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#51
Lucky

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I'll get in on the dead horse flogging.

Vorcha Reaver Adept

Bloodlust
Reave
Throw
Standard Vorcha Passives/Fitness

He is my dream monster!

#52
Sailears

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Guanxii wrote...

Mass Effect 4 Soldier Suggestions:


<snip>

I would hope for more than 3 powers per kit in the next game.

#53
Heldarion

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GI

#54
Guanxii

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Curunen wrote...

Guanxii wrote...

Mass Effect 4 Soldier Suggestions:


<snip>

I would hope for more than 3 powers per kit in the next game.


It would be nice but only having 3 powers incentivizes sharing and makes it easy for newcomers to just jump in. I quite like the simplicity of it - each character feels really unique and focused, whereas if everybody had more powers I think it might feel a bit samey [if the classes/characters started to blend together]. Might also be much harder to balance the game.

Modifié par Guanxii, 03 décembre 2013 - 08:38 .


#55
Matthias King

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I would be cool with still having only 3 powers if they would make a few changes to the way ME3 characters were.

1) Make powers like Tech Armor and Fortification passive and selectable by everyone, and upgradable, in the same way gear bonuses are. You have a 'Protection' slot, and you're able to unlock Tech Armor, Fortification, etc... starting at level I and going up to level V or X or whatever. The only thing with that is they would no longer be able to be detonated.

2) Make ammo powers work the same way. You have an 'Ammo Type' slot where you enable the ammo power of your choice, which are unlocked the same way gear bonuses are in ME3. You unlock, say for instance, Incendiary Ammo level I, and you enable it just like a gear bonus. Making the ammo types like gear bonuses instead of consumables.

That way you'd have a gear bonus slot, and ammo power slot, and a protection slot, leaving room in every character for 3 powers, instead of 2 powers and 1 protection type, like several ME3 characters.

#56
ZuzuAmandi

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Quatrain Vanguard.
-Havoc Strike
-Arc Grenade
-Overload

#57
Almurat89

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This topic, again...

Anyway, Collector Controller:

- Tech Armor
- Sabotage
- Dominate

#58
Tokenusername

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The game is designed to be played with a team. As such individual should be limited in their abilities to promote cooperation. If you have like 6 different powers, it allows for too much individual versatility. A good team competition can compensate for each others weakness and enhance each others strengths. A single kit will run into challenges that they are ill-equipped to deal with.

Teamwork is promoted and there is incentive to keep teammates alive.

#59
Malanek

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Prothean Adept

Dark Sphere
Smash
Biotic Orbs (Seeker swarms seems out of flavor)
Collector Passives
Collector Fitness

Human dodges, base movement speed rather than collector. Idea is a close combat adept that can do massive spike damage to spawns with Dark Sphere - Smash - Detonate Dark Sphere combo.

#60
GordianKnot42

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Geth Stalker:

Stalker Mode (allows attachment to walls)
Assassination (damage bonus for sniper attacks)
Overload
Networked AI
Advanced Hardware

#61
Tokenusername

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Malanek999 wrote...

Prothean Adept

Dark Sphere
Smash
Biotic Orbs (Seeker swarms seems out of flavor)
Collector Passives
Collector Fitness

Human dodges, base movement speed rather than collector. Idea is a close combat adept that can do massive spike damage to spawns with Dark Sphere - Smash - Detonate Dark Sphere combo.

So basically an entire kit based around one strategy?

#62
Striker93175

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Take the drell adept... remove pull... add supply pylon. For added biotic nade spam, replace passives w/ nade regen passives from talon merc.

Modifié par Striker93175, 03 décembre 2013 - 09:45 .


#63
Guanxii

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 Mass Effect 4 Engineer Suggestions:

Human Engineer
Combat Drone
Overload
Incinerate

Salarian Engineer
Decoy
Energy Drain
Incinerate

Quarian Engineer
Arc Grenade
Incinerate
Cryo Blast

Turian Engineer
Combat Drone
Overload
Recon Mine

Geth Engineer
Geth Turret  (flamer now affected by tech vulnerability)
Sabotage   (should detonate and prime tech combos)
Defense Matrix

Batarian Engineer
Supply Pylon
Cain Trip Mine
Concussive Arrows (Either Shield or Armor Piercing Evolutions at level 6)

Vorcha Engineer
Bloodlust
Submission Net
Flamer

Volus Engineer
Decoy
Recon Mine
Shield Boost

Modifié par Guanxii, 03 décembre 2013 - 09:54 .


#64
Malanek

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Tokenusername wrote...

Malanek999 wrote...

Prothean Adept

Dark Sphere
Smash
Biotic Orbs (Seeker swarms seems out of flavor)
Collector Passives
Collector Fitness

Human dodges, base movement speed rather than collector. Idea is a close combat adept that can do massive spike damage to spawns with Dark Sphere - Smash - Detonate Dark Sphere combo.

So basically an entire kit based around one strategy?

He is designed to be close combat character, you could argue that every kit with smash already is. It would still have options at longer range with a dark sphere - biotic orbs detonation, or double debuff something with orbs first then shoot. There would still be a lot to consider and a lot of tricks with this power set. I don't think this would be particularly one dimesional if that is what you are getting at.

