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Which powers would you like to see in ME3 again?


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#26
Ahglock

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Curunen wrote...

Pull, and I'd like pull field to have a larger radius (more like lift), and heavy pull to have some appropriate perk.
That said I'd also like to have an area slam, or even ME1 lift back as well.


Pull, push, singulairty should have been able to do more to hard to hit biotic types.  Like pull should actually lift into the air a Ymir mech for the full duration if its heavy none of this glow for a second or two and then fall over crap, sngualrity should stagger and drain defenses of ymirs when protected.  Though wide should have got the additional targets since it is wider and can hit more.  It would give you a distinct difference the area of effect versions would be better vs the average troopers, the heavy would be better at taking down hard targets. 

#27
Ahglock

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Shvabic wrote...

swn32 wrote...

jwalker wrote...

I agree. But the Soldier as it is now would have to be redisigned. Probably not a bad thing for me, because I don't like  that class very much.


Soldiers dont need powers. It's just fine the way it is. Guns and adrenaline rush are enough. 


To be honest, the Soldier seems a bit bland. All you do is AR, AR, AR, AR...

I would like some powers unlinked, something in between ME and ME2.

As a master of arms, I could see the Soldier getting some kind of weapon context sensitive power.

For example, it would let him shoot some kind of grenade in an arc from his shotgun, while making him able to shoot through light cover with the pistol and so on.

Unlink it from AR, give it another (longer) CD, so you have to make tactical choices about using them combined for some nasty combos or by themselves in a pinch.


Sure those ideas, carnage for shotguns.  Cover/suppresive fire for automatics, crap maybe some kind of advanced AR where it freezes the screen like you hit shift, but lets you place shots for what wouyld be X seconds of firing.  Once the power went, the shots would happen in stupid fast.  There are a lot of ways you can turn advanced weapon skills into powers.  While I don;t really care for it, you could pull out the D&D4e players handbook out and see what martial powers you could translate into a sci-fi setting. 

#28
Bachmors

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Sure those ideas, carnage for shotguns. Cover/suppresive fire for automatics, crap maybe some kind of advanced AR where it freezes the screen like you hit shift, but lets you place shots for what wouyld be X seconds of firing. Once the power went, the shots would happen in stupid fast. There are a lot of ways you can turn advanced weapon skills into powers. While I don;t really care for it, you could pull out the D&D4e players handbook out and see what martial powers you could translate into a sci-fi setting.


I had a similiar thought ... like the "mark-and-execute" function in Splinter Cell 5. The soldier has ocular-synaptic implants, it shouldn't be a problem for him/her ;-)

Like this:

#29
XCPTNL

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I think there are actually a lot of great ways to make the Soldier a much more interesting class as far as different powers go. In my opinion Hellgate London did have some great skills for the Marksman class and while this game wasn't a big success I played it a lot, especially my Critical-Hit Marksman. There were skills like Multishot (firing 2 additional bullets per shot for 4 or 5 seconds) or passive skills that would enhance the possibility of a critical hit (which obviously deals more damage) and passives to further increase this damage. Also things like different kinds of bullets that had a chance to hit additional targets after hitting the first one. Or different ways to place a beacon on an enemy or multiple enemies for a certain duration during which they would take more damage and stuff like that. Then there was the T-Stance skill path which would force you to stand still but your aim would be even more accurate, weapons could fire over larger distances and do more damage. Also further down the skill shield you would gain additional shields so you could get hit several times while in this stance. And of course there were different kinds of grenades (frag grenade, flashbang, a toxic grenade and phase damage grenade) as well as the possibility to invest into different kinds of airstrikes like napalm and an electrical field - with increasing radius and damage per second for each of the 7 ranks.

So in my opinion Bioware did a very poor job on the Soldier. Of course everybody is like "you only need AR" because a) there really is nothing useful there besides AR and B) because of the global cooldown. But this class could be so much more interesting while still heavily relying on weapons only - or most of the time.

#30
The Spamming Troll

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NICKjnp wrote...

Bozorgmehr wrote...

Everything except Ammo Powers - they're no powers, it's ammo ...

And I don't like the way bonus powers work. Soldier should not be able to use biotic or tech skills, Adepts should not be allowed to use tech or combat skills etc.


