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whats YOUR preset class?


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#76
Tony Gunslinger

Tony Gunslinger
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Sorry to bust your chops spamming troll, it’s that fine we don’t agree. I did support your idea of choosing your own set of powers because that’s a system-wide change that’s perfectly doable with the right restrictions, and I’m all for customization. And I also want the adept can do more than just singularity-pull-warp in ME3 as well.

Konner, I agree that the warp Vanguard isn’t exactly OP either, but I certainly do believe that it does make the existing Adept pretty unremarkable because of the reasons I’ve stated. It’s the same reason the Infiltrator didn’t get Overload. It also doesn’t make the Infiltrator OP, but it does make the existing Engineer unremarkable.

Edit: actually I changed my mind... about my Uber Sentinel :D. Screw warp, I'm getting reave and energy drain:

Reave - strips armor/barriers, adds health to self
Energy Drain - strips shields, adds shields to self
Cryo Ammo - CCs all enemies once defenses are down, does not interfere with power cooldown
Tech Armor - extra shields, enemy knockdown, does not interfere with power cooldown
Guardian - 30% CD
Weapons: AR and Shotgun

Modifié par Tony Gunslinger, 16 novembre 2010 - 01:56 .


#77
Guest_m14567_*

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Kronner wrote...

IMHO adding Warp to a Vanguard would not make it OP.

The Warp cooldown is way too long, and the projectile travels. You can already do Warp bombs much more efficiently if you use your teammates + Slam to set up or (Area) Reave to strip defense(s). I'd not take Warp, because it would add nothing ov value to me.


===
How about dividing biotics and tech to 2 categories:

Basic - Throw, Pull, Shockwave, Slam, Barrier; Overload, GSB, Cryo Blast, AI Hacking
Advanced - Reave, Dominate, Warp, Stasis; Neural Shock, Energy Drain, Incinerate

Adept and Engineer get default cooldown for both (maybe some bonus to basic skills) categories, while Sentinel, Vanguard and Infiltrator get default cooldown for basic category and some penalty for advanced (let's say 20% or 25% longer cooldown AND 10-15% less power damage) category.

-class exclusive powers are in special category and they are unafffected by the aforementioned penalties and/or bonuses.
-class Passive powers (maxed) further improve:
Adept/Engineer = cooldowns 20% and power damage 15%, health 15%
Soldier = weapon damage 30%, health 30%
Vanguard/Infiltrator = weapon damage 15%, cooldown 10% and power damage 5%, health 20%
Sentinel = weapons 5%, power damage 15% and cooldowns 10%, health 20%


-Soldier can't use any special skills, only combat skills. Soldier is already easiest to play and arguably the most OP class (though at the moment Sentinel is even more OP imho).

-Only Adept/Vanguard/Sentinel can use biotics
-Only Engineer/Infiltrator/Setninel can use tech powers

This will ensure that:

-Soldier is the best weapon specialist (highest damage, access to all weapons)
-Adept/Engineer is the best biotic/tech no matter what, but get no special weapons and no weapon damage bonuses.
-Vanguard/Infiltrator does not have as much biotic/tech power as Adept/Engineer, but has better weapons (Shotgun/SR from start and higher damage) training.
-Sentinel has access to all powers, but has penalties for using advanced powers and is less prolific with weapons. True Jack of all Trades, master of none.


Seems pretty reasonable to me, what about combat powers (flashbang, concussive shot) and ammo powers?

Based on this, I would have (more for what I find fun than anything else)

Vanguard
Warp ammo (purple = BAMF)
Charge
Slam
Destroyer - 15% weapon damage, 10% cooldown, 15% power damage, 0% health
Claymore + Vindicator

Infiltrator
Tactical cloak
Cryo ammo
Geth shield boost
Assassin - 15% weapon damage, 10% cooldown, 15% power duration, 0% health
Widow + Tempest

Soldier
AR
Disrupter ammo
Inferno ammo
Commando - 30% weapon damage, 30% health
Widow+Revenant+Claymore :D

Modifié par m14567, 16 novembre 2010 - 05:23 .


#78
The Spamming Troll

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lazuli wrote...

The Spamming Troll wrote...

the adept can have singularity AND stasis, the two best CC abilities in the game, by a very very wide margin.


You're forgetting the king of CC.  Oh, and the queen.


your absolutely right. combat drone is singularity, with legs.

Kronner wrote...

IMHO adding Warp to a Vanguard would not make it OP.

The
Warp cooldown is way too long, and the projectile travels. You can
already do Warp bombs much more efficiently if you use your teammates +
Slam to set up or (Area) Reave to strip defense(s). I'd not take Warp,
because it would add nothing ov value to me.


===
How about dividing biotics and tech to 2 categories:

Basic - Throw, Pull, Shockwave, Slam, Barrier; Overload, GSB, Cryo Blast, AI Hacking
Advanced - Reave, Dominate, Warp, Stasis; Neural Shock, Energy Drain, Incinerate

Adept and Engineer get default cooldown for both (maybe some bonus to basic skills) categories, while Sentinel, Vanguard and Infiltrator
get default cooldown for basic category and some penalty for advanced
(let's say 20% or 25% longer cooldown AND 10-15% less power damage)
category.

-class exclusive powers are in special category and they are unafffected by the aforementioned penalties and/or bonuses.
-class Passive powers (maxed) further improve:
Adept/Engineer = cooldowns 20% and power damage 15%, health 15%
Soldier = weapon damage 30%, health 30%
Vanguard/Infiltrator = weapon damage 15%, cooldown 10% and power damage 5%, health 20%
Sentinel = weapons 5%, power damage 15% and cooldowns 10%, health 20%


-Soldier
can't use any special skills, only combat skills. Soldier is already
easiest to play and arguably the most OP class (though at the moment
Sentinel is even more OP imho).

-Only Adept/Vanguard/Sentinel can use biotics
-Only Engineer/Infiltrator/Setninel can use tech powers

This will ensure that:

-Soldier is the best weapon specialist (highest damage, access to all weapons)
-Adept/Engineer is the best biotic/tech no matter what, but get no special weapons and no weapon damage bonuses.
-Vanguard/Infiltrator
does not have as much biotic/tech power as Adept/Engineer, but has
better weapons (Shotgun/SR from start and higher damage) training.
-Sentinel
has access to all powers, but has penalties for using advanced powers
and is less prolific with weapons. True Jack of all Trades, master of
none.


perfect  dude! i love it!

ammo powers could be set into teirs as well. cryo would probably be only available to soldier or soldier hybrids. warp ammo available to biotic classes. maybe disruptor available to tech classes. and so on.......

i really think your idea is exactly what id want in ME2. i feel like printing this out and putting in on my refrigerator. A+ man.

Tony Gunslinger wrote...

Sorry to bust your chops spamming
troll, it’s that fine we don’t agree. I did support your idea of
choosing your own set of powers because that’s a system-wide change
that’s perfectly doable with the right restrictions, and I’m all for
customization. And I also want the adept can do more than just
singularity-pull-warp in ME3 as well.


so what have we been argueing all this time for?!?!?

Modifié par The Spamming Troll, 16 novembre 2010 - 07:56 .