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Class Overhaul ideas: how would you update the classes in the next Mass Effect?


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#1
Guanxii

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If you could redesign any of the existing classes (e.g. sentinel) in the next Mass Effect; how would you build your class/character assuming that you can only have six powers and a bonus power at once on the power wheel?

My detailed suggestions for each classes are posted below:

Modifié par Guanxii, 14 août 2013 - 08:01 .


#2
Guanxii

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My Suggestions for the Adept Class:

Singularity
Warp*
Shockwave
Reave**
Cluster Grenades
Stasis

Suggested Bonus Power: Barrier

Notes: Going with the assumption that there might not even be squadmates in the next Mass Effect game this presents a lot of challenges for the adept class - namely in dealing with lots of groups of shielded enemies at once which is where Stasis (bubble) comes in.

I've always found Pull to be largely redundant on the adept because of singularity and now if singularity can always be detonated (as in mp) I think most of us would gladly trade Pull for Stasis which would open up a bonus power and make pull an exclusive power to the vanguard class for greater class differentation.

Having Reave as a long range area detonator for Stasis and Singularity in addition to shockwave for short range area detonations would be fantasic. Reave could also be used in conjuction with Shockwave and cluster grendes for groups of targets and as a detonator for Warp on single Boss enemies to take advantage of Reave's synergy with expose/pierce to enhance it's armor/barrier damage over time.

Having Warp and Reave would make Throw largely redundant on the Adept given that the Adept now focuses on area detonations. Throw is better suited to the sentinel imo because of it's synergy with tech powers, it's emphasis on single target detonations and quick cooldown. Reave is a better option as a primer and detonator on lower tier enemies for Adepts given that it cannot be quick-dodged and cooldown is not really a factor (40% passive boost).

In addition, Cluster Grenades would now be even more fantastic as area detonator for Stasis (bubble) and Reave. Given the greater emphasis placed on cluster grenades (synergy with reave, stasis, singularity and warp) I really hope Bioware would give us regenerating grenades here like the Talon merc.

In conclusion: as you can see with only two relatively small changes the adept class is immediately not only a lot more fun to play but infinitely more useful/powerful.

---
*Primarily for debuffing, & 'splosions
**Primarily for radius, & direct damage (armor/barrier)

Modifié par Guanxii, 15 août 2013 - 10:47 .


#3
Guanxii

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My Suggestions for the Sentinel Class:

Tech Armor
Snap Freeze
Energy Drain
Annihilation Field
Throw
Lift Grenade

Suggested Bonus Power: Inferno Grenade

Notes: My immediate goal with the sentinel class would be to make it feel a lot more unique and engaging to play. Lacking Sabotage's tech vulnerability to help you strip Boss shields quicker with overload - you might as well go with Energy Drain instead so that you can keep your shield up for longer to take greater advantage of tech armor - it's a better fit for Sentinel imo and it helps to further differentiate the classes.

Secondly, Annihilation Field finally gives the sentinel class it's killer go to signature power which also happens to have great synergy with Tech Armor; TA's tankiness allows you to use it at close range, AF's Drain evolution further reinforces Tech Armor, it mitigates the cooldown factor (a problem with warp) and factoring in TA's 30% power damage boost - it's a great fit, especially with Throw.

Finally, while another great and unique power in it's own right;  Snap Freeze is arguably a better fit for the Sentinel than Cryo Blast given that it takes full advantage of the sentinel's tankiness considering it's close range nature and the fact that it's arguably better for debuffing larger enemies (which would be it's primary use in conjuction with AF/Throw).

In conclusion: All six powers would now be unique and the class would have more of it's own character wilst being considerably more effective (tanky).

Modifié par Guanxii, 14 août 2013 - 07:57 .


#4
Guanxii

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My Suggestions for the Vanguard Class:

Biotic Charge
Nova
Pull
Shockwave
Warp Ammo
Dark Channel

Bonus Power Suggestion: Barrier

Notes: While Dark Channel would be redundant on the Adept because of the addition of Reave having Dark Channel on a Vanguard is a fantastic combination as you probably know - you'll no longer need to rely on other teammates to create large chains of biotic explosions. 

Secondly, in my opinion having Dark Channel and Warp Ammo on a Vanguard as opposed to Incendiary Ammo and Cryo Ammo is a much more effective strategy against boss enemies because of DC's damage over time effect and the fact that Warp Ammo does more damage than Incendiary Ammo and also has good biotic synergy with pull and lifting shockwave. Incendiary Ammo and Cryo Ammo are better suited to the soldier class imo.

