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Post by Kenny Bania on Apr 16, 2017 16:58:27 GMT
Assault turret. Nuff said. That's one of the better things to at least throw out in a suitable location and ignore - at least it can draw enemy fire on occasion. It's not worth the casting time. It couldn't 1v1 a Chosen in the tutorial.
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Post by Deleted on Apr 16, 2017 16:58:59 GMT
Individual cooldowns are better; 24 seconds for some powers are too much though (constructs, singularity, invasion).
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LemurFromTheId
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
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Post by LemurFromTheId on Apr 16, 2017 16:59:11 GMT
You can't spec out of any power so why not use it when it is off cooldown even at 1 point? I can't think of any powers I'd intentionally not use even if I only specced 1 point in them. Assault turret. Nuff said. It pulls a decent amount of aggro. Certainly helps when doing devices, for example. Well, one device. Because of the cooldown.
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Post by spacev3gan on Apr 16, 2017 17:03:44 GMT
When I first started playing this game, I even told to a friend how much it reminded of ME1 for some reason. Then I realized it was due to the individual power cooldown.
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Post by Sailears on Apr 16, 2017 17:08:31 GMT
That's one of the better things to at least throw out in a suitable location and ignore - at least it can draw enemy fire on occasion. It's not worth the casting time. It couldn't 1v1 a Chosen in the tutorial. I use it (used it because currently I'm playing SP) as distraction which it's decent at - as Lemur mentioned, devices and in general buying time or getting shot at by fewer enemies. Kind of indirect damage reduction.
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LemurFromTheId
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Post by LemurFromTheId on Apr 16, 2017 17:26:22 GMT
It's not worth the casting time. It couldn't 1v1 a Chosen in the tutorial. I use it (used it because currently I'm playing SP) as distraction which it's decent at - as Lemur mentioned, devices and in general buying time or getting shot at by fewer enemies. Kind of indirect damage reduction. I mostly use it as a rear guard when I'm keeping the enemy at bay by a doorway or other chokepoint. It can be quite helpful against dogs and other surprise flankers. Not a great power, but certainly worth using, seeing as you get it for free anyway.
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Post by bacon4breakfast on Apr 16, 2017 17:28:43 GMT
Someone forgot to tell bioware that in ME1 you had several powers instead of a few.
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Post by ddrguy300 on Apr 16, 2017 17:41:41 GMT
Get used to the new system. It is manageable and inventive. There are other things in the game that are actual shit.
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Post by PATPATPATlol on Apr 16, 2017 17:42:55 GMT
I'm honestly fine with individual cooldowns but if they are going to be 24 hours long to recharge then those powers better be worth it. Combos hardly do shit in this game and they need a serious buff to damage. Biotic and tech powers is what set ME apart from other shooter games and if those things are barely putting a dent in enemies then all we have is basically another shooter game.
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Post by evilfluffmonster on Apr 16, 2017 17:47:05 GMT
I like individual cooldowns, this said - many need faster cooldowns.
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Post by Sailears on Apr 16, 2017 18:42:22 GMT
Someone forgot to tell bioware that in ME1 you had several powers instead of a few. Yeah the 3 power limit is really the stupid thing. Didn't like it in ME3MP, don't like it here. At least in SP you can get around it with favourites and all the cooldown reduction upgrades and things like fusion mod of rapid deployment. In MP it's still annoying to be stuck with only 3 powers. Would like to have 4 active powers at the bare minimum, ideally more.
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Post by Pounce de León on Apr 16, 2017 18:46:21 GMT
You can't spec out of any power so why not use it when it is off cooldown even at 1 point? I can't think of any powers I'd intentionally not use even if I only specced 1 point in them. Assault turret. Nuff said. I have to fucking hide it because it dies when someone looks at it. Then it won't die and cannot shoot it's peashooter to annoy you. Eventually you forget it and don't get upset that going flamethrower still does nothing but nice effects (gold).
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Post by Sailears on Apr 16, 2017 18:48:26 GMT
I'm honestly fine with individual cooldowns but if they are going to be 24 hours long to recharge then those powers better be worth it. Combos hardly do shit in this game and they need a serious buff to damage. Biotic and tech powers is what set ME apart from other shooter games and if those things are barely putting a dent in enemies then all we have is basically another shooter game. Ideally powers should be buffed to stand up on their own unique merits rather than combos. All combos are pretty much explosions - which is kind of no different from grenades or other aoe explosions in every shooter. I didn't like the explosion spam in ME3, especially with adepts so in MEA I'd rather see biotics be more effective directly - ie things like making Armour a reduction in effectiveness of crowd control powers like Singularity and Pull rather than flat out immunity, or being able to kill things purely by throwing them into a wall (boosting direct damage and force of throw), or have Backlash able to reflect even more damage to kill things more easily. I'm not saying combo damage shouldn't be buffed - it is certainly too weak right now and needs buffing. However I'd rather not see biotic classes in MEA devolve into explosion spam only as they did in ME3.
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Post by iTz JoNeSy on Apr 16, 2017 18:49:02 GMT
Waiting 40 minutes to shave a beserkers pubic area is just not my cup of tea. I'd rather go back to being an OP boom boom shake the roomer.
