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Discussion and suggestions for classes and abilities in ME3


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#376
The Spamming Troll

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AK404 wrote...

Vanguard. Ability to combine charge with
their melee moves. Charge + elbow, charge + head butt (cue in the
Zidane gifs), charge then tackle with shotgun to the gut, falcon punch,
etc.


charge is already OP and you want it to do more?

arent you someone who doesnt want the adept to use its biotics on protected enemies? but you still want the vangaurds charge to become even more potent?

dbndzb wrote...

I was just thinking; what about allowing
us to open singularity at any point in its arc? i.e. fire with y, then
tap again to open. If done correctly, this would give a huge level of
diversity; we'd be able to control how enemies were pulled from cover,
we could even open it over a gap so when it closed, enemies would fall
to their deaths.


kindof like what the blackstorm heavy weapon does?

...how about ME3 has abilities that do what weapons should do, not the other way around. dont give my adept singularity, then make the blackstorm better, bioware.

Modifié par The Spamming Troll, 10 mai 2011 - 09:32 .


#377
Kabanya101

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First suggestion for all classes: BRING BACK PASSIVES. ME1 was an RPG before shooter, roles switched in ME2, and the developers need to fix that. RPG = Passives; RPG = Multiple powers

Second, bring back armor powers. Shield boost, Immunity. They were good powers when you were in a bind and needed a little boost of protection, and now its gone. I'm not saying to be as powerful as it was in ME1, but it would be nice for a return.

Soldier- The soldier really doesn't need powers, it simply needs passives to turn a soldier character into the tank that they were in ME1 and were SUPPOSE to be in ME2.

ME1 was like rock paper scissors. Soldier- tank, Biotic- damage dealer, Tech- Disabler/healer. Bring that back in ME3. ME2 destroyed all the differences in classes, and it made the Sentinel the tank class. Unrealistic compared to what their suppose to be and mechanics in ME1.

All I want for ME3, is for the soldier class from ME1 to return into ME3, or a pure damage absorber that can take anything.

Oh and get rid of Adrenaline rush or weaken it. People love it and say it makes the class over powered, but that's only because that person keeps spamming the power over and over again.

#378
dbndzb

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The Spamming Troll wrote...

kindof like what the blackstorm heavy weapon does?

...how about ME3 has abilities that do what weapons should do, not the other way around. dont give my adept singularity, then make the blackstorm better, bioware.


Not quite. I don't have the blackstorm, so I don't even know how it works, but judging by videos it's not what I mean. I still want the curvability, etc. I don't want it to open and drag people as it goes. I'd like to just have the ability to open it wherever I choose; but it would stop there. Like firing it over cover, but opening it before it hits my target, so I could pull them directly upwards into the singularity. Does that make more sense?

#379
DollarsAtStarNumber

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Kabanya101 wrote...

First suggestion for all classes: BRING BACK PASSIVES. ME1 was an RPG before shooter, roles switched in ME2, and the developers need to fix that. RPG = Passives; RPG = Multiple powers

There were passives in ME2. They were your class talent tree consolidated into one tree. With the change of how combat worked in ME2 most of the ones in ME1 would be obsolete.

Second, bring back armor powers. Shield boost, Immunity. They were good powers when you were in a bind and needed a little boost of protection, and now its gone. I'm not saying to be as powerful as it was in ME1, but it would be nice for a return.

There were four of them in ME2. Barrier, Geth Shield Boost, Fortification and Tech Armor.

Soldier- The soldier really doesn't need powers, it simply needs passives to turn a soldier character into the tank that they were in ME1 and were SUPPOSE to be in ME2.

Ummm the soldier gets a crapload of passives in ME2. They're the ammo powers. Concussive Shot loses most of it's viability on hardcore and insanity.

ME1 was like rock paper scissors. Soldier- tank, Biotic- damage dealer, Tech- Disabler/healer. Bring that back in ME3. ME2 destroyed all the differences in classes, and it made the Sentinel the tank class. Unrealistic compared to what their suppose to be and mechanics in ME1.


First of all, don't bring the realism argument into a video game that features powers and regenerating health.

Secondly why can't the Sentinel also be a tank? It was a very defensive class in the first game as well and removing it's big niche would completely change the concept of the class.

There were plenty of differences in the classes. Soldier has superior weapon damage compared to the sentinel not to mention can carry every weapon (sans SMGs) and has the highest total health in the game.

The high amount of class customization while at the same time maintaining their individual identity is what keeps the game interesting.


All I want for ME3, is for the soldier class from ME1 to return into ME3, or a pure damage absorber that can take anything.