Finally, targets primed for biotic explosions are seemingly much less likely to be able to randomly kill you when you charge or nova them which will make playing vanguard a lot less frustrating at times against boss tier enemies on harder difficulties.

Modifié par Guanxii, 14 août 2013 - 07:25 .


#5
Guanxii

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My Suggestions for the Engineer Class

Combat Drone
Overload
Incinerate
Cryo Blast
Sabotage
Sentry Turret

Bonus Power Suggestion: Defense Matrix

Absolutely perfect: Don't change a thing!

Modifié par Guanxii, 14 août 2013 - 06:49 .


#6
Guanxii

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My Suggestions for the Infiltrator Class:

Tactical Cloak
Tactical Scan
Arc Grenades
Incinerate
Armor-Piercing Ammo
Decoy

Suggested Bonus Power: Defense Matrix

Wall-hack and 30% debuff (tactical scan + AP ammo), Arc Grenade for stripping shields and tech combs with incenerate (tech bursts + fire explosions) and Decoy for distracting and lining up shots... this would be my dream infiltrator class in the next Mass Effect.

Recon Mine and Homing Grenades are fantastic choices also but probably better as bonus powers available to other classes also otherwise this class would probably be too OP even for me.

Modifié par Guanxii, 14 août 2013 - 07:42 .


#7
Guanxii

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My Suggestions for the Soldier Class:

Adrenaline Rush
Concussive Shot
Multi-Frag Grenades
Incendiary Ammo
Disruptor Ammo
Cryo Ammo

Bonus Power Suggestion: Fortification

Pretty much fine as it is but I would definitely prefer multi-frag grenades over regular frags. I like concussive shot but I would be tempted to go with proximity mines instead for higher difficulties for the additional direct damage and debuffing properties in addition to setting up tech combos and staggering enemies.

Modifié par Guanxii, 14 août 2013 - 07:50 .


#8
Ledgend1221

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Soldier:
Adrenaline Rush
Multi-Frag grenades.
Inferno Ammo
Devastator mode
Hawk Missiles
Fortification.
Inferno Grenades.

#9
Forst1999

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No idea for powers, but one small suggestion for the soldier class. Wearing multiple weapons never was much of an advantage. Even in cases where a weapon swap would be benefitial, it took to long. So soldiers, with their bigger experience with weapons, should get near instant weapon changes.

#10
Guest_StreetMagic_*

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I'd like to see Adepts (and well, other Biotics) reflect more of the destructive power seen in cutscenes. Or at least, letting them have one "Oh crap" AoE power with a long recharge (kind of like Aria's Flare, but with the explosive element integrated, like hers is. Not the player version).

#11
Malanek

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Add alien races which have access to different powers.

I would strongly consider looking at every power in multiplayer and strongly consider the following...

Biotic Sphere, Smash (Could just replace shockwave), Annihilation Field, Biotic Orbs, Dark Sphere, Flamer, Ballistic Blades, Hawk Missile Launcher, Tactical Scan, Hex Shield, Snap Freeze (but modified to not go through walls), Submission net (but with faster animation), Shadow Strike, Recon Mine, Phase Disrupter

Make Singularity like the MP version

I would rebalance tactical cloak so it can't cheat on other power cooldowns.

I would get rid of time dilation, that is incredibly annoying.

I would keep the level cap way below 60, it got pretty pointless upwards of 45 imo.

Modifié par Malanek999, 14 août 2013 - 09:28 .


#12
DarthLaxian

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hm...

easy - and very radical:

do away with the classes all together, give us all the powers (and let us decide at the start if the character can be a biotic or not and don't give us enough points to skill everything!) and let us make our own character (for SP - as multiplayer is probably here to stay (as much as i wish that to be GONE!)) with them even if we want to play a cloaking biotic with a sniper-rifle :)

oh and:

do away with AMMO-POWERS (ammo-changes should come from weapon-mods IMHO and they should not be tied to people!)

greetings LAX

Modifié par DarthLaxian, 15 août 2013 - 03:50 .


#13
Guanxii

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The Adept always looks naked to me without Barrier on but Defense Matrix is so much better in ME3.

I think in the next game Barrier should still have it's detonation effect only it should detonate not prime targets and it should restore upto 50% of your shield (barrier) when purging. Additionally, it would be another detonator you could use independant of cooldown (like cluster grenades) for those 'oh, sh*t' moments.

That way Defense Matrix is still the superior bonus power for restoring shields (upto 100%) but this would make Barrier a lot less sucky in comparison.

