The Asari Sentinel is inbound! (class Concept)
#51
Posté 04 juillet 2012 - 08:04
I want this.
#52
Posté 04 juillet 2012 - 08:10
I think there is probably a typo in the last evo of enthrall (robotic laws) with the 25 sec shutdown. maybe 2.5 s or 2 s - 5 s?
#53
Posté 04 juillet 2012 - 08:34
#54
Posté 04 juillet 2012 - 08:37
Starting with the lore - All asari are born with biotic potential. Creating an entire program designed to accomplish this seems odd. The only reason some asari do not develop this power is purely based on personal choice. In fact, if you look at alot of info in lore about Thessia, even most of the animals are biotics. Sufficed to say, this may need a rework.
The next bit seems...perhaps a bit too space magicky. There's nothing I can quite put my finger on, and for that I suppose its a minor point, but I think it more ties into these nanomachine networks as the source of most of the abilities. Constantly expelling them would require raw materials to manufacture more, even if you'd implant
Now, onto the powers and more gameplay concerns. I'll just do this by the numbers:
Deconstruction is effectively an Overload Reave/Dark Channel. It does immense damage by comparison to most other abilities at base levels. (As an example - Warp's base damage is 250, Overload is 220, Carnage is 315.) You 'could' argue that you'd only be getting possibly a 25 to 30% boost from the class passive, but that still wouldn't bring most (if any) of those powers to a base 450.
Additionally, the last evolution to lock down a target for 15 seconds on a power with a cooldown of 3.5 seconds (since you've already addressed it, let's say base 7 seconds) means you can pretty much lock down a target indefinitely. Additionally, it doesn't specify what kind of enemies you're paralyzing. You should probably have indicated weaker enemies so that you don't just spam it on a Banshee and have it stand there for 15 seconds plus reduced returns on additional casts.
Repulsion Matrix - You would never use this in a Gold match, for the sheer fact that it has a 12 second base recharge time. Even at 200% cooldown, it leaves you unprotected and on cooldown for at least 6 seconds. Other than that, its pretty much a straight clone of Tech Armor for the damage explosion part.
However, there's no mechanic currently demonstrated in the game for blowing away grenades, or even affecting them beyond their initial throw/delivery. Unless they are capable of being affected by game physics and its simply not done thus far, it would require recoding something which is more or less unlikely given the MP team's probable size.
The same goes for some of the evolution abilities, like the Adhesion bubbles. As it is currently, enemies are not effected by each other's physical location save in movement. If you throw an enemy, it doesn't hit or knock down the target behind, no matter how hilarious they go flying. This is another limitation of the game engine which would likely require both processing power and coding changes.
Additionally, the warp effect makes this ability a primer for the first ability (given that it is a biotic power which deals direct damage, it can detonate) and thus lets the character self detonate. Multiple targets too (spam Deconstruction on any target hit).
Finally, the 50% boost to power recharge time is ridiculous. Combine it with the passives (covered later) essentially means that the Sentinel would be able to carry anything without fear of cooldown penalty. Want a Claymore (or any heavy weapon) and 200% recharge speed? That's what this would do. Way, waaaay too much. Also would probably have wonky interactions with other players.
Enthrallment - Is basically Dominate, and while I'm sure it wouldn't be crazy difficult to add that ability into the game, its some of the choices which set this one down again.
The 'Follow Me' evolution would have to drastically change the current scripts for a character under its effects. Even with Sabotage right now, all it does is change the friendly and enemy targets while keeping the same script. That would require a ton of work right there. Additionally, I don't think anyone would take that on Gold for risk of, oh, I don't know, you pressing another button and that enemy, now behind you, suddenly stripping your shields and drilling you into the earth.
Project Hypatia - Starts out fine, but then gets crazy fast, way out of balance with other classes. Part of this revolves around the crazy weight reductions (which others have mentioned). Frankly, even in theory, noone would take the assault rifle weight reduction over the reduction for all weapons weight. That's half a problem with assault rifles, and half the fact that both are immense already. Combine that with the Matrix ability and you could have 200% cooldowns while sporting just about anything.
