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[Feedback Consolidation] Community Suggestions for Making All classes Competitive on Gold


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#26
Random citizen

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D.Kain wrote...

Random citizen wrote...

Isnt that a good thing, that certain classes have shortcommings?


Every class should be ABLE to solo and be ABLE to not relly on anyone but themselves. Then those competent classes should come together into an effiecient group multiplying their effectivness  to deal with high difficulties and challanges.


Able, and able...  In theory, yes. But they are not Shepard-level and it makes no sence in sending in just one soldier/engieer whatever dude/dudes to secure an enemy hotzone.

Modifié par Random citizen, 26 février 2012 - 07:02 .


#27
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Berkilak wrote...

Random citizen wrote...

You can have a race (for example human) that is not best at anything, but decent in every class. Niche = support if there are better specialists around.

You can have races that are strong in one niche (like quarians being good at tech, like hacking, uploading, downloading, disarming etc, faster then other races) but less good at dishing out damage and having low health.


You are speaking in idealistic generalities that do not apply to the actual game. Unless you want to cite specific example, there is no discourse to be had here.


Present and example and lets see what we can arrive at.
(I agree with what I am speaking of would require some changes to the gameplay no doubt)

Modifié par Random citizen, 26 février 2012 - 07:06 .


#28
D.Kain

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Random citizen wrote...

D.Kain wrote...

Random citizen wrote...

Isnt that a good thing, that certain classes have shortcommings?


Every class should be ABLE to solo and be ABLE to not relly on anyone but themselves. Then those competent classes should come together into an effiecient group multiplying their effectivness  to deal with high difficulties and challanges.


Able, and able...  In theory, yes. But they are not Shepard-level and it makes no sence in sending in just one soldier/engieer whatever dude/dudes to secure an enemy hotzone.


Not one. One will get overrun, that;s why you have a team, because you have all bunch of problems. But each class should practically be able to take down any enemy.

#29
Berkilak

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Random citizen wrote...

Present and example and lets see what we can arrive at.
(I agree with what I am speaking of would require some changes to the gameplay no doubt)

Justify drellguard on Gold difficulty.

#30
Hoki

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That summary looks good Berkilak, but there is a rank 6 option for adrenaline rush called 'Power Use'.
It allows for only ONE additional power use. If this were changed to allow many additional power uses, then imho adrenaline rush = fixed.

#31
Kakaw

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I honest to God don't think sentinels have a survivability 'issue'. Tech armor doesn't recharge shields like it did on ME2. it is different, argueably worse. But there is no survivability issue.

The drell vanguard just needs more shields and possibly less hp, as in take some of his HP and make it shield. Shields regenerate. Shields can be recharged by a charge. Etc etc. hit points get worn down every fight due to low shields, so after a while he has no health nor (much) shield. Make it 250 health + 500 shield, instead of the other way around.

Or be more sensible and make it 500 hp and 500 shield.

Modifié par Kakaw, 26 février 2012 - 07:15 .


#32
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D.Kain wrote...

Random citizen wrote...

D.Kain wrote...

Random citizen wrote...

Isnt that a good thing, that certain classes have shortcommings?


Every class should be ABLE to solo and be ABLE to not relly on anyone but themselves. Then those competent classes should come together into an effiecient group multiplying their effectivness  to deal with high difficulties and challanges.


Able, and able...  In theory, yes. But they are not Shepard-level and it makes no sence in sending in just one soldier/engieer whatever dude/dudes to secure an enemy hotzone.


Not one. One will get overrun, that;s why you have a team, because you have all bunch of problems. But each class should practically be able to take down any enemy.


Depends on the location, mission and known opposition. You dont sent a
plumber to fix your computer. Likewise you dont send a team of enginners
to lead an assult on fortified enemies in rough terrain.

Modifié par Random citizen, 26 février 2012 - 07:20 .


#33
themaxzero

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Berkilak wrote...

themaxzero wrote...

