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Post by NRieh on Apr 12, 2017 9:32:21 GMT
Practically - you only have as much skill points. It takes ~20-30 lvs to make a single 5-6 tier '3-button' build. The alternative is having 2 sets of tier 2-3, and spreading even further would mean weak and useless tier 1-2-3 skill sets.
I've already mentioned it once, it's like this system was targeted for the NG+, to make the ultimate and flexible all-in-1 character. So, half of the game you don't have enough skills to effectively use it, and the other half - you don't need it anyway, because by this moment you realize that there's nothing you can't kill with [whichever 3 buttons you had used]. A non-viable build can be easily fixed by respecing in the med-bay anyway...which is much more user-friednly than the 'favourites' screen, lol.
By no means this system gives you the freedom. Basicaly it's a 3-button mechanic with some switchable passive buff (of which only 1\4 is not totally useless), which makes no sense. A biotic that forgets their pull because they had used singularity? A tech unable to throw a turret because they had learned the orverload? Give me a break.
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Post by Matterthief on Apr 12, 2017 9:33:54 GMT
Well, you can always treat the initial profile choice as picking a class and then ignore the feature altogether. Just like the pew-pew crowd BioWare so strives for consistently ignored anything that wasn't a soldier back in the trilogy, I guess.
The real mistake here is being limited to three powers, and returning to individual cooldowns IMO. You could pull off amazing combos just fine in ME3. Throw recharged in less than 2 seconds. Vanguards could always use Nova which wasn't tied to the global cooldown at all (and was a combo detonator back then). There was a passive evolution that further reduced cooldowns on each detonation. The list goes on. Having individual cooldowns at the expense of a 3x increase is nowhere near an acceptable trade-off. Not when we're stuck with three powers.
I'm also not a fan of trying to explain features like profiles in the lore. This was almost as bad as NPCs talking about viability points and Nexus levels.
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Post by Psychevore on Apr 12, 2017 9:37:24 GMT
Right now I'm using 2 profiles and 3 favourites: Engineer (lv 5) - Assault Turret (lv 6), Energy Drain (lv 6, primer and detonater), Concussive Shot (lv 6) Infiltrator (lv 5) - Assault Turret (lv 6), Cryo Blast (lv 6), Concussive Shot (lv 6) Infiltrator (lv 5) - Invasion (lv 6), Cryo Blast (lv 6), Tactical Cloak (currently lv 4, will level it up all the way) First is for just about any normal encounter, second is for bosses or large armoured enemies, third is for 'oh crap everything going to shit, I need to revive folks'- situations This is a build from scratch btw, not NG+.
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lexxxich
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Post by lexxxich on Apr 12, 2017 9:38:34 GMT
Profiles as in "getting bonuses to stuff you put your points in" is a fine system. It worked nicely in KoA:R, and it's an OK idea in general. The implementation of it in MEA doesn't always make sense, because of balance issues, like how Explorer profile is better for most non-melee playstyles. But that can be fixed with a patch.
Profiles as in "switching favourites" could be a good thing, in theory, but I barely ever found a time when it'd be useful. And when it would be, a minumum of 10sec lag on getting those powers up for use, again, made me not switch. The recipe was to just find 3 powers that work acceptably in all situations, rather than switch to optimal powers for each situation. Funnily enough, I'm sure when profile switching is demonstrated by Ryder Sr., he doesn't have powers go on CD after switch. And additional thing. If you don't switch using favourites, but instead just go to skills menu and do it manually, no CD is triggered. Same for profiles.
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Post by Psychevore on Apr 12, 2017 9:39:33 GMT
Not really. I only ever play soldier as a class for single player. I never had much of an interest in the others, and that was the case for a majority of players in the original trilogy. I'll show the statistics just for ME3 below: You have control over what builds you decide to roll and how you decide to play the game. It's up to you if you want to do New Game + or not. I certainly never did it in any of the games other than ME1. The only reason I did it in that game was to hit the level cap, get the achievement, and beat it on Insanity, since it wasn't unlocked upon your first playthrough. I've already begun my second playthrough of MEA, and I never did that with ME2 or ME3 since I hit max level with an imported character. I never cared to try another class (did that in multiplayer) and I didn't care to do a Renegade run (could never take the dialogue seriously). Reasonable minds may differ, but I'm glad the profile system is here to stay. It opens up a lot more opportunities, flexibility, and player choice to use than we ever had before. All I see is that the majority doesn't play a soldier: 43,7% does 56,3% doesn't
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Post by Psychevore on Apr 12, 2017 9:40:08 GMT
Profiles as in "getting bonuses to stuff you put your points in" is a fine system. It worked nicely in KoA:R, and it's an OK idea in general. The implementation of it in MEA doesn't always make sense, because of balance issues, like how Explorer profile is better for most non-melee playstyles. But that can be fixed with a patch. Profiles as in "switching favourites" could be a good thing, in theory, but I barely ever found a time when it'd be useful. And when it would be, a minumum of 10sec lag on getting those powers up for use, again, made me not switch. The recipe was to just find 3 powers that work acceptably in all situations, rather than switch to optimal powers for each situation. Funnily enough, I'm sure when profile switching is demonstrated by Ryder Sr., he doesn't have powers go on CD after switch. And additional thing. If you don't switch using favourites, but instead just go to skills menu and do it manually, no CD is triggered. Same for profiles. How do you get 10 second wait? Don't you level passive abilities or something?
