VanSinn
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Post by VanSinn on Apr 14, 2017 1:40:50 GMT
At first, when we found out about the concept, I was a bit skeptical. I mean, in ME2 and ME3, with the global cooldowns, I generally used only 3 or 4 powers, usually the best ones that particular class had to offer. With the return of individual cooldowns, though, I was kinda looking forward to something a little more akin to ME1, even if the cooldowns needed to be a bit longer for balance reasons. I wasn't thrilled with the idea that MP was influencing the SP campaign in such a drastic fashion.
I decided to generally keep quiet and judge for myself once the game came out, and for most of my first run I basically built out one set of 3 powers that I stuck to for every situation. This led me to a "generalist" build with Energy Drain, Incinerate and Throw for a good combination of shield stripping ability, armor damage, and throw as a fast-cooldown pure detonator. This worked really well on Hardcore, and I found that I was "ok" with only having 3 powers.
By the end of my run, however, I had enough points to start filling out a few more skills, so I started kinda experimenting. After beating the game, and starting NG+ on Insanity, I settled into a set of 3 favorites tailored for different situations, with ways to help mitigate the automatic cooldowns associated with switching favorites.
The first was another generalist build, replacing throw with concussive shot for more damage per hit, the second was for the high armor bullet sponges like Fiends, taking advantage of extra damage from burning given by Incinerate, the armor debuff from Cryo Blast, and the ROF and Damage boosts from Turbocharge. With enough points left over, I set up a third favorite with a more biotic bent, with Singularity (specc'd for shield damage) and Throw to detonate combos, as well as Energy Drain. ED was there mainly to reset Singularity's cooldown, taking advantage of Omni-Vents in the Auxiliary systems tech passive.
I mainly use Favorite 1 (my generalist build) for most random encounters and standard fights. Favorite 2 gets a decent bit of use, though, with the Fiends, Nullifiers and other high-armor enemies. I haven't tried using the 3rd Favorite too terribly much yet, since I really like Tech in this game, but I can see some pretty good potential for other random fights. Powers cool down quick enough, for the most part, that switching profiles doesn't really slow the pace of combat down. If I'm in my Biotic Favorite, and I start getting into trouble, I can disengage a bit, switch to my 1st Favorite which is more geared towards defense, get a good cover spot and pepper the closest enemies with gunfire for a few seconds, then my powers are online and I can go to town.
It's added a flexibility to combat that I really like, while at the same time forcing me to think about which builds I want to put together instead of "Pick these 6 OP powers and roflstomp everything." I honestly was ambivalent about the profile/favorite system going in. But now that I've played around with it some, I think I'm enjoying it more than the OT's systems.
And here's the video breakdown of the build I summarized above if anyone's interested, with a nice little encounter showing the build off, with me switching back and forth between Fav 1 and 2 during the fight.
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Post by kharsis on Apr 14, 2017 4:30:48 GMT
I didn't like the reduction from 8 Abilities to only 3. The favourites approach is very lackluster due to the delay when you switch.
Hopefully ME:A 2 will revert back to the system from the OT. Being able to develop any skill was a mjor imporvement though.
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Post by zeypher on Apr 14, 2017 6:29:38 GMT
You are just level 59, i finished my playthrough at 66 and now im at level 103. Come back when you get there and you will see how broken the levelling and the skill system is. Its broken not in a good way but being a bloody nightmare. 80 is when your progression completely stops but enemies keep going on. Squadmates stop at 70 so by 100+ are useless.
100+ powers are useless and this is a fact
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Post by PillarBiter on Apr 14, 2017 6:42:38 GMT
Hopefully ME:A 2 will revert back to the system from the OT. I hope not. I like the system. I do think that, if they do something about the cooldown upon switching profiles, people will be a lot less aversed to it. I propose a complicated yet elegant solution: What if... when you switch profiles, all your abilities except the abilities of the favorite you switch to, start their cooldown. An example, to clarify. Say you have an adept profile with shockwave(cooldown of 12 seconds) and an engineer profile with overload (cooldown of 15 seconds) and a soldier profile with turbocharge (24 second cooldown). - Alright, you start off in your adept profile and use a showckwave and shoot around a bit. shockwave is halfway it's cooldown and you spot a shielded enemy. - You switch to engineer and overload is immediately available. However, shockwave restarts it's cooldown timer. If you stay with engineer for longer than 12 seconds: shockwave has reset so if you switch to adept, shockwave will be immediately available. If you stay with engineer for only 6 seconds: shockwave will still have 6 seconds to cool down if at that moment you switch to adept again. - If you the switch to a third soldier profile with turbocharge after X seconds, both shockwave and overload will restart their cooldowns, and turbocharge will have cooled down already for 24-X seconds. It's a little complicated, I know, but it keeps all the best of the favorite profiles, punishes excessive profile switching, allows for cross-profile comboing and still lets the 'power cell' abilities come out on top. That said: Currently started an insanity NG+ run, and I have 2 basic profiles between which I switch: - soldier with annihilation field, turbocharge and tactcial cloak - sentinel with energy drain, shockwave and overload. I also usually use some sort of ammo power for additional combo potential. I switch between these profiles pretty freely in battle due to the adrenaline fusion mod.
