On Insanity, enemy shields regenerate irritatingly fast, so using GSB to pop off a couple more shots with the Carnifex is really convenient compared to ducking down and waiting for your shields to come back up.
Now compare that to the Adept, where they have Warp to take down shields but nothing great to take down armor. Admittedly I never finished the whole game as an Adept, but it seems mandatory to bring somebody with armor-breaking powers as an Adept, which isn't the case for the other classes.
...the first part is just kind of incomprehensible to me. Shields are an annoying problem - for non-standard enemies like Blue Suns Centurions or Eclipse Engineers, who actually do regen them - but why would you fix that with post-AR shots (when shields are usually the first thing to go, and don't take all that long to kill, either) from the
Carnifex, of all things (no modifier against shields, takes awhile to pull out, generally requires a pause to do so) instead of just letting your squaddies do the work for you with Overload/Drain and Squad Disruptor Ammo?
As an Adept, you got it backwards: Adepts have no dedicated powers to eliminate shields, but a very good one for killing barriers and armor (Warp). For shields, they have the obvious solution of their own SMGs, which get modifiers against shields (unlike most Soldier weapons; ARs get a small modifier against shields, but only on the GPR is it significant; no weapon gets a modifier against shields like the Tempest does) or taking a bonus power like Drain that clears that sole weakness. And, of course, the option of taking along a squadmate - certainly limiting to an extent, but hardly crippling when most squadmate tactics on Insanity are designed to get them to do most of the work of killing shields for you. Finally, as I emphasized above, shields are not an enemy's biggest bar like health is - they're not even close to being on a par. Health is still the most important thing you have to deal with on any enemy, and the Adept possesses an unusual number of options for this. This is where the Adept gets unbalanced. Adepts may not be able to
directly bludgeon their way through shields in their capacity as a caster, but their crowd-control options are unsurpassed (a key benefit in and of themselves) and leave an excellent window for dealing with shields
indirectly, because crowd-control isn't bothered by modifiers against protection. This opens you up to the wonderful world of Warp bombs. Adepts' crowd-control hasn't really been changed that much from the first game - overpoweringly awesome, and BioWare even gave them the extra benefit of the Warp bomb, which is just
sick - but did everybody the favor of removing the Adept's ability to hit anybody and everybody with biotics, regardless of protection, that so unbalanced the class in the first game.
LightSpectra said:
She may be useful, but that should never be a reason for paying for DLC. Her mission is only about an hour long, and that doesn't justify the price tag in my opinion.
I don't see why
loads of extra content in the rest of the game should not be a reason for paying for DLC, any more than
you get an excellent new weapon (the Locust in this case, which revolutionizes all non-Soldier classes) or
getting a highly useful squadmate should not. All reasons certainly sufficed in my case. At any rate, YMMV.