Bonus powers should not be allowed.  I think that the only things that should be made available are bonus weapons.  And those should be given at the start of the game.


this makes too much sense to not happen. im suprised it didnt happen in ME2.

stasis is more popular then the entire adept. stasis makes an infiltrator or a soldier an "adept."  thats a problem.

i also think every class should get a decent weapon from the start. ME2 is redisulous with its finding random guns on random countertops, and using sidearms as a galactic supersoldier. im pretty sure i could kick ME2 shepards ass, but ME1 shepard would destroy me.

#31
sagefic

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Are we just talking bonus powers here?

I would like to see most of the powers return - esp. unique-to-class powers. As a huge fan of adept, Singuarity is my fave, but I think the Vanguards are going to want their charge, etc.

I agree with Boz - ammo powers would work better as equipment related. I also find the cross-class bonus powering odd. If it was done away with, I'd be fine with that, but I would love for the biotics to get Barrier back as a default power.

#32
The Spamming Troll

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sagequeen wrote...

I agree with Boz -I also find the cross-class bonus powering odd. If it was done away with, I'd be fine with that, but I would love for the biotics to get Barrier back as a default power.


agreed times a million. im about to rip on ME2........


classes should have been base around what they are, as in an adept or a sentinel, not a preset grouping of skills and then labeling that an adept or a sentinel. an adept, king of all biotics, should have had at the very least, the potential to be exactly that. an adept SHOULD be alot of things it isnt.

minor changes like removing prereques so i dont have to invest in shockwave as a vangaurd.

to big changes like an adept class should be able to choose from ALL available biotics. theres no need to worry about one adept being better then another, itd be more like a reave/slam/warp ammo adept VS pull warp/warp/stasis adept. itd create a HUGE variety in gameplay, which is severly lacking in ME2. i mean each ME2 class build looks exactly the same, its pathetic to call leveling in ME2, "leveling." my vangaurd looks exactly like yours, so why even give us the choice to put points somewhaere?

i also think caster classes shouldnt be limited to sidearms, unless every oher class is as well. if my adepts abilities are no greater then the infiltrators, then why are my guns worse?

#33
Locutus_of_BORG

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I actually want all the powers back, maybe with some tweaking around so that some aren't left nigh useless (Concussive Shot, Shockwave, Shredder Ammo) while others are near game-breaking (Stasis). Don't get me wrong, for a single-player game, I love the imba mayhem that's possible in ME2, but I don't want to dodge spending points in a power because it's useless.

Also, new/streamlined powers are always more than welcome, so long as they're awesome (Stasis).

#34
Ahglock

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Bachmors wrote...

Sure those ideas, carnage for shotguns. Cover/suppresive fire for automatics, crap maybe some kind of advanced AR where it freezes the screen like you hit shift, but lets you place shots for what wouyld be X seconds of firing. Once the power went, the shots would happen in stupid fast. There are a lot of ways you can turn advanced weapon skills into powers. While I don;t really care for it, you could pull out the D&D4e players handbook out and see what martial powers you could translate into a sci-fi setting.


I had a similiar thought ... like the "mark-and-execute" function in Splinter Cell 5. The soldier has ocular-synaptic implants, it shouldn't be a problem for him/her ;-)

Like this:


I thought it was a cool idea until you usesd the worst and only crap character in an otherwise awesome show as an example.  :) 

#35
swn32

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Wow, doesn't the availability of weapons negate any need for powers. Grenades seem like a good idea but I would really hate to see aimbot powers like mark n execute or screen freeze. And AR is used mostly for damage boost, ammo conservation and enemy dps reduction. It's not needed for aiming. AR also renders most powers like marksman, assassinate, carnage, overkill redundant. Rather what I'd like to see is more soldier exclusive weapons and grenades. Maybe even a soldier exclusive heavy weapon.

#36
JayhartRIC

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The engineer and adept classes need something to set them apart from the other classes. Either way faster cooldowns or more unique powers.

#37
Saaziel

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I can tell you want i don't want back : Reave & Dominate.

Perhaps i wasn't paying attention, but i don't recall anything about Newtonian Mechanics allowing you to suck dry the life out of people. Then again perhaps Samara's cleavage is so epic that it warp the fabric of reality it self to the point where we've entered the Twilight zone. Same goes for dominate.