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VanSinn
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Mass Effect Andromeda
Origin: VanSinn77
Posts: 576 Likes: 1,429
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Post by VanSinn on Apr 14, 2017 6:50:07 GMT
I didn't like the reduction from 8 Abilities to only 3. The favourites approach is very lackluster due to the delay when you switch. Hopefully ME:A 2 will revert back to the system from the OT. Being able to develop any skill was a mjor imporvement though. I wouldn't complain with a change to a system more similar to the original trilogy, but I wasn't a big fan of the global cooldown mechanic in 2 and 3. I will say, though, that after getting used to this new system, it has definitely grown on me. I can definitely see where people wouldn't like it, but here's why I kinda do: I briefly touched on this in the original post, but having access to a more limited number of skills at a time means that I need to really pick and choose which skills I want to upgrade. This means really thinking about each skill and each passive, and how they synergize with each other. It also gives the opportunity for vastly different builds, without it turning into a case of "Pick these certain lolOP powers and lolwin." There are enough cool down bonuses in the passives and gear that switching profiles doesn't hamper you all that much. Especially if you're like me and fire off 3 powers in rapid succession so everything's ALREADY on cooldown. Switching then really doesn't lose you anything since everything is already unuseable. That's why I have a generalist build as my main power set, and have a couple more situational sets that I can either switch to if I know what kinda fight I'm getting into next, or on the fly if things go wonky. Disengage a bit, switch favorites, hit cover and use weapons for a few seconds, new powers are ready to use. It doesn't slow down the pace of combat much in my opinion, and having distinct play styles based around the situations at hand really appeals to me. Again, I can certainly see how people wouldn't like this system, but I've really gotten to a point where I just enjoy the flexibility the limitations give me. That sounds weird, I know, but that's how it feels to me.
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VanSinn
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Post by VanSinn on Apr 14, 2017 6:53:21 GMT
You are just level 59, i finished my playthrough at 66 and now im at level 103. Come back when you get there and you will see how broken the levelling and the skill system is. Its broken not in a good way but being a bloody nightmare. 80 is when your progression completely stops but enemies keep going on. Squadmates stop at 70 so by 100+ are useless. 100+ powers are useless and this is a fact If higher levels are a problem, then that should definitely be fixed. Give a level cap where our skills are still useful so we don't over level ourselves into underpowered territory. The basic favorite/profile system though (excluding the level thing, I haven't gotten that far so I can't competently comment) is fairly sound, and I'm enjoying it so far.
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Post by godlike13 on Apr 14, 2017 7:30:28 GMT
Given NG+ and all its problems from quests to balancing, i don't think they thought multiple runs out that much LoL.
