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A Rallying Cry for Drellguards - Do NOT Settle for Mediocrity!


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#51
Wizardmanguy

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No Snakes Alive wrote...

I'm going to tl;dr the wall of text I originally had here.

What do Drellguards bring to the table?

-Karate kicks. You will probably die if you use them when there's even one additional enemy aside from the one you're kicking in the vicinity, b/c even my grandma has more shields than your Drellguard. Same could be said of a lot of other classes' Heavy Melee. Not meant to be used in a crowd. That's just across all classes/races. So...Moot point?

-Pull. Great for yanking riot-shields out of enemies' hands. Would be great for setting up biotic explosions with your combo finisher, Charge, if Charge didn't lead to almost instantaneous death 90% of the time you use it when there's more than a single enemy/group left to target. Again b/c your shields suck. Spec your Charge to hit multiple opponents and either throw a cluster grenade at your feet, or at the enemies. It requires a slight change from spamming Nova. But Nova will kill you just as fast, if used incorrectly.

-Cluster grenades. Occasionally send enemies flying. Cool but not too effective. Try throwing them directly at an enemy up close. Or in a closed room. They have a lot more utility than Nova. Nova = Short-distance AoE. Grenades= Distance attack, can hit multiple targets. 

-Cool sideslip dodges. Use them to get the hell out of any area where there's more than a couple unprotected enemies or you will surely die. B/c your shields are srsly THAT bad. Yeah, the barriers are bad. But I'd rather move fast than move slow and have lots of barriers. 

So yeah they sound like rly cool Biotic Assassins without any powers at all that reliably kill or set up kills (without killing yourself in the process).


I'm sorry you (And it seems a lot of others.) Struggle with the kit-makeup of the Drellguard. They bring a lot to the table which are useful, but only useful in the hands of someone who can utilize it well. Not a class for everyone. 

#52
Berkilak

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Hyrist wrote...

 - (1) what is the role of the drell Vanguard? 

Multiple, depending mostly on the situation. But if you want a general aspect of it. It is a field assassin, just as described in it's race creation. It has high mobility to both enter, and leave situations.

- (2) What makes it unique relative to other ranged disablers? And

The Differences:

Biotics - which differentiates itself from Tech Disablers.
Pull - Which differentiates itself from most Adepts in that it is effective against guardians and faster spamming than singularity.
All Range - In spite of people's complaints otherwise, Drell are capable in short range, but they are capable in the manner an infiltrator is: Get in there, kill your high-priority target, and gtfo. 

- (3) what does Charge bring to the table when our Adept counterpart will be given Reave to further implement that ranged disabler playstyle that you enjoy? Lastly, 

Firstly - All Range. Not just one ranged.

1 - Repositioning: This is most important for a Drellguard, more important than any other Vanguard actually. Drellguard excells as the Biotic Equivilant of hybrid Infiltrator.

2 - Melee/Shotgun: It should be noted here that with Pistol Weight reduction specifically for Drell Assassins, it allows for a powerful ranged weapon at minimal sacrafice of cooldowns. This paired with a lightweight shotgun enhances the disablement ability.


- (4) what makes a drell Vanguard, a Vanguard?


What made a Vanguard in ME1 a Vanguard? It's not up to you to decide what is and is not worthy of the term "Vanguard" in ME, it's the designer's choice.

But if we're going to break down of what qualities that make a Drellguard a Vanguard?

Biotics
Disruptive to enemy.
High Risk/Reward class.
Melee benefits (as native to Drell.)



As a side note, I truely beleive people underestimate the Cluster Genrades in this light because of their ammo-limited nature. They really help a Drellguard do what they're meant to do, though not spammable. Use them in clustered groups of higher-resistant targets as part of your disabele.

I think peoples issue with Drellguard is that it's not a tank. But rahter an Assassin. "But it dosen't work as well as" is not a valid excuse when the entire playstyle is different. Asari and Human Vanguards are not hit and run. They're hit and tank styles. Drell fits that biotic disabler/assassin that Infiltrator lacks due to no biotics, and Drell Adepts can't due to limited front line utilities.