The soldier plays almost exactly like the one from ME1 with several new tricks. With the advent of ammo placed over the flawed heat system from the first game most of the weapon powers became obsolete. He can still take a crap load of damage and even more if you decide to take a defensive bonus power.

Oh and get rid of Adrenaline rush or weaken it. People love it and say it makes the class over powered, but that's only because that person keeps spamming the power over and over again.


Nothing's got a gun pointed at you forcing you to use it. But granted it's one of the only abilities that keeps the Soldier entertaining and different from other Third-Person Shooters.

#380
lazuli

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Kabanya101 wrote...
All I want for ME3, is for the soldier class from ME1 to return into ME3, or a pure damage absorber that can take anything.


Not to be a jerk, but I sincerely hope that you don't get your wish.  The ME1 Soldier was a total snooze.  Granted, the ME2 Soldier is not the most interesting class in ME2, at least not for me.  But it's a lot more engaging than the unkillable Immunity spammer of ME1.

Perhaps we will see a return of weapon powers like Carnage or Assassination.  These powers might make the Soldier more interesting, but they would have to be implemented carefully.

#381
Aumata

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lazuli wrote...

Kabanya101 wrote...
All I want for ME3, is for the soldier class from ME1 to return into ME3, or a pure damage absorber that can take anything.


Not to be a jerk, but I sincerely hope that you don't get your wish.  The ME1 Soldier was a total snooze.  Granted, the ME2 Soldier is not the most interesting class in ME2, at least not for me.  But it's a lot more engaging than the unkillable Immunity spammer of ME1.

Perhaps we will see a return of weapon powers like Carnage or Assassination.  These powers might make the Soldier more interesting, but they would have to be implemented carefully.

Hope so, I can see its uses with Pull field.  It would create a more dynamic vanguard.  Hoping to also so see some tech classes that can make use of sniping cats when I am playing as a Infilitrator.

#382
The Spamming Troll

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im sure youll be able to evolve concussive shot into a more devastating ability. maybe with the potential to be something like assassinate or even a partially sustained ability like marksman. i think kabanyi wants the soldier to seem the best add taking shots or giving shots. the sentinel takes away that feeling for the solider, as well as for the biotic spamming it has that is better then an adepts. id agree tho. th soldier should have the potential to be the best at either giving damage or taking damage. shouldnt it?

#383
AK404

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The Spamming Troll wrote...

AK404 wrote...

Vanguard. Ability to combine charge with
their melee moves. Charge + elbow, charge + head butt (cue in the
Zidane gifs), charge then tackle with shotgun to the gut, falcon punch,
etc.


charge is already OP and you want it to do more?

arent you someone who doesnt want the adept to use its biotics on protected enemies? but you still want the vangaurds charge to become even more potent?

Not stronger, just different.  I'm mostly an infiltrator player, and in a single-player game, I can care less about 'class balance,' since the only times balance matter are multi-player games where you either care about class distribution or PVP.  Mass Effect has neither, so balance matters less than the amount of thought invested in a class.  A basic charge, but if you hit a button at the right time, it interrupts into a melee attack rather than stagger you usually get from a heavy charge.

Also, I'm somewhat indifferent about biotics, mostly because, compared to some players, I am not all that familiar with them.  I don't like that they can't affect protected targets, but I consider it something to work around rather than a gimping because when I see what kind of effect biotics that ignore protections like Stasis have on the game, then I can see the challenge behind the adept drop to zero.  In an RP sense, I fail to understand why biotics are meant to be so special when they are so seemingly hobbled in combat.

However, I would argue for biotics having the same effect as overload, incinerate, and warp on protection layers, much like reave on armor and barriers.  They might not hit as hard as talents specifically made to destroy specific protection types, but perhaps they could hit two layers at once.

#384
AK404

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The Spamming Troll wrote...

.... i think kabanyi wants the soldier to seem the best add taking shots or giving shots. the sentinel takes away that feeling for the solider, as well as for the biotic spamming it has that is better then an adepts. id agree tho. th soldier should have the potential to be the best at either giving damage or taking damage. shouldnt it?

Yeah, I'm fairly disappointed that the soldier wasn't The Tank in ME2.  Hardened Adrenaline Rush gave us steps in the right direction, but I'd really like to see the soldier's talents take it down offensive or defensive paths, much in the same way you had the blademaster and guardian from Hellgate London (remember that game?).

One of the talents I liked was that a guardian's passive health regeneration (something that was painfully absent from ME2, nevermind staying under cover) (I really did like the Collector's Armor for this) was highly dependent upon how many enemies were in its AOE.  That being said, I think it'd actually be pretty cool to have two types of tanks in the game - the sentinel with its heavy shielding, and the soldier with its huge pool of hit points.

