Suggestion to Bioware for improving Sentinels
#26
Guest_lightsnow13_*
Posté 13 juin 2011 - 11:47
Guest_lightsnow13_*
Tech armor was OP. At lv 3+ tech armor would allow cooldowns removed for squadmates. I felt like tech armor was always on anyway. My cooldowns were mostly because I used tech armor.
Throw was probably my most used ability. I would shoot the shields off enemies and throw em around. And with the upgraded cooldowns that sentinels get it turned into a 1.5 sec (basically) cooldown for throw. So yeah, I was constantly throwing people around.
Cryo blast just wasn't used. I'd rather use tech armor or throw.
Overload in general felt unnecessary. You could shoot the shields off faster than the cooldown for overload. Warp was only useful for detonations. Granted they are the abilities that remove different kinds of protection but they were weak in comparison to shooting. Maybe if they were stronger they would get more use. I just felt like they were really under powered.
I don't know about anyone else but those abilities seemed random almost. Like they had to choose a tech and biotic power just to fill the quota. In ME1 sentinels had lift, throw, decryption, electronics, medicine, first aid, barrier, and stasis. I know in ME2 they had to decrease the amount of abilities but...I felt sentinels really had it all covered.
#27
Posté 14 juin 2011 - 12:16
#28
Posté 14 juin 2011 - 12:39
#29
Posté 14 juin 2011 - 04:18
- doing melee near an enemy is a shield bash(think drgn age) that knocks foes back or down
- holding melee would activate the shield to deflect incoming projectiles(rockets, lasers) that would otherwise break through ur tech armor
Modifié par Zelelous, 14 juin 2011 - 04:22 .
#30
Posté 14 juin 2011 - 04:53
lightsnow13 wrote...
I think they just need more difference with their abilities. My first impression of all the abilities was "random much?" Throw, Warp, Tech Armor (obvious), Overload, Cryo blast.
Tech armor was OP. At lv 3+ tech armor would allow cooldowns removed for squadmates. I felt like tech armor was always on anyway. My cooldowns were mostly because I used tech armor.
Throw was probably my most used ability. I would shoot the shields off enemies and throw em around. And with the upgraded cooldowns that sentinels get it turned into a 1.5 sec (basically) cooldown for throw. So yeah, I was constantly throwing people around.
Cryo blast just wasn't used. I'd rather use tech armor or throw.
Overload in general felt unnecessary. You could shoot the shields off faster than the cooldown for overload. Warp was only useful for detonations. Granted they are the abilities that remove different kinds of protection but they were weak in comparison to shooting. Maybe if they were stronger they would get more use. I just felt like they were really under powered.
I don't know about anyone else but those abilities seemed random almost. Like they had to choose a tech and biotic power just to fill the quota. In ME1 sentinels had lift, throw, decryption, electronics, medicine, first aid, barrier, and stasis. I know in ME2 they had to decrease the amount of abilities but...I felt sentinels really had it all covered.
Didn't seem random at all to me. They had a Biotic defense stripper (Warp) and a Tech defense stripper (Overload) to cover all the types of defenses encountered, and then they had a Biotic CC power (Throw) and a Tech CC power (Cryo). You may have preferred Throw, but the two were more or less interchangeable. And impractical as it may have seemed on the higher difficulties, Cryo and then Throw was a pretty damn fun combination. Like I claimed in my reason for making this thread though, I think a class-exclusive power that combines Biotics and Tech would go a long way to making Sentinels gel better as a class. Less distinction between the two types of powers wold just make them feel more whole to me.
And to be honest, the most fun I had with Sentinels was going all-out Assault and primarily using just Tech Armor, Flashbangs, and the occasional D stripper (also works well with Energy Drain to keep your Tech Armor up instead of Flashbangs, but I prefer laying out entire rooms with FB's and Sentinels really had the best synchronicity with them since they had the most significant cooldown reduction of all classes and the durability with Tech Armor to rush in after throwing one). And while that was a fun playthrough it just didn't feel all that much like where I thought the Sentinel class was headed from ME1, and I'd rather them dial down the Sentinel tanking at least a little and bring back the support role like I said before.
I'd really love it if one of the classes significantly improved the entire squad and I think Sentinel should be that class.
#31
Posté 23 juillet 2011 - 05:19
Seriously though, what better idea for a class that was given the ultimate defensive mode as an exclusive power in Mass Effect 2 than to give them an ultimate offensive mode in ME3, and one that perfectly harkens back their roots as combat-deficient Tech and Biotic casters. It looks like Sentinels will be able to match Soldiers in the asskicking department, only with casting instead of shooting. I freaking love it!
#32
Posté 23 juillet 2011 - 05:23
#33
Posté 23 juillet 2011 - 01:08
I'm wondering how many powers we can max this time around, and how many of the stats within a power we can max...





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