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