I'm fine with the power themselves , though the Vampire part of Reave should be removed from the armour & health damage , and made an other power all together. They're just not Biotic the way Biotics are described in Mass Effect. Or just get real and make Magic officially part of the ME universe and be done with it.

They'd be fine if described as Tech powers ; Add some technobable , Nanobots , Medi-droid , Cybernetic hack and so on ...

#38
Ahglock

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Saaziel wrote...

I can tell you want i don't want back : Reave & Dominate.

Perhaps i wasn't paying attention, but i don't recall anything about Newtonian Mechanics allowing you to suck dry the life out of people. Then again perhaps Samara's cleavage is so epic that it warp the fabric of reality it self to the point where we've entered the Twilight zone. Same goes for dominate.

I'm fine with the power themselves , though the Vampire part of Reave should be removed from the armour & health damage , and made an other power all together. They're just not Biotic the way Biotics are described in Mass Effect. Or just get real and make Magic officially part of the ME universe and be done with it.

They'd be fine if described as Tech powers ; Add some technobable , Nanobots , Medi-droid , Cybernetic hack and so on ...


I have the same issue with them.  I had hoped they would be Asari whatever morinth is called powers.  They do not fit as biotic powers. 

#39
AK404

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Shvabic wrote...

To be honest, the Soldier seems a bit bland. All you do is AR, AR, AR, AR...

...

For example, it would let him shoot some kind of grenade in an arc from his shotgun, while making him able to shoot through light cover with the pistol and so on.

Unlink it from AR, give it another (longer) CD, so you have to make tactical choices about using them combined for some nasty combos or by themselves in a pinch.

The Solider as it is now is perfectly designed.

I found Solider to be at once the easiest and hardest class to play: it doesn't have the high-risk playstyle of the vanguard, but at the same time, it lacks any CC abilities outside Concussive Shot and Cryo Ammo and has no inherent defense-stripping abilities that aren't tied to ammo; knowing how to outflank and outmaneuver your opposition is generally the best way to play, and while AR is awesome as an offensive power, I gotten to love using it to maneuver my solider into more advantageous positions.

#40
SierraGHOSTN7

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Well, first I played with Soldier (assault riffe *_*), but I still missed any powers so I changed to Vanguard. I like more ME2 when speaking about classes and talents. I like the Charge and Slam powers most, but almost all other powers of the Vanguard are quite useful.

#41
EffectedByTheMasses

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I'd like to see shockwave return. I really like the power, it just should do some damage or bypass protection or something. Same with the Incisor SR- If it was slightly more powerful or had twice the ammo, it would be epic.

Some other powers I'd like to see return: Sabotage and Damping rolled into one but outside of Overload. Combat drone, Tactical Cloak, Slam, and the weapon buff powers from ME1.

#42
RedCaesar97

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My thoughts:

I would like to see most of ME2's powers return. Dominate does not really seem like a biotic power to me, and only makes sense for Morinth, not Shepard. And while Energy Drain is good power, it never made much sense to me how you could leech someone's shield and add it to your own. Even in a fictional universe that never made sense to me.

I would like to see Reave work like an instant-cast+line-of sight Warp but without the Warp explosion or health-leeching abilities (and maybe make it an Area of Effect version from the start?).

I would like to see a return of Immunity (from ME1), but with a reduced damage protection, something like 50% for 6 seconds on the strongest evolution, and on a 6-second cooldown that starts after the duration has ended.

I'd also like to see Shield Boost (from ME1) return as well, although that should be a class-specific power, maybe for the Sentinel. Maybe it could evolve into Power Armor/Assault Armor.

Concussive shot should do more damage, or it's barrier multiplier should be increased. Adrenaline Rush should not add weapon damage.

Pull and Throw should gain an Area of Effect (AoE) as you evolve the power, not just as an evolution. Same with Overload, Incinerate, and Cryo Blast. Wide Singularity should hold more enemies than Heavy, but Heavy should last longer and gain the ability to hold Fenris mechs, Varren, and YMIR mechs. Making Shockwave useful for harder difficulties would be tough, maybe: a shorter cooldown (say 4.5s) and with fewer bursts (maximum of 4 or 6?).

I think bonus powers should remain (you had them in ME1), but perhaps go back to ME1's system where you could choose from any power as long as it was unlocked (class-specific powers should remain class-specific). However, weapons in ME1 had their own powers and those powers only made sense when ammo was unlimited (Marksman and Overkill especially).