Drell is an assassin type, as described. This is why Adepts and Vanguards play similary. But unlike Infiltrator, who can do both CQC and Ranged in one package, it had to be devided here with Biotics.

The role is surrounded around the race, rather than the class in this case.



I thank you for this detailed reply. You describe the playstyle perfectly. There is, however, one flaw - it is an ideal rather than reality, at least on Gold. You seem to be confusing a plea for survivability with a plea for the ability to tank indefinitely. This is not the case - I simply ask for the ability to live long enough to do anything worthwhile.

As has been mentioned, drellguards are the squishiest class by far. Likewise, the "Assassin" role simply doesn't work on Gold unless you're just mopping up after your team is finished with the bulk of their forces. In my most successful Gold runs, I simply stopped focusing on trying to eliminate those high-priority targets and acted as a bodyguard the rest of my team, taking out anyone who slipped through the slaughter and attempted to flank them.

Likewise, due to your post as well as others in this thread, I have come around to the use of cluster grenades. They are absolutely excellent for sowing a little chaos before a Charge and as a distraction as you get yourself out of a bad situation. But again, on Gold, unless you've camped out near an ammo pack, they're a liability. For every class bar Infiltrators, mobility is usually a very bad idea. You camp until you are forced to move, hope to God you've taken out the bulk of the wave, and relocate. Putting yourself out in the open, particularly for a class as squishy as we, is simply not recommended.

Again, I love the way you summarized the playstyle. But unfortunately, we simply do not work in that manner as of yet. When a single stray bullet from an Assault Trooper can strip your shields, something is wrong. We need one of two things, if not both. Either:

1) Added survivability in some form. Note that this doesn't necessarily mean we need to be able to tank. We simply need the ability to be able to survive long enough to perform our role. One interesting solution would be to have Pull feed your barrier for its duration. Our biggest problem is that we cannot handle the large crowds that stream out on Gold. This might turn that situation to our advantage - levitate as many low-priority targets as possible, Charge in, take out that high-priority target, and keep the ability to survive what comes your way due to the streamed barrier incoming from the crowd control/disruption that was performed. Likewise, this would be an extremely different playstyle from the human Vanguard, but it would keep us viable and unique.

2) Added crowd control in some form. If we can't live to kill people outright, we, at the very least, need to be able to ensure that the enemy ranks are sufficiently chaotic and exposed so that our team can do so. Allowing pull to work whether or not the target as a shield or barrier up would be a great start for this. Given that those crazy Asari can do this, to groups no less, all the while keeping their targets perfectly still for headshots, this isn't too much to ask. Even more interesting would to added a "Pull" effect to our Biotic Explosions. Toss a grenade or Charge at a Pulled enemy among their ranks? Anyone in the area is now up in the air. Again, if we cannot outright kill people, we need to be able to make sure that they cannot kill us with a mean look as they currently do.


Likewise, although my stance may not ne shared by all drellguards, take a look at the threads that rate other classes for their effectiveness on Gold. Ultimately, only the opinion of our teammates matter. And having watched those threads, we are consistantly rated among the bottom three as far as desirabily on Gold goes. Only human soldier is consistantly rated lower, and for much the same reason that we are - they can only hammer down a single target, and the limited grenades are a liability. The simple fact that Charge exists gives us an edge. But again, take a look to see what classes people want, and you'll find that we're at the bottom of the barrel. If you ignore this, you are blind.

#53
No Snakes Alive

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Berkilak wrote...

Hyrist wrote...

 - (1) what is the role of the drell Vanguard? 

Multiple, depending mostly on the situation. But if you want a general aspect of it. It is a field assassin, just as described in it's race creation. It has high mobility to both enter, and leave situations.

- (2) What makes it unique relative to other ranged disablers? And

The Differences:

Biotics - which differentiates itself from Tech Disablers.
Pull - Which differentiates itself from most Adepts in that it is effective against guardians and faster spamming than singularity.
All Range - In spite of people's complaints otherwise, Drell are capable in short range, but they are capable in the manner an infiltrator is: Get in there, kill your high-priority target, and gtfo. 

- (3) what does Charge bring to the table when our Adept counterpart will be given Reave to further implement that ranged disabler playstyle that you enjoy? Lastly, 

Firstly - All Range. Not just one ranged.