And finally, 15 second incap on melee is definitely a bit much. Don't think melee abilities can have secondary effects, but I'll leave that slide. Really, being able to chain CC everything in melee range with a barrel tap is crazy.
There you go, that's the critique I would give to the idea as a whole. There's no ill will in any of this, but I find, more often than not, that ideas are not made better by wholesale approval, but rather someone who can genuinely bite back without being malicious.
#55
Posté 04 juillet 2012 - 09:01
ps. 15 seconds stun, really?
#56
Posté 04 juillet 2012 - 09:09
Nydus Templar wrote...
Oh man....where do I even start?
Starting with the lore - All asari are born with biotic potential. Creating an entire program designed to accomplish this seems odd. The only reason some asari do not develop this power is purely based on personal choice. In fact, if you look at alot of info in lore about Thessia, even most of the animals are biotics. Sufficed to say, this may need a rework.
The next bit seems...perhaps a bit too space magicky. There's nothing I can quite put my finger on, and for that I suppose its a minor point, but I think it more ties into these nanomachine networks as the source of most of the abilities. Constantly expelling them would require raw materials to manufacture more, even if you'd implantspace magic replicatorsmini-fabricators into the asari, which you'd almost have to in order to produce them in sizable enough quantities.
Now, onto the powers and more gameplay concerns. I'll just do this by the numbers:
Deconstruction is effectively an Overload Reave/Dark Channel. It does immense damage by comparison to most other abilities at base levels. (As an example - Warp's base damage is 250, Overload is 220, Carnage is 315.) You 'could' argue that you'd only be getting possibly a 25 to 30% boost from the class passive, but that still wouldn't bring most (if any) of those powers to a base 450.
Additionally, the last evolution to lock down a target for 15 seconds on a power with a cooldown of 3.5 seconds (since you've already addressed it, let's say base 7 seconds) means you can pretty much lock down a target indefinitely. Additionally, it doesn't specify what kind of enemies you're paralyzing. You should probably have indicated weaker enemies so that you don't just spam it on a Banshee and have it stand there for 15 seconds plus reduced returns on additional casts.
Repulsion Matrix - You would never use this in a Gold match, for the sheer fact that it has a 12 second base recharge time. Even at 200% cooldown, it leaves you unprotected and on cooldown for at least 6 seconds. Other than that, its pretty much a straight clone of Tech Armor for the damage explosion part.
However, there's no mechanic currently demonstrated in the game for blowing away grenades, or even affecting them beyond their initial throw/delivery. Unless they are capable of being affected by game physics and its simply not done thus far, it would require recoding something which is more or less unlikely given the MP team's probable size.
The same goes for some of the evolution abilities, like the Adhesion bubbles. As it is currently, enemies are not effected by each other's physical location save in movement. If you throw an enemy, it doesn't hit or knock down the target behind, no matter how hilarious they go flying. This is another limitation of the game engine which would likely require both processing power and coding changes.
Additionally, the warp effect makes this ability a primer for the first ability (given that it is a biotic power which deals direct damage, it can detonate) and thus lets the character self detonate. Multiple targets too (spam Deconstruction on any target hit).
Finally, the 50% boost to power recharge time is ridiculous. Combine it with the passives (covered later) essentially means that the Sentinel would be able to carry anything without fear of cooldown penalty. Want a Claymore (or any heavy weapon) and 200% recharge speed? That's what this would do. Way, waaaay too much. Also would probably have wonky interactions with other players.
Enthrallment - Is basically Dominate, and while I'm sure it wouldn't be crazy difficult to add that ability into the game, its some of the choices which set this one down again.
The 'Follow Me' evolution would have to drastically change the current scripts for a character under its effects. Even with Sabotage right now, all it does is change the friendly and enemy targets while keeping the same script. That would require a ton of work right there. Additionally, I don't think anyone would take that on Gold for risk of, oh, I don't know, you pressing another button and that enemy, now behind you, suddenly stripping your shields and drilling you into the earth.