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Post by Pounce de León on Apr 16, 2017 18:51:26 GMT
Someone forgot to tell bioware that in ME1 you had several powers instead of a few. Yeah the 3 power limit is really the stupid thing. Didn't like it in ME3MP, don't like it here. At least in SP you can get around it with favourites and all the cooldown reduction upgrades and things like fusion mod of rapid deployment. In MP it's still annoying to be stuck with only 3 powers. Would like to have 4 active powers at the bare minimum, ideally more. And what would that change except make more effects appear on our screens? Should we learn piano now? ME3 did just well with 3 powers, MEA does just well with three powers. Skill trees and passives are interesting enough - they just aren't viable on higher levels. Same in insanity - you have to cheese it to make it somewhat work.
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Post by Fortack on Apr 16, 2017 18:56:02 GMT
Individual cooldowns are better because they incentivise use of all powers on a kit - you don't end up with the situation of people skipping powers because it's a waste of cooldown. The problem is the long cooldowns on some powers do not match the strength of their effects - either some powers need buffing or those cooldowns need reducing. Yeah, I think the greatest advantage of having individual cooldowns is that it removes competition between the available powers each kit has (no more one-trick-ponies because power X is vastly superior to powers Y & Z so there isn't much of an incentive to ever bother using or speccing into Y & Z at all). You can also have very powerful abilities - on a long cooldown - without breaking ME's core gameplay (mixing power-spam and gunplay) because players can still use their other abilities and don't have to rely on only their weapon(s) for prolonged periods of time (which would have been the case with a global CD system). And yeah, the problem with MEA is the total lack of anything resembling balance.
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Post by Sailears on Apr 16, 2017 18:57:43 GMT
Yeah the 3 power limit is really the stupid thing. Didn't like it in ME3MP, don't like it here. At least in SP you can get around it with favourites and all the cooldown reduction upgrades and things like fusion mod of rapid deployment. In MP it's still annoying to be stuck with only 3 powers. Would like to have 4 active powers at the bare minimum, ideally more. And what would that change except make more effects appear on our screens? Should we learn piano now? ME3 did just well with 3 powers, MEA does just well with three powers. Skill trees and passives are interesting enough - they just aren't viable on higher levels. Same in insanity - you have to cheese it to make it somewhat work. I just prefer games where you have more options rather than spamming (well long cooldowns prohibit this in MEAMP) the same few things again and again. Especially when one of the three powers can be taken up with "passive" powers like Annihilation. I also don't value passives as actual abilities because you can't actively control them. I do enjoy pianoing the keyboard in power play - but then I enjoy playing stuff in other games like Elementalist and Mesmer in guild wars 2 where you have a lot of skills available. Edit: Ideally we could have the option to slot additional powers in place of weapon slots or something similar so it is optional.
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Post by nucleartech76 on Apr 16, 2017 19:00:03 GMT
Global cooldowns aren't necessary but having such long ass cooldowns in powers that don't do shit anyways is a good way to force a large portion of your player base to say fuck your game. It's a lot like having mostly shitty weapons with only a few viable ones is going to alienate some of your fan base. Or making single shot rifles have a four second reload that is interruptible by so many factors in combat. I just have to scratch my head and wonder who in the absolute fuck can think hey this is a fun experience trying to use this weapon vs 12 active enemies which are fast as hell as blitzing the player.
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Post by Deleted on Apr 16, 2017 19:13:49 GMT
Take 5 seconds off of power cooldowns (or the corresponding amount of percentage for lower cooldowns) and I'll gladly keep the separate cooldowns. Powers not doing much damage wouldn't hurt as much when you're able to use them much more often.
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Post by s0ulbearer on Apr 16, 2017 19:14:59 GMT
Nobody wants global cooldowns.
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Post by Abramsrunner on Apr 16, 2017 19:38:56 GMT
That's one of the better things to at least throw out in a suitable location and ignore - at least it can draw enemy fire on occasion. It's not worth the casting time. It couldn't 1v1 a Chosen in the tutorial. Did you try hitting him with the turret by throwing at him?
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Post by saiganomugetsu on Apr 16, 2017 19:45:58 GMT
I don't mind the individual cooldowns. What I do mind is the balance between the long cooldowns and the tickle damage powers/combos do. yeah if powers have insanely long cooldowns they should do massive damage like how flare in ME3SP did stupid amounts of damage but had an insanely long cooldown
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Post by s0ulbearer on Apr 16, 2017 19:52:38 GMT
I don't mind the individual cooldowns. What I do mind is the balance between the long cooldowns and the tickle damage powers/combos do. yeah if powers have insanely long cooldowns they should do massive damage like how flare in ME3SP did stupid amounts of damage but had an insanely long cooldown Flare was so awesome. Too bad it was a one off power that they never utilized elsewhere.
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Post by Kenny Bania on Apr 16, 2017 19:55:00 GMT
It's not worth the casting time. It couldn't 1v1 a Chosen in the tutorial. Did you try hitting him with the turret by throwing at him? I tried using it for the detonation damage, to clean up when I'm mid reload and have everything else on cooldown, but the speed of the animation, and the cooldown make it pointless.
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Post by capn233 on Apr 16, 2017 22:32:33 GMT
The reason for long cooldowns is that they are individualized. You can't have a bunch of fast cd powers with their own cooldowns unless you definitely want to vote for low damage, generic powers and combos or being flat out overpowered (ME1 high tier amp style).
The best benefit of global cooldown is that it easier to balance the game with unique and specialized powers. That is not to say that using global cooldown automatically makes the game more balanced.
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