1 - Repositioning: This is most important for a Drellguard, more important than any other Vanguard actually. Drellguard excells as the Biotic Equivilant of hybrid Infiltrator.

2 - Melee/Shotgun: It should be noted here that with Pistol Weight reduction specifically for Drell Assassins, it allows for a powerful ranged weapon at minimal sacrafice of cooldowns. This paired with a lightweight shotgun enhances the disablement ability.


- (4) what makes a drell Vanguard, a Vanguard?


What made a Vanguard in ME1 a Vanguard? It's not up to you to decide what is and is not worthy of the term "Vanguard" in ME, it's the designer's choice.

But if we're going to break down of what qualities that make a Drellguard a Vanguard?

Biotics
Disruptive to enemy.
High Risk/Reward class.
Melee benefits (as native to Drell.)



As a side note, I truely beleive people underestimate the Cluster Genrades in this light because of their ammo-limited nature. They really help a Drellguard do what they're meant to do, though not spammable. Use them in clustered groups of higher-resistant targets as part of your disabele.

I think peoples issue with Drellguard is that it's not a tank. But rahter an Assassin. "But it dosen't work as well as" is not a valid excuse when the entire playstyle is different. Asari and Human Vanguards are not hit and run. They're hit and tank styles. Drell fits that biotic disabler/assassin that Infiltrator lacks due to no biotics, and Drell Adepts can't due to limited front line utilities.

Drell is an assassin type, as described. This is why Adepts and Vanguards play similary. But unlike Infiltrator, who can do both CQC and Ranged in one package, it had to be devided here with Biotics.

The role is surrounded around the race, rather than the class in this case.



I thank you for this detailed reply. You describe the playstyle perfectly. There is, however, one flaw - it is an ideal rather than reality, at least on Gold. You seem to be confusing a plea for survivability with a plea for the ability to tank indefinitely. This is not the case - I simply ask for the ability to live long enough to do anything worthwhile.

As has been mentioned, drellguards are the squishiest class by far. Likewise, the "Assassin" role simply doesn't work on Gold unless you're just mopping up after your team is finished with the bulk of their forces. In my most successful Gold runs, I simply stopped focusing on trying to eliminate those high-priority targets and acted as a bodyguard the rest of my team, taking out anyone who slipped through the slaughter and attempted to flank them.

Likewise, due to your post as well as others in this thread, I have come around to the use of cluster grenades. They are absolutely excellent for sowing a little chaos before a Charge and as a distraction as you get yourself out of a bad situation. But again, on Gold, unless you've camped out near an ammo pack, they're a liability. For every class bar Infiltrators, mobility is usually a very bad idea. You camp until you are forced to move, hope to God you've taken out the bulk of the wave, and relocate. Putting yourself out in the open, particularly for a class as squishy as we, is simply not recommended.

Again, I love the way you summarized the playstyle. But unfortunately, we simply do not work in that manner as of yet. When a single stray bullet from an Assault Trooper can strip your shields, something is wrong. We need one of two things, if not both. Either:

1) Added survivability in some form. Note that this doesn't necessarily mean we need to be able to tank. We simply need the ability to be able to survive long enough to perform our role. One interesting solution would be to have Pull feed your barrier for its duration. Our biggest problem is that we cannot handle the large crowds that stream out on Gold. This might turn that situation to our advantage - levitate as many low-priority targets as possible, Charge in, take out that high-priority target, and keep the ability to survive what comes your way due to the streamed barrier incoming from the crowd control/disruption that was performed. Likewise, this would be an extremely different playstyle from the human Vanguard, but it would keep us viable and unique.

2) Added crowd control in some form. If we can't live to kill people outright, we, at the very least, need to be able to ensure that the enemy ranks are sufficiently chaotic and exposed so that our team can do so. Allowing pull to work whether or not the target as a shield or barrier up would be a great start for this. Given that those crazy Asari can do this, to groups no less, all the while keeping their targets perfectly still for headshots, this isn't too much to ask. Even more interesting would to added a "Pull" effect to our Biotic Explosions. Toss a grenade or Charge at a Pulled enemy among their ranks? Anyone in the area is now up in the air. Again, if we cannot outright kill people, we need to be able to make sure that they cannot kill us with a mean look as they currently do.