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Post by cotheer on Apr 12, 2017 9:49:15 GMT
Never once have i changed my profile (Sentinel). Never once have i changed to some other "Favorite". Been using same 3 biotic skills during my whole 140-ish hours playthrough.
Are they useless, not really, but what IS useless is the Favorite system. Keep console wheels where they belong, on consoles. PC players have more than enough keys without the need for some selection wheels (not trying to be elitist, but it's a fact).
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Post by zeypher on Apr 12, 2017 9:49:40 GMT
Profiles as in "getting bonuses to stuff you put your points in" is a fine system. It worked nicely in KoA:R, and it's an OK idea in general. The implementation of it in MEA doesn't always make sense, because of balance issues, like how Explorer profile is better for most non-melee playstyles. But that can be fixed with a patch. Profiles as in "switching favourites" could be a good thing, in theory, but I barely ever found a time when it'd be useful. And when it would be, a minumum of 10sec lag on getting those powers up for use, again, made me not switch. The recipe was to just find 3 powers that work acceptably in all situations, rather than switch to optimal powers for each situation. Funnily enough, I'm sure when profile switching is demonstrated by Ryder Sr., he doesn't have powers go on CD after switch. And additional thing. If you don't switch using favourites, but instead just go to skills menu and do it manually, no CD is triggered. Same for profiles. That works but it is monumentally clunky as hell especially when the previous 3 games we had nice 12 slots which included medigel, another thing we seem to have lost. The entire combat seems to be designed for Mp first and then just roughly transferred to SP next. Why people wonder than some hate a SP game getting s MP mode. It has always fuked up the SP in the process. Besides people are fine with profiles like KOA but not with the 3x4 favourites system which is fucking terrible.
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Post by Psychevore on Apr 12, 2017 9:50:37 GMT
Profiles as in "getting bonuses to stuff you put your points in" is a fine system. It worked nicely in KoA:R, and it's an OK idea in general. The implementation of it in MEA doesn't always make sense, because of balance issues, like how Explorer profile is better for most non-melee playstyles. But that can be fixed with a patch. Profiles as in "switching favourites" could be a good thing, in theory, but I barely ever found a time when it'd be useful. And when it would be, a minumum of 10sec lag on getting those powers up for use, again, made me not switch. The recipe was to just find 3 powers that work acceptably in all situations, rather than switch to optimal powers for each situation. Funnily enough, I'm sure when profile switching is demonstrated by Ryder Sr., he doesn't have powers go on CD after switch. And additional thing. If you don't switch using favourites, but instead just go to skills menu and do it manually, no CD is triggered. Same for profiles. That works but it is monumentally clunky as hell especially when the previous 3 games we had nice 12 slots which included medigel, another thing we seem to have lost. The entire combat seems to be designed for Mp first and then just roughly transferred to SP next. Why people wonder than some hate a SP game getting s MP mode. It has always fuked up the SP in the process. In which Mass Effect did we have 12 slots? These old games get better and better by the years, don't they?
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Post by zeypher on Apr 12, 2017 9:52:58 GMT
ME2 had 8 slots plus medigel having its own key. Now we have 3 while i would like 12 ideally on the pc from 1 to = keys. We could also bind squadmates skills to the keys btw which was nice. This game would have been a lot more enjoyable with 8-12 skill slots.
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Post by Psychevore on Apr 12, 2017 9:58:53 GMT
ME2 had 8 slots plus medigel having its own key. Now we have 3 while i would like 12 ideally on the pc from 1 to = keys. We could also bind squadmates skills to the keys btw which was nice. This game would have been a lot more enjoyable with 8-12 skill slots. So we had only 8 slots and you imagined another 4 plus you made medigel a power. Great.
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Post by Pounce de León on Apr 12, 2017 10:01:11 GMT
No.
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lexxxich
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Post by lexxxich on Apr 12, 2017 10:02:28 GMT
How do you get 10 second wait? Don't you level passive abilities or something? Even with passives and CD reduction evos, not many powers get a less than 10 sec CD. Minimum weight, of course.
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Matterthief
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Post by Matterthief on Apr 12, 2017 10:07:44 GMT
How do you get 10 second wait? Don't you level passive abilities or something? Even with passives and CD reduction evos, not many powers get a less than 10 sec CD. Minimum weight, of course. Speaking of which, another problem is that equipping light weapons is no longer rewarded with decreased CDs.