Project Hypatia - Starts out fine, but then gets crazy fast, way out of balance with other classes. Part of this revolves around the crazy weight reductions (which others have mentioned). Frankly, even in theory, noone would take the assault rifle weight reduction over the reduction for all weapons weight. That's half a problem with assault rifles, and half the fact that both are immense already. Combine that with the Matrix ability and you could have 200% cooldowns while sporting just about anything.
And finally, 15 second incap on melee is definitely a bit much. Don't think melee abilities can have secondary effects, but I'll leave that slide. Really, being able to chain CC everything in melee range with a barrel tap is crazy.
There you go, that's the critique I would give to the idea as a whole. There's no ill will in any of this, but I find, more often than not, that ideas are not made better by wholesale approval, but rather someone who can genuinely bite back without being malicious.
This.
#57
Posté 04 juillet 2012 - 09:26
Pretty sure melee attacks don't get secondary effects, and a 15 second incapacitate is WAAAAAY too long.
The system shock should only effect weak enemies (troopers, husks, cannbials, bascially anything that can be neural shcok-stunned by overload for 5 seconds)
Like Nydus Templar said, she can self-detonate.
The weapon lightness levels should be lowered WAAAAAYY down. 75% lighter assault rifles means you can use a harrier or a falcon with 180%+ recharge speed. 45% faster for all weapons means 120% plus recharge speeds with a CLAYMORE.
This class is way overpowered IMO. Giving it the ability to stun enemies for 15 seconds is way too long. Remove ability to stun with melee. Don't let dominate enthrallment affect synthetics. Make deconstruct do much less damage. Right now, if I used it, I would have a power that can do 3600-4400 damage AND it recharges 3-4 times faster than it lasts so I can constantly spam it.
Basically you gave this class too many pros and barely any cons. It has INSANE recharge speed increasing abilities, it does crazy damage, it can stun enemies for 15 seconds, it can affect synthetics and organics heavily, making it amazing at both and it can self-detonate biotics.
#58
Posté 04 juillet 2012 - 05:25
However, I like my lore...
I know Asari are natural born Biotics that can choose to develop their abilities further. The reason PH was created was to create a somewhat disposable supply of skilled Asari biotics because Asari take 60 years (or thereabouts) to reach maturity and be able to leave home. If all Asari became mercenaries this wouldn't be a problem, as I'm sure a great many Asari turn 60 each day, however, I'm guessing only a portion of the population do, as with any profession. On the other hand, with tank breeding, you can have a mature Asari in less than a year. These Asari are also natural biotics, but as you said, Asari have to choose do develop their biotic potential, and I assume that requires training which takes time and money. The idea behind fusing biotics with nanomachines was not to replace biotics but to enhance their power while making biotics easier to control and more predictable. I think the decon power illustrates this well: Deadly nanites are suspended in a mass effect field generated by the Asari (at their core, all biotic powers are about exploiting eezo and mass effect fields) and sent towards the enemy. The nanites themselves are biosynthetic, the Asari produces more just they (or any organic) would produce more skin cells if they got a cut (the point being, if a deficit of nanites are detected, more are made).
#59
Posté 04 juillet 2012 - 05:43
#60
Posté 04 juillet 2012 - 11:22
#61
Posté 05 juillet 2012 - 12:13
CmdrSlander wrote...
Thank you for your critiques. I would like to note that values recharge times and damage were more or less made up by me to fill in the charts (intended to be representative, fill in what numbers you think are appropriate, the effects of the powers are what I spent time on, not the stats) and are therefore subject to as much adjustment as is needed. Other things (like the weapon weight reduction) could also be decreased for balance purposes. In this respect, your critiques are valid.
However, I like my lore...
