Modifié par The Spamming Troll, 02 octobre 2010 - 02:33 .
classes, whats the point?
#126
Posté 02 octobre 2010 - 02:25
#127
Posté 02 octobre 2010 - 05:54
The Spamming Troll wrote...
i still havent seen a good reason as to why my idea isnt a better one then what we have now. other then the illusion of being to powerfull because of your impresion of oblivion you played 10 years ago. hell look at fallout3. dont you think bethesda made an improvement to their classless system? i hope you have more faith in bioware to adapt to change or even create that change, rather then sticking with a system based on dungeons and dragons.not saying i want a classless system, just pointing out that good companies make good games, so bioware should be able to make ME3 be the best game ever. which would include an adept that could "dispose of enemies without the use of a weapons." which is a whole other discusion in and of itself.
First off, yours and everyone elses (mine included) are JUST OPINIONS... not facts buddy. Dont act as if you're posting some piece of game design genius.
Having played both Oblivion and Fallout 3 A LOT (They both were my favorite games before playing Mass Effect 2, even over Mass Effect 1). So this is a criticism coming from a guy who already has Fallout New Vegas on preorder.
No, the Fallout 3 system was hardly any better than Oblivion. After beating the game 3 times, I can tell you there was hardly any variation between gameplay. Each time pretty much had a "best way" to play, and sure you could choose a couple different perks or setup your initial attributes a bit differently, it was still incredibly flawed (if you didnt pick at least 8 intelligence to start you didnt pick right, fact). However, 90% of people who FIRST played it had NO IDEA of what was actually valuable, and if the game even had "premade" class suggestions (still should be able to modify however you want), it would have been helpful. I knew too many people who had no idea what to do and often times put too many (10, not knowing about bobbleheads) in stuff, or couldnt even comprehend the true value of certain skills and didnt think they were important. Not to mention the fact that EVERY character can get EVERY weapon, so there was virtually no variation throughout following playthroughs. Play it once, maybe twice and you've seen all there is to see. Oblivions "level up as you use it" was nice (flawed because it just meant skill grinding and trying to perfectly level up at the right times so you got +5 to the desired attributes), and the fact that each race meant you LOOKED different, and had some heavily weighted initial strengths and weaknesses at least made some of the classes feel a bit different.
Again, I LOVED both games, and they're still in my top 10 (probably top 5) favorite games, but to say they had the class system right is... well I wont say "wrong" but it certainly had some MAJOR issues.
The ONLY idea you've mentioned that I like thus far, is the "weaponless adept" I think THAT would be really cool, and would be SIGNIFICANTLY diversified from playing a soldier or even a vanguard. I think surrendering weapons for more powers (and perhaps quicker cooldowns) would be really neat and allow for very interesting options.
While you may not like the 6 "hampered" class system that ME2 has, I LOVE IT, and I think it gives you 6 different reasons to play because no one class will play the exact same way, and you also dont have to worry about "oh crap did I put the right points into attribute X so I can do this cool new thing now?" because there is no necessity to plan WAY ahead for what you want in late game stages (like you had to do in Fallout).
Like I said, I wouldnt mind 1 or 2 more powers being added, or even a near weaponless(maybe pistol only?) adept with MORE powers and QUICKER cooldowns, but I think thats just 1 class change.
The ONLY thing I hate about the class system, and its not even class related, merely leveling up related, is the fact that powers require 3 pts in something to reach another power. THAT forces less power variation because its pretty much already assured you'll waste 3pts on a power you may not even want. So if they removed that I'd be happy.
I dont know man, clearly we have different opinions. Fortunately I dont think you're going to get your way, because I prefer the ME2 setup vs ME1, Oblivion, or Fallout, and it seems pretty likely that Bioware is going to stick closer to how things are now.
#128
Posté 02 octobre 2010 - 06:37
your on the right track ares cesaer. i dont want a change in the way the adept plays. i WANT my adepts gameplay to revolve around biotics, and more specifically singularity. the adepts gameplay will never change no matter how many points you put into pull or shockwave. but making an adept that cant utilize those biotic abilities that are almost essential to an "adept" seems like a reasonable complaint to have. same for any other class. take a step back a second, and imagin an infiltrator with your favorite 2 weapon mods and your favorite 2 techs, that still revolves around cloaking and sniping. wouldnt that variation in classes be a better aproach to creating your own character, but with a preset structure. i cant beleive you wouldnt want ME3 to have more in character creation.....