Likewise, although my stance may not ne shared by all drellguards, take a look at the threads that rate other classes for their effectiveness on Gold. Ultimately, only the opinion of our teammates matter. And having watched those threads, we are consistantly rated among the bottom three as far as desirabily on Gold goes. Only human soldier is consistantly rated lower, and for much the same reason that we are - they can only hammer down a single target, and the limited grenades are a liability. The simple fact that Charge exists gives us an edge. But again, take a look to see what classes people want, and you'll find that we're at the bottom of the barrel. If you ignore this, you are blind.


Thank you! This! I'm so tired of having my arguments twisted to make it look like I'm expecting the Drellguard to be able to stand up toe to toe with the Krogan Soldier. Wizard does a great job theorycrafting on how the build should be played but you get the impression he either never actually played on Gold or be never played the class before (I mention the Drellguard's kicks being useless and he brings up other classes' heavy melees?).

Fact of the matter is that a lot of the unique traits they gave the class don't come into play at all because you die if you try to execute them in the actual game, rather than just on paper.

#54
Guest_Malcom el Zorro_*

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My only complain is their low barriers.
The high mobility is really helpful to escape or move quickly across the field, pull is perfect against Guardians and enemies on cover and I can use the grenades to destroy turrets and and replace nova without risking my veeeeeeery low barriers when surrounded.
But my barriers, a Centurion can decimate me in seconds in SILVER.

#55
Core_Commander

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Drellguards seem actually more in line with ME2 Vanguard than the double-invincibility-spamming machine the human V is.

The challenge was what made Vanguard fun for me in ME2, so... I'm down with it. You actually have to think more than "is there a turret" before you mash that 1.

#56
No Snakes Alive

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Core_Commander wrote...

Drellguards seem actually more in line with ME2 Vanguard than the double-invincibility-spamming machine the human V is.

The challenge was what made Vanguard fun for me in ME2, so... I'm down with it. You actually have to think more than "is there a turret" before you mash that 1.



Yeah, except you have to think "is there even one lowly assault trooper on bronze who will shoot at me?" instead. Doesn't have to be one extreme or the other. Give the Drellguard shields on par with Engineers and Adepts, not significantly lower and not Krogan Soldier level either. Then the class would work as it should.

#57
Core_Commander

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No Snakes Alive wrote...

Yeah, except you have to think "is there even one lowly assault trooper on bronze who will shoot at me?" instead. Doesn't have to be one extreme or the other. Give the Drellguard shields on par with Engineers and Adepts, not significantly lower and not Krogan Soldier level either. Then the class would work as it should.

My lowbie drellguard Sadface is fine for Silver at least so far, you can simply keep in mind that cover is a thing that exists (as well as weapons and melee, which all buy you time to re-charge).

Just like in ME2. The question isn't "is charge READY???" but "what after charge?" and it's not automatically answered by "NOVA chargnovachargnovachargnovacharge" in any case but when turrets are around.

Modifié par Core_Commander, 26 février 2012 - 05:32 .


#58
Berkilak

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Core_Commander wrote...

No Snakes Alive wrote...

Yeah, except you have to think "is there even one lowly assault trooper on bronze who will shoot at me?" instead. Doesn't have to be one extreme or the other. Give the Drellguard shields on par with Engineers and Adepts, not significantly lower and not Krogan Soldier level either. Then the class would work as it should.

My lowbie drellguard Sadface is fine for silver at least so far, you can simply keep in mind that cover is a thing that exists.

Just like in ME2. The question isn't "is charge READY???" but "what after charge?" and it's not automatically answered by "NOVA chargnovachargnovachargnovacharge"

Play on Gold. Then you'll know your answer. And it is an automatic answer, if you play like a ME2 Insanity Vanguard.

#59
OneDrunkMonk

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I was kicking arse in Bronze as a Drell Vanguard, in Silver I was getting knocked out almost every round. Two hits and your dead. I maxed out health too. Survivability is low. Lift/Pull Grenades are a joke, I'd rather frags.