#385
Aumata

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Immunity with 50% damage reduction at max, with low stagger reduction. Or going in the build of high immunity/high resistant of stagger with 25% damage reduction. Possible skill for soldiers, and Infiltrator.

#386
AK404

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Damage reduction talents on an infiltrator? Screw that!

A change for infiltrators that I've been bouncing around in my head is to have change cloak so that it remains active until Shepard moves or takes an action.

#387
Aumata

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AK404 wrote...

Damage reduction talents on an infiltrator? Screw that!

A change for infiltrators that I've been bouncing around in my head is to have change cloak so that it remains active until Shepard moves or takes an action.

Usage of decoys for Infilitrators, Imunity is a solider only skill.  Some what like how Halo reach did it.

#388
rubyreader

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Sparroww wrote...

I reckon snipers will still play a big role in Infiltrator builds seeing as they're one of the only two classes that can access the Widow, so as long as Infiltrators maintain access to the higher tier snipers and mods then I think they'll be fine.

I like the idea of a power that increases mobility, Infiltrators relying on stealth and speed to garner quick kills on the battlefield.

If levels are being developed in the game to feature multiple ways of fighting in combat then I think it'd work if some areas are locked off and only techs can access hidden areas and unlock stuff lying around (like the Rogues from Dragon Age) and gain superior position and cover.

Other powers for Infiltrators I'd give them Overload, Sabotage (just for overheating weapons) and Flashbang (stuns enemies in wide area, without the overheating but still effective) as well as Neural Shock (stun and slowly debilitate an enemy by reducing health, speed, accuracy for a duration).

Yeah modified ammo should be part of the weapon mods system, would like to see stuff like Sledgehammer and Phasing rounds return (bypassing shields would be great for weapons like Widow).


Well with the addition of guns being modded for scops suddenly the Infiltrator's zoom slowmo becomes a lot more versatile.

The interesting consequence with the all guns available to all classes and apparently all guns transferring over from an ME2 save, the Infiltrator should now forgo weapons training and now go with just snagging the Widow.

#389
rubyreader

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The Spamming Troll wrote...

im sure youll be able to evolve concussive shot into a more devastating ability. maybe with the potential to be something like assassinate or even a partially sustained ability like marksman. i think kabanyi wants the soldier to seem the best add taking shots or giving shots. the sentinel takes away that feeling for the solider, as well as for the biotic spamming it has that is better then an adepts. id agree tho. th soldier should have the potential to be the best at either giving damage or taking damage. shouldnt it?


Maybe, but then what exactly does the Sentinel do then?

#390
IMNWME

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I want less abilities available, not more. I want those abilities to be well thought-out, thoroughly tested, interact well with each other, and not suffer from game-breaking bugs. I wouldn't mind Shepard having the same 4 power setup as his squadmates in ME2, (1 signature ability, 1 passive, 2 useful powers), so long as they followed those rules.

What about power-heavy classes, you ask? Okay, take the Adept. Singularity (larger radius, instant, shorter cool-down), Warp, Passive, and Throw (now works through protections, but has no area evolution). Sentinel would get Warp, Overload, Tech Armor, Passive. Engineer would get Damping (instant Flashbang Grenade that works on anything), AI Hack, Passive, Drone. Etc.  Everybody will be able to use ammo mods anyways in ME3, so streamline the ability list, and give it more (interesting) evolutions.

I liked ME2 as a shooter with RPG elements. Gameplay is much smoother. ME1's combat was junk. Now, just go all the way with it, and work out the kinks. There's way too many bugs with all the powers in the game, and other than Warp Bombs, not enough interaction. I'd rather have less powers, and more interaction between them, without glitches. That's not possible with a bloated menu of abilities.

Modifié par IMNWME, 14 mai 2011 - 11:26 .


#391
dbndzb

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IMNWME wrote...

I want less abilities available, not more. I want those abilities to be well thought-out, thoroughly tested, interact well with each other, and not suffer from game-breaking bugs. I wouldn't mind Shepard having the same 4 power setup as his squadmates in ME2, (1 signature ability, 1 passive, 2 useful powers), so long as they followed those rules.

What about power-heavy classes, you ask? Okay, take the Adept. Singularity (larger radius, instant, shorter cool-down), Warp, Passive, and Throw (now works through protections, but has no area evolution). Sentinel would get Warp, Overload, Tech Armor, Passive. Engineer would get Damping (instant Flashbang Grenade that works on anything), AI Hack, Passive, Drone. Etc.  Everybody will be able to use ammo mods anyways in ME3, so streamline the ability list, and give it more (interesting) evolutions.