Yes and that's called balance. How will you be able to tell which classes are competitive on Gold if the majority of enemy types are not playable?

I simply do not understand why you think it permissable that certain classes be more-or-less useless on certain enemy groups. Sure, give someone an advantage or disadvantage when matched against a certain type of enemy, but when you are rendered moot for the entire match because you're playing against an enemy group that entirely counters your class?

And you speak of balance while promoting such situations?


Who said useless? But weaker sure why not?

#34
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Berkilak wrote...

Random citizen wrote...

Present and example and lets see what we can arrive at.
(I agree with what I am speaking of would require some changes to the gameplay no doubt)

Justify drellguard on Gold difficulty.


From what I have seen, I can not. The Drell could use a more effective "dodge attacks" mechanic and faster and steathy movement in general . Drells should generally embody a more assassin-, stealth-like class in general. 

#35
Hoki

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D.Kain wrote...

Random citizen wrote...

Isnt that a good thing, that certain classes have shortcommings?


Every class should be ABLE to solo and be ABLE to not relly on anyone but themselves. Then those competent classes should come together into an effiecient group multiplying their effectivness  to deal with high difficulties and challanges.

Well, most classes probably can solo the *survival* waves, its just only some can solo the assassination waves.
I don't really know of any that can solo the '4x shut down the terminals' waves.

It would be great if the AI would be smart enough to not put those kinds of waves against solo's and duo's.

Modifié par Hoki, 26 février 2012 - 07:26 .


#36
darkblade

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I cant meaningfully contribute to this thread/take it seriously because you want us to help make each class "competitive" yet denounce the idea that some powers may need to be nerfed to let other classes have a niche because this game is "cooperative".

So which is it? Do you want use to make the classes interdependent so that none are obviously very good with some kind of support? which would require nerfs and buffs accordingly then the game can be truly coop.

Do you want use to just buff everything until its in line with the what people consider the OP broken abilities then everyone can breeze gold?

Or do you want use to make the classes playable solo but still need help with powerful enemies? Which again would need nerfing and buffing.

I support bring the classes closer together in viability is a good idea, but anyone who has played any class based RPG online will tell you that you cant just buff everything.

#37
D.Kain

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Random citizen wrote...

Depends on the location, mission and known opposition. You dont sent a
plumber to fix your computer. Likewise you dont send a team of enginners
to lead an assult on fortified enemies in rough terrain.


Engineer is just a name. When really in this game an engineer is not someone that focuses on electronics, or repairs things, but a guy with incediary rockets, emp blasts, shooting drone bombs, and any weapon of choice. 

#38
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Hoki wrote...

D.Kain wrote...

Random citizen wrote...

Isnt that a good thing, that certain classes have shortcommings?


Every class should be ABLE to solo and be ABLE to not relly on anyone but themselves. Then those competent classes should come together into an effiecient group multiplying their effectivness  to deal with high difficulties and challanges.

Well, most classes probably can solo the *survival* waves, its just only some can solo the assassination waves.
I don't really know of any that can solo the '4x shut down the terminals' waves.


It seems true enough. A single quarian with a wicked player could perhaps do it if the quarians had a tech bonus (shuts it down in 10 sec or something)

#39
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D.Kain wrote...

Random citizen wrote...

Depends on the location, mission and known opposition. You dont sent a
plumber to fix your computer. Likewise you dont send a team of enginners
to lead an assult on fortified enemies in rough terrain.


Engineer is just a name. When really in this game an engineer is not someone that focuses on electronics, or repairs things, but a guy with incediary rockets, emp blasts, shooting drone bombs, and any weapon of choice. 


Its a tech expert.

#40
D.Kain

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Random citizen wrote...

D.Kain wrote...

Random citizen wrote...

Depends on the location, mission and known opposition. You dont sent a
plumber to fix your computer. Likewise you dont send a team of enginners
to lead an assult on fortified enemies in rough terrain.


Engineer is just a name. When really in this game an engineer is not someone that focuses on electronics, or repairs things, but a guy with incediary rockets, emp blasts, shooting drone bombs, and any weapon of choice. 