#60
Persona RED

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I really like the class. You can't play it as a straight up vanguard though. I customized him to be able to use pull with nearly no cool-down time, so what I usually do is break up the large groups of enemies. One blast with a shotgun upward, and they're not surviving the fall. I use charge mainly to cross the battlefield or get a different angle, so as to use my grenades more effectively.

Obviously you can't win all on your own, but he serves to be a very crazy supplement.

#61
Berkilak

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Persona RED wrote...

I really like the class. You can't play it as a straight up vanguard though. I customized him to be able to use pull with nearly no cool-down time, so what I usually do is break up the large groups of enemies. One blast with a shotgun upward, and they're not surviving the fall. I use charge mainly to cross the battlefield or get a different angle, so as to use my grenades more effectively.

Obviously you can't win all on your own, but he serves to be a very crazy supplement.

You can win all on your own, on Bronze and Silver, at least. There have been at least three occasions on which I soloed the last Silver wave because my team got themselves stabbed or crushed.

Gold is a completely different story. That is there the weaknesses show themselves because your Bronze/Silver tactics cease to apply.

Modifié par Berkilak, 26 février 2012 - 05:47 .


#62
Wizardmanguy

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No Snakes Alive wrote...


Thank you! This! I'm so tired of having my arguments twisted to make it look like I'm expecting the Drellguard to be able to stand up toe to toe with the Krogan Soldier. Wizard does a great job theorycrafting on how the build should be played but you get the impression he either never actually played on Gold or be never played the class before (I mention the Drellguard's kicks being useless and he brings up other classes' heavy melees?).

Fact of the matter is that a lot of the unique traits they gave the class don't come into play at all because you die if you try to execute them in the actual game, rather than just on paper.


I usually run on gold with my vanguard anymore unless the group I play with needs an engineer. Or whatever else they might need class wise. If I had any way to capture gameplay, I'd love to show you how I run on gold.

#63
No Snakes Alive

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Berkilak wrote...

Core_Commander wrote...

No Snakes Alive wrote...

Yeah, except you have to think "is there even one lowly assault trooper on bronze who will shoot at me?" instead. Doesn't have to be one extreme or the other. Give the Drellguard shields on par with Engineers and Adepts, not significantly lower and not Krogan Soldier level either. Then the class would work as it should.

My lowbie drellguard Sadface is fine for silver at least so far, you can simply keep in mind that cover is a thing that exists.

Just like in ME2. The question isn't "is charge READY???" but "what after charge?" and it's not automatically answered by "NOVA chargnovachargnovachargnovacharge"

Play on Gold. Then you'll know your answer. And it is an automatic answer, if you play like a ME2 Insanity Vanguard.


Srsly. You can act like I want my Drellguard to tank harder than a Krogan Soldier or like I didn't know there was a cover feature in the game but you're all honestly just making yourselves look foolish. "What after charge?" Insta-death on Gold. Even if your plan is to make it to the cover RIGHT next to the dude you're planning on charging, good luck getting there if there's even a single other enemy shooting at you. You have NO options after a charge but to run for your ****ing life.

And it's SO pathetic to base one's argument on behalf of the class around the idiotic idea that myself and others who realize it needs more survivability are pressing Y as soon as Charge is ready without a plan. Yeah that must be the issue here.

#64
looloolooigotsomeapples

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I unlocked Drell Vanguard with my friggin' starter pack, and have barely played anything else. I don't have the skill for Gold with any class, but I've learned to be rather effective with my Drell. I just use a Phalanx. Basic strategy is spam some grenades, charge a survivor, ninja the rest with no mercy. With pull, it's always useful for guardians and getting people out of cover, and with a single pistol being used the recharge time is literally 1 second. I'm going to miss being about to play as this guy in the full game off the bat.

#65
No Snakes Alive

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Persona RED wrote...

I really like the class. You can't play it as a straight up vanguard though. I customized him to be able to use pull with nearly no cool-down time, so what I usually do is break up the large groups of enemies. One blast with a shotgun upward, and they're not surviving the fall. I use charge mainly to cross the battlefield or get a different angle, so as to use my grenades more effectively.

Obviously you can't win all on your own, but he serves to be a very crazy supplement.