I liked ME2 as a shooter with RPG elements. Gameplay is much smoother. ME1's combat was junk. Now, just go all the way with it, and work out the kinks. There's way too many bugs with all the powers in the game, and other than Warp Bombs, not enough interaction. I'd rather have less powers, and more interaction between them, without glitches. That's not possible with a bloated menu of abilities.


I think you're onto something. However, I think 4 would be too few. If they give so few powers, it will be limiting, and will cause battle to become tedious. I think that's part of the reason they have as many powers as they do. They're making gun combat open to everyone, so I think that's going to gain another great improvement, but they talk about improving the powers we already have; I wouldn't expect them to take powers away. I think the skill set they have now was effective. It only felt like too much with the soldier, who had no skill-worthy places to put points... 

I personally expect them to give us a few more options, judging by some of the things they've said. They want to give us more, not take things away.

But, your stronger interaction I like. I expect that to improve/increase greatly.

#392
DNRB

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They could make the soldier much more interesting.

AR is a bit overpowered, it would be better to break it down into two abilities. (note, this is not completely my idea, read it somewhere on the forums).
-Time slowdown with damage reduction, a bit like hardened AR.
-Something that activates extra damage with a weapon, like the carnage and assasinate abilities in ME1.

Various grenades.
-Frag grenade: does heavy damage to shields and barriers, blasts unprotected enemies of their feet.
-Smoke grenade: creates a temporary smoke-screen. Enemies will blindly fire through the smoke, but cannot see   you or your squadmates, as long as you stand behind the smoke. One evolution could give you a visor, so you can see through the smoke.
-Incinerate grenade: pretty much the same as it is now, but should do a lot more damage.

"Assault powers".
-Concussive shot: stronger, also with an damage multiplier against shields and instant (never understood why it's not btw). Shorter cooldown, so it can compete with frag grenade.
-Fortification: instead of techshield, this one should give 10% damage increase with weapons.

Also, and this is the most important thing, their should be something that increases effectiveness and decreases cooldown time for combat powers, like tech and biotic powers have.

And finally, soldiers should indeed be the ones who can take the most damage. Sentinels should focus on complementing biotics with tech and visa versa, and making fighting as a squad more effective.

#393
termokanden

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Agreed about the combat powers. They are weaker right now because of the missing research bonuses. Perhaps the idea was to give soldiers or combat squaddies weaker powers to make up for their increases weapon damage. But the effect is just that soldier have less of a reason to use more than one power.

I also think like the idea about more grenades. Perhaps they could be something of a soldier specialty? Grenades in ME2 were pretty bad, but they are potentially very fun to use if implemented properly.

#394
The Spamming Troll

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IMNWME wrote...

I want less abilities available, not more. I want those abilities to be well thought-out, thoroughly tested, interact well with each other, and not suffer from game-breaking bugs. I wouldn't mind Shepard having the same 4 power setup as his squadmates in ME2, (1 signature ability, 1 passive, 2 useful powers), so long as they followed those rules.

What about power-heavy classes, you ask? Okay, take the Adept. Singularity (larger radius, instant, shorter cool-down), Warp, Passive, and Throw (now works through protections, but has no area evolution). Sentinel would get Warp, Overload, Tech Armor, Passive. Engineer would get Damping (instant Flashbang Grenade that works on anything), AI Hack, Passive, Drone. Etc.  Everybody will be able to use ammo mods anyways in ME3, so streamline the ability list, and give it more (interesting) evolutions.

I liked ME2 as a shooter with RPG elements. Gameplay is much smoother. ME1's combat was junk. Now, just go all the way with it, and work out the kinks. There's way too many bugs with all the powers in the game, and other than Warp Bombs, not enough interaction. I'd rather have less powers, and more interaction between them, without glitches. That's not possible with a bloated menu of abilities.


i like this idea. im mainly using three abilities as isanyways, which alot of that has to do with me being to lazy to enter the powerwheel anymore. but im not really investing in throw, or shockwave thinking ill actually use those instead of just tapping LB for pull. im investing into them because i have no other options. how about we have the choice to tottally pimp out 3 or 4 abilites or have 10 or 12 very basic abilites. i think the best way to aproach it is to set a somewaht realisic aproach to exactly what a class can or cant do and then give the player as much choice over waht ways they want to create that class within its restrictions. i want the "class and builds" forum to be the hottest place to be for ME3. i want the opposite of ME2.

termokanden wrote...

