Discussion and suggestions for classes and abilities in ME3
#126
Posté 15 avril 2011 - 06:26
#127
Posté 15 avril 2011 - 11:11
Soldier:
He's your typical Space Marine, his only ability is to shoot stuff. No biotics, no tech. Now, that's not exactly a bad thing. The one thing I would say that Soldier's have over Infiltrator's and Vanguard's is focus of the battlefield (from an RP perspective). If they don't need to exert willpower to throw someone, or plug commands into his hand, then Soldier's are always focused on the best way to kill someone. This was somewhat addressed in Adrenaline Rush, but to slow-down time, increase weapon damage AND boost defence - that's a little bit overkill, no? Why not split it up into 3 different versions, so the Soldier still becomes the best class for tanking, shooting, and getting into strategically placed cover or flanks? Plus, with the inclusion of Flashbang or Inferno grenade, the Soldier could even take down everyone solo.
Engineer:
Something that struck me in both ME1 and ME2 is that the Engineer is really good at controlling the battlefield using mind-tricks. Combat Drone to confuse, AI Hack and Dominate to control. I think what the Engineer needs is more puppet-like techniques. Various versions of Drone, or even two at the same time. Synthetic or Organic disable, like Stasis, but they can still be shot etc. Maybe even a power that bypass shields/barriers for a short while. Oh, and bring back tech-only hackables. They made the build-up of my squad far more important than just aesthetics.
Adept:
Two words: Crowd Control. That's what it's been for two games, it needs to stay that way. No other class does it better. Stasis, Singularity, Throw, Pull. I find that the Adept isn't about doing damage (though I know it can do it very well), its about making battles fun.
Sentinel:
Whilst I loved Tech Armour, it was beyond overpowered. I think that for ME3, it needs to bring back a team-player mechanic. Sentinels should be able to use the most numerous/effective medi-gels. Like the side effect of Tech Armour, they should be able to cooldown the squadmates abilities, or make them stronger. Instead of Tech Armour only affecting you, a Sentinel could use a 'group' Barrier or Geth Shield Boost. Also, crowd control is a very effective way to play the Sentinel. Stasis and Cryo Blast are musts - stopping the opponent is just one way to 'help' your squadmates. Also, the shield that the Shadow Broker used is something that the Sentinel would look awesome with. Just throwing that out there.
Vanguard:
Not even sure if this needs saying, but the Vanguard is definitely the 'In Your Face' class, and that's how it should stay. I imagine the Vanguard should be the fastest class to play as, but also the most reckless. There should be rewards and/or punishments for this kinda play (I liken this to the move Close Combat, from the Gen. IV pokemon games - huge attack, lowered defence). Where the Adept has all the CC biotics, Vanguard's should have the damaging ones: Warp, Reave or Shockwave (though this needs to be upgraded for ME3).
Infiltrators:
They feel like the hardest to define, because they can do both long and short range, stealth and gun's blazing, and sniper and shotgun. I'm going to leave this one up to Bioware to handle because I have no ideas
#128
Posté 15 avril 2011 - 11:13
If Cloak is in ME3, a good improvement would be if enemies don't automatically take cover if you're cloaked. This is seriously annoying.
Modifié par termokanden, 15 avril 2011 - 11:15 .
#129
Posté 17 avril 2011 - 06:49
An evolution to a passive or another power alltogether that lets you cast enchaned attacks that combine the omni-tool and the biotic arm. This would make Sentinel powers more unique for example: combining Warp and Overload means you strip the shields and are able to create a ragdoll or an explosion effect. However this means more of a penalty to cooldowns and may take longer to cast than regular powers so in some ways you can have an offensive Sentinel that isn't all about Tech Armor and therefore less overpowered.
Another suggestion is that same as you can spend points on talents and choose weapons at the beginning of a ME2 mission, I would put in modes of play that can be selected as well that would influence how you go into the battle and how your weapons and abilities work and can also access exclusive depending what 'style' you choose.
Using the Sentinel as an example this means you can choose multiple ways of playing each scenario without getting one 'uber' build whenever you play, so some players might focus on the defender/guardian Sentinel and would choose that and get access to suitable talents that allows them to play as a supporter. Same idea can be used for anyone wanting to try a caster Sentinel and would get different talents than those of a defender and the class could be played like a biotic/tech glass cannon.
