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class changes; What to keep, what to leave.


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#1
imadipp

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Here we go. I've been a bioware fan for a while now, and the Mass Effect series really captured me in that respect. ME1 was great, but really ME2 is my platform for the experience. This thread will consider the betterment of classes as far as mechanics and fun. What should be improved, what changes should be made, in your opinion.

class specific changes

I'll start us off by speaking for some of the changes of my favorite class; the Vanguard.

Charge: Charge is what kept me a vangaurd. The thrill of moving quickly around the battlefield, the way it could save you or doom you really took control over your playstyle as a vanguard.
     - What to lose: Nothing I can think of for this, really.
     - What to add: Versitility. Heavy charge seemed the obvious choice in my opinion because of the time dilation. I've already heard that powers will "upgrade" more than once, so hopefully that'll add to how you can build charge to your style of play.

Shockwave: To me, shockwave was a very fun ability that decreased in value as difficulties rose. I feel that with some modification the power could return with some extra junk in it's trunk.
     - What to lose: If we can't keep the power from being useless on higher difficulties, the power itself becomes just a filler.
     - What to add: Upgrades can play a major part in. Not thinking of lore, a shockwave that could take the aspects of whichever ammo power you were using could be extremly useful. If that's too far-fetched for you, perhaps an upgrade that makes shockwave produce something like a small warp exposion, so it at least works against biotic shields more readily.

-Sentinel-

Tech armor:
This is a great ability in it's own right, but the upgrades really make it for me.
     - What to lose: This power can sometimes, espiecally on Veteran and below, be dominating. Other powers seem to stop mattering because if your shield goes down, all you need to do is hit your friend, Tech armor.
     - What to add: Since playing ME2, the bright yellow of Tech armor has been somewhat of an eyesore in some of the dimmer areas. Personally, I enjoy the armor with the blue hue the mercenaries in game carry. So I thought, why not have the powers color be determinable by the player? I'm sure a deep red or forest green colored armor could help customize a character more deeply.

-Non-class specific changes-

All of this may be a moot point, but I've always felt the weapon selection in Mass effect 2 was too selective. Still, I preferred it to the way ME1 did it's heat/weapon system. I think adding more weapons would be a great idea, but more so, to add the customization level of some other popular video games. A Mattock with a 2x scope attachment and improved clip size mods, or a scimitar with a "double-tap" feature, to fire two rounds quickly but add a short time afterwards where the gun is too hot to shoot (perhaps an animation of shepherd recovering from the recoil, not an actual heat meter.)

I understand weapon mod's are coming, and i'm happy to hear about it, these are just some of my ME2 fantasies i'd like to see come true with the next installment.

Those are some of the changes I feel I have enough experience to speak of. What would you like to add to your favorite class?

#2
ERJAK1

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I think the most important changes they can make to powers are as follows.

1. No 2 powers that serve the same purpose(pull and throw are unnecessary to have together)
2. Increase the red health bar on enemies on higher difficulties so that it is worth it to use a power after their shields are down rather than just keep shooting(should help break the dominance of the soldier class)
3. Have weapon upgrades/mods that synergize with biotics better. For example, a mod that eliminates damage to the targets actual health, but causes 1.5x damage to defenses.

Modifié par ERJAK1, 20 juin 2011 - 06:45 .


#3
Skirata129

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NO BREAKING SOLDIER DOMINANCE. we are the combat specialists after all.

#4
Yakko77

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Engineer needs a different drone than Tali and Legion. Something with more punch perhaps or a variety of weapon options. I understand the engineer is getting a turret that can be deployed. I'm not sure if this is an additional ability or it's replacing the drone.

#5
imadipp

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Something I forgot to mention in my earlier posting. No prerequisite powers. I hated having the opportunity for three points at level 30 with one point in an ability I didn't like, while another, such as an ammo power, could be four away from being maxed. I want points to all be spend by the time my character is finished, and in a way that could be changed according to what the player wants. Having 4 out of 6 powers maxed would be fine for me.

#6
Skirata129

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imadipp wrote...

 No prerequisite powers..

agreed.

#7
Sailears

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ERJAK1 wrote...

I think the most important changes they can make to powers are as follows.

1. No 2 powers that serve the same purpose(pull and throw are unnecessary to have together)

Maybe not essential, but hardly useless.

And they also don't serve the same purpose - pull's duration can be used for warp explosions or for a simple disabling tactics. Throw can be used for removal of an enemy from the map, throwing explosive canisters at enemies, and so on...

