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The truth is that they messed up with something they supposed they shouldn't, adding mechanics, perhaps from other games and forced them to fit into this one. Regardless if only related to skill slots or crafting.
And really, many bad decisions made at once. Now, we are left to ponder and to try to see how to go around these problems, somewhat sure that many of them will not improve much, because there's a whole scenery of things holding back, porting problems, mechanics that cannot be designed from sketch etc. It's troubling, saddening, and basically will only be 'fixed', if devs pay proper attention, the next.
What they can do right now is making the whole experience endurable, marginally fun. If they can add another skill slot, do it. Skill - Profile - Favourite mechanic is cool, but it's far from optimal and fun right now.
Am I wrong, or did the good old Shep have something like 10 slots to be used for skills and such? good old times
- Anonymous9 years ago
Shep has 8 in all 3 games and one could also hotkey squadmate powers as well. Ryder has 3.
- 9 years ago
And what about MP? MP Chars have always only had 3 powers and 2 passives. Both MP games have same number of total skill points for MP with a level X char at level 20.
Slot 4,5,6,7 are used for your MP extra abilities. Personally not having ability to remotely revive whole team is poor in SP or to use said same power to fully heal you when you really need it and not near health can.
I think also for the future they should allow us to make profiles that only 1 power changes and only that power has a cooldown. Say If you have 2 fav profiles both with engineer and you keep overload/incinerate and want to change out the 3rd power. OR swap out incinerate for cryo and back and forth.
- Anonymous9 years ago
Id settle for 6 slots minimum per favourites menu. 6 is ideal as it allows the freeform gameplay they wanted. The current limit of 3 sucks and is no fun.
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