Pull is pretty useless against protected enemies though. And powers that DO work against protected enemies (Overload, Stasis) also CC just as well as Pull against unprotected groups. So yes, I'd agree that you nailed the best way to play as the Drellguard. It's just less effective at pretty much everything it does than any other class and a simple boost to shields would allow it do so much more.

#66
Berkilak

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looloolooigotsomeapples wrote...

I unlocked Drell Vanguard with my friggin' starter pack, and have barely played anything else. I don't have the skill for Gold with any class, but I've learned to be rather effective with my Drell. I just use a Phalanx. Basic strategy is spam some grenades, charge a survivor, ninja the rest with no mercy. With pull, it's always useful for guardians and getting people out of cover, and with a single pistol being used the recharge time is literally 1 second. I'm going to miss being about to play as this guy in the full game off the bat.

No one is saying that he's not viable on Bronze/Silver. He is. There's nothing I like more than going on Nightcrawler on groups of enemies, teleporting my roundhouse kicks from enemy to enemy, skeet shooting heads with Pull, sowing chaos with grenades. But everyone is great on Bronze/Silver. As long as you play with your team, no matter your class, loadout or species, you're going to do fine.

Play on Gold. That is where people have issues.

Modifié par Berkilak, 26 février 2012 - 06:09 .


#67
No Snakes Alive

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looloolooigotsomeapples wrote...

I unlocked Drell Vanguard with my friggin' starter pack, and have barely played anything else. I don't have the skill for Gold with any class, but I've learned to be rather effective with my Drell. I just use a Phalanx. Basic strategy is spam some grenades, charge a survivor, ninja the rest with no mercy. With pull, it's always useful for guardians and getting people out of cover, and with a single pistol being used the recharge time is literally 1 second. I'm going to miss being about to play as this guy in the full game off the bat.


I totally agree that pistol is the weapon of choice for this class. Don't really need a shotgun when the only time you can Charge is to finish off a straggler and you've got kicks for that anyway. The idea of a vanguard that is better off with a pistol than shotgun definitely appeals to me, and if this class had any semblance of survivability I'd probably love it.

This should all become moot when the full game comes out anyway though because we'll get a vanguard with bubble stasis and charge lol.

#68
looloolooigotsomeapples

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Berkilak wrote...

looloolooigotsomeapples wrote...

I unlocked Drell Vanguard with my friggin' starter pack, and have barely played anything else. I don't have the skill for Gold with any class, but I've learned to be rather effective with my Drell. I just use a Phalanx. Basic strategy is spam some grenades, charge a survivor, ninja the rest with no mercy. With pull, it's always useful for guardians and getting people out of cover, and with a single pistol being used the recharge time is literally 1 second. I'm going to miss being about to play as this guy in the full game off the bat.

No one is saying that he's not viable on Bronze/Silver. He is. There's nothing I like more than going on Nightcrawler on groups of enemies, teleporting my roundhouse kicks from enemy to enemy, skeet shooting heads with Pull, sowing chaos with grenades. But everyone is great on Bronze/Silver. As long as you play with your team, no matter your class, loadout or species, you're going to do fine.

Play on Gold. That is where people have issues.


I've played on Gold, I'm not so sure the shortcomings I have are balance's fault, mine, or both. But sure. I support a movement for Drell viability in all difficulties. One way, IMO, is to allow some degree of skill choosing in the full game. 

#69
Berkilak

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looloolooigotsomeapples wrote...

I've played on Gold, I'm not so sure the shortcomings I have are balance's fault, mine, or both. But sure. I support a movement for Drell viability in all difficulties. One way, IMO, is to allow some degree of skill choosing in the full game. 

My first Gold run, it was probably both. I attributed it to a lack of familiarity. But as time went on, even as I started to develop successful tactics, I just knew that something was off. Then I unlocked asari Adept. Gave it a whirl since my human Adept was also level 20 - Gold was utterly dominated by myself, another asari, a human Infiltrator and a Sentinel. It was only then when I realized how much of a liability the drellguard is. Our "assassin" niche no longer applies come Gold. You say we're good at taking our Phantoms? Try it when he has five friends with him, instantly stripping your barriers and health before you can take two steps after you Charge.