Its a tech expert.


More of a guy with fancy gadgets really. Tech experts actually work with tech, If there was something to work with, but in this game all classes are killers, and since they all kill, they should all be able to deal with everything. 

In C&C Renegade an engineer was a real tech expert. He wasn't shooting a lot, he had a very crappy pistol just in case, but he repaired vehicles that others drove, repaired buildings that enemy destroyed, and planted bombs to destroy enemy buildings faster. THAT is an engineer.

#41
Berkilak

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darkblade wrote...

I cant meaningfully contribute to this thread/take it seriously because you want us to help make each class "competitive" yet denounce the idea that some powers may need to be nerfed to let other classes have a niche because this game is "cooperative".

So which is it? Do you want use to make the classes interdependent so that none are obviously very good with some kind of support? which would require nerfs and buffs accordingly then the game can be truly coop.

Do you want use to just buff everything until its in line with the what people consider the OP broken abilities then everyone can breeze gold?

Or do you want use to make the classes playable solo but still need help with powerful enemies? Which again would need nerfing and buffing.

I support bring the classes closer together in viability is a good idea, but anyone who has played any class based RPG online will tell you that you cant just buff everything.

It's not that I disagree with nerfs. It's that I disagree with player-driven nerfs. Developers recognize when something is overpowered. They don't need people crying about it 24/7 to take note. Likewise, people all-too-often take nerfs personally, devolving into virtual screaming matches that overpower any constructive comments sprinkled therein.

As such, I like to stay away from such discussion.

On the other hand, just because a class fills a niche doesn't mean that it needs to be taken down a notch to "make room" for other classes. It is perfectly viable to have multiple classes filling certain niches in different ways.

#42
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D.Kain wrote...

Random citizen wrote...

D.Kain wrote...

Random citizen wrote...

Depends on the location, mission and known opposition. You dont sent a
plumber to fix your computer. Likewise you dont send a team of enginners
to lead an assult on fortified enemies in rough terrain.


Engineer is just a name. When really in this game an engineer is not someone that focuses on electronics, or repairs things, but a guy with incediary rockets, emp blasts, shooting drone bombs, and any weapon of choice. 


Its a tech expert.


More of a guy with fancy gadgets really. Tech experts actually work with tech, If there was something to work with, but in this game all classes are killers, and since they all kill, they should all be able to deal with everything. 

In C&C Renegade an engineer was a real tech expert. He wasn't shooting a lot, he had a very crappy pistol just in case, but he repaired vehicles that others drove, repaired buildings that enemy destroyed, and planted bombs to destroy enemy buildings faster. THAT is an engineer.


You misunderstand. Yes, they have military training. Yes they have been trained to kill (with their gadgets) but they are not specialized in charging the enemy. Its basically a "support class". Dont confuse a regular combat engineer with an N7 individual called Shepard who also might fancy using technical gadgets.

#43
Kakaw

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EDIT ( right, summary) :

Adressing the vanguards ineptitude in damaging and affecting any targets with shields, armors and barriers:
Pull creates an innert biotic field in any enemy, for the duration of pull, that can be detonated. (Similar to warp).


If pull were to "pierce" shields and barriers (and possibly armor) it would be stronger than stasis. Why? Essentially it would be the same thing. Stasis pops up instantly, while pull can be aimed around obstacles; neither is at a clear advantage. But pull can be specialized to make huge detonations. Pull can be specialized to deal damage. Pull isn't interupted after target takes a certain amount of damage. Pull has half or 1/3rd the cooldown time.

I don't think pull can ever be made to ignore shields and barriers and not be the most godlike power in-game, without making it almost exactly like stasis - which would serve no purpose.

