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.