Will the Drells ever recieve a buff?
#51
Posté 27 septembre 2012 - 08:25
#52
Posté 27 septembre 2012 - 08:26
#53
Posté 27 septembre 2012 - 08:28
BuckshotSamurai wrote...
I love both Drell, but both are severely hampered by the low barriers which force you to spec them for full health/barriers in Fitness unless you are a glutton for punishment. Drell are supposed to be Lizard-Fu experts yet they have some of the weakest melee attacks in the game. It would be great if their base melee damage was upped from 150/500 to 350/750 so that a melee spec'd Drell would actually be worth giving up the health & shields. Would also like to see high speed bonuses in the melee evos to make up for being a stiff wind away from death.
Ah don't come to my aid now lol. Where were you a second ago?
#54
Posté 27 septembre 2012 - 08:28
Eric Fagnan wrote...
We have plans to improve the Drell kits in the future. Unfortunately at this time we are a little limited by what we can change with weekly live updates.
Awesome! Thanks also for you DevGuys posting more actively lately. It's much appreciated.
#55
Posté 27 septembre 2012 - 08:29
#56
Posté 27 septembre 2012 - 08:31
Zero132132 wrote...
Eric Fagnan wrote...
We have plans to improve the Drell kits in the future. Unfortunately at this time we are a little limited by what we can change with weekly live updates.
Hopefully, that patch comes soon...
//Searching for appropriate response...
//Calculating...
#57
Posté 27 septembre 2012 - 08:33
#58
Posté 27 septembre 2012 - 08:33
That being said, the point remains - adept is fine, if a bit unforgiving to new drell users. Drell vanguard, on the other hand, could really use reave (except then he'd possibly be too good).
Modifié par Dunvi, 27 septembre 2012 - 08:33 .
#59
Posté 27 septembre 2012 - 08:35
#60
Posté 27 septembre 2012 - 08:42
Time for rampant speculation!Eric Fagnan wrote...
We have plans to improve the Drell kits in the future. Unfortunately at this time we are a little limited by what we can change with weekly live updates.
I think my sunglasses idea is very likely!
Drell Vanguard will lose Pull and get Marksman...
#61
Posté 27 septembre 2012 - 08:42
He could do exactly what the DrellDept can do, just with the ability to restore shields immediately instead of pull. If they replaced reave with cluster grenades instead of replacing pull, I could see it working. I kind of doubt that's what they'll do, though. I think it's a bit late in the game to be changing powers for individual characters. I'm hoping they set it up so that they can decouple certain classes, like the Geth Engineer/Infiltrator, the Drell Adept/Vanguard, the Turian Soldier/Sentinel, etc.. That way, they can buff one without buffing the other, so the very useful Drell Adept could be left alone while buffing the barriers (or some other attribute) of the Drellguard.Dunvi wrote...
FTR, shockwave can set off multiple BEs at once. So clusters aren't the only power that can do so.
That being said, the point remains - adept is fine, if a bit unforgiving to new drell users. Drell vanguard, on the other hand, could really use reave (except then he'd possibly be too good).
Not sure if that's what'll happen. If they change what powers characters have, though, it's gonna shake up the game to an absurd degree. We'll see. Hopefully, we'll see soon. That they've been very active these past few days gives me hope...
#62
Posté 27 septembre 2012 - 09:11
ManRightChea wrote...
@ Pedactor , Great advice, will be sure to try it. I am running Grenade Cap V, all of my none UR's are at X and my mods etc at V.
http://narida.pytalh...9@0KB@@@0@0@0E4
This is my build. The only potential change I could see is 6b on Reave. Never had any issues previous though.
6A on Reave, man. Way better on bosses. The extra DR isn't noticable. Your speed against bosses should help tons. You are way faster than a Phantom, and that's about as fast as mobs get.
#63
Posté 27 septembre 2012 - 09:11
As for the Drell Vanguard: like others have said, if he had Reave instead of Pull, he would be a more survivable version of the Adept. Then there is the option of replacing Cluster Grenades instead, but that doesn't seem right to me. I always kinda saw Cluster Grenades as the Drell "signature" power, or as close to one as that race can have considering others also use those grenades.
One option would be to decrease the weight of shotguns along with pistols for 30% on the Vanguard when he picks that branch in that passive tree. He'd have the advantage of fastest movement speed for any Vanguard, AND being able to carry the heavy shotguns with the goal of keeping 190%-200% cooldown. Or in other words, an even more extreme glass cannon. Another possible buff would be to allow the Drell Vanguard's charge to naturally have a larger radius compared to other charges.
Looking at Pull though, I do agree that it has to go. I don't think its salvageable as a good power option on the Vanguard. A part of me thinks Throw would work well: very fast cool down, staggers or tosses enemies, and would be all around better for letting him keep himself alive. However, then there is a lack of BE options for him. Warp maybe?
The last crazy idea I had would be to replace Pull with Lift Grenades. Give him two types of grenades, which in turn means he naturally carries more than any other non-Demolisher class. He would never have to worry about cooldowns messing with his Charge rate, and both grenade types work as good panic options in their own ways. Or somebody could spec into both and only use the type they like more. And of course, I *think* Lift Grenades into Cluster Grenades could make BEs. He would be purely about zipping around the battlefield, either on foot or by charging, with two panic button options so he can get out of mobs and back to cover to restore his barriers.
#64
Posté 27 septembre 2012 - 09:26
Eric Fagnan wrote...
We have plans to improve the Drell kits in the future. Unfortunately at this time we are a little limited by what we can change with weekly live updates.
Really? the drell are beyond awesome?
I ran a drell adept for the speedrun tournement and he rocks
#65
Posté 27 septembre 2012 - 09:29
Modifié par ManRightChea, 27 septembre 2012 - 09:31 .
#66
Posté 27 septembre 2012 - 09:32
Eric Fagnan wrote...
We have plans to improve the Drell kits in the future. Unfortunately at this time we are a little limited by what we can change with weekly live updates.
Does that mean it's gonna be in the next patch like the singularity changes, or something on your list you haven't yet worked on?
#67
Posté 27 septembre 2012 - 09:42
Eric Fagnan wrote...
We have plans to improve the Drell kits in the future. Unfortunately at this time we are a little limited by what we can change with weekly live updates.
Methinks you're implying that you're going to be changing the powers on the Drell Vanguard via a patch, or change the way certain powers work. Amirite?
#68
Posté 27 septembre 2012 - 09:50
#69
Posté 27 septembre 2012 - 10:51
I think we have ourselves a pretty well balanced roster once the Chilled/Fire combo is fixed.
#70
Posté 28 septembre 2012 - 01:55
Koenig888 wrote...
On Gold, shields III will be more useful than Cy IV for Drell. Not getting shot also helps.
This.
A well-handled Drell is a powerhouse on Gold (and Platinum). Change your play style.
#71
Posté 28 septembre 2012 - 02:06
Including Drellguard? I don't have a regular group, and I can't expect PUGs to carry me while I learn to use the damned thing, since PUGs can't generally carry.scrappydoo wrote...
Koenig888 wrote...
On Gold, shields III will be more useful than Cy IV for Drell. Not getting shot also helps.
This.
A well-handled Drell is a powerhouse on Gold (and Platinum). Change your play style.
#72
Posté 28 septembre 2012 - 05:01
Edit: I think Drell should be left alone as it is a true test of skill. I'm not good enough to use the Drell well on Gold (a fortiori, Platinum) but those who can do so are indeed the elite players.
Modifié par Koenig888, 28 septembre 2012 - 05:10 .
#73
Posté 28 septembre 2012 - 05:03
#74
Posté 28 septembre 2012 - 05:09
#75
Posté 28 septembre 2012 - 05:18
Eric Fagnan wrote...
We have plans to improve the Drell kits in the future. Unfortunately at this time we are a little limited by what we can change with weekly live updates.
Can anyone clarify what "kits" means? I mean, we're not going to see abilities swapped out or anything are we? I really like the current Drell abilities setup. Yes, even pull




Ce sujet est fermé
Retour en haut







