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What class needs biggest overhaul and biggest nerf?


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#26
Davie McG

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I was quite happy with how the classes were balanced, or I suppose I should say unbalanced, an engineer shouldn't have an easy time in combat, just as soldiers should be forced to take someone with tech abilities with them if they want to hack stuff (though I admittedly cannot remember if that only happened in mass effect 1).

Anyway long story short I don't mind a bit of imbalance.

Edit : just to clarify does nerf mean to reduce in power or ability? I don't know whether this is an online term or an American word but I certainly haven't came across it before.

Modifié par Davie McG, 22 juin 2011 - 04:23 .


#27
Malanek

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Davie McG wrote...
Edit : just to clarify does nerf mean to reduce in power or ability? I don't know whether this is an online term or an American word but I certainly haven't came across it before.


Yes, that is basically what it means. Usually because it is too good in the first place. Online term rather than a proper word.

#28
Praetor Knight

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nerf is also related to a product of the same name. :)

http://en.wikipedia.org/wiki/Nerf

#29
Davie McG

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Cheers, I'm relitivly new to using these forums so I'm still getting used it. I hope they don't introduce weapon mods that mark the return of the me1 god gun, that would upset the balance of play more than anything.

#30
clerkenwell

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Personally, I think Soldier needs the most work. I found Adrenaline Rush spam to get boring pretty quickly. I missed having "real" powers.

I disagree with most about Sentinel's being overpowered. Maybe that's just cause my main Shep is a Sentinel, and I love the class to death, but I think that Tech Armor's power is overstated a lot, especially on Insanity. Most people don't seem to realize that Tech Armor's primary function on Insanity isn't to boost your survivability, it's to reset squad cooldowns and provide a knockback. If you're not using Tech Armor offensively on Insanity, you're doing it wrong.

Honestly, I think the most overpowered class is Engineer! Combat Drone as a distraction mechanism is ridiculously powerful, especially on higher difficulties. That said, I still wouldn't nerf them. I'd prefer to see all the classes get across-the-board buffs, with special attention to the underpowered classes (Adept, IMO) to bring them up to par.

#31
TheKillerAngel

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At high levels engineer becomes really boring to play. Its just dronespam with the occasional overload and incinerate. I think the engineer would benefit from skills that allow a more diverse playstyle. More interesting offensive skills, along with defensive skills, is a starter.

For one, the drone should get a major overhaul. I think it should have multiple paths that allow it to serve either offensive or defensive roles in various capacities. A combat drone that is offensively built should have a longer cooldown, but greater durability and offensive capabilities. It might be capable of firing missiles and lasers or shocks at multiple targets.

A defensive drone can create shields that absorb or reflect incoming fire, and can supplement shields of the player or teammates once they have been depleted.

More offensive skills would be really nice too. Aside from drone, there's overload, incinerate, cryo, and hacking. Two of them are defense strippers and the other two are CCs. How about something that is primarily direct damage?

A skill that reflects enemy powers that target you would also be cool. 

I suggested one skill another thread. I'll repost it.

Tech Shield

What this does: Using the omni tool, the engineer generates a shield that can act as mobile cover. It is very similar to a riot shield and is essentially like the shields the Shadow Broker and Cerberus infantry use. Since it must be generated and carried by the omni tool, it can only be used with a pistol or submachinegun. It can be upgraded in a variety of ways. One method of upgrading it turns it into a melee weapon that can you can use to smash or ram enemies, upon which it overload shields and stuns/shocks them. Another gives it the ability to suspend incoming projectiles and deflect them back at the enemy.

Modifié par TheKillerAngel, 22 juin 2011 - 05:28 .


#32
Skirata129

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jamesp81 wrote...

I'd make some changes to how soldier works. I'd probably drop the damage bonus from Adrenaline Rush, up the damage resistance to AR, and make the Soldier's passive give around a +50% damage bonus for weapons.