I know Asari are natural born Biotics that can choose to develop their abilities further. The reason PH was created was to create a somewhat disposable supply of skilled Asari biotics because Asari take 60 years (or thereabouts) to reach maturity and be able to leave home. If all Asari became mercenaries this wouldn't be a problem, as I'm sure a great many Asari turn 60 each day, however, I'm guessing only a portion of the population do, as with any profession. On the other hand, with tank breeding, you can have a mature Asari in less than a year. These Asari are also natural biotics, but as you said, Asari have to choose do develop their biotic potential, and I assume that requires training which takes time and money. The idea behind fusing biotics with nanomachines was not to replace biotics but to enhance their power while making biotics easier to control and more predictable. I think the decon power illustrates this well: Deadly nanites are suspended in a mass effect field generated by the Asari (at their core, all biotic powers are about exploiting eezo and mass effect fields) and sent towards the enemy. The nanites themselves are biosynthetic, the Asari produces more just they (or any organic) would produce more skin cells if they got a cut (the point being, if a deficit of nanites are detected, more are made).
The general concept of the lore isn't precisely the issue, and that's why I said it needed rework, not to be thrown out. Really, from what I've seen in game, this program would be run very exclusively by asari Matriarchs considering their rather secretive nature when it comes to anything which would put a blemish on their image as a species.
Ardat-Yakshi, as an example, are repeatedily stated to be a closely guarded secret, with their containment and capture one of the primary duties of an entire order (the Justicars). Something like cloning tank bred asari shocktroops would easily be as distasteful for public consumption.
If anything, I think you aren't quite going dark enough with the lore as is. This kind of biotech is widely seen in only one example in the Mass Effect universe - the Reapers. Considering we now know certain spoilers about the asari in relation to their status as the most advanced species, is it so far beyond thinking that they'd have a bit of Reaper tech to play with?
However, as I said, the space magick-y thing was really a minor quib, especially compared to things like warp and biotic/tech explosions. I'm aware of how you explained the method of delivery and the basic execution of the nanites as a form of weapon, again they weren't an issue per say. Considering how implants work in the Mass Effect universe, controlling a group of networked nanomachines is probably far more tolerable than most.
I don't think, however, that nanotech would really help with controlling one's biotic abilities, anymore than an implant already does. I know we're wandering into lore depth which most wouldn't care about, but if technology could control and create Mass Effect fields like biotics do, then we'd have people wearing suits which make them effectively biotic, and there'd be no need to turn people into biotics at all. Also, the geth would be tossing around biotic explosions like candy.
Another minor point I just realized, the Matriarchs do not have control over the Justicars. Its rather explicitly stated that the Justicars have pretty much supreme authority from the youngest Maiden to the oldest Matriarch. The Matriarchs couldn't 'send the Justicars in' as if they were asari commandos. The Justicars would go and do as they pleased in the pursuit of their duty to the code. If the Justicars felt it necessary to wipe them out, they'd go and do it. However, I actually doubt the Justicars would take offensive action against them, as they are not Ardat-Yakshi, and I doubt the code was written with cloning in mind as a sort of punishable offense. Just a thought though.
Finally, as another relatively minor point of game consistancy, this Sentinel (aside from pushing enemies way and clearing grenades) has no innate defensive or 'tanky' aspects to make them a Sentinel. While they are a combo of tech and biotics, which is another defining quality of Sentinels, gameplay wise, they are basically adepts. One might even argue that the 'tanky' nature of Sentinels is laughable at Gold difficulty, they are still given things like the highest consistant damage reduction in the game (the highest total being the Justicar thanks to Reave + Sphere but inconsistant as it is reduced significantly versus the geth). One could also argue that human Sentinels are basically adepts in gameplay too, but they have access to a tanky ability (Tech Armor). This is keeping with the theme of Sentinels in ME3.
#62
Posté 05 juillet 2012 - 12:25
#63
Posté 05 juillet 2012 - 12:36
#64
Posté 05 juillet 2012 - 12:49
Nydus Templar wrote...
CmdrSlander wrote...
