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#26
Bozorgmehr

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@ jwalker; You're right, 40% cooldown it is - still second best (with Engineers), only Sentinels can get 45% cooldown reduction :)

#27
Irzhen

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I have never noticed singularity doing anything against YMIRS with any kind of defense. Which is the biggest complain I have about biotics on ME2. If that is true I would be one happy adept :P



As for the topic, I don't like custom classes without restritions. There were some good ideias of making custom classes on some other topics which I wouldn't mind seeing, but a Elder Scrolls system is, IMO, the worst possible scenario any game with classes can have. It would be inevitable to end up with a class that could do anything, no matter the effort of the developers to balance everything.

#28
The Spamming Troll

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theres been quite a few threads about more variety within classes. like having a vangaurd that could pair up pull and warp or an infiltrator that had overload. i think that makes perfect sense to me. it wouldnt force every vangaurd to play exactly like every other vangaurd. theres just not much variety within each class as it is, and opening up more options within a class would be great in my opinion. i wouldnt nesesarily want charge, cloak and AR on the same character, but something like a sentinel that chooses its own set of biotics and techs instead of being forced to play a throw, warp, overload sentinel, along with everyone else.



there isnt much discusion about how to level a class, because leveling up in ME2 is just as linear as its gameplay has become.

#29
Zahe

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Having the option to choose between 2 or 3 abilities on some slots, having restrictions on each slot could work out pretty well.

For example, the sentinel get one tech slot and one biotic slot to fill. Having the option to choose every ability is a little to much IMHO.

Modifié par Zahe, 02 janvier 2011 - 04:32 .


#30
freddfx

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ScroguBlitzen wrote...

You describe your ideal character as one with pistols, assault rifles, sniper rifles, tech armor, warp and throw. Sounds pretty close to a Sentinel. Just choose Sniper Rifle training on the Collector ship and use the Locust instead of assault rifles (Kasumi DLC) and you are good to go.


If he goes with the Mattock... then its like having an assault rifle version of the Viper... the Mattock, it really is that great. 

#31
The Spamming Troll

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Zahe wrote...

Having the option to choose between 2 or 3 abilities on some slots, having restrictions on each slot could work out pretty well.

For example, the sentinel get one tech slot and one biotic slot to fill. Having the option to choose every ability is a little to much IMHO.


nothing would need to change from ME2s structure other then giving the player their own choice of abilities available to its class, other then the class signature abilities. id also like classes to have their choice of weapons in much the same way. im sure we can all agree the removal of SMGs is obviouse enough. as well as adept, sentinels and engineers only having bloddy pistols. id like weapon types to be selected as well as ability options. id like all calsses to have sidearms and allow for each class to pick its selection of weapons. like the adept, sentinel and engineer get pistol and a choice of AR, shotgun or sniper rifle, vangaurd and infiltrator get a choice of 2 of the 3 and soldier gets them all. i also think soldier should be the only class to use heavy weapons. im figureing ME3 will make my abilities more functional, so the soldier will need some flashyness too.

#32
Zahe

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I disagree with much of your post. SMGs and Pistols has their place and too much flexibility would only lead to broken builds. While balance doesn't matter much in a singelplayer game, having builds that trivialize everything sucks.

#33
sinosleep

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The ONLY expansion I'd like to see is something akin to straight up skill trees from DA:O. More skills per class, but keep em class specific so as to not allow the god modes that would easily arise from simply picking all your powers out of one pool.

#34
The Spamming Troll

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sinosleep wrote...

The ONLY expansion I'd like to see is something akin to straight up skill trees from DA:O. More skills per class, but keep em class specific so as to not allow the god modes that would easily arise from simply picking all your powers out of one pool.



skill trees suck. that means im investing in something i might never use. how many abilities in DA did you never even use? probably a million. much like when im playing a vangaurd, investing in shockwave makes me want to puke.

#35
sinosleep

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I thought DA:O only had stat based pre-reqs, not skill based pre-reqs. Although I'd have to admit that while I sunk over 80 hours into that game through multiple playthroughs I haven't played it in a while....

I don't mind stat based ones (needing X strength to use Y skill) but skills based pre-reqs (like investing in shockwave to unlock pull) make me sick as well.

[edit here] WHOOPS, yeah, it's a blend of both stat and skill based pre-reqs but they way they're alligned is a lot more useful than the completely unrelated ways skills are unlocked in ME 2, which is why I guess it didn't stick out as much in my memory. At least with DA:O everything you are unlocking is related to what was unlocked before it.

Sunder armor -  passive - sunder arms - passive

makes a lot more sense than

Shockwave - shock wave - Pull

I was originally going to use Torchlight as my example, since they have no pre-reqs at all for their skill trees, but they share a TON of skills between the three classes so I decided not to use it as an example of what I would like. I guess at the end of the day I'd like something of a mix between Torch Light and DA:O. No pre-reqs like Torchlight, but not as many shared skills like DA:O.

Modifié par sinosleep, 04 janvier 2011 - 03:15 .


#36
Praetor Knight

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I'd be happy with trading a power (Concussive Shot first) or heavy weapons for SMG's on the Soldier.

Even if the bonus weapon damage gets nerfed on AR, I would accept that type of trade-off for access to SMG's.

My only nitpick is to have SMG's separate from Heavy Pistols. Maybe have SMG's on the left hip and Heavy Pistols on the right thigh.

#37
thepiebaker

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if you keep dying then try setting your loyalty power to either geth shield boost, fortification, or barrier and hotkey that SoB. as soon as your shields die activate it and you'll be set for more. i find that the ammo loyalty powers are generic crap. if you are to chose one pick warp ammo it's the best overall

#38
The Spamming Troll

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sinosleep wrote...

I thought DA:O only had stat based pre-reqs, not skill based pre-reqs. Although I'd have to admit that while I sunk over 80 hours into that game through multiple playthroughs I haven't played it in a while....

I don't mind stat based ones (needing X strength to use Y skill) but skills based pre-reqs (like investing in shockwave to unlock pull) make me sick as well.

[edit here] WHOOPS, yeah, it's a blend of both stat and skill based pre-reqs but they way they're alligned is a lot more useful than the completely unrelated ways skills are unlocked in ME 2, which is why I guess it didn't stick out as much in my memory. At least with DA:O everything you are unlocking is related to what was unlocked before it.

Sunder armor -  passive - sunder arms - passive

makes a lot more sense than

Shockwave - shock wave - Pull

I was originally going to use Torchlight as my example, since they have no pre-reqs at all for their skill trees, but they share a TON of skills between the three classes so I decided not to use it as an example of what I would like. I guess at the end of the day I'd like something of a mix between Torch Light and DA:O. No pre-reqs like Torchlight, but not as many shared skills like DA:O.


the thing is ME is setup to only really need a handfull abilities anyways. why not just give the adept all the biotics and let the player invest points into whichever biotic ability they want? i think a much more creative player could make a class feel very much like their own. some things would have to be restricted in ME3, like possibly make stasis adept exclusive, or like heavy weapons being soldier exclusive.