I think I'd like to see a "throw" component to pull instead. So that it can do damage against shielded opponents and allow it to detonate biotic fields (if not itself), just like Throw adds a 200-300 damage component at rank 6 - although this is NOT ideal (see below)

The "laid-back" play style of pull does no good. Rank 1 pull is just as good as rank 6 pull because it never does anything to shielded enemies anyway. Ok, I like the area upgrade at rank 4. So far the detonation upgrade (rank 6, no it doesnt detonate itself, but when pull is detonated (through another biotic power) the damage and force is 50% higher) is not needed (vs cerberus). It is highly costly, but anything that already is stripped of shields and affected by pull, need not +50% detonation damage as any detonation instantly kills the target anyway. Also the cooldown reduction upgrade is not needed either.

One thing that would take care of possibly all 3 issues, is to allow pull to apply an "innert biotic field" to shielded/barriered targets. This biotic field would make an enemy look like it was affected by warp for the duration of the pull spell, but does absolutely nothing on its own. Its sole purpose is to allow for a detonation in shielded targets. So because it offers 0 crowd control against shielded targets it won't get overpowered. Just like warp and stasis it could be detonateable on shielded targets, and with the uniquie rank 6 pull upgrade, it would have a reason to be maxed. And the vanguard could potentially increase his soloing damage output this way, by detonating his own pull with Charge (which ofcourse is risky considering how weak the drell is). This would be ideal. It would make pull the #1 power for biotic detonations, while having a crowd control component to red (stripped) enemies. Instead of being only useful vs red (stripped) enemies and have upgrades that serve no purpose.

As is, vs cerberus, pull is basically the same at rank 1 and rank 6. Rank 2 and 3 and 4 are helpful towards improving pull, but ranks 5 and 6 do nothing (well, you could spend 11 upgrade points on getting an additional 60% recharge speed, which nets you about 0.2 seconds of less cooldown, aka useless unless you bring 2 heavy weapons- which serves no purpose on a drellguard - so it is best not to consider this upgrade even remotely viable in the first place).

Modifié par Kakaw, 26 février 2012 - 08:23 .


#44
Kakaw

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Ok, so why bother this much with pull anyway, one could ask. And, it isn't the only clear fix. It would give the drellguard a role, for sure. But improving shields and possibly a slight increase to overall shotgun damage would let the drellguard strip away shields and barriers like a typical vanguard - through shotgun damage and charge! Pull would be a secondary utility spell (in most vanguard builds), which is also the way it is currently designed with its limited cc use.

So either give the drellguard better shield + shotgun capabilities, or redesign pull with a biotic field that is sustainable (yet innert) in shielded targets.

Modifié par Kakaw, 26 février 2012 - 08:01 .


#45
D.Kain

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Why not just make all biotics affect shielded/barriered targets 50% less? Aka you can pull a centurion that has shields on, but you pull for 3 sec instead of 6 sec. Or you can throw a centurion but you throw for 600n instead of 1200n?

Then suddenly pull 50% detonation is worth it, but only at close range, since if it is far the projectile won't make it in time.

Modifié par D.Kain, 26 février 2012 - 08:01 .


#46
Kakaw

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D.Kain wrote...

Why not just make all biotics affect shielded/barriered targets 50% less? Aka you can pull a centurion that has shields on, but you pull for 3 sec instead of 6 sec. Or you can throw a centurion but you throw for 600n instead of 1200n?

Then suddenly pull 50% detonation is worth it.


This would probably balance biotic powers across the board. Instead of having some biotic powers that ignore shield completely, while others are completely limited by shields, creates a discrepancy where, for instance, stasis is considered overpowered, while pull is very limited. Warp, charge and throw are actually perfectly in line with this. Warp creates biotic fields in shielded targets, so it can be detonated in shielded targets. Throw gets a damage component to any target (through upgrades even more so) and staggers an enemy, while charge (and shockwave) also does damage to shielded targets. Pull and singularity however are left at a huge disadvantage in this regard. Warp (and charge, for obvious reasons) also suffers slightly from worse cooldowns, but warp also detonates biotic fields (in addition to creating them), so it's a 2-in-1 power, unlike throw/pull/singularity, where obviously throw is the more versatile power by far.