#129
Posté 02 octobre 2010 - 10:36
The game was balanced and designed primarily around Normal difficulty, and it's true that on that difficulty you can quite easily dispose of enemies without using guns as an adept.
#130
Posté 02 octobre 2010 - 11:11
#131
Posté 03 octobre 2010 - 01:23
cruc1al wrote...
@ The Spamming Troll
The game was balanced and designed primarily around Normal difficulty, and it's true that on that difficulty you can quite easily dispose of enemies without using guns as an adept.
that is true, but what about it?
lazuli wrote...
What about re-specs? How would they play
out in this system? If you choose a combination that you later regret,
what can you do about it?
it wouldnt matter which way they went becuase it doesnt take long to understand what each ability does. i dont see the need for recpecing, id just eleminate it.
i just dont see how a growth to character creation is viewed as being overpowered. theres alot of things that can create advantages to shepaerds performance other then allowing all the biotics available to an adept class. people want all sorts of things that would make shepard OP. like crouching, blind firing, weapon mods, a larger assortment of abilities, more weapons....... the list goes on. personally id like to see a game that included all those things. theres no need to worry about balancing issues. you worry too much.
#132
Posté 03 octobre 2010 - 01:25
With that being said, a class based system definitly suits ME. Don't see that changing either.
Apparently your entire frustration stems from not having enough powers on your Adept. Now that's your opinion and that's fine, but I don't see how this would warrant a system where you have to "pick" skills.
ME's system is fine as is, if you want to "pick" a power you simply put points into it, if you don't want to "pick" one, you don't put any points into.
For example on my last Infiltrator I didn't put any points in cryo ammo, hence I didn't pick that power. I don't need some wierd system where I have to pick skills, it's fine if I have a preset set of skills where I can chose if I put points into a power or not. That already is my choice of what skills I will use.
If you just wanna say you would like each class to have more abilities, fine, I don't necessarily agree, but I can understand that. But I don't see why they would have to change the system for that.
And giving a class more and more stuff isn't always a good solution. Look at WoW where they recently decided to cut remove almost half the talents in the game, because it was just too much bloat and too difficult to balance.
Modifié par Kai Hohiro, 03 octobre 2010 - 01:26 .
#133
Posté 03 octobre 2010 - 01:34
The Spamming Troll wrote...
i just dont see how a growth to character creation is viewed as being overpowered. theres alot of things that can create advantages to shepaerds performance other then allowing all the biotics available to an adept class. people want all sorts of things that would make shepard OP. like crouching, blind firing, weapon mods, a larger assortment of abilities, more weapons....... the list goes on. personally id like to see a game that included all those things. theres no need to worry about balancing issues. you worry too much.
I think the general assumption is that the game would be balanced around all of those proposed additions.
I can't say I agree with your idea to remove the re-spec feature. If it weren't included, players could hamstring themselves. I don't think we need to cater to the lowest common denominator, but there should be some options for, say, an Adept that chooses nothing but crowd control powers without knowing he or she might need Warp or a similar power.
#134
Posté 03 octobre 2010 - 03:24
cruc1al wrote...
The game was balanced and designed primarily around Normal difficulty, and it's true that on that difficulty you can quite easily dispose of enemies without using guns as an adept.
How Mass Effect 2 is "balanced' if the most powerfull tool you have are your weapons, not your powers.
This applies to ME1 too, your powers are way beyond any weapon in the game.
Hope ME3 correct this.
#135
Posté 03 octobre 2010 - 03:36
Modifié par sinosleep, 03 octobre 2010 - 03:37 .
#136
Posté 03 octobre 2010 - 04:51
sinosleep wrote...