A unique playstyle exists for us. It is great fun. It is the most stylish around. But it is entirely moot on Gold given what other options exist, and the problem is only going to get worse once the asari Vanguard makes an appearance.

#70
looloolooigotsomeapples

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Berkilak wrote...

looloolooigotsomeapples wrote...

I've played on Gold, I'm not so sure the shortcomings I have are balance's fault, mine, or both. But sure. I support a movement for Drell viability in all difficulties. One way, IMO, is to allow some degree of skill choosing in the full game. 

My first Gold run, it was probably both. I attributed it to a lack of familiarity. But as time went on, even as I started to develop successful tactics, I just knew that something was off. Then I unlocked asari Adept. Gave it a whirl since my human Adept was also level 20 - Gold was utterly dominated by myself, another asari, a human Infiltrator and a Sentinel. It was only then when I realized how much of a liability the drellguard is. Our "assassin" niche no longer applies come Gold. You say we're good at taking our Phantoms? Try it when he has five friends with him, instantly stripping your barriers and health before you can take two steps after you Charge.

A unique playstyle exists for us. It is great fun. It is the most stylish around. But it is entirely moot on Gold given what other options exist, and the problem is only going to get worse once the asari Vanguard makes an appearance.


In terms of powers, do you think any of them should be swapped? For example, pull for throw, grenade for nova, etc. ?
Ideally, we would get some sort of choice between powers to have, so long as they're comparable and fit both the class and race. I think the Sentinal Krogan doesn't even have a Biotic power, so I think it's called for. 

#71
Berkilak

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looloolooigotsomeapples wrote...

Berkilak wrote...

looloolooigotsomeapples wrote...

I've played on Gold, I'm not so sure the shortcomings I have are balance's fault, mine, or both. But sure. I support a movement for Drell viability in all difficulties. One way, IMO, is to allow some degree of skill choosing in the full game. 

My first Gold run, it was probably both. I attributed it to a lack of familiarity. But as time went on, even as I started to develop successful tactics, I just knew that something was off. Then I unlocked asari Adept. Gave it a whirl since my human Adept was also level 20 - Gold was utterly dominated by myself, another asari, a human Infiltrator and a Sentinel. It was only then when I realized how much of a liability the drellguard is. Our "assassin" niche no longer applies come Gold. You say we're good at taking our Phantoms? Try it when he has five friends with him, instantly stripping your barriers and health before you can take two steps after you Charge.

A unique playstyle exists for us. It is great fun. It is the most stylish around. But it is entirely moot on Gold given what other options exist, and the problem is only going to get worse once the asari Vanguard makes an appearance.


In terms of powers, do you think any of them should be swapped? For example, pull for throw, grenade for nova, etc. ?
Ideally, we would get some sort of choice between powers to have, so long as they're comparable and fit both the class and race. I think the Sentinal Krogan doesn't even have a Biotic power, so I think it's called for. 

Well, I like our style. Swapping Grenades/Pull for Nova would be an obvious solution, but a lazy one, and we would lose some of that uniqueness. Personally, assuming Reave operates similarly to its ME2 incarnation, I'd love to see it swapped with Pull. It could be an AoE disable that would help us with our survivability issues as it drains health from those afflicted. It would allow us to shut down those who are inconsequential targets, Charge in, take out the key threats, and exit while maintaing the survivability we simply do not have at this point.

#72
looloolooigotsomeapples

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Indeed, it was the only bonus power I ever chose as a Vanguard in ME2. With the effectiveness of Nova compared to either Shockwave, Pull, or the Grenades, it would be a pretty fair addition. A problem I forsee with a Nova Drell is that it would kind of lessen the point of human vanguards, given the ninja-ness of the Drell, so Reave sounds like a decent alternative. 

Modifié par looloolooigotsomeapples, 26 février 2012 - 06:51 .


#73
Kakaw

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Butthead11 wrote...

Berkilak wrote...

Butthead11 wrote...

Berkilak wrote...

Likewise, asari Vanguards are going to have Stasis. Making drell even moreso the odd duck of the class.


Well atleast humans will be mediocre with you. 

Not in the slightest. They synergize well. Very well.


People are still gonna want Asari over human vanguards. Stasis>Nova for team play. 