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Post by zeypher on Apr 14, 2017 7:51:42 GMT
If higher levels are a problem, then that should definitely be fixed. Give a level cap where our skills are still useful so we don't over level ourselves into underpowered territory. The basic favorite/profile system though (excluding the level thing, I haven't gotten that far so I can't competently comment) is fairly sound, and I'm enjoying it so far. They are the real problem. Specifically if you go beyond level 80 where your growth stops as at that point all you get is more useless skills which cannot be used, equipment stops levelling at 80 as well. Enemies continue to level all the way to 132, squadmates stop levelling at 70. Ideally they should have capped the game at 60 as that still allows replay ability and the sense or progression, balance and fairness is still there. here quoting from answers hq to what perfectly describes how level 132 at insanity is like: Scaling in this game is also very risky business - as soon as you go over level 80, you can absolutely ruin any subsequent runs of the game. I was level 132 for my Insanity run, and because the enemies had a near 52 level scaling difference on me, I was as effective as a guy throwing feathers and marshmallows at the enemies - the Kett Cardinal took 30 rockets to kill because her orb's regen in so high that there is no other way in the game to put out enough DPS to even take down her shield. It's absolutely broken. Even underneath that orb you can consider that's still 15 rockets worth of health for one enemy, it ain't right. A single Assembler, Raider or Kett Chosen can easily take anywhere from 5-10 combo detonations at 132 on Insanity, or untold numbers of clips - I use the PAW, with extended magazine - and it takes me about 3-4 magazine empties to kill these enemies - meanwhile they hardly damage me, because realistically the game is not harder with this scaling, it's just more tedious and annoying... more health does not equate difficulty. Even if I roll back the game to Normal the enemies can now take entire clips of ammo, or like 2-3 combo detonations to kill - like for adhi and basic raiders... it's absurd the health scaling. Even Narrative isn't fun now, at 132 it's about as Normal was at level 1 - which for a Narrative mode, is just too much. Basically the more times you import your file, the greater risk you are of breaking any enjoyableness to your experience. Once you pass the level 80 threshhold, you can have a level 6 profile, and your gear will never get better - it's effectively your plateau, despite being able to level more (which serves no statistical benefit as the enemy scaling does). So the enemies become grossly overpowered, and you become weaker and weaker the more you play. It's such a backwards system. I really hope they fix it. I've platinumed the game now, and since getting my platinum Trophy I can't be bothered to play again. I really do like the game, but there's no incentive for me to go and play the game that just consistently rewards my efforts with more difficulty to the point where the enemies are 52 levels stronger lol, so stupid that I get punished for being a dedicated player. The above has started to be my experience as well now. This is the reason im on the forums and bitching about the skill slot limitations and bs scaling. I want to play the game but im not able to. Thats why i hope they rectify this BS as i really want to play this game. The gameplay systems are a complete shambles and more and more it appears they designed the MP first and transplanted that system into the single player. the 3x4 system is basically allowing you to switch between 4 level 20 class combination. They are not 12 slots cause if they were sustainable abilities like the VI, turret, annihilation field would not disappear when you switched to a set of abilities which didnt have them slotted. There is a reason why this game is getting hammered in ratings and reviews and its not because they love to hate as the only factor. Every element of the game is riddled with bad design decisions. What is the point of having an AI if it cannot solve Sudoku puzzle, having only 3 skill slots which is tedious for console users as well cause guess what even they need to bring up the wheel which pauses the game to switch profiles wait for cooldown and cast. They would have been better served with the system the OT used which was bring wheel, select power done. So when people blame consoles for the 3x4 grid thats wrong. The simple truth is mp was designed first with the SP system an afterthought. Thats what the 3x4 system really is their MP system just with us thrown a bone saying ok you can choose between 4 non linked class builds. Thats why ammo is a consumable, thats why researching weapons all the way to level x with their level requirements is a bloody grind. Thats why one has 3 skill slots. Thats why companions cant equip better weapons or new outfits and have 34 spare points with nothing to spend them on. Thats why quests have incessant padding like peebee's loyalty quest which requires you to go three different planets in their specified order. No doesnt matter if you are on eladeen or havarl already. You have to go to eos first. MP came first then the SP. So yes if this franchise dies i will not be sorry cause that makes perfect sense to me from where im standing atm.
