about 30 hours in and have switched profiles 0 times. Like the one poster said... I like to max out my biotic tree to have 3 powerful abilities, rather than spreading the skills around and having weaker overall skills.
I'm a Vanguard and I love playing that way so it works for me.
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guynice
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Post by guynice on Mar 27, 2017 23:14:52 GMT
Again, the ability to have SOME access to more than 3 abilities is better than not having it at all, but a constantly available wider array would have been much more enjoyable. At least for me. Variety is the spice of life. Oh I completely agree. I loved that in ME1 and Dragon Age Origins, and in Baldur's Gate and Icewind Dale for that matter. I just think that the current system could be much nicer with a tiny tweak, hopefully within modders' capabilities, and that is to remove the ability cooldown on profile switch. I see potential and value in that. Makes me think of many more possible builds with it - since you won't be punished as hard for spending points in a "wide" manner and going for some crazy hybrid combinations which use many more abilities, albeit with less impact per ability. Who knows, maybe Bioware will decide to patch it. Doubtful, though.
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sjsharp2010
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Go Team!
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Post by sjsharp2010 on Mar 27, 2017 23:31:42 GMT
A hero? If anything Ryder is a noob. Exactly the idea is your playing a character that's inexperienced in th esituation you've found yourself in and have t ojust manage the best you can. At least that's the feeling I get from the story anyway.
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degs29
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Post by degs29 on Mar 29, 2017 12:03:42 GMT
Yeah, I don't switch profiles at all. I'd rather have 4 or 5 skills in a single profile, but then how do you map them to a controller without a wheel? What's wrong with a wheel? Nothing, I would have preferred a wheel. But they were obviously trying to get away from using one.
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Post by kunari on Mar 29, 2017 12:23:27 GMT
I'm on PC and I like the limit myself. It gives more variety than a global cooldown, but maintains balance the way unlimited powers simply wouldn't. It is also convenient in not having too many keys. I was against the idea at first but now I have to agree. I too play on PC and I'm getting to like the profiles system. I watch my weapon weight to keep my CDs reasonable and mix-match the powers on my profiles. Even my Vanguard character is going OK with just a Shotgun and Melee (he's only level 3) once I level a good hand cannon pistol I plan to forgo the shotgun entirely. That said, 4-powers on 2 Profiles probably would be OK but 3-in-3 is working out better than I first thought.
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NRieh
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Post by NRieh on Mar 29, 2017 13:20:23 GMT
This design has nothing to do with PC\console. DAI had up to 8 active hot-keyed skills at a time, for the game-pad AND for the KB+M, and it was possible to switch them any moment when off-combat.
This design can probably shine on NG+, but it's practically useless when early in game. Basically it's just a passive buff, and you have to spend your points to use & improve it. There's no flexibility or freedom whatsoever. It's not 'make yourself a char18 dex-tanking rogue with the spear', it's 'make yourself a 3-button build with switchable passives' (alternative being 'two 3-button builds with neither skill above tier 2' or ' three 3-button builds with none of the skills above 1). There are 'open-class' systems, but that's not one of them, because profiles require the proper amount of skillpoints to be unlocked, and I can't be half vanguard\half infiltrator.
Don't get me wrong, I'm not saying 'gimme the ultimate all-in-one OP build', but it would be nice not to be restricted like that. And not to 'forget' the turret while using overload, incinirate and freez, with squad members having 2 (uncontrollable) skills max. I don't see how this system is supposed to give me MORE freedom, and if this thread is any indication - I'm not alone with this one.
It's overcomplicated and practically useless. Some people don't use it and some don't even realize how it works, which is NOT their fault. A design that needs studying extra manuals is a bad design. And don't even get me started on the 'favourites' UI. It's a nightmare.
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Post by zeypher on Mar 29, 2017 13:28:16 GMT
Hate the profile system as it ends up restricting more than it helps. Also i hate ammo as consumables and i rather they be a permanent thing either via a mod or skills. Finally playing as a soldier friking sucks with not having decent Assault rifles and all skills being shitty consumables.
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myalzalean
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Don't tell my wife I'm here
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Post by myalzalean on Mar 29, 2017 13:46:27 GMT
I want the ability to switch profiles like dear old Dad.
Duck into cover, hit a button to call up a small dialogue wheel that has my favorites on it, select the profile, my character says "Sam, give me the "x" profile", and I'm right back into game play with the new profile ready to go.