It's more suitable to throw an abomination, for instance, than pull one and have it explode in close proximity.

Both must be available together, at least for adept.

#8
kaimanaMM

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Yakko77 wrote...

Engineer needs a different drone than Tali and Legion. Something with more punch perhaps or a variety of weapon options. I understand the engineer is getting a turret that can be deployed. I'm not sure if this is an additional ability or it's replacing the drone.


I'm on board with this.

I don't think we've heard yet what's going to happen to the drone now that engineers will build turrets.  I hope we won't lose the drone as I think it's really neat tool all the way around (great distraction, good at bumping enemies out of cover).  I'd love to see a little more beef added to it, drone takes a beating fairly well but doesn't dish it out so much (which is in a way understandable), and it'd be nice to have a 'Shepard only' drone that looks different than other drones on the field.  

Modifié par kaimanaMM, 20 juin 2011 - 07:23 .


#9
IndomitusRex

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I'd like to see the Cryo Powers be more useful on higher difficulty levels. I thought they provided really interesting effects, but because of the abundance of armour, shields, and barriers, the cryo powers were very much marginalized.

#10
Smeelia

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ERJAK1 wrote...
1. No 2 powers that serve the same purpose(pull and throw are unnecessary to have together)

Did you mean "Pull" and "Lift"? They're fairly similar (if slightly different, though mostly in terms of direction).

#11
konfeta

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+1 to removal of prerequisite skills. This game doesn't have enough skills per class and should be moving away from power redundancy. Prerequisite system simply doesn't make any sense in that design format.

Personally I think that spellcaster classes should have a way to bypass defenses that's not stripping them with squadmate powers or guns. For example, a spell like Shockwave could be a given a unique niche in its ability to destabilize enemy defense and allow partial piercing of some powers (as a crude example, a maxed out shock wave would allow hitting protected targets with a maxed out Pull as if it was a level 1-2 Pull).

Could end up being overpowering, but I think they can try to buff enemies some other ways to compensate. Would end up making combat a bit more interesting.

#12
Alamar2078

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I'd like the addition of "conversation powers / skills" for lack of a better way to phrase it. If you want all your Paragon speech options you dump points into Charm. If you want all your Renegade options you dump points into Intimidate. If you want both options then you spend points in both.

If you don't want to talk & just want to shoot then ignore these skills and watch stuff blow up :)

Edit:  While the effect looks cool I'd like to see Cryo ammo & effect snap-freeze enemies instead of taking a couple of seconds to take effect.

Modifié par Alamar2078, 20 juin 2011 - 07:34 .


#13
Sailears

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Smeelia wrote...

ERJAK1 wrote...
1. No 2 powers that serve the same purpose(pull and throw are unnecessary to have together)

Did you mean "Pull" and "Lift"? They're fairly similar (if slightly different, though mostly in terms of direction).

Ah, that I can understand (although I'd still like the option to choose pull and lift together, because of the fun factor! ;)).

#14
Daiyus

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As an Engineer I find myself fairly well balanced, I can strip defences, and my Assault Rifle training makes me fairly deadly at all ranges with weapons. The drone is great, but could pack more punch, or have more uses. Maybe the ability to supply ammo from the battlefield? Something a bit interesting. I'd like to see the basis of some ME1 skills come back. The ability to lock peoples weapons down was extremely useful.

Otherwise I'd say it's probably my favourite class to play as, and I like the balance it provides between offensive and defensive passive and active abilities (also, reduce tech research materials is brilliant! Keep that).

#15
imadipp

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Meh, the skills from ME1 took away from the points available for combat. From a realism point of view you don't upgrade your ability to converse with someone as you would upgrade a weapon. In ME2 it was the experience the character had in conversations that lead them to either paragon or renegade actions. The main point of putting points into a skill would be to avoid dialogue in lew of just having the correct amount of points in the skill, which I think is much easier as all you can do is, but more limiting to the experience.

In ME1 you couldn't even do some options available because there was a maximum amount of points to spend in something per level, meaning you had to put points elsewhere. You had to wait until the second playthrough for the option of them. This wasn't really the case in ME2.

#16
Smeelia

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Curunen wrote...

Smeelia wrote...

ERJAK1 wrote...
1. No 2 powers that serve the same purpose(pull and throw are unnecessary to have together)

Did you mean "Pull" and "Lift"? They're fairly similar (if slightly different, though mostly in terms of direction).

Ah, that I can understand (although I'd still like the option to choose pull and lift together, because of the fun factor! ;)).