The power balance between weapons and powers is FAR closer in ME 2 than ME 1. People that whine about the guns sure do seem to forget that most powers are aoe either in their natural form or become aoe through things like warp explosions. You aren't going to strip 3 enemies of armor fast with a gun than you are with an incineration blast. You aren't going to strip 3 enemies of shields quicker with guns than you will with an area overload. You sure as **** aren't going to do it if you have your squadmates doing the same thing with aoe powers hitting even more people. Granted, you aren't always going to have nicely clustered groups, but you get them often enough where the balance isn't nearly as bad as some people make it out to be. Particularly when for what I feel is the millionth time now, guns are keyed to DEFENSES AND NOT HEALTH.
You are assuming a lot, because I didn't said anything regarding this.
Sure weapons don't have the AoE of powers, but they are way more effective than using powers and kill enemies faster. Also, if I have Inferno ammo I don't need Incinerate, since my ammo spread his payload, igniting enemies nearby.
ME1 is the opposite, your powers kills enemies a lot faster than weapons.
I'm not comparing ME1 with ME2, the two games are unbalanced regarding this specific subject, powers X weapons, that's what I said.
And I don't see the need that everytime a discussion arises the two games are compared.
#137
Posté 03 octobre 2010 - 05:04
brfritos wrote...
Sure weapons don't have the AoE of powers, but they are way more effective than using powers and kill enemies faster. Also, if I have Inferno ammo I don't need Incinerate, since my ammo spread his payload, igniting enemies nearby.
ME1 is the opposite, your powers kills enemies a lot faster than weapons.
Having Inferno Ammo does not make Incinerate obsolete. The area of effect from Inferno Ammo is tiny and unreliable. I'm not saying Inferno Ammo is bad, mind you. Its small area of effect is part of what keeps it balanced.
I think the global cooldown system might be part of why you think powers are weaker than guns.
#138
Posté 03 octobre 2010 - 05:12
brfritos wrote...
You are assuming a lot, because I didn't said anything regarding this.
Sure weapons don't have the AoE of powers, but they are way more effective than using powers and kill enemies faster. Also, if I have Inferno ammo I don't need Incinerate, since my ammo spread his payload, igniting enemies nearby.
ME1 is the opposite, your powers kills enemies a lot faster than weapons.
I'm not comparing ME1 with ME2, the two games are unbalanced regarding this specific subject, powers X weapons, that's what I said.
And I don't see the need that everytime a discussion arises the two games are compared.
And you didn't counter a single thing I posted. You just simply say weapons are more effective because, um, nothing? I gave you specific situations where weapons aren't going to out do powers, pretty much any situation involving enemies grouped tightly enough to catch in aoe any thing.
Modifié par sinosleep, 03 octobre 2010 - 05:16 .
#139
Posté 03 octobre 2010 - 05:36
Also the cooldown is not the problem, since my favorite classes of the game are engineers/sentinels, two classes reliant on it.
As for the weapons beign more powerfull, take the AR for example.
After the Tungsten Jacket upgrade they become a beast, since they have 25% more prenetration against armor, shields and biotics.
In conjunction with inferno ammo you can make hell in the battelfield better than using overload.
You can see in your builds, sinosleep, you favor shotguns because they are very powerfull, specially for classes that don't have weapons training, like engineers, sentinels and adepts.
#140
Posté 03 octobre 2010 - 05:53
Kai Hohiro wrote...
class-less and class-based systems both have their own advantages and disadvantages.
With that being said, a class based system definitly suits ME. Don't see that changing either.
Apparently your entire frustration stems from not having enough powers on your Adept. Now that's your opinion and that's fine, but I don't see how this would warrant a system where you have to "pick" skills.
ME's system is fine as is, if you want to "pick" a power you simply put points into it, if you don't want to "pick" one, you don't put any points into.
For example on my last Infiltrator I didn't put any points in cryo ammo, hence I didn't pick that power. I don't need some wierd system where I have to pick skills, it's fine if I have a preset set of skills where I can chose if I put points into a power or not. That already is my choice of what skills I will use.
If you just wanna say you would like each class to have more abilities, fine, I don't necessarily agree, but I can understand that. But I don't see why they would have to change the system for that.
And giving a class more and more stuff isn't always a good solution. Look at WoW where they recently decided to cut remove almost half the talents in the game, because it was just too much bloat and too difficult to balance.
explaining to me the simple process of what happens when i put points into skills? comparing skillsets in ME to WoW? my complaint isnt adept only. why cant i make a sentinel with pull or an infiltrator with sabotage? its a simple question. i think someone can answer it without coming up with unrelated excusss. reading this kind of non sense posting is giving me headaches. i cant even make a well thought out reply to something like this.