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Post by Sailears on Apr 14, 2017 8:16:14 GMT
If higher levels are a problem, then that should definitely be fixed. Give a level cap where our skills are still useful so we don't over level ourselves into underpowered territory. The basic favorite/profile system though (excluding the level thing, I haven't gotten that far so I can't competently comment) is fairly sound, and I'm enjoying it so far. They are the real problem. Specifically if you go beyond level 80 where your growth stops as at that point all you get is more useless skills which cannot be used, equipment stops levelling at 80 as well. Enemies continue to level all the way to 132, squadmates stop levelling at 70. Ideally they should have capped the game at 60 as that still allows replay ability and the sense or progression, balance and fairness is still there. here quoting from answers hq to what perfectly describes how level 132 at insanity is like: Scaling in this game is also very risky business - as soon as you go over level 80, you can absolutely ruin any subsequent runs of the game. I was level 132 for my Insanity run, and because the enemies had a near 52 level scaling difference on me, I was as effective as a guy throwing feathers and marshmallows at the enemies - the Kett Cardinal took 30 rockets to kill because her orb's regen in so high that there is no other way in the game to put out enough DPS to even take down her shield. It's absolutely broken. Even underneath that orb you can consider that's still 15 rockets worth of health for one enemy, it ain't right. A single Assembler, Raider or Kett Chosen can easily take anywhere from 5-10 combo detonations at 132 on Insanity, or untold numbers of clips - I use the PAW, with extended magazine - and it takes me about 3-4 magazine empties to kill these enemies - meanwhile they hardly damage me, because realistically the game is not harder with this scaling, it's just more tedious and annoying... more health does not equate difficulty. Even if I roll back the game to Normal the enemies can now take entire clips of ammo, or like 2-3 combo detonations to kill - like for adhi and basic raiders... it's absurd the health scaling. Even Narrative isn't fun now, at 132 it's about as Normal was at level 1 - which for a Narrative mode, is just too much. Basically the more times you import your file, the greater risk you are of breaking any enjoyableness to your experience. Once you pass the level 80 threshhold, you can have a level 6 profile, and your gear will never get better - it's effectively your plateau, despite being able to level more (which serves no statistical benefit as the enemy scaling does). So the enemies become grossly overpowered, and you become weaker and weaker the more you play. It's such a backwards system. I really hope they fix it. I've platinumed the game now, and since getting my platinum Trophy I can't be bothered to play again. I really do like the game, but there's no incentive for me to go and play the game that just consistently rewards my efforts with more difficulty to the point where the enemies are 52 levels stronger lol, so stupid that I get punished for being a dedicated player. The above has started to be my experience as well now. This is the reason im on the forums and bitching about the skill slot limitations and bs scaling. I want to play the game but im not able to. Thats why i hope they rectify this BS as i really want to play this game. The gameplay systems are a complete shambles and more and more it appears they designed the MP first and transplanted that system into the single player. the 3x4 system is basically allowing you to switch between 4 level 20 class combination. They are not 12 slots cause if they were sustainable abilities like the VI, turret, annihilation field would not disappear when you switched to a set of abilities which didnt have them slotted. There is a reason why this game is getting hammered in ratings and reviews and its not because they love to hate as the only factor. Every element of the game is riddled with bad design decisions. What is the point of having an AI if it cannot solve Sudoku puzzle, having only 3 skill slots which is tedious for console users as well cause guess what even they need to bring up the wheel which pauses the game to switch profiles wait for cooldown and cast. They would have been better served with the system the OT used which was bring wheel, select power done. So when people blame consoles for the 3x4 grid thats wrong. The simple truth is mp was designed first with the SP system an afterthought. Thats what the 3x4 system really is their MP system just with us thrown a bone saying ok you can choose between 4 non linked class builds. Thats why ammo is a consumable, thats why researching weapons all the way to level x with their level requirements is a bloody grind. Thats why one has 3 skill slots. Thats why companions cant equip better weapons or new outfits and have 34 spare points with nothing to spend them on. Thats why quests have incessant padding like peebee's loyalty quest which requires you to go three different planets in their specified order. No doesnt matter if you are on eladeen or havarl already. You have to go to eos first. MP came first then the SP. So yes if this franchise dies i will not be sorry cause that makes perfect sense to me from where im standing atm. Yeah this sounds awful. Fortunately I'm still nowhere near reaching that level yet but it's not encouraging to know that is waiting for you once you go above level 80. I hope there is either a way to cap level at 60/80 in the future so we don't have to deal with this unfortunate level scaling.
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Post by zeypher on Apr 14, 2017 8:29:03 GMT
Agreed thats why ive stopped playing. I really wish i could cap it at level 60.
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qwib
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Post by qwib on Apr 14, 2017 9:20:16 GMT
I'm so glad I started Insanity at lvl 1. lmao I will do one NG+ game as my third playthrough for all the achievements (like Fastball), but they have to rethink the LvL cap and scaling of the enemies for the next game. ASAP.
Or they simpley patch the game with a hard LvL cap at 80, than this soft lvl cap they seem to have going on here.
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Post by PillarBiter on Apr 14, 2017 9:33:21 GMT
I would like to note that just about EVERY RPG EVER has had the issue of NG+ balancing. Including W3. They fixed it after a lot of patching, but even then, things like signs or bombs were completely useless in comparison with swords.
Just sayin'. Don't bash a game for doing somethign everyone does.