It was great the way people floated off into the air in ME1 sometimes (you could launch them flying in ME2 sometimes but the slowness adds to the fun).  Since different powers get different evolutions (and that should be more customiseable) having both could actually be quite useful anyway.

imadipp wrote...

Meh, the skills from ME1 took away from the points available for combat. From a realism point of view you don't upgrade your ability to converse with someone as you would upgrade a weapon.

It was your skill at using weapons you upgraded really, so they were pretty much the same.

Modifié par Smeelia, 20 juin 2011 - 07:43 .


#17
Lumikki

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Skirata129 wrote...

imadipp wrote...

 No prerequisite powers..

agreed.

I also agree. I don't like when I have to take some power before other. classes doesn't really have so many powers to choose from anyway.

#18
mineralica

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I'd like to see Lift instead of Pull. Sometimes your squaddie just pulls enemy with full health right past your defences. If it's a matter of "get someone closer to shotgunner", Pull should be an upgrade to Lift with player free to decide if he wants to add "surpriiize" effect to ability

#19
KainrycKarr

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Lumikki wrote...

Skirata129 wrote...

imadipp wrote...

 No prerequisite powers..

agreed.

I also agree. I don't like when I have to take some power before other. classes doesn't really have so many powers to choose from anyway.


Agreed.

#20
imadipp

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@Smeelia

The difference is preference. The players ability to aim has nothing to do with the points they'd have to allocate into the morality "stat", points that could've been used to upgrade combat. It made me feel like decisions weren't as much a problem as long as I had the maximum amount of points in a skill.

I prefer the way ME2 did it simply because it made me feel like my choices made more a difference in my character. Either way is acceptable in terms of gameplay, I just happen to prefer ME2's way of doing it. In ME1 I played as shepherd. In ME2, I was "My" Shepherd..

#21
Clonedzero

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i just hope we have some versatility in how we can build our classes. i wanna see the vanguard and infiltrator to be able to play in multiple completely different playstyles. i dont wanna see the vanguard forced down the shotgun-charge spam route (though it should absolutely be available), and i dont wanna see the infiltrator forced down the cloak-snipe spam route (though again it should be there). i just used those two classes since they have the most unique gameplay styles to them.

#22
Yakko77

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Daiyus wrote...

As an Engineer I find myself fairly well balanced, I can strip defences, and my Assault Rifle training makes me fairly deadly at all ranges with weapons. The drone is great, but could pack more punch, or have more uses. Maybe the ability to supply ammo from the battlefield? Something a bit interesting. I'd like to see the basis of some ME1 skills come back. The ability to lock peoples weapons down was extremely useful.

Otherwise I'd say it's probably my favourite class to play as, and I like the balance it provides between offensive and defensive passive and active abilities (also, reduce tech research materials is brilliant! Keep that).


Overload is nice but I really miss Sabotage.  My lvl 60 femgineer was unstoppable.  Those skills plus Dampen with a minor in Neural Shock for charging Krogan and all I really needed was the pistol.  It wasn't even fair.... for those stupid enough to be in my way.   LOL!

Engineer is by far the most underrated class in ME.

Also, I'm curious as to what the melee blade will be?  I've heard rumors about it being some sort of inferno type blade.

#23
Eurhetemec

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Skirata129 wrote...

NO BREAKING SOLDIER DOMINANCE. we are the combat specialists after all.


So you want the easiest class in the game to remain the easiest class in the game, yet in another thread you're complaining about Insanity being too hard. Next you'll be saying the Mattock needs to remain OP!

:o

I think we definitely need to look at Adrenaline Rush, myself. It's on such a short cooldown, and lasts such a short time that it's use isn't terribly "tactical". I'd make the cooldown and duration significantly longer, to make it more of a tactical power.

Cloak for Infiltrator definitely needs making a bit more tactically interesting too, but I imagine they have that covered. Special melee kills whilst cloaked are a must. I'd also like to see CQB and Sniper infiltrators separated more.

Sabotage coming back would be amazing and highly tactical. Overload sometimes takes out people's guns, but as a separate ability, it'd be really nice.

Modifié par Eurhetemec, 20 juin 2011 - 08:32 .


#24
Skirata129

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huh, I misread that earlier post. Usually when people advocate stripping soldier dominance they're talking about hobbling it as a class in some way. I have no problem with building other classes up.

#25
CajNatalie

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I also support picking your Sentinel's christmas-tree-mode color. XD