#141
Posté 03 octobre 2010 - 06:01
brfritos wrote...
Yes, Inferno ammo does not make Incinerate obsolete, this was not what I was trying to say, but in the long run it's more usefull, specially the panic effect, wich works even on protected enemies.
Also the cooldown is not the problem, since my favorite classes of the game are engineers/sentinels, two classes reliant on it.
As for the weapons beign more powerfull, take the AR for example.
After the Tungsten Jacket upgrade they become a beast, since they have 25% more prenetration against armor, shields and biotics.
In conjunction with inferno ammo you can make hell in the battelfield better than using overload.
You can see in your builds, sinosleep, you favor shotguns because they are very powerfull, specially for classes that don't have weapons training, like engineers, sentinels and adepts.
I favor shotguns primarily because everyone used to think they sucked (back in February) and I set out to prove them wrong, and because I played a whole heck of a lot of vanguards which made me want to try and play every other class like a vanguard minus charge. It doesn't mean I think weapons are inherently more powerful than powers are in ME 2. I stand by what I said earlier, in aoe situations powers will out do guns, otherwise guns can out do powers. Unless you are playing as a soldier and guns with the aid of your class power will shred anything. Although on a class based entirely around guns, that should really be expected.
Modifié par sinosleep, 03 octobre 2010 - 06:01 .
#142
Posté 03 octobre 2010 - 07:09
The Spamming Troll wrote...
explaining to me the simple process of what happens when i put points into skills? comparing skillsets in ME to WoW? my complaint isnt adept only. why cant i make a sentinel with pull or an infiltrator with sabotage? its a simple question. i think someone can answer it without coming up with unrelated excusss. reading this kind of non sense posting is giving me headaches. i cant even make a well thought out reply to something like this.
Alright, this is the last response I'll make (I dont see a need to waste more time on an issue that is NOT going to get changed whether you or I want it to.)
1) Having all class related powers (Combat, Tech, Biotics) available to players would be overwhelming to NEW players. You need to accept that unfortunately ALL BUSINESSES are more concerned about gaining new business than pleasing the current business (I've yet to see a company in the past 10 years that actually cares about its current crop of customers more than gaining new business). I dont fault Bioware for this, they've got EA lurking over their shoulders and I'm sure Bioware wants some cash too. New players (and a lot of "less intelligent people") are unable to manage choosing between a huge array of abilities.
2) Squadmates - Part of why I think classes DONT have all class related abilities is the fact that it creates a "One Man Army" effect. You will no longer be dependant upon squadmates if you have access to all class related abilities. Or at least it'd be a lot easier to not actually be concerned with WHO you take with on missions, more who you like. Currently the system is hampered enough that you really are better off having squadmates and picking the right ones for the right missions. Unlike games like Oblivion and Fallout where you ARE the only person(Fallouts buddies dont count), and NEED to be able to do everything, Mass Effect is about TEAM... hence the heavy push on "loyalty"... again a Biotic would have trouble with shields/synthetics, but SMGs alone practically counter the whole "shields" issue, same goes for Infiltrator/Tech in reverse (but SMGs also kick butt against Barriers)
3) Balance.... While I dont think balancing really is THAT big of a deal in a single player game, I do feel like Bioware did want to make sure each experience at similar difficulties was close enough that casual-insanity wasnt too drastically different between the classes, and could be done with each. I'm not saying it couldnt be balanced with all abilities available, but I think it just makes it that much harder. Again, I dont really care so much about balancing in a single player game, but look how many people complain already about the balancing... it'd only be a lot worse with all abilities available.
4) Hybrid power selection menu would be HUGE. If you're offering ALL class related abilities to each hybrid, then that creates a massive list of abilities you have to scroll through. Where as the single class styles would have a small selection menu by comparison. This doesnt really bother me, but could you imagine a newbie looking through a list of what... 20 or more powers and wondering wtf to do? Again, this doesnt bother me as an experienced player, but the fact is games/companies are trying to appeal to NEW business, NOT the current crop, and having so much to select from would just overwhelm the new comers.