Making all biotic powers 25-50% effective against shielded targets would open up for new possibilities and opportunities for weak biotic powers, and keep the stronger biotic powers in-line with the rest.

There is no reason why pull shouldn't be allowed to levitate a shielded target for 2 seconds, when considering stasis can keep a shielded enemy (even a Phantom) trapped and disabled for a looong period of time

Modifié par Kakaw, 26 février 2012 - 08:12 .


#47
Random citizen

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D.Kain wrote...

Why not just make all biotics affect shielded/barriered targets 50% less? Aka you can pull a centurion that has shields on, but you pull for 3 sec instead of 6 sec. Or you can throw a centurion but you throw for 600n instead of 1200n?

Then suddenly pull 50% detonation is worth it, but only at close range, since if it is far the projectile won't make it in time.


Agreed. I have suggested that too. Its a decent compromise.

Modifié par Random citizen, 26 février 2012 - 08:17 .


#48
D.Kain

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Just think about it. You have a class that has Throw/Pull/Warp. Which is the core biotic, and is very balanced.
You get to throw and pull shielded targets, but if you want to also detonate those for more damage you have to get close, for the projectile to make it in time. So you can snipe throw/pull for lesser damage and short stagger or Pull/throw detonate at close range.Then you get to use Warp/Throw against atlas and turrets. And get to use warp detonation against lifted phantom to destroy barriers, but then again you have to get CLOSE to the phantom, because otherwise, the detonation won't make it there in time, before phantom shakes the effect down. Also add the fact that enemies sometimes dodge these powers. Imo perfectly balanced.

Same can go fo Shockwave and Singularity. Shockwave already has short range, should be able to throw shielded targets. Singularity would pull shielded targets for smaller time, and warp wouldn't make it in time for singularity/warp snipe, but at short range one could again blow off phantoms barrier, or use singularity/shockwave at close range to throw/damage shielded targets.

#49
darkblade

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Berkilak wrote...

darkblade wrote...

I cant meaningfully contribute to this thread/take it seriously because you want us to help make each class "competitive" yet denounce the idea that some powers may need to be nerfed to let other classes have a niche because this game is "cooperative".

So which is it? Do you want use to make the classes interdependent so that none are obviously very good with some kind of support? which would require nerfs and buffs accordingly then the game can be truly coop.

Do you want use to just buff everything until its in line with the what people consider the OP broken abilities then everyone can breeze gold?

Or do you want use to make the classes playable solo but still need help with powerful enemies? Which again would need nerfing and buffing.

I support bring the classes closer together in viability is a good idea, but anyone who has played any class based RPG online will tell you that you cant just buff everything.

It's not that I disagree with nerfs. It's that I disagree with player-driven nerfs. Developers recognize when something is overpowered. They don't need people crying about it 24/7 to take note. Likewise, people all-too-often take nerfs personally, devolving into virtual screaming matches that overpower any constructive comments sprinkled therein.

As such, I like to stay away from such discussion.

On the other hand, just because a class fills a niche doesn't mean that it needs to be taken down a notch to "make room" for other classes. It is perfectly viable to have multiple classes filling certain niches in different ways.


This is very on topic because it gets to WHY you made this thread and adresses the balance issues in this game which is very much the topic at hand.  

I see you disagree with player driven nerfs but agree with dev driven nerfs and claim that they know what is over powered. They dont know if you werent aware, and they would never know without player feedback. On paper it all looks good, but when a large crowd complains about it they have to look at it again and more closesly examine how something works...then if they feel that it could perform in way thats a bit more fair they do something. Nerfs and buffs are dev/community co operation. Yes, yes you do need crying about it 24/7 the more people are vocal about a problem the more it becomes known until the point where the devs become aware. At which point the devs say that they are looking at it, or those players get no feedback and quit playing. So people will take it personally people take any trivial thing personally thats just life, shouldnt stop progress. Regardless how much flaming happens in a Nerf "X" thread the fact that it is a recurring discussion will warrent attention.