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Post by fraggle on Apr 14, 2017 9:46:07 GMT
MP came first then the SP. I had that impression after the first few minutes already and I don't like it at all. The system works fine for MP where you have actual people play with you, but in SP it's just a chore. I played on Casual first to concentrate on the story, now I'm on Insanity in a NG+ and it's already annoying as hell. I'm only level 56 or so, but I actually consider to just start over from scratch with a Lv 1 character simply because of what I read in your post about the Lv 80 stuff. Or I just try to not reach this level. Enemies take too long to die already now for my tastes, but I'm too stubborn to use any of these OP builds that are mostly the same anyway with the same weapon. I wanted to be able to recreate an old schoolish Sentinel so I picked Cryo Beam, Throw and Overload, but this build is not as great to play with. Even basic enemies need at least 2 combos to die plus additional weapon fire. I thought the profile system was a good idea for people who don't want to be limited by class restrictions while also being able to simulate one of the trilogy classes, but I honestly wish now they had only used the class system. In there, no matter which skills I use, it's fun to try them out, even if it's not the "best" skill I could've picked, but this only added additional challenge while still being fun. You were never punished for trying out different weapons because most of them had their good and bad sides. I could even run around with a crappy Avenger because the powers alone were sufficient to beat the game even on the highest difficulty. Now you have to use your weapon (and a really good one) to wittle down enemy health. And I won't even get started on the consumables for SP... Currently I wait for more patches so my NG+ run is on ice, but even now I can't wait to replay the trilogy because combat is so much more fun there for me.
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Post by zeypher on Apr 14, 2017 9:52:46 GMT
Yea just avoid new game+ mode. Profiles themselves are fine with freedom to choose skills. What is not fine is the 3 ability slot limit. That is what is frustrating. 8-12 skill slots and profiles being just passive boosts with one switching depending on the situation would have been perfect.
But i will seriously tell everyone to just avoid NG+ mode and more exp based gear as it really ends up ruining the game for a person. It definitely did that for me.
Avoid gear and perks that give more exp and avoid doing shitty tasks so one stays below 60 and has a more enjoyable time. But if one is dedicated and wants to 100% a playthrough all it leads to a massive disappointment. I would love to have a level 60 cap just so i can still play it and not end up breaking and making the game unfun for myself.
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Post by brad2240 on Apr 14, 2017 12:28:36 GMT
They are the real problem. Specifically if you go beyond level 80 where your growth stops as at that point all you get is more useless skills which cannot be used, equipment stops levelling at 80 as well. Enemies continue to level all the way to 132, squadmates stop levelling at 70. Ideally they should have capped the game at 60 as that still allows replay ability and the sense or progression, balance and fairness is still there. here quoting from answers hq to what perfectly describes how level 132 at insanity is like: Thank you for posting all that. I had no idea it worked that way. I'm level 77 on NG+ right now and I was planning to continue further playthroughs as NG+. You just saved me a lot of headaches.
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Post by ArabianIGoggles on Apr 14, 2017 13:30:11 GMT
I sure would love a patch that differentiated the SP and MP combat. 3 skills is complete horse shit for single player.
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Post by sriep on Apr 14, 2017 13:49:15 GMT
Am I missing the obvious or is the easy fix to 'just not to play NG+'. There is no reason to play NG+, personally I prefer to start with a new level 1 character.
My six characters are all about level 30 at the moment - I like comparing various builds; play the same fight over with different builds and see how match up. Is the level 80 issue really a problem for a normal game? If not then really don't think there is any probem. Regardless level capping either the player or the enemies seems a fairly easy fix.
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Post by dazzarlok on Apr 14, 2017 14:26:16 GMT
Am I missing the obvious or is the easy fix to 'just not to play NG+'. There is no reason to play NG+, personally I prefer to start with a new level 1 character. My six characters are all about level 30 at the moment - I like comparing various builds; play the same fight over with different builds and see how match up. Is the level 80 issue really a problem for a normal game? If not then really don't think there is any probem. Regardless level capping either the player or the enemies seems a fairly easy fix. We shouldn't have to ignore NG+ just because Bioware made bad design choices. NG+ was never an issue in previous ME games. Some people want to start a new game, but with the credits, skills, armor/weapons, etc. that they left off with (after all the time and resources I put into building the perfect gun/armor, you're darn right I wanna start a new game off with it ). If it doesn't bother you personally, then good for you, but don't pretend like this isn't a problem that needs to be corrected.