Thank you for your critiques. I would like to note that values recharge times and damage were more or less made up by me to fill in the charts (intended to be representative, fill in what numbers you think are appropriate, the effects of the powers are what I spent time on, not the stats) and are therefore subject to as much adjustment as is needed. Other things (like the weapon weight reduction) could also be decreased for balance purposes. In this respect, your critiques are valid.
However, I like my lore...
I know Asari are natural born Biotics that can choose to develop their abilities further. The reason PH was created was to create a somewhat disposable supply of skilled Asari biotics because Asari take 60 years (or thereabouts) to reach maturity and be able to leave home. If all Asari became mercenaries this wouldn't be a problem, as I'm sure a great many Asari turn 60 each day, however, I'm guessing only a portion of the population do, as with any profession. On the other hand, with tank breeding, you can have a mature Asari in less than a year. These Asari are also natural biotics, but as you said, Asari have to choose do develop their biotic potential, and I assume that requires training which takes time and money. The idea behind fusing biotics with nanomachines was not to replace biotics but to enhance their power while making biotics easier to control and more predictable. I think the decon power illustrates this well: Deadly nanites are suspended in a mass effect field generated by the Asari (at their core, all biotic powers are about exploiting eezo and mass effect fields) and sent towards the enemy. The nanites themselves are biosynthetic, the Asari produces more just they (or any organic) would produce more skin cells if they got a cut (the point being, if a deficit of nanites are detected, more are made).
The general concept of the lore isn't precisely the issue, and that's why I said it needed rework, not to be thrown out. Really, from what I've seen in game, this program would be run very exclusively by asari Matriarchs considering their rather secretive nature when it comes to anything which would put a blemish on their image as a species.
Ardat-Yakshi, as an example, are repeatedily stated to be a closely guarded secret, with their containment and capture one of the primary duties of an entire order (the Justicars). Something like cloning tank bred asari shocktroops would easily be as distasteful for public consumption.
If anything, I think you aren't quite going dark enough with the lore as is. This kind of biotech is widely seen in only one example in the Mass Effect universe - the Reapers. Considering we now know certain spoilers about the asari in relation to their status as the most advanced species, is it so far beyond thinking that they'd have a bit of Reaper tech to play with?
However, as I said, the space magick-y thing was really a minor quib, especially compared to things like warp and biotic/tech explosions. I'm aware of how you explained the method of delivery and the basic execution of the nanites as a form of weapon, again they weren't an issue per say. Considering how implants work in the Mass Effect universe, controlling a group of networked nanomachines is probably far more tolerable than most.
I don't think, however, that nanotech would really help with controlling one's biotic abilities, anymore than an implant already does. I know we're wandering into lore depth which most wouldn't care about, but if technology could control and create Mass Effect fields like biotics do, then we'd have people wearing suits which make them effectively biotic, and there'd be no need to turn people into biotics at all. Also, the geth would be tossing around biotic explosions like candy.
Another minor point I just realized, the Matriarchs do not have control over the Justicars. Its rather explicitly stated that the Justicars have pretty much supreme authority from the youngest Maiden to the oldest Matriarch. The Matriarchs couldn't 'send the Justicars in' as if they were asari commandos. The Justicars would go and do as they pleased in the pursuit of their duty to the code. If the Justicars felt it necessary to wipe them out, they'd go and do it. However, I actually doubt the Justicars would take offensive action against them, as they are not Ardat-Yakshi, and I doubt the code was written with cloning in mind as a sort of punishable offense. Just a thought though.
Finally, as another relatively minor point of game consistancy, this Sentinel (aside from pushing enemies way and clearing grenades) has no innate defensive or 'tanky' aspects to make them a Sentinel. While they are a combo of tech and biotics, which is another defining quality of Sentinels, gameplay wise, they are basically adepts. One might even argue that the 'tanky' nature of Sentinels is laughable at Gold difficulty, they are still given things like the highest consistant damage reduction in the game (the highest total being the Justicar thanks to Reave + Sphere but inconsistant as it is reduced significantly versus the geth). One could also argue that human Sentinels are basically adepts in gameplay too, but they have access to a tanky ability (Tech Armor). This is keeping with the theme of Sentinels in ME3.