NO. damage bonus is good. take ammo powers, make them upgrades and give us something more useful.

#33
clerkenwell

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@TheKillerAngel

Well, all direct damage abilities are defense strippers, unless you're counting Concussive Shot, but technically that does extra damage to Barriers as well. What I think the Engineer really needs are some powers that can synergize with other powers, like warp does.

#34
Fatemaster

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xnoxiousx wrote...

Wintermist wrote...

I think Engineer needs the most work.

Yep indeed. Glad someone agrees.


Engineer does get a little more love. Rembember that previously-mentioned turret it could create?

#35
Daiyus

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Wintermist wrote...

I think Engineer needs the most work.


I don't know. It's the only class I actually play. Improvement of the Drone would be nice (I hear we've got Turrets now!). I'd personally replace Cryo Blast with Sabotage (those who played ME1 will remember that one), and it would be near perfect for me. I always pick Assault Rifles as my weapon training, so I never really have too many problems. I don't understand why people say it's underpowered. I've done both games on Insanity with an Engineer and loved every minute!

#36
ShadyKat

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Wintermist wrote...

I think Engineer needs the most work.

This.
Engineers just don't have that 'WOW' factor. They are just bland, and seem too much like a support class. Not bad for someone like Tali, but Shepard should not be considerd a support class type character.

#37
Repearized Miranda

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TexasToast712 wrote...

 The easiest way to nerf the Sentinel is to remove the timer on Geth Shield Boost/Barrier/Fortification. This would give players incentive to play other classes while not reducing the Tech armor effectiveness because its the only shield ability to actually do damage to enemies.


Not saying I agree or disagree, but in my case, I don't ever use these abilities. I make it on the tech armor alone. I've seen those abilities on appropriate squadmates and I really don't see how can work for me. (ie: Even if Barrier evolved properly, I could still get hosed)

I will say that the cooldown for the Tech Armor is slow though; however, that's not a bad thing because many resort to using other powers even after that one has cooled. Not mention, letting the shield do all of the damage. (ie: For amusement, I let this merc just "kill me" only to get kocked on his ass everytime that shield burst - essentially, killing himself!) Even if not for amusement, doing that is very effective.

#38
Chuvvy

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Adept could use some work.

#39
CannonO

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I agree with helping out Engineer a bit. I never try it because it just isn't on the level of the rest.

#40
Raiil

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Well, I normally play Adept and Vanguard. Aside from the Vanguard not having Warp- which never made sense to me, I mean really? Two ammo types but not Warp- I'm actually pretty happy with their abilities. Granted, I don't play on insanity, so YMMV.

Talking with my siblings, apparently the agreement is that engineering could do with most balancing.

#41
SoulRebel_1979

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Davie McG wrote...

I was quite happy with how the classes were balanced,


Me too. Never played through ME2 thinking, "Man, I wish this class had this or that". Every class and party composition handles situations differently and that's part of the appeal.

#42
Dasher1010

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Don't nerf the soldier, infiltrator and Sentinal. Instead just make the engineer, adapt and vanguard more powerful

For instance, the vanguard could use more health, the adept's biotics could affect enemies with defenses and give the engineer some way to damage barriers.

#43
Xeranx

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This reeks of a strictly MMO mindset. This class is more effective than this class and as such makes my class worthless. Seriously? In a single player game? Nevermind that biotics were made virtually ineffective until all defenses were down to focus on the shooting aspect which, ironically enough, makes playing a biotic character an exercise in tedium rather than fun if you're an adept.

People make choices.  You decide how you play your game. This isn't an MMO. Stop treating it as such. If someone wants to use immunity in their game, it in no way means you have to use it yourself. Someone feels they need Colossus armor to be well protected in ME doesn't mean I have to ditch the Scorpion armor I love so much.

TexasToast712 wrote...
The easiest way to nerf the Sentinel is to remove the timer on Geth Shield Boost/Barrier/Fortification. This would give players incentive to play other classes while not reducing the Tech armor effectiveness because its the only shield ability to actually do damage to enemies.