Anyway, I dont dislike the idea of what you want, I just think its never going to happen. I'm not gonna reply anymore because I dont see any point, if you cant see from what I've offered you now for reasons WHY it wont happen, then you're never going to understand anyway. Really the most you can do is start a petition of sorts and try to get it sent in to Bioware or something, because that'd be a lot more effective than arguing with people here in the strategy section.
#143
Posté 03 octobre 2010 - 11:41
Ares Caesar wrote...
Personally, from the sounds of what you're talking about now (I read about 1/2 the entire thread), then you might as well just drop down to 3 classes alone.
Soldier- Weapons, and all weapon based specialties (give them tactical cloak too)
Biotic- All biotic powers available
Tech/Engineer- All tech powers available
Otherwise if you're basically talking about making ALL relevant powers available for each class, then you're really only making it 6 classes each with 1 gimmick individual power, and not much diversity beyond that.
The current 6 classes and LACK of powers really forces diversity and generally different playstyles.
I dont really like the idea of all things being available to certain classes.... really would make it much less reason to even try the others, the current division of 6 and the fact that powers ARE limited in availability makes each class play different enough that I've got 6 good excuses to play through a 30+ hour game, making Mass Effect 2 one of the BEST video game investments (especially in a day and age where most games are 6-20 hours max with NO variation in subsequent playthroughs)
As radical as it sounds, I actually wouldn't mind it if there was just three classes and you took specialisations to go off in the direction you prefer (so a 'Vanguard' could either be an Adept that uses a shotgun and charges every so often, or a biotic Soldier that primarily fights at short range and spams charge) - a bit like DA:O.
It'd need a lot of thought but it would probably mean that all classes of a certain persuasion have a base skill set.
#144
Guest_Aotearas_*
Posté 03 octobre 2010 - 11:46
Guest_Aotearas_*
Hilarious thread is hilarious.
#145
Posté 03 octobre 2010 - 12:12
1. Separate biotic, tech, combat and ammo cooldowns. This encourages each class to use an opposite bonus power for more varied gameplay, ex. engineers will be more likely to pick stasis or dominate.
2. Introduce more combinations like warp detonations, as well as tech combos and tech/biotic combos. This will make teammates more fun to play with as each one will bring unique combinations and strategies to the field.
Nothing wrong with the class system as a whole though, Bioware polishes their games until it shines, and it shows in Mass Effect 2.
Modifié par Leon Zweihander, 03 octobre 2010 - 12:15 .
#146
Posté 03 octobre 2010 - 03:33
Ares Caesar wrote...
Alright, this is the last response I'll make (I dont see a need to waste more time on an issue that is NOT going to get changed whether you or I want it to.)
1) Having all class related powers (Combat, Tech, Biotics) available to players would be overwhelming to NEW players. You need to accept that unfortunately ALL BUSINESSES are more concerned about gaining new business than pleasing the current business (I've yet to see a company in the past 10 years that actually cares about its current crop of customers more than gaining new business). I dont fault Bioware for this, they've got EA lurking over their shoulders and I'm sure Bioware wants some cash too. New players (and a lot of "less intelligent people") are unable to manage choosing between a huge array of abilities.
2) Squadmates - Part of why I think classes DONT have all class related abilities is the fact that it creates a "One Man Army" effect. You will no longer be dependant upon squadmates if you have access to all class related abilities. Or at least it'd be a lot easier to not actually be concerned with WHO you take with on missions, more who you like. Currently the system is hampered enough that you really are better off having squadmates and picking the right ones for the right missions. Unlike games like Oblivion and Fallout where you ARE the only person(Fallouts buddies dont count), and NEED to be able to do everything, Mass Effect is about TEAM... hence the heavy push on "loyalty"... again a Biotic would have trouble with shields/synthetics, but SMGs alone practically counter the whole "shields" issue, same goes for Infiltrator/Tech in reverse (but SMGs also kick butt against Barriers)
3) Balance.... While I dont think balancing really is THAT big of a deal in a single player game, I do feel like Bioware did want to make sure each experience at similar difficulties was close enough that casual-insanity wasnt too drastically different between the classes, and could be done with each. I'm not saying it couldnt be balanced with all abilities available, but I think it just makes it that much harder. Again, I dont really care so much about balancing in a single player game, but look how many people complain already about the balancing... it'd only be a lot worse with all abilities available.