Excellent points there, I can't refute any single one of them aptly. Although, as for the "tank power" I think that is covered by the repulsion matrix, it behaves like tech armor in that it is activated and remains active indefinetly (as long as shields remain up). It does not absorb damage, but deflects a great many damaging things, making it similar to tech armor, but unique as well. As for the nanites: They are not, by themselves, giving the person with them biotic powers, they are instead enhancing and regulating the user's inborn biotic abilities (think of it as the distributed computing approach to existing biotic implants). I realize I say they do create mass effect fields, but that is completely lore-friendly, as they are in that respect basically ship drive cores on a very, very small scale (just run some current, provided by the pizoelectric effect in this case, through some eezo and you get mass effect fields) biotics are unique in their ability to manipulate these fields with thier minds. The nanites give the biotic implanted with them a unique ability that most biotics lack, they can use their biotic powers to deploy the nanites and these nanites can then do things which biotic powers alone cannot (like defeat shields, which is normally reserved for tech powers).
#65
Posté 05 juillet 2012 - 01:10
#66
Posté 05 juillet 2012 - 01:36
#67
Posté 05 juillet 2012 - 01:48
LDStaredown wrote...
OP: people like you make me happy. We'll bang, ok?
And your gender is...?
Modifié par CmdrSlander, 05 juillet 2012 - 01:51 .
#68
Posté 05 juillet 2012 - 02:19
#69
Posté 05 juillet 2012 - 02:20
CmdrSlander wrote...
LDStaredown wrote...
OP: people like you make me happy. We'll bang, ok?
And your gender is...?
Win.
#70
Posté 05 juillet 2012 - 02:23
LDStaredown wrote...
OP: people like you make me happy. We'll bang, ok?
haha I know what you've been watching...
Anyway on topic...
I like the concept of the character and will give you an "A" for effort but I do have to agree with a few things said by "Probe Away" & "Nydus Templar". I don't mean to diminish your vision for the character but you do indicate you would like bioware to take it into mind, so lets look at it that way.
For starters like probe said, bioware has always recycled at least 1 power for every character so something would have to be removed in order for an existing power to be added. On that same note of things bioware does, another is the reuse of basic dodge moves & melee types for existing races. When bioware added the asari justicar she had the same heavy melee & dodge moves the existing asari did so there's no reason to think they would change that.
Combine these 2 facts and I think the repulsion matrix is the dead give away for what would give. Having an ability like that would make it really hard to use the asari melee/heavy melee. In place it could just recycle barrier from the krogan vanguard as her "armor".
Now this is a minor thing but like nydus said, a humanoid "hack" already exists and is called dominate. If they did add such a thing, which I think is feasible, it would probably be that ability. Along those lines, ardat-yakshi are the only ones who could do such a thing from a lore stand-point. Yes asari can attune to others nervous systems but far as I was aware only ardat-yakshi could actually corrupt through that means, dominate being an innate ability for them if you know the lore. Also the ability would need to have a baseline effect against synthetics rather then just an evolution if it would be on par w/ a sabotage.
Also deconstruction does actually sound a bit OP and like it was a pick and choose mixture of a few existing abilities. Good concept though and if toned down Id be on board.
#71
Posté 05 juillet 2012 - 02:26
Matic1093 wrote...
CmdrSlander wrote...
LDStaredown wrote...
OP: people like you make me happy. We'll bang, ok?
And your gender is...?
Win.
How so?
#72
Posté 05 juillet 2012 - 02:29
CmdrSlander wrote...
Matic1093 wrote...
CmdrSlander wrote...
LDStaredown wrote...
OP: people like you make me happy. We'll bang, ok?
And your gender is...?
Win.