There shouldn't be one optimal build for each class, there should be at least 2 or 3 fun and/or powerful builds for completing the game and hopefully each of them do get unique skills that allows for variety.
#130
Posté 17 avril 2011 - 07:10
Sparroww wrote...
If the Sentinel has access to biotics and tech abilities then I would like to see more synergy between those two talents.
An evolution to a passive or another power alltogether that lets you cast enchaned attacks that combine the omni-tool and the biotic arm. This would make Sentinel powers more unique for example: combining Warp and Overload means you strip the shields and are able to create a ragdoll or an explosion effect. However this means more of a penalty to cooldowns and may take longer to cast than regular powers so in some ways you can have an offensive Sentinel that isn't all about Tech Armor and therefore less overpowered.
Another suggestion is that same as you can spend points on talents and choose weapons at the beginning of a ME2 mission, I would put in modes of play that can be selected as well that would influence how you go into the battle and how your weapons and abilities work and can also access exclusive depending what 'style' you choose.
Using the Sentinel as an example this means you can choose multiple ways of playing each scenario without getting one 'uber' build whenever you play, so some players might focus on the defender/guardian Sentinel and would choose that and get access to suitable talents that allows them to play as a supporter. Same idea can be used for anyone wanting to try a caster Sentinel and would get different talents than those of a defender and the class could be played like a biotic/tech glass cannon.
There shouldn't be one optimal build for each class, there should be at least 2 or 3 fun and/or powerful builds for completing the game and hopefully each of them do get unique skills that allows for variety.
I like to see AT LEAST 3 very different paths, 4 would be better. to play the game with each class. All for example, Infiltrators, but 3 different kinds. Maybe a CQC specialist, for example.
#131
Posté 17 avril 2011 - 07:13
Sparroww wrote...
If the Sentinel has access to biotics and tech abilities then I would like to see more synergy between those two talents.
An evolution to a passive or another power alltogether that lets you cast enchaned attacks that combine the omni-tool and the biotic arm. This would make Sentinel powers more unique for example: combining Warp and Overload means you strip the shields and are able to create a ragdoll or an explosion effect. However this means more of a penalty to cooldowns and may take longer to cast than regular powers so in some ways you can have an offensive Sentinel that isn't all about Tech Armor and therefore less overpowered.
Another suggestion is that same as you can spend points on talents and choose weapons at the beginning of a ME2 mission, I would put in modes of play that can be selected as well that would influence how you go into the battle and how your weapons and abilities work and can also access exclusive depending what 'style' you choose.
Using the Sentinel as an example this means you can choose multiple ways of playing each scenario without getting one 'uber' build whenever you play, so some players might focus on the defender/guardian Sentinel and would choose that and get access to suitable talents that allows them to play as a supporter. Same idea can be used for anyone wanting to try a caster Sentinel and would get different talents than those of a defender and the class could be played like a biotic/tech glass cannon.
There shouldn't be one optimal build for each class, there should be at least 2 or 3 fun and/or powerful builds for completing the game and hopefully each of them do get unique skills that allows for variety.
I like your ideas, it would allow sentinels to stand out as casters with their own niche. TA doesn't allow for interesting casting mechanics other than a passive bonus.
#132
Posté 17 avril 2011 - 07:34
Personally feel there were little powers (in comparison to ME1) and you could find the talents that were worth maxing and then you could potentially have 'everyman' builds. And to go one step further you could re-allocate points between missions meaning as long as you were rich with 'eezo' you were able to experience all the strengths and weaknesses in one playthrough of that particular class.
You want to complete a playthrough with a class and think "Wow that Infiltrator run was cool, if I try it again I want to try out the other powers I didn't choose first time, hmm what about a Vanguard....."
#133
Posté 17 avril 2011 - 07:54
I hope they get rid of prerequisites (i.e. 3pts Shockwave to unlock Pull) and the 1-2-3-4 system for points allocation.
#134
Posté 17 avril 2011 - 07:59
#135
Posté 17 avril 2011 - 08:33
Sparroww wrote...
I think Bioware were too generous when it came to points allocation in ME2, you had 7 talents to choose from and you can get up to 51 points to spend out of 70 meaning that you could max 5 talents and are left with a one-pointer OR you were able to put points in every talent and they'd all be at least rank 2.
