Mass Effect Legendary Edition

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Cikito

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Cikito

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About this mod

Add an additional themed power to each of your squad mates, and remove power unlock requirements from all powers in the game (Shepperd included).

Requirements
Permissions and credits
Powers Remastered
Add some juice to your combat.


Mission
Add greater strategic depth and diversity to squad based combat.

 
What this mod does
  • Every squadmate receives an additional (appropriate) power.
  • Every squadmate has power unlock requirements removed, including loyalty powers.
  • Shepperd has power unlock requirements removed (eg: Warp no longer needs Throw levelled to unlock on Sentinel).


Plans (things to add)
We are at version 1.0 now, I probably will not add more things going forward. If you dear reader want to further improve this mod, hit me
up il be happy to tell you how I did it. 

  • Maybe add unique variations of certain abilities amongst squadmates (eg: Tali's and Legions drone abilities becoming very different).


Reason For Being
The bellow 4 rambling points illustrate why I felt like making this mod for my own playthrough.

  • Squadmates only have 4 powers to skill but you play with 3 of them for most of the game, one of which is a passive.
    This means you only have 2 active powers to play around with for most of the game per squadmate which limits (a little too much)
    the builds you can make with your squad and options you have in combat, also may force you to get rid of your favourite squadmate
    for the sake of surviving.
  • Squadmates, and you have mandatory powers you have to skill, which disrupts optimal builds and may force
    you to wait longer to unlock the power you need right now. This brings nothing to the table and is arbitrary gating 
    which does not make the game more enjoyable.
  • Loyalty powers are arguably the most interesting powers in the game, and would be fun to play with early on, instead you will have access to all of them about 2rds into the game when you could be making interesting compositions much earlier on.
  • Having powers locked away on your squadmates can lock you into shitty builds for most of the game until you do the shadowbroker DLC, why not just have the freedom to play how you want immediately.  


Changes (Long Version) & Rationale

The new powers added to the squamates are tailored around their passive ability and/or their theme looking to expand
on their intended playstyle and archetype.


Jacob Taylor
New Power: Shockwave (I wanted to give him Biotic Charge, but it's buggy on him).
Rationale: Jacob is a vanguard type, he gets tanky with his passive, has a protective loyalty ability and can use a shotgun.
As such I think a harassing biotic ability suits him (he is my most disappointing change).

Miranda Lawson
New Power: Cyro ammo.
Rationale: Miranda is the ultimate support squad mate, a Sentinel like archetype. The Cyro ammo expands on her ability to
buff Shepperd and her 
allies, whilst continuing the theme of defence strip and disable she seems to have going on. This also
provides the player with Cyro ammo without having to have a class that uses it.

Garrus Vakarian
New Power: Incinerate.
Rationale: Garrus baby!!! Garrus is a combat techie, with a passive built around doing equal parts gun and power damage.
As such we give him an ability that scales from his power damage and acts as a AOE alternative to his armour stripping ammo.
With his base 3 abilities now he can be skilled to do a lot of AOE damage which I think is an interesting option.

Grunt
New Power: Disruptor Ammo.
Rationale: The Krogan is a soldier, already as tanky as any squamate should be, enhancing the theme of his passive seemed redundant. As such
giving him another ammo type to juggle enhances his function of a supportive squamate. He is built to take damage, charge opponents,
whittle down defences, and can even act as a one Krogan ammo buff machine.

Mordin Solus
New Power: Tech armour.
Rationale: The Professor is a disabler and a setter-upper as a I like to call 'em. But is also very surprisingly tanky based on his passive.
This role of control and support is further enhanced by giving him some extra thematic protection in the form of Tech armour. You've killed
Salarians with tech armour before, now you can have your very own. 

Jack
New Power: Slam.
Rationale: Jack is basically a biotic power spammer I would call her playstyle a harasser, she's not tanky enough to justify holding a shotgun but it fits
her theme of relentless assault and aggression. As such the only biotic power that fits her is Slam giving her a straight up damage ability and proving
she is better than that Cerberus bitch.

Samara
New Power: Stasis.
Rationale: Samara is a longer range power spammer, her passive and core toolkit are not that different from Jacks, but thematically she is a disciplined warrior
as such she fights with more powerful and precise weapons and controls her battlefield. Stasis is useful to putting difficult enemies out of commission whilst you
mop up their teammates (like a Geth prime for example).

Morinth
New Power: Singularity.
Rationale: Morinth strikes me as the more fragile and wild adept like version of samara. As such she gets singularity to disable enemies and whip them about.

Thane Krios
New Power: Cloak.
Rationale: Thane is an assassin. His passive is mainly about buffing his weapon damage, his toolkit gives some minor control and armour strip.
The cloak is a no brainer here it's a power you would think he'd have anyways and it doubles down on his high weapon damage playstyle whilst giving him elusive survivability.

Kasumi Goto
New Power: Combat Drone.
Rationale: Kasumi is a bit too good in every way, but her main thematic playstyle is that of a bursty disabler, that aims to control the battlefield. The combat drone fits this thematically and adds more passive harass to her playstyle. 

Tali
New Power: Cyro Blast.
Rationale: Tali's passive works around long lasting abilities and the majority of her toolkit is anti-synthetic oriented. The Cyro blast goes well with the passive
but also gives her something that synergies with her anti shield ability, as well as another  ability that's useful on organics. This enhances the whole, harass, control,
disrupt playstyle.

Legion
New Power: Disruptior Ammo.
Rationale: I felt like it was fine to double down on Legion's anti-robot robot theme. Giving it Disruptor ammo makes it deadlier against shields and mowing down other synthetics and can potentially open up a support option with shared ammo, which I think is interesting (maybe it's not the best choice, but what you going to do). 

Zaeed
New Power: Flashbang Grenade.
Rationale: Zaeed is basically Thane (passive wise) without biotics. He is just built around doing weapon damage, but it didn't make sense to give him ammo or tech powers so I figured going for a grenadier like theme to him may not have been the worst choice. As such he gets the flashbang grenade and gets some control ability added to him which makes him more useful.