How so?
www.youtube.com/watch
#73
Posté 05 juillet 2012 - 02:34
Story:
Make it so that the first batch of tank-breed were biotically unstable. They had the inborn ability to control their nervous system but not the experience to do it well. The effect was completely uncontrolled biotic abilities that was more controlled by emotions rather than concious decisions. The nanites was the answer to this. The nanites were added to get the biotics under control. The operation worked and the biotics powers of the clones were under control, albeit significantly weaker than the first batch (and normal asari). The Asari physiology however showed its complex depth again. A clone named Nassari, broke out of her holding cell trying to escape. She was killed in the escape attempt but the investigation revealed something scary. Apparently she had gotten concious control of the nanites in her body (and by extension the VI) effectively turning her into a living omni-tool. Further experimentation showed that the other clones could be trained to do the same. New holdingcells were designed and training began.
Mechanics:
Shift reliance to shields so base health: 400 Base Shields: 800
Melee: Standard attack
Heavy Melee: Sending out a cone shaped cloud of nanites dealing damage over time (similar in function to the geth heavy melee) hitting up to 3 enemies (I think geths can hit 3 enemies but I might be wrong). The cone has a range of 4 meters. Enemies that die are turned into the ash you mention.
I suggest you scrap the enthrall ability. The version you have there is too powerful and I think a power like that would be better on another kind of character. Focus you aim with the class.
Make the repulsion matrix more in line with other abilities. Make sure the use of the ability lies with the player (the less control you have the less viable it will be at higher difficulty levels). Giving something a prohibitively large cooldown is not a good way to balance a powerful ability. Ok the nitty gritty: Remove the damage component and make it a force component. Give the field a damage reduction ability (5% base upgradable to... lets say 25%) but as the kicker make it extend to people within a 2,5 yard radius (upgradable to 5 yards with one of the damage reduction upgrades). Ok the repulsion effect would probably best work as an automated Throw sent out directly at an enemy that enters the area of the field. It would be on a cooldown of 3 seconds. We will let it be very powerful with a base force of 800 newton upgradable to 1500. As a biotic ability this Throw can trigger biotic combos. The powers should slow cooldowns by a like amount to that of Tech armor and the like. Unleashing the power would make the field explode outward pushing away enemies in the area of the power triggering the powers cooldown (which should also be simimlar to other activated abilities)
The Repulsion matrix will essentially be a biotic ability largely controlled by the nanite VI.
Deconstruction: I like this one but a few things: Firstly what is this power? A DoT or a direct damage attack? I like the idea of it as essentially a DoT, as the spirit of the power is that it de-constructs the target. So instead of 400 damage lets say 100 damage over 6 seconds. Give it an armor weakening effect on the base. Something like 25% reduced armour effectiveness on target. Evolution 3 Detonation: I suggest not letting the power be able to detonate combos. It is essentially a tech power as the only biotic power used is to deliver the "cargo". So instead I suggest: Evolution 3 Erosion: Decrease the effectiveness of armor over 3 seconds by 50% (this will stack with the powers normal reduction). It will work similarly to the singularities radius increasing effect. So the armor will get progressively weaker over 3 seconds and then be the weakest for the last 3 seconds of the power. Evolution 4 persistance: Make it increase to 9 rather than 15. Evolution 6 System Shock: Make the paralyses last 5 seconds instead.
As for the passive... well I don't like it. Keep the Power/weapon damage and melee/survival, separate as normal. Perhaps give them some special effects in them similar to the Cerberus defectors.
Anyway there are my thoughts and suggestions.
#74
Posté 05 juillet 2012 - 02:46
Nightmare137 wrote...
CmdrSlander wrote...
Matic1093 wrote...
CmdrSlander wrote...
LDStaredown wrote...
OP: people like you make me happy. We'll bang, ok?
And your gender is...?
Win.
How so?
www.youtube.com/watch
Oh. That was unsettling...
#75
Posté 05 juillet 2012 - 06:55
stysiaq wrote...
Great job, you certainly put more effort and thought into this class than there is in existing classes.
Thank you very much.





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