Forum Discussion
@zoompooky wrote:
Cooldowns aren't the real issue it's the poor design. Having to stop everything to switch "profiles" is silly.
The real solution:
1) Drop consumables off the wheel and into a menu.
2) Use the top half of the wheel for weapons, and the bottom half for skills.
3) (Optionally) Swap the "scan" and "wheel" buttons on the controller.
This makes so much more sense, and is more fluid during combat. They could still have "profiles" if they wanted, where you could save your hotkey 3-skills and which 6 (8?) went on the wheel.
I take no credit for the above suggestion - I've simply played all the previous Mass Effects where they used THIS EXACT SETUP.
Oh hang on, when using a controller do you actually have to switch profiles through a menu or something? I'm using a mouse and keyboard so switching profiles is as simple as F1-F4, without the cooldown I could just switch em on the fly easily. I actually rarely find myself using the weapon/consumables wheel at all, probably have tons of elemental ammo building up.
From what I can tell, us controller users can't switch profiles with just a button or buttons. But just switching favorites recently to try it out, I have to say the cooldown is a big deal to me.
But even better (worse) the powers like Annihilation and Remnant VI turn off if you switch favorites. Sustained powers like that shouldn't turn off.
It's like they were trying to come up with a way to make the player open and fluid and ended up creating a system that promotes the complete opposite of that.
The only powers that should be in cooldown when you switch are ones you just used and would still be in cooldown even if you hadn't switched.
I'll give switching profiles a go next but as things stand, I don't see a point with that either just because the point distribution thing. Only one profile will likely be maxed as high as I can get it based on the points I have while the others will be at a lower rank.
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