Obviously player driven buff threads are exactly the same as nerf threads. The devs didnt know what you want buffed is underperforming. On paper it looked fine, and without input they wouldnt be aware of an issue. And of course when you buff things and make class X so much better while class Y barely got anything new people will be terribly pissed, then they will cry for more and more buffs. Until the game is a cake walk and people stop playing.

Also you read my statement incorrectly about niches, things need to be rebalance because some character/class combos have no real niche while others perform well even far outside thier niche.

on the side of balance

Soldier 
Infiltrator
Vangaurd

Should get the highest weapon damage bonus, least weight penalties. highest carry capacity, and biggest overall advantages for weapons. Making more weapons viable for these classes. Its sicking to see infiltrators and Vanguards with only a pistol (carnifex which is way over powered, performs the vipers niche...thus the carnifex needs and accuracy nerf and a range damage dropoff, or accuracy nerf and no scope available).

All weapons should have 50% less impact on these classes cooldowns, because they arent casters but the abilities are fundamental and thier hybrid (not soldier) nature. The way things are now the weight systems pretty much causes all the viable builds for these classes to funnel into a few presets.

Sentinal
Adept
Engineer

Should get the best cooldown, power, and crowd control abilities (sentinal should also get some massive shield buffs)

If you ask me Id go ME1 on these classes. Id only give them weapon damage bonus for pistols or SMGs(theyd have to chose) but theyd never be as high DPS with weapons as soldier and the hybrid weapon classes. Thier powers need to work better on shielded enemies. Like what was suggested everything goes through at least 25% or they could make it where how much defense they have left determines resistance to powers ie 100% shield = 100% resistance and resistance would go down as defense went down and vice versa.

Id make any weapon thats not a pistol or SMG hurt their cooldowns more. And theyd get minimal weapon damage increases in thier skill trees. (sentinal would get better defense buffs)

As for the weapons id:

- Nerf the Carnifex, nerf pistol hipfire accuracy.
- Buff the shurikens in cover accuracy, buff SMG hip fire accuracy
- Buff the revenant damage and incover accuracy. give it an escalating increase in accuracy for sustained ADS fire. (like LMGs in battlefield), Give it a grip attachment.
- Buff shotgun damage, nerf fire rate slightly, tweak weight.
- Buff the Vipers damage, Nerf the widows damage and buff its reload times and lessen weight (unless they change the way shield works in gold)
- The rest we'll see on the 6th.

As for class specifics i dont have all of them but Ill talk about the ones i know.

- Human soldier: Buff adrenaline rush (more shield increase when activated, more damage resistance, an evolution to allow the use concussion shot while in AR), more grenades, better damage bonus's, better weaight reduction bonus, allow them to use 3 weapons.

- Human infiltrators: - should be allowed to chose between cryoblast and incenerate, i dont really agree with grenades on this class unless they were prox mine like the salarian otherwise i feel they missed a chance to bring back some good skills sabotage(force enemies to reload (which is in SP)), and dampaneng(shut down biotics and increase tech power damage on affected enemies + stun and damage) come to mind as good alt to sticky grenades.

- Human vanguard: cant recommend much thing its a hit or miss class played competantly you go ape across the map, played badly you are a burden. if you buff the class you make it brain dead. But Pull would be a good alt to Shockwave but in pretty sure drell has pull which means that Humans should have barrier or shield boost(probably wont make the class brain dead).  hell id take carnage over shockwave on a vangaurd for real.

Powers:

- Shockwave needs a buff.
- Cryoblast doesnt seem to weaken armor like it says it does.
- Need more grenades(first 2 upgrades should add 1 grenade each in addition to what they already do), remove that limit on grenades from the ammo boxes.

Modifié par darkblade, 26 février 2012 - 10:17 .


#50
bucyrus5000

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class: Vanguard
Species: Drell
Issue: Squishiness
Suggestion: Give Drell a second armor equip slot.