Also, Tech Armor should detonate tech combos, obviously - that's a complete no brainer. Barrier would then be the biotic counterpoint to tech armor.

Modifié par Guanxii, 15 août 2013 - 10:33 .


#14
animedreamer

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I always figured the classes were Alliance Navy based themes, and combat specializations based around such themes as they reflected Shepards training over his or her career.

I would like the next game to simply allow you to pick a number of skills based around how you want to play then have the ability to upgrade them as per the usual mass effect games. They're could be kits of which default power builds are available but what they are called doesn't actually reflect in the game but rather are a quick pick option for players who aren't sure how to build a character.

#15
We'll bang okay

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lets say if im a biotic i get to pick six biotic powers andif im a Vanguard i get to pick 3 biotic powers and 3 Soldier powers and no more grenades powers all classes get grenades we can now pick what grenades we want before we go in to a mission just like with weapons 

Modifié par Douglas n7, 27 août 2013 - 06:00 .


#16
Bendigoe

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I think they should get rid of all ammo powers on every class apart from Adept/Sentinel classes.
Instead they should bring back ammo mods akin to Mass Effect 1 and make weapon customisation more variable.
Adept/Sentinel would be able to retain some form of Warp ammo, although I'm unsure how Warp ammo works in lore...I imagine is similar to the biotic using their powers to coat the bullets, which is why I believe they should keep that ammo power (warp ammo could also use some balancing if this is the case otherwise biotic classes would become a little OP maybe).

Infiltrators with tactical cloak should make a definite return but tactical cloak needs to be re-purposed. Severely reduce its damage buff to your next outgoing shot and focus more on stealth.

Engineers need something but god knows if I can think of anything, I find the class really boring. Possibly give them more grenade related skills.

Soldiers are fine as they are. I think that they should have an extremely large weight capacity however enabling them to carry a larger arsenal of weapons, or just get rid of the weight system altogether, it's not needed as shown in the first two games.

Sentinel is beautiful and should stay the way it is.

Vanguards need buffs for closer range weapons and major nerfs to nova.

#17
Guest_StreetMagic_*

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No more ammo powers. I'll agree with the above though. If they are gonna have it, it should be Warp for the biotics. Make it unique and much more powerful than equippable ammo types. And maybe if they freed up some power slots this way, you could create more Soldier powers (that are actually powers and not ammo types). I'd like to see more melee attacks personally (without taking the frontline role away from Vanguard). Nothing on the level of Nova, but more than basic attacks

Modifié par StreetMagic, 27 août 2013 - 07:23 .


#18
SporkFu

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I came up with an idea for this awhile back. Sort of creating Tech and Biotic power pools, that the player can choose from:

A- Biotic Tree
Barrier
Pull
Reave
Shockwave
Slam
Throw
Stasis
Flare
Leash
Dark Channel

B - Tech Tree
Carnage
Decoy
Defense Drone
Defense Matrix
Energy Drain
Fortification
Incinerate
Overload
Sabotage

C - Ammo and Grenade Type
Armor Piercing
Cryo
Disruptor
Incendiary
Warp
Cluster Grenade
Proximity Mine
Sticky Grenade
Lift Grenade
Frag Grenade
Inferno Grenade

Then each class could be customized a little bit, yet still maintain uniqueness. Below I arranged each class skill trees like this:

ADEPT
1. Biotic Mastery
2. Singularity
3. Warp
4. Choose from A
5. Choose from A
6. Choose from A
7. Fitness
8. Ammo + Grenade
9. Bonus

Engineer
1. Tech Mastery
2. Combat Drone
3. Sentry Turret
4. Choose from B
5. Choose from B
6. Choose from B
7. Fitness
8. Ammo + Grenade
9. Bonus

Infiltrator
1. Operational mastery
2. Tactical Cloak
3. Marksman
4. Choose from B
5. Choose from B or C
6. Choose from B or C
7. Fitness
8. Ammo + Grenade
9. Bonus

Sentinel
1. Offensive Mastery
2. tech Armor
3. Cryo Blast
4. Choose from A or B
5. Choose from A or C
6. Choose from B or C
7. Fitness
8. Ammo + Grenade
9. Bonus

Soldier
1. Combat Mastery
2. Adrenaline Rush
3. concussive Shot
4. Choose from B or C
5. Choose from B or C
6. Choose from C
7. Fitness
8 Ammo + Grenade
9. Bonus

Vanguard
1. Assault Mastery
2. Biotic Charge
3. Nova
4. Choose from A
5. Choose from A
6. Choose from A or C
7. Fitness
8. Ammo + Grenade
9. Bonus

I would combine Ammo + Grenade skill progression together. Give each class a choice of one ammo type and grenade type, chosen at character creation.
For the bonus skill I would let the player choose from any of the three skill pools.