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Iakus
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Post by Iakus on Mar 29, 2017 14:09:33 GMT
Don't get me wrong, I'm not saying 'gimme the ultimate all-in-one OP build', but it would be nice not to be restricted like that. And not to 'forget' the turret while using overload, incinirate and freez, with squad members having 2 (uncontrollable) skills max. I don't see how this system is supposed to give me MORE freedom, and if this thread is any indication - I'm not alone with this one. Apparently "more freedom"="less choice"
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Post by osito on Mar 29, 2017 14:16:29 GMT
One of the things I remember from ME2 and ME3 is that I spent hours going over the various abilities of the classes and bonus powers, and no matter how I tried I couldn't build a perfect class. There was always a compromise. MEA has to have a mechanic to restrict the skills, or everyone will build the best possible class (as someone said above, they will build a class that has an instant answer for everything).
I think the real question is how many skills you could give to prevent people building a class that does have an instant answer to everything. My feeling is that 3 skills definitely doesn't give you an answer to everything and 5 or 6 skills definitely would give you an answer to everything.
So I believe that 3 or 4 skills is probably the sweet spot. The problem is that if you give 4 skills, then people can choose fast recharging skills that allow initialise-->detonate-->initialise-->detonate, which would probably result in a constant chain of detonations, which would be way overpowered.
For these reasons I think they are left with the limit of 3.
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Post by derrame on Mar 29, 2017 14:18:53 GMT
everytime i load the game i have to select the powers and put them into the controls again, any way to make them stay there for good?
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Post by griffith82 on Mar 29, 2017 14:25:34 GMT
I can't say for positive as I have yet to fully play but from what I've seen this is an attempt to allow you to have access to abilities you normally wouldn't. In all my games I rarely used more than 3 powers/abilities so this is a no. Issue. Might I switch? Maybe but it's not an issue.
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Post by osito on Mar 29, 2017 14:32:18 GMT
everytime i load the game i have to select the powers and put them into the controls again, any way to make them stay there for good? I had that issue too. I solved it by switching the order in the skill screen, while I had the correct profile for it selected, then setting up a favourite for that profile with those skills. It was fiddly, but it did end up sticking.
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roseofquartz
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Post by roseofquartz on Mar 29, 2017 14:36:04 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. If you use Overdrive, your skills reset automatically, which I've found myself using more when I NEED to switch my profiles to take down an enemy. But I do agree with you.
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Post by goishen on Mar 29, 2017 14:39:47 GMT
I'm about 30 hours in and have switched profiles 0 times. Like the one poster said... I like to max out my biotic tree to have 3 powerful abilities, rather than spreading the skills around and having weaker overall skills. I'm a Vanguard and I love playing that way so it works for me. Yah, I mean, some people are reporting that Charge/Nova works wonders even insanity without firing the gun. Laughable that with all of their other stuff, BioWare has to fix the balance, too. 'Cause right now, I'm hiding from mooks behind barrels for twenty minutes with Singularity/Throw maxxed out along with both passives. It's fucking ridiculous. I'm working on maxxing out Pistols, but against architects, Biotics are fucking useless. Go team. Great design oversight.
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myalzalean
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Don't tell my wife I'm here
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Don't tell my wife I'm here
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Post by myalzalean on Mar 29, 2017 14:42:12 GMT
I can't say for positive as I have yet to fully play but from what I've seen this is an attempt to allow you to have access to abilities you normally wouldn't. In all my games I rarely used more than 3 powers/abilities so this is a no. Issue. Might I switch? Maybe but it's not an issue. Actually it is part of a much larger conspiracy by all game studios to get PC players to game like Console players so they can stop developing PC games altogether. PC gamers must be assimilated, resistance is futile.
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Iakus
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Post by Iakus on Mar 29, 2017 14:43:03 GMT
One of the things I remember from ME2 and ME3 is that I spent hours going over the various abilities of the classes and bonus powers, and no matter how I tried I couldn't build a perfect class. There was always a compromise. MEA has to have a mechanic to restrict the skills, or everyone will build the best possible class (as someone said above, they will build a class that has an instant answer for everything). I think the real question is how many skills you could give to prevent people building a class that does have an instant answer to everything. My feeling is that 3 skills definitely doesn't give you an answer to everything and 5 or 6 skills definitely would give you an answer to everything. So I believe that 3 or 4 skills is probably the sweet spot. The problem is that if you give 4 skills, then people can choose fast recharging skills that allow initialise-->detonate-->initialise-->detonate, which would probably result in a constant chain of detonations, which would be way overpowered.For these reasons I think they are left with the limit of 3. You only need 2 powers and a lot of cooldown reduction to get that anyway. In fact, a lot of people are saying that right now the only power distribution that makes sense is primer, detonator, defensive power. That doesn't sound like a lot of freedom
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Post by osito on Mar 29, 2017 14:59:56 GMT
Can you get to that level of cooldown reduction with two powers? At level 30, I still have something of a pause (3-4 seconds) after casting pull/throw, but maybe there is more reduction to come.
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