#65
Sailears

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Guanxii wrote...

Curunen wrote...

Guanxii wrote...

Mass Effect 4 Soldier Suggestions:


<snip>

I would hope for more than 3 powers per kit in the next game.


It would be nice but only having 3 powers incentivizes sharing and makes it easy for newcomers to just jump in. I quite like the simplicity of it - each character feels really unique and focused, whereas if everybody had more powers I think it might feel a bit samey [if the classes/characters started to blend together]. Might also be much harder to balance the game.

If we could have up to two weapons, one grenade and three active powers per kit then I'd be happy.

#66
Kirrahe Airlines CEO

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Awakened Collector Assassin

-Tac Cloak (the huntress version)
- Dark Sphere
- Cluster grenades
- Keep the collector passives as they are too good to need to be changed.
- Make his ascension stance for tankiness and longer duration. Take off the damage penalty and the damage boost. Or make the damage boost really small in comparison to the adept's, but regardless, take off the damage penalty.

Salarian Vanguard

-Biotic Charge
-Energy Drain
-Phase Disruptor
-Give his passives a weapon damage boost to salarian based weaponry.
-Leave the health and shield bonuses as the regular salarian stats but change the rank 6a to the phoenix one where he gets a power boost for 30 seconds after a heavy melee kill.
-Have his heavy melee be a fire punch similar to the drell/vanilla vanguard's biotic heavy melee but make it able to prime enemies for explosions.

Batarian Engineer

-Blade Armor
-Geth Turret
-Sabotage
-Batarian passives
-Batarian fitness

I really love using sabotage against Cerberus and it's really hilarious to see an atlas sync kill one of it's teammates. :D

Asari Engy

-Biotic Protector (this would make more sense in MP anyway)
-Overload
-Cryo Blast
-AJA Passives
-AJA Fitness

Modifié par The Krauser, 03 décembre 2013 - 10:26 .


#67
Evil

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Tokenusername wrote...

The game is designed to be played with a team. As such individual should be limited in their abilities to promote cooperation. If you have like 6 different powers, it allows for too much individual versatility.

6 powers would be OP and difficult to implement on a console controller, but I think that the option to take 4 powers rather than three would be ok, and would help make sentinels more effective in the tech/biotic hybrid role.

3 tech and one biotic power, 2 of each, or 1 tech and 3 biotic powers on each sentinel would be more effective than 1 biotic and two tech or 2 biotic and one tech tends to be (TSent being the obvious exception).

#68
Sailears

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Tokenusername wrote...

The game is designed to be played with a team. As such individual should be limited in their abilities to promote cooperation. If you have like 6 different powers, it allows for too much individual versatility. A good team competition can compensate for each others weakness and enhance each others strengths. A single kit will run into challenges that they are ill-equipped to deal with.

Teamwork is promoted and there is incentive to keep teammates alive.

Limited yes, but not the one maybe two power repetitive spamming that most kits have now. Cloak/prox mine, charge/nova (or grenade), or overload spam. Not enough variety within each kit. That's not taking into account grenades, which personally should be made into an equipment slot.

Passive powers like hunter mode or semi-passive powers like barrier/armour powers could also be separated, then we can have 3 active powers to choose from.

Modifié par Curunen, 03 décembre 2013 - 10:45 .


#69
Malanek

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I think 3 powers worked really, really well with ME3 multiplayer. It encouraged the massive number of different kits each with their own strengths and limitations Only real reason to increase it would be if they were getting rid of the global cooldown.

#70
Evil

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Curunen wrote...

Passive powers like hunter mode or semi-passive powers like barrier/armour powers could also be separated, then we can have 3 active powers to choose from.

That could work.

Have barrier, tech armour, fortification. blade armour, hunter mode, annihilation field, blood lust, devastator mode, and any future powers similar in nature activated and deactivated by pressing and holding two buttons simultaneously, and that bypasses the limitations of console controllers not having enough buttons for multiple powers.

Having only three powers limits variety when one of them is a power you only cast once per game, so I'd support a switch to 3 castable powers and a extra passive power, to give the sentinels some more options.

Kits without such a power could perhaps be given a second set of passives to put the points in instead?

#71
Excella Gionne

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Female Biotic Geth

#72
Guanxii

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Batarian Infiltrator
Tactical Cloak
Submission Net
Proximity Mine

Improved Batarian Sentinel
Blade Armor
Ballistic Blades
Submission Net

Improved Batarian Vanguard
Biotic Charge
Smash
Barrier

Improved Batarian Adept
Warp or Flare
Smash
Lash

Modifié par Guanxii, 04 décembre 2013 - 12:46 .


#73
MGW7

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Evil Mastered wrote...

Curunen wrote...

Passive powers like hunter mode or semi-passive powers like barrier/armour powers could also be separated, then we can have 3 active powers to choose from.

That could work.

Have barrier, tech armour, fortification. blade armour, hunter mode, annihilation field, blood lust, devastator mode, and any future powers similar in nature activated and deactivated by pressing and holding two buttons simultaneously, and that bypasses the limitations of console controllers not having enough buttons for multiple powers.

Having only