Personally feel there were little powers (in comparison to ME1) and you could find the talents that were worth maxing and then you could potentially have 'everyman' builds. And to go one step further you could re-allocate points between missions meaning as long as you were rich with 'eezo' you were able to experience all the strengths and weaknesses in one playthrough of that particular class.
You want to complete a playthrough with a class and think "Wow that Infiltrator run was cool, if I try it again I want to try out the other powers I didn't choose first time, hmm what about a Vanguard....."
I wanted more points in ME2, I am fine with end game or at least NG+ end game being able to max everything.
#136
Posté 17 avril 2011 - 08:34
Xratter wrote...
Fix charge please. It's great... when it works, but there are a lot of times i can walk or crawl over a wall to get to the enemy, but still can't charge... or even enemies standing right next to me. Kind of annoying when I can't use it in the tough spots. Tried it a few times on the last fight too (after the platforms were set) with the same results.
God yes. Though actually I want to be able to charge without a target as well.
#137
Posté 17 avril 2011 - 08:42
Kronner wrote...
I hope they get rid of prerequisites (i.e. 3pts Shockwave to unlock Pull) and the 1-2-3-4 system for points allocation.
The upgrade system for powers in DA2 might be an option (also without prerequisites); You select a number of powers and upgrade their abilities using skill points. It's basically the same thing like in ME2 without the 1-2-3-4 crap - You take Overload for example and upgrade it to get more damage, increased radius, better cooldown, overheating effects, extra damage versus synthetics, etc.
This would give the option to spec powers anyway you want to and every skillpoint (or level up) means something (in ME2 you sometimes have to level up multiple times to really improve powers).
#138
Posté 17 avril 2011 - 08:43
Ahglock wrote...
God yes. Though actually I want to be able to charge without a target as well.
Yeah, that would be awesome, hopefully it would not be short range Charge (ala Vasir in LOTSB) only though.
#139
Posté 17 avril 2011 - 09:08
Well in the cut scenes she could fly up to the balacony way up there. And when I was playing my vangaurd, I was "but, but I want to charge after her"Kronner wrote...
Ahglock wrote...
God yes. Though actually I want to be able to charge without a target as well.
Yeah, that would be awesome, hopefully it would not be short range Charge (ala Vasir in LOTSB) only though.
#140
Posté 18 avril 2011 - 01:18
I'd like to see protection powers similar to ammo powers in ME2, or if they reverse back to a micro management of weapon/armour bonus like in ME1 have some upgrade to modify how your protection behave.
Ideally ; classes like Soldiers & Engineers would have Armour , Adepts & Vanguards would have Barriers , Finally Sentinels and Infiltrators would have shields. Protection powers would resemble what the Sentinels currently have , but not the whole Tech suite.
For example a Soldier's armour goes down, it sends a shock wave across the field. If an Adepts Barrier goes down, Cooldowns are reset. Alternatively it could be a passive bonus, A vanguard's Barrier would take less damage the closer he/she is to an enemy. An engineer's Armour send out paralysing & shield depleting electrical arcs to near by enemies. Adding evolved powers to specialized these effects even more.
This would tone down powers that are (arguably) too strong*, it would generate more builds but force a more judicious spending of power points and it would varied game play.
* I'd expect that the Shield boost & And AoE blast , from the Vanguard & Sentinel respectively , would be separated into new powers as described above. So you wouldn't get a Double AoE knockdown on a sentinel for example.
#141
Posté 18 avril 2011 - 02:00
You don't have to play like this at all. The Sentinel has the fastest recharge rate and most damaging powers of any class in the game. They don't have the awesome power of singularity but they do have the most powerful warp explosions. That does require teamwork.Bozorgmehr wrote...
My problem with the Sentinel is simple: Why give a class a bunch of biotic and tech skills when they're not going to use them? A class with such a flexible layout of powers should be great to get the most out of cool power-combos and squadmates - Sentinels should be the most flexible class when it comes to selecting squadmates and that would have opened lots of different tactics one could use. Instead, the Sentinel has become the total opposite - squadmates are a non-issue and the only tactic is to spam TA and shoot/beat everyone to death (with little chance to die in the process). I don't like that, but I can understand some do. If you're one of them then it's not the Sentinel class, but the ability to tank that got your attention - which brings us back to the original post: I said that task or role fits the Soldier best (imo) and Soldiers also have one (dominating) skill and could use a couple more to increase their options.