Grenades make sense as a combat power. If they keep the Barrier/Shields/Armor protection system, you could have disruptor and inferno grenades. It would make for an interesting skill-based Incinerate and Overload, but trying to balance them again Incinerate and Overload would be tricky.

Bringing back Sabotage (from ME1) would be tricky, as it really only made sense when guns had unlimited ammo. However ME2 Overload manages it (and Flashbang), so it is not unreasonable that it could return. I think it would have to work against only unprotected targets for it to remain balanced.

I've got more thoughts, but I think I better leave them for another post.

#43
marksman100

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Other than the class-specific powers, (charge, etc.) I want to see Incinerate. If Bioware's keeping the Bonus Powers, I would like to have an explanation for the acquirement. (Such as an Infiltrator suddenly having biotic powers)

Modifié par marksman100, 02 avril 2011 - 07:35 .


#44
Sparrow44

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Echoing what others have said here's some powers and idea's I'd like to see return:

- Combine Sabotage and Dampening from ME1 into one power, have it a like Overload as instacast and choose evolutuons between AoE or longer overheating of weapons. You could call it just 'Sabotage' as it fits the power better.

- Flashbang can be brought back removing it's overheating effect but keeping it's large AoE still perfect for wide CC through knockdowns (unprotected) or staggers (protected), simply replace Concussive shot as a Soldier CC power.

- Concussive Shot can be kept however give it much higher damage (especially against Barriers) and have it able to knock singular targets out of cover or at least knock them over for 1-2 seconds even through protection if needed.

- Lift should return in a vien similar to it's ME1 part capable of AoE from the first rank however has a longer cooldown (6 seconds) than other powers such as Pull which retains it's lower cooldown (3 seconds).

- Carnage, Assassination and Overkill/Marksman should return and available for their classes that start of with these weapons (Soldier, Vanguard and Infiltrator) again similar to their ME1 counterparts by activating the power it gives you the next shot(s) more damage or better accuracy and recoil this would be good for a Vanguard activate Carnage wait for cooldown and Charge into tough mobs with a more powerful shotgun blast. Overkill would be good for weapons with high recoil like the Avenger, Revenant and Tempest etc.

- Neural Shock and toxic/poison damage would be a good Krogan/Vorcha killer like in ME1, not sure if toxic should be applied to NS or as a another power as I really like the ME2 version as well.

- Personally would overhaul Adrenaline Rush, the increase in aiming in slow-mo was ok in ME2 but being able to do more weapon damage, eh? As a (Super) Soldier they should be using that talent to storm enemies and get right in their face or just for health damage reduction (Immunity-lite). But for increa sed weapon damage that's what the class passive and weapon mods are for.

- Tech Armor currently resets squadmates cooldowns which was supposed to be removed from the game yet still got left in, as a Sentinel it would be nice to use that power as seperate from TA but not just for cooldown but other similar buffs for squadmates like enhanced application of powers (like increase in radius, duration or damage), think Rally from DA:O.

There are some good suggestions for powers in this thread, and hopefully Bioware realise this so they can add more to the classes in ME3 and to make them more unique and varied, and of course the more powers and talents for each class the merrier.

#45
Lukertin

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Kronner wrote...

swn32 wrote...
Soldiers dont need powers. It's just fine the way it is. Guns and adrenaline rush are enough. 

Yeah, I agree. BioWare could add some grenades though, exclusive to the Soldier.

I would prefer grenades instead of having 7 different ammo types

#46
Bachmors

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Lukertin wrote...

Kronner wrote...

swn32 wrote...
Soldiers dont need powers. It's just fine the way it is. Guns and adrenaline rush are enough. 

Yeah, I agree. BioWare could add some grenades though, exclusive to the Soldier.

I would prefer grenades instead of having 7 different ammo types


As would I. They really should replace "concussive shot" with "flashbang grenade ... my flashbang-soldier is enormous fun on insanity.

#47
RedCaesar97

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I used to disagree with The Spamming Troll in the past, but...

The Spamming Troll wrote...

classes should have been base around what they are, as in an adept or a sentinel, not a preset grouping of skills and then labeling that an adept or a sentinel. an adept, king of all biotics, should have had at the very least, the potential to be exactly that. an adept SHOULD be alot of things it isnt.