4) Hybrid power selection menu would be HUGE. If you're offering ALL class related abilities to each hybrid, then that creates a massive list of abilities you have to scroll through. Where as the single class styles would have a small selection menu by comparison. This doesnt really bother me, but could you imagine a newbie looking through a list of what... 20 or more powers and wondering wtf to do? Again, this doesnt bother me as an experienced player, but the fact is games/companies are trying to appeal to NEW business, NOT the current crop, and having so much to select from would just overwhelm the new comers.
Anyway, I dont dislike the idea of what you want, I just think its never going to happen. I'm not gonna reply anymore because I dont see any point, if you cant see from what I've offered you now for reasons WHY it wont happen, then you're never going to understand anyway. Really the most you can do is start a petition of sorts and try to get it sent in to Bioware or something, because that'd be a lot more effective than arguing with people here in the strategy section.
1. it isnt hard to differentiate any of the abilities in the ME universe. they are all self explanitory. im not making a mage in DA where i need to plan ahead my build before i even open the box. your kidding yourself if you think gamers are going to be frustrated with figureing out what "throw" would do.
2. i never rely on my squadmats to do anything correctly. thats a gameplay choice, like being a sentinel or a vangaurd. i simply dont care what my squadmates can or cant do, and id assume alot of the ME players feel the same way, even tho you might think everyone in the owrld is as hardcore as all of us, they are not even in the same pond. your experience with ME2 isnt even close to the average experience an ME3 player would have.
3. you really think bioware cant balance a sentinel with pull or an infiltrator with sabotage? they will play differently, but one wont be any more powerfull then the other. so hows a pull sentienl going to throw the game totally out of wack and make a sentinel be so uber powerfull you never want to play ME ever again? its the same exact class, just with one or two different powers. im still going to be using tech armor just as much, but ill be having alot better RP experience playing with abilities that i like rather then waht biowares devs think are a cool enough setup.
4. *see1 above* your somewhat right, but that probably didnt stop you from playing dragon age, or fallout3 now did it?
my intentions arent to change anything, im not obama. im just wondering why i have to play bioware "adept" and not one of my own? i see alot of other dieas that would change gameplay alot more then this little addition i want. changes like crouching and blindfiring and more weapoins all add to being overpowered and balancing issues. the option to make a pull sentinel doesnt take away from the game, it only adds to it.
Leon Zweihander wrote...
Much as I love ME2, I think they oversimplified the combat system a bit. They could fix it by a few changes for the third.
1.
Separate biotic, tech, combat and ammo cooldowns. This encourages
each class to use an opposite bonus power for more varied gameplay, ex.
engineers will be more likely to pick stasis or dominate.
2.
Introduce more combinations like warp detonations, as well as tech
combos and tech/biotic combos. This will make teammates more fun to
play with as each one will bring unique combinations and strategies to
the field.
Nothing wrong with the class system as a whole
though, Bioware polishes their games until it shines, and it shows in
Mass Effect 2.
sepereate cooldowns is more obviouse then anything in terms of changes in abilities. even medigel is on the same timer. its a bad implementation that is gonna be hard to intertwine. thanks global cooldowns!
#147
Posté 03 octobre 2010 - 03:38
Neofelis Nebulosa wrote...
After succesfully restraining myself from adding to this thread, I can't hold it any longer:
Hilarious thread is hilarious.
hhmmmmm, maybe you should be the one with my screen name.
#148
Posté 03 octobre 2010 - 10:32
If you want to play a classless system, check out Champions Online. You'll soon learn though that the upsides of classlessness comes with a whole lotta downsides.
#149
Posté 03 octobre 2010 - 10:55
the classes should remain, your right, this topics title is misleading.
#150
Posté 03 octobre 2010 - 11:22
You don't want things becoming like ME1 where the Vanguard and Infiltrator were better than the Adept and Engineer in pretty much every way that mattered.





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