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Post by capn233 on Apr 14, 2017 16:40:40 GMT
I'm so glad I started Insanity at lvl 1. lmao It really all depends on how much leveling you do. I did my first run 1-55ish on Insanity and then NG+ from there. NG+ was drastically easier in the beginning, although some of that may have been the patch, and of course learning the game a bit. Some of the boss fights early game took ages, like a certain boss on Voeld and one on Eos I fought at like 8 and 10 or something the Cardinal, the Architect
I am later in my NG+ where squad has fallen a good deal off, and just hit 82. Need to craft level X stuff I guess. But at least I accomplished my primary goal with NG+ which was Cryptographer. Honestly I think the devs made just a long list of questionable design choices with this game, and I really don't know where it came from other than trying to incorporate every single request anybody made. But more or less infinite leveling for no benefit is a real head-scratcher. *edit posted the bosses backwards
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qwib
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I am Pathfinder rah bah bah
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
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Post by qwib on Apr 14, 2017 19:12:54 GMT
I'm so glad I started Insanity at lvl 1. lmao It really all depends on how much leveling you do. I did my first run 1-55ish on Insanity and then NG+ from there. NG+ was drastically easier in the beginning, although some of that may have been the patch, and of course learning the game a bit. Some of the boss fights early game took ages, like a certain boss on Eos and one on Voeld I fought at like 8 and 10 or something the Architect, the Cardinal
I am later in my NG+ where squad has fallen a good deal off, and just hit 82. Need to craft level X stuff I guess. But at least I accomplished my primary goal with NG+ which was Cryptographer. Honestly I think the devs made just a long list of questionable design choices with this game, and I really don't know where it came from other than trying to incorporate every single request anybody made. But more or less infinite leveling for no benefit is a real head-scratcher. It was supposed to be a 100% run. But I missed a quest on eos. Now I just do 100% viability, I'm at lvl 22 now. I did cardinal today as a biotic vanguard. I think it was okay. Need to think of a strategy for architects soon. The Endless leveling makes no sense at all. I think you are correct that they maybe tried to implement too many ideas. Less is sometimes more.
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Post by godlike13 on Apr 14, 2017 20:56:22 GMT
Would an easy fix for balancing be to just cap enemies at 80 or 85?
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Post by Wintermist on Apr 14, 2017 22:52:37 GMT
I absolutely do not like the limit to only 3 skills. That's all I can say about it.
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Post by Deleted on Apr 14, 2017 23:34:05 GMT
Yea just avoid new game+ mode. Profiles themselves are fine with freedom to choose skills. What is not fine is the 3 ability slot limit. That is what is frustrating. 8-12 skill slots and profiles being just passive boosts with one switching depending on the situation would have been perfect. But i will seriously tell everyone to just avoid NG+ mode and more exp based gear as it really ends up ruining the game for a person. It definitely did that for me. Avoid gear and perks that give more exp and avoid doing shitty tasks so one stays below 60 and has a more enjoyable time. But if one is dedicated and wants to 100% a playthrough all it leads to a massive disappointment. I would love to have a level 60 cap just so i can still play it and not end up breaking and making the game unfun for myself. Well, crap. I'd been expecting to just continue re-importing my character to avoid having to do all the research and resource acquisition again. And again. Some of the enemies are already tedious, e.g., destroy circling orb, do a little damage to enemy, lather, rinse, repeat until finally dead. That isn't fun or challenging, just repetitive. And boring. This changes my plans. Thanks for the heads-up. ETA: When the 3-skill limit was initially announced, I figured they wanted to ease the transition from SP->MP, but I've noticed they've also worked some additional MP mechanics into SP. Like consumables, and staying in a circle until some hack is complete.
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Post by kharsis on Apr 15, 2017 2:10:03 GMT
I didn't like the reduction from 8 Abilities to only 3. The favourites approach is very lackluster due to the delay when you switch. Hopefully ME:A 2 will revert back to the system from the OT. Being able to develop any skill was a mjor imporvement though. With the skills comment I mean it is good being able to learn any skill without being straight jacketed into specific skills for your role/class. DA:I is a bad example of skill development - if you want to dual wield you have to be a rogue to get skills that work with that, there is no way to build a plate wearing dual wielding warrior. with ME:A you are free to develop any skill at any time which IMO is a great improvement. Having skill pints capped is a different matter altogether and I would have no problem with that.
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Rivercurse
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Hey Conrad, I slept with your sister.
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Post by Rivercurse on Apr 15, 2017 6:43:23 GMT
Would an easy fix for balancing be to just cap enemies at 80 or 85? Yep, this is what should happen. Now we wait and hope..
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