Agreed about the combat powers. They
are weaker right now because of the missing research bonuses. Perhaps
the idea was to give soldiers or combat squaddies weaker powers to make
up for their increases weapon damage. But the effect is just that
soldier have less of a reason to use more than one power.

I also
think like the idea about more grenades. Perhaps they could be something
of a soldier specialty? Grenades in ME2 were pretty bad, but they are
potentially very fun to use if implemented properly.


what if soldiers were heavy weapon exclusive classes? allowing only the soldier the option to carry the cain or the grenade launcher would create a larger window of "stuff" for the soldier to play with as opposed to uber evolved powers classes like adepts and engineers.

Modifié par The Spamming Troll, 14 mai 2011 - 05:07 .


#395
termokanden

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I don't know about that. They are too powerful to use very often. But if you can't do that, then it's a pretty boring special ability to have.

#396
The Spamming Troll

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i dont think alot of people in here use their heavy weapons anyways. soldiers would also be using heavys far less then adepts would be using abilites as well.

using heavy throw on a protected enemy is pretty boring ability to have too.

#397
DNRB

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what if soldiers were heavy weapon exclusive classes? allowing only the soldier the option to carry the cain or the grenade launcher would create a larger window of "stuff" for the soldier to play with as opposed to uber evolved powers classes like adepts and engineers.


I like this idea. Soldiers should atleast have a bonus with heavy weapons, like more ammo (pickups) or a shorter warmup time (for example with the archprojector or cain). Or maybe be the only ones who have acces to heavy weapons from the start. Infiltrators and vanguards could maybe unlock them via their passives, while the caster classes get a cool power that essentially functions like a heavy weapon. Obviously, it needs to be balanced, because powers are not restricted by ammo.

Or split heavy weapons up into two categories:
Heavy weapons such as the flamethrower and rocket launcher.
Heavy heavy weapons (:wizard:) like the archprojector and the cain, which only the soldier 'd have acces to.

#398
IMNWME

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I think you're onto something. However, I think 4 would be too few. If they give so few powers, it will be limiting, and will cause battle to become tedious. I think that's part of the reason they have as many powers as they do. They're making gun combat open to everyone, so I think that's going to gain another great improvement, but they talk about improving the powers we already have; I wouldn't expect them to take powers away. I think the skill set they have now was effective. It only felt like too much with the soldier, who had no skill-worthy places to put points... 

I personally expect them to give us a few more options, judging by some of the things they've said. They want to give us more, not take things away.

But, your stronger interaction I like. I expect that to improve/increase greatly.


They could still give us "more" while having fewer abilities; just give us more evolutions (3 should be good).  That means each ability has 8 different permutations!  Look at the multitude of playstyles that come from just Cloak + 1 bonus power (which is why I think Cloak is great, it has so much synergy).  I want more synergy between powers and more interaction, and for that to happen, you need to narrow down the power list and really focus on the abilities to enhance gameplay, instead of "cool factor."  I wouldn't mind if Shepard had 4 powers + 1 bonus power, but any more than that is really pushing it.

Take Flashbang Grenade.  It's been argued that its arc makes it a skill-based power.  But I don't care about the difficulty of aiming a power, I care about the difficulty of using it appropriately.  Look at Charge.  Charge is a great power, even though it is instantaneous, because the difficulty arises from tactical use, not how difficult it is to work.  When Charge "can't get a lock!", that doesn't enhance gameplay, it makes you tear out your hair.

Having an Engineer with Damping, Drone, and AI Hack alone could make for crazy playstyles, so long as the evolutions are different enough to make unique builds.  The best builds always optimize a specific playstyle.  I want to have a wider selection of viable playstyles, instead of just having a bunch of bells and whistles I'll never use.

Not to mention having a long list of abilities opens up gameplay to more bugs.  ME1 was buggy w/ powers, and ME2 was even worse.  I don't want to have to play through ME3 100 times just to realize simple bugs like Cryo Blast interfering with Pull, Flashbang not working on Shotguns, or a second Dominate canceling out the first.

Modifié par IMNWME, 14 mai 2011 - 10:08 .


#399
IMNWME

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Oh yeah, and while I'm on the topic of Cryo Blast. I like the power, but with a 4.5s cool-down, it needs to be instant (no travel time) and freeze immediately. That's the only way it can compete with Pull (which has travel time, immediate effect, and a 3s cool-down). I want balance between powers!

#400
termokanden

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Cryo Blast with a 3 second cooldown and instant freeze is just starting to compete with Pull. It still can't be used to set up Warp bombs.

It is blatantly weaker for unknown reasons, but it's still quite fun to use and far from being a weak ability.