#142
Posté 18 avril 2011 - 03:57
Kronner wrote...
Ahglock wrote...
God yes. Though actually I want to be able to charge without a target as well.
Yeah, that would be awesome, hopefully it would not be short range Charge (ala Vasir in LOTSB) only though.
My solution for that is for it to allow you to manually control the direction of your charge for a short period of time. IE, you can navigate the battle field in charge for 6 seconds.
Or if that sounds awkward, pull a Dragon Age and have you choose your new position from an Iso View. It'd be kinda of like a teleport.
Modifié par PrinceLionheart, 18 avril 2011 - 03:59 .
#143
Posté 18 avril 2011 - 06:36
Bozorgmehr wrote...
Kronner wrote...
I hope they get rid of prerequisites (i.e. 3pts Shockwave to unlock Pull) and the 1-2-3-4 system for points allocation.
The upgrade system for powers in DA2 might be an option (also without prerequisites); You select a number of powers and upgrade their abilities using skill points. It's basically the same thing like in ME2 without the 1-2-3-4 crap - You take Overload for example and upgrade it to get more damage, increased radius, better cooldown, overheating effects, extra damage versus synthetics, etc.
This would give the option to spec powers anyway you want to and every skillpoint (or level up) means something (in ME2 you sometimes have to level up multiple times to really improve powers).
Yeah, DA2 was quite good in this aspect. Hopefully ME3 improves on that.
Very true.
#144
Posté 18 avril 2011 - 11:57
PrinceLionheart wrote...
Or if that sounds awkward, pull a Dragon Age and have you choose your new position from an Iso View. It'd be kinda of like a teleport.
If Charge doesn't require a target to lock on to then it would probably need a feature like this, otherwise you end up with Vanguards charging into walls or off ledges.
Malanek999 wrote...
You don't have to play like this at all. The Sentinel has the fastest recharge rate and most damaging powers of any class in the game. They don't have the awesome power of singularity but they do have the most powerful warp explosions. That does require teamwork.
The problem for me with a caster Sentinel as it is, is that it has a bit of an underwhelming list of powers to begin with and to play an effective one would depend on the bonus power.
At the moment the class can't use biotic combos itself and most of the cooldown tends to be spent on re-activating Tech Armor. I suggested in another post that maybe it should be able to combine it's tech and biotics into one superpower that can have different effects at the expense of longer cooldown.
At the very least something that makes the Sentinel no longer an overpowered tank and something that can compare with an Adept or Engineer as an effective caster.
Modifié par Sparroww, 18 avril 2011 - 12:04 .
#145
Posté 18 avril 2011 - 01:16
1. Inferno for armour
2. Frag for health
3. EMP for shields
4. Concussion for biotic barriers
5. Flashbang for general use
Another possible change to concussive shot: Let the player choose when to detonate the round, enabling CS to travel over cover or be fired into the center of a group of enemies before exploding.
This and some sort of ability to request heavy fire from the Normandy. Modern soldiers get air support all the time, why can't Shepard?
Modifié par Capt_Flashheart, 18 avril 2011 - 01:17 .
#146
Posté 18 avril 2011 - 04:30
Sparroww wrote...
Malanek999 wrote...
You don't have to play like this at all. The Sentinel has the fastest recharge rate and most damaging powers of any class in the game. They don't have the awesome power of singularity but they do have the most powerful warp explosions. That does require teamwork.
The problem for me with a caster Sentinel as it is, is that it has a bit of an underwhelming list of powers to begin with and to play an effective one would depend on the bonus power.
At the moment the class can't use biotic combos itself and most of the cooldown tends to be spent on re-activating Tech Armor. I suggested in another post that maybe it should be able to combine it's tech and biotics into one superpower that can have different effects at the expense of longer cooldown.
At the very least something that makes the Sentinel no longer an overpowered tank and something that can compare with an Adept or Engineer as an effective caster.
That's my problem exactly - Sentinels should be a bit more than walking & exploding tanks.