I can agree with this up to a point. The Adept is pure biotics, but does not have all the biotic abilities. This was a result of how the bonus power system worked in ME2: bonus powers were limited to squadmate-specific powers unlocked by completing loyalty missions. A decent system, but it left the Adept and Engineer without all the available biotic and tech skills. Although having class-specific powers certainly made the classes more unique than in ME1, where taking Singularity for a Vanguard made for a stronger Adept, and taking AI Hacking on an Infiltrator made for a stronger Engineer.

The Spamming Troll wrote...
minor changes like removing prereques so i dont have to invest in shockwave as a vangaurd.


Totally agree. I think most of the people on this forum agree as well.

The Spamming Troll wrote...
to big changes like an adept class should be able to choose from ALL available biotics. theres no need to worry about one adept being better then another, itd be more like a reave/slam/warp ammo adept VS pull warp/warp/stasis adept. itd create a HUGE variety in gameplay, which is severly lacking in ME2. i mean each ME2 class build looks exactly the same, its pathetic to call leveling in ME2, "leveling." my vangaurd looks exactly like yours, so why even give us the choice to put points somewhaere?


I agree somewhat. If the Adept started with all available biotic powers (like the ME1 Adept) then the "sameness" of Adepts and (other classes) would be less of an issue. More available talents with fewer skill points would allow for more unique builds. I believe that has been suggested by several people. I agree with that suggestion.
I would disagree with Warp Ammo on the Adept unless it was chosen as a bonus power. Warp Ammo is an ammo power with biotic properties, and not an actual biotic power. But good suggestions nonetheless.

The problem most classes, is that you after investing point in 2-3 talents and then the class passive, you are left spending points in powers you will infrequently or never use. For example, after Charge and Inferno Ammo, what is really left for the Vanguard? In theory, the Vanguard could be more combat oriented (Inferno Ammo - Cryo Ammo - Charge - passive, plus Shockwave or combat/biotic bonus talent) or more biotic oriented (Charge - Shockwave - Pull - passive - combat/biotic bonus power). In practice that seems to never be the case.

In theory, the ability to evolve all talents (and not just the class passive) into different evolutions should produce more unique builds. But in practice this kind of fell flat since most of the time, only one choice was clearly better.

Looking at the strategy guides, it would appear that there are many different builds for each class, but in reality most builds either revolve around the bonus power or bonus weapon.

The Spamming Troll wrote...
i also think caster classes shouldnt be limited to sidearms, unless every oher class is as well. if my adepts abilities are no greater then the infiltrators, then why are my guns worse?


I would disgree that the Adept's abilities are no greater than the Infiltrator's, but I think that comes down to personal experience and preference. I understand your position. 

In all honesty, I'm nitpicking a game that I really enjoy playing. I think a lot of these issues have only become (more) apparent over time. I'm really looking forward to ME3.

#48
aimlessgun

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Is it reasonable to think that every power will return, and they'll simply expand upon the current game (and you'll start at lvl 30 and go to 60)?

#49
Malanek

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I think most if not all the powers are worthy of return. I don't think I have ever really used neural shock, there always seems to be something better. Shockwave is cool but a bit weak, just make the stagger effect a bit longerfor protected enemies and it would be fine. Shredder ammo has a place but there are so many better ammo powers that it's place is pretty small. Shadow strike can go if Kasumi does not come back. The only power I would consider nerfing is adrenaline rush, the soldier will never be enticed to use something different while that is so powerful. Fixing bugs in Charge, Stasis, Shadow strike would be good. But don't fix the bug (if it is a bug) in tech armour, if needed reduce the strength, the companion cooldown removal opens up fun and unique gameplay.

#50
Alamar2078

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aimlessgun wrote...

Is it reasonable to think that every power will return, and they'll simply expand upon the current game (and you'll start at lvl 30 and go to 60)?


That's one way to go.  Perhaps you could just expand on the current power set and go from there.  Maybe take away the Evolution Bonus at level 4 and add it back at L5??

I suspect that we'll start over [again] from some reason at L1 but I'm perfectly OK with this.  I would rather just start over at L1 with no explanation rather than die again or similar.

If there is a trial at the beginning / prologue of ME3 maybe being stripped of ship, support, weapons, etc. we can also just start from the beginning there???