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Post by rasande on Apr 12, 2017 10:11:49 GMT
I like it. I enjoy making builds in RPG's so have fun adapting to different situations, i have some basic favorites set up for different enemy types/situations but will also sometimes pause and make a new build on the fly if i think i need it where i'll change skills and profile. The added cooldown when you switch doesn't really do it many favors tho, sometimes you just camp your current all-around set up because the switching is just not worth it.
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Post by Psychevore on Apr 12, 2017 10:13:46 GMT
How do you get 10 second wait? Don't you level passive abilities or something? Even with passives and CD reduction evos, not many powers get a less than 10 sec CD. Minimum weight, of course. Really? Nah. It's the other way around: with the proper profile and passives, only very few powers take longer than 10 seconds. The Assault Turret like skills with massive base cooldowns do, and even they come close to 10 seconds after a while. I have 26% cooldown on my tech passives. That alone puts almost all tech skills around the 10 second cooldown area, and that's excluding CD reductions on the skills themselves (usually 25% on level 2) and the extra cooldown from the tech profile drone. So effectively, most are well, well, below 10 seconds. (and you can get even more CD reduction if you use Assault Turret and level it properly) And if that's still slow to you, you could always use the Fusion Mod of Rapid Deployment and chop off another 50% at the cost of 30% weapon damage (or 15% with the proper Cryo Pod bonus)
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Post by zeypher on Apr 12, 2017 10:14:03 GMT
ME2 had 8 slots plus medigel having its own key. Now we have 3 while i would like 12 ideally on the pc from 1 to = keys. We could also bind squadmates skills to the keys btw which was nice. This game would have been a lot more enjoyable with 8-12 skill slots. So we had only 8 slots and you imagined another 4 plus you made medigel a power. Great. Can you even read? i said i would IDEALLY like 12 slots. Thats a big fucking difference right there mate. Besides in me3 with mods one could add quite a bit of powers to their characters with a bit of work. Besides with the coalsced editor adding more hotkeys was possible.
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Post by kaind on Apr 12, 2017 10:15:47 GMT
''I believe strongly both ways.''
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Post by Psychevore on Apr 12, 2017 10:17:52 GMT
So we had only 8 slots and you imagined another 4 plus you made medigel a power. Great. Can you even read? i said i would IDEALLY like 12 slots. Thats a big fucking difference right there mate. Besides in me3 with mods one could add quite a bit of powers to their characters with a bit of work. Besides with the coalsced editor adding more hotkeys was possible. Sure, after I told you we didn't have 12 slots. This is what you said first:
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Post by zeypher on Apr 12, 2017 10:21:08 GMT
Again with bit of modding it was possible and thats how ive replayed the last 2 games. Besides point is we had more slots in the previous game while now we have 3.
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Doominike
N2
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Mass Effect Andromeda, Anthem
XBL Gamertag: MugiwaraBlair
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Post by Doominike on Apr 12, 2017 10:22:30 GMT
I like the new system cause I can mix and match skills and powers, expands the variety of builds you can make. Never used the profile switching feature though, seems a bit silly imo, but I wouldn't want it removed, it's a cool option for those that like it.
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Post by Psychevore on Apr 12, 2017 10:26:44 GMT
Again with bit of modding it was possible and thats how ive replayed the last 2 games. Besides point is we had more slots in the previous game while now we have 3. With a bit of modding, everything is possible.
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Post by zeypher on Apr 12, 2017 10:28:31 GMT
Yea well sadly not in andromeda. The level of modding me3 saw will not happen here. Hell we could have personally tweaked a few weapons to make them decent if we had a coalsced type file, but now gotta wait for patches.
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Post by Psychevore on Apr 12, 2017 10:30:58 GMT
Yea well sadly not in andromeda. The level of modding me3 saw will not happen here. Hell we could have personally tweaked a few weapons to make them decent if we had a coalsced type file, but now gotta wait for patches. The horror.
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Post by I'm Not Dead Just Yet on Apr 12, 2017 10:43:57 GMT
I'm on the fence. On one hand, it's kind of cool to not have any power locked from you. You could prefer the soldier playstyle early on, get into the engineer and tech skills a bit later, then even further get into a mix of tech and biotics, all without having to start a new game to see what each class has to offer. You're not restricted by what powers the game says you should have.
On the other hand, as OP said, it kind of spoils us for choice. When you have everything open to you, nothing's special anymore. It's stupid having the wheel still in the game but you can't put other powers onto it to choose from on the go (or tactically pause the game with it), you have to setup up to four different profiles with only three powers each and a cooldown each time you switch.
I think it's cool that we aren't restricted to a specific class anymore, but the profiles system really sucks in my opinion and I very rarely switch to another profile because of the hassle it involves. The weapon wheel works fine and they should have kept it as it was in the previous games and allowed us to slot powers onto it to use in combat instead of having to awkwardly pick and match three at a time.
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