Maybe removing TA and change it into somekind of buff / sustain: Sentinels can 'activate' Power Armor (and it stays active indefinitely), which doesn't increase armor, but boost tech/biotics instead (and a lot more than 15% which doesn't make much of a difference) and/or faster cooldowns. Buff will be in effect as long as the Sentinel can keep shield up - when shield goes down, Sentinels have to wait for regen (like the other classes) to get shield (and the 'PA' boost) back.
Assault Armor works alike, but instead boosts armor (or reduces (shield) damage taken) and it explodes when shield goes down - again, Sentinel has to wait for regen to get shields back to benefit from the added protection (and explosion).
This would give Sentinels the option to specialize in either high damage output (PA) or extra protection (AA) without turning them into (TA spamming) tanks - all cooldowns can be used to cast powers though the Sentinels' power layout needs some improvement to give them access to more (power) combos (which is something that would make all classes and squadmates more interesting and important) and something unique perhaps (and make PA/AA specs instead of the current Raider/Guardian)?
#147
Posté 18 avril 2011 - 05:06
Bozorgmehr wrote...
That's my problem exactly - Sentinels should be a bit more than walking & exploding tanks.
Maybe removing TA and change it into somekind of buff / sustain: Sentinels can 'activate' Power Armor (and it stays active indefinitely), which doesn't increase armor, but boost tech/biotics instead (and a lot more than 15% which doesn't make much of a difference) and/or faster cooldowns. Buff will be in effect as long as the Sentinel can keep shield up - when shield goes down, Sentinels have to wait for regen (like the other classes) to get shield (and the 'PA' boost) back.
Assault Armor works alike, but instead boosts armor (or reduces (shield) damage taken) and it explodes when shield goes down - again, Sentinel has to wait for regen to get shields back to benefit from the added protection (and explosion).
This would give Sentinels the option to specialize in either high damage output (PA) or extra protection (AA) without turning them into (TA spamming) tanks - all cooldowns can be used to cast powers though the Sentinels' power layout needs some improvement to give them access to more (power) combos (which is something that would make all classes and squadmates more interesting and important) and something unique perhaps (and make PA/AA specs instead of the current Raider/Guardian)?
How exactly is that a problem, you don't fix things by removing something that works really well. You just don't get it after all the feedback you've been given. You improve by adding features, not remove them only to ****** off people that enjoy a certain way of playing. Now, adding interesting ACTIVE functionalities like the ability to combo tech and biotic by further evolving PA is one way of doing it, not remove it entirely. That's like admitting the Sentinel was a failure from a design standpoint.
#148
Posté 18 avril 2011 - 05:24
Maze of Torment wrote...
How exactly is that a problem, you don't fix things by removing something that works really well. You just don't get it after all the feedback you've been given. You improve by adding features, not remove them only to ****** off people that enjoy a certain way of playing. Now, adding interesting ACTIVE functionalities like the ability to combo tech and biotic by further evolving PA is one way of doing it, not remove it entirely. That's like admitting the Sentinel was a failure from a design standpoint.
The ME2 Sentinels is a failure from a design point of view. The Jack of all Trades is a Master Tank.
The ME1 Sentinel was a squisy but extremely versatile caster, with powers that could handle all the different enemies you've encountered. ME1's tech/biotic has become a pure tank in ME2. Only on the drawing board does it look like a tech/biotic, in-game you're not only better off spamming TA, it's the reason to play Sentinel to begin with. If BW had re-named the class things would have been different, but the current Sentinel isn't a biotic/tech specialist.
#149
Posté 18 avril 2011 - 05:36
I certainly hope BioWare will tweak things, no drastic changes are needed.
Modifié par Kronner, 18 avril 2011 - 05:38 .
#150
Posté 18 avril 2011 - 05:50
Bozorgmehr wrote...
...The Jack of all Trades is a Master Tank...
...but the current Sentinel isn't a biotic/tech specialist...
Agreed, working as intended.
Bozorgmehr wrote...
The ME2 Sentinels is a failure from a design point of view
Then I suggest you take a look at thisisme's excellent Power Armor+AR sentinel videos here and here. There's nothing about them that indicate failure as you say, on the contrary it's damn good fun. Personally pick shotguns, but heavy throw + deep cryo is always bound to RB+LB on my controller.
Modifié par Maze of Torment, 18 avril 2011 - 06:15 .





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