I disagree. Stasis can not be used by a vanguard who is in combat. Stasis has a (relatively) long cool-down, and so the vanguard will need to charge. The only reason why human vanguards do nova, is because it does not affect any cooldowns. Had you had to wait 3-4 seconds between nova and charge, no one would use nova. Stasis will obviously suffer from this, but it gives the vanguard some ranged capabilities for the later waves, when he can't charge around into phantoms and turrets.

#74
Kakaw

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I think pull should not be specced beyond rank 4 (area). Rank 1 is mostly sufficient. It adds absolutely nothing after that (vs cerberus). Pull is mainly good for setting up detonations with charge. Also pull provides some useful cc if you have someone with overload who strips shields and barriers. But as a stand-alone anything, pull (unlike stasis) is nigh useless, cause it does nothing to shielded enemies.

Cluster grenades are amazing. Sometimes. Phantoms often take 0 damage from taking a set of cluster grenades to the head, because they "phase out". Also you better not have any/many other grenade using classes with you, as you need to refill often. But the (few) times you effectively take out entire spawn-camps right of the bat, it is very rewarding, and the grenades always have a purpose, even though aiming can be a betch.

This leaves us with the main issue, that drells have next to no barriers. They can't "get in there" , detonate their pull, hit with their grenades, and get out again. Where other classes get ~325-700 extra shields from speccing defensively, drellguards get +138 shields. Huge opportunity cost for a measly 138 gain in shields. Yes, there's the speed boost also, which makes it bareable I suppose, but you can't have effective biotic powers, get the +138 barriers, and wear a pistol with that shotgun (weight decrease in rank 6 drell assassin). Either you run around with 300 barriers at reduced speed with 2 weapons and powerful grenades, or you run around with 388 barriers and powerful grenades, but only a pistol OR a shotgun (reducing you to either close range or mid-range, not both which some stated was possible), or you gimp your grenades.. (or you gimp your charge, but I cannot advise that).

Either way, you can't have this "trinity" together with charge. You can't be useful at 2 different combat-ranges (2 weapons), AND have powerful grenades AND have max speed + barrier. You're either a grenade launching pistol + shotgun wielding slow drell with 250 barriers; or you're a grenade launching fast drell with 388 barriers who is limited to only one weapon and must stand on the sidelines some of the time; or you get 388 barriers + speed + ability to swap weapons, but you can't take out groups of units cause you have no grenades. This proposed trinity is not possible.

I theorize that an increase in a drells shields, will render this trinity less of a requirement, as he can drop the pistol (or drop the shotgun) and still utilize his weapon full time, together with his huge grenade hits. Currently the low shields ruin just about everything you make out to sound so nice here on paper. Imo the drell vanguard needs more barriers, so that it can fully utilize his arsenal, without bigger pauses in combat; and/or a rework of pull, somehow make it useful against shielded enemies, so that the drellguard can make a build centered around pull to make up for his shortcomings in not being able to reach this "required" trinity.

Modifié par Kakaw, 26 février 2012 - 09:53 .


#75
Kakaw

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Locutus_of_BORG wrote...

xcrunr1647 wrote...

Butthead11 wrote...

Can drell vanguards still handle phantoms easily? If so i think the main thing vanguards are needed for is still in tact.


you can't be serious

lol, that's what Asari Adepts are for! Image IPB  Vanguards rock Nemesii pretty handily though.


I'm having no real issues with my Drellguard. He's a bit weak at times, but it doesn't really matter if you play smarter.

Pull lets me play support in those occasional times (stagger, cc, debuffing guardians) charging is unwise. I have it on lvl 2 and don't intend on levelling it for a long time. Grenade is also a "support power" that lets me hang back every so often.

Drellguard is a happy medium b/w normal vanguard and caster. I dunno if he's necessarily the strongest, but he's fun and I do well with him. :shrug:


From this I read that "pull is a happy medium between vanguard and caster". Youd don't put much stock in charge or grenades. Are you sure you're not better suited with another class, who has a bigger toolset for you than just pull?

How do you fare on gold? Do you use a sniper rifle for damage or something?

Modifié par Kakaw, 26 février 2012 - 10:05 .