#19
Forst1999

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A suggestion for the Vanguard: As everyone knows, the no. 1 cause of dying for vanguards is biotic charge not triggering. So I think that repeatedly hammering the key for it without a valid target should restore your shields. Normal cooldown, no other advantages, but this really would get rid of the most annoying deaths in the game.

#20
SAmaster01

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Soldiers should have all the offensive powers you listed, but they should be implemented differently. The ammo types are all there, but they function less as a power, at least in that the three only take up one 'power slot'. Like wise, grenades and powers like the concussive shot simply take up weapon slots.

Instead of powers, the Soldier should be made so he has an edge on the other classes, such as extra speed, melee power, extra armor and shields, being able to equip a large number of weapons mods. Not to say he can't get/use powers, just that typical shooting will be the focus.

He'd also probably be one of the few classes to carry additional types of grenades, or at least carry more than other classes (six each instead of four, or two.), and power like the concussive shot could be counted as a weapons mod that fires from the push of a button. They could have other similar weapons (i think it'd be cool to see an undercounted gauss cannon like from Crysis 2)

It could either be played as 'easy mode' for those who don't want to improvise or use power as much, and for those coming off of other shooters, or as the heavy class that can wade through lines of fire and just go on killing sprees.

#21
Zakuspec089

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I just hope for a Deeper Costumization being able to create your own class and character, playing Another Species. It going to be on Next generation as well meaning they can add so much more than they can today.

#22
Zakuspec089

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StreetMagic wrote...

No more ammo powers. I'll agree with the above though. If they are gonna have it, it should be Warp for the biotics. Make it unique and much more powerful than equippable ammo types. And maybe if they freed up some power slots this way, you could create more Soldier powers (that are actually powers and not ammo types). I'd like to see more melee attacks personally (without taking the frontline role away from Vanguard). Nothing on the level of Nova, but more than basic attacks


They could just add Ammo Mods to the weapons just like they did in The Original Mass Effect if you ever played it. I thought that was better than having Ammo Powers. They should have Deeper Character Costumization like I said before.

#23
shepskisaac

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Ammo & Grenade "powers" need to go. Just go back to selectable ammo mod/consumable and pick which grenades you're gonna take for a mission. ME1/ME3MP style. It never really worked in ME2 or ME3 single-player.

Definitely agree with reworking the speed of weapon change especially for Soldiers (or any base pew pew class there will be in ME4).

Also, not strictly combat-related, but there should be some more world influence based on class back in the series. Lock-picking, repairs, medigel use, exclusive interrupts/conversations/comments. It simply feels more unique to have your class influence the game's mechanics on a wider level than just combat.

Modifié par IsaacShep, 29 août 2013 - 12:29 .


#24
Felix_Teh_Kat

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What about new powers? There was a definite gearing up from ME2 to ME3..

#25
Guanxii

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Improving the Ammo Powers (My Suggestions)

If BioWare keeps Ammo Powers in the next game then in my opinion Ammo Powers should remain largely intact except for their final evolutions where we could see significant changes. As always rank B and the lower evolutions are largely geared towards squad usage, while the upper ranks (including rank 6a) are primarily for solo usage.

Alternatively, if BioWare make ammo consumables in the next game then each final evolution could be used independently as an ammo consumable type:


Incendiary Ammo
Rank 6a: Incendiary Rounds (+25% health damage, +25% armor damage)
Rank 6b: Inferno Rounds (fire explosions, +25% health damage)

Disruptor Ammo
Rank 6a: Phasic Rounds (+50% shield/barrier weakening)
Rank 6b: Disruptor Rounds (tech bursts, +25% shield damage)

Cryo Ammo
Rank 6a: Frozen Vulnerability (+25% health damage, +25% armor weakening)
Rank 6b: Cryo Rounds (cryo explosions, +25% tech combo damage)

Warp Ammo
Rank 6a: Warp Rounds (+50% armor/barrier weakening)
Rank 6b: Dark Ammo (biotic explosions)

Armor-Piercing Ammo
Rank 6a: Tungsten Rounds (+50% armor damage, +0.5m penetration)
Rank 6b: Drill Rounds (2.5m penetration)

Modifié par Guanxii, 02 septembre 2013 - 10:16 .