There being a difference in how a class changes up a playthrough should be incentive enough to play other classes. Reducing the effectiveness of a class to improve chances that other classes will be utilized is utterly foolish. Especially in a single-player game.

Dasher1010 wrote...

Don't nerf the soldier, infiltrator and Sentinal. Instead just make the engineer, adapt and vanguard more powerful

For instance, the vanguard could use more health, the adept's biotics could affect enemies with defenses and give the engineer some way to damage barriers.


And this is something people should be saying in MMOs instead reducing a class' effectiveness.  Still boggles the mind how when there's no need to tear down, people will still call for that rather than call for something to be built up. 

Modifié par Xeranx, 22 juin 2011 - 04:18 .


#44
KainrycKarr

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None need to be nerfed. Engineer could use a little love though. It's boring as Sh*t to me.

#45
jamesp81

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Malanek999 wrote...

The Mattock and Stasis need to be nerfed, none of the classes were significantly unbalanced either way. All the classes should be enhanced with a couple of new powers, new evolutions, more levels, new weapons and upgrades.

And obviously new enemies to fight.


No, the Mattock should not be nerfed.  It's not OP in the absence of Adrenaline Rush.  Which tells us what ought to be nerged/changed: Adrenaline Rush.  I'd change it so that it didn't provide much damage boost, if any at all, and keep the -50% health damage buff on all evolutions of it.  I might up the soldier's passive weapons damage boost (maybe 30 to 50 percent damage boost over 15 percent) because Solders are all about the firearms anyway and should get a bigger boost to their firearms capabilities.

#46
jamesp81

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Repearized Miranda wrote...

TexasToast712 wrote...

 The easiest way to nerf the Sentinel is to remove the timer on Geth Shield Boost/Barrier/Fortification. This would give players incentive to play other classes while not reducing the Tech armor effectiveness because its the only shield ability to actually do damage to enemies.


Not saying I agree or disagree, but in my case, I don't ever use these abilities. I make it on the tech armor alone. I've seen those abilities on appropriate squadmates and I really don't see how can work for me. (ie: Even if Barrier evolved properly, I could still get hosed)

I will say that the cooldown for the Tech Armor is slow though; however, that's not a bad thing because many resort to using other powers even after that one has cooled. Not mention, letting the shield do all of the damage. (ie: For amusement, I let this merc just "kill me" only to get kocked on his ass everytime that shield burst - essentially, killing himself!) Even if not for amusement, doing that is very effective.


I never play Sentinel that way.  It's way more fun to use your other powers.  I took Reave as a bonus power and it's my Sentinel's only biotic ability.  He might as well be an engineer because everything else is tech powers.  Reave for barrier and armor stripping, as well as CC, Overload for shield stripping and mech CC, Full Cryo Blast for general CC against big nasties like Krogan and YMIRs.  M-96 Mattock with M-12 Locust as a sidearm.

When the Tech Armor drops, I don't always reinitialize it instantly.  Many times, it's better to keep throwing powers.  If I do plan to reinitialize it immediately, I use my squad powers immediately, then activate tech armor for the cooldown reset.

#47
Whatever42

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Please don't overpower our adept. Its almost perfect from ME2.

#48
Veex

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I actually really enjoyed my Engineer playthroughs, and the proposed changes should only increase that. In terms of balance in single player games, the disparity isn't so vast that a class is unplayable at Insanity. Until that becomes the case, where almost no one is capable of playing a class effectively, cries for nerfs and buffs seem unwarranted.

#49
DomerPyle

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Son of Illusive Man wrote...

I don't see why "balance" is so important. This isn't multiplayer.


this.

#50
NvVanity

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Engineer could use an overhaul. It still felt like it was missing something.


As for a nerf if I had to pick one i'd say Infiltrator because it felt like an unstoppable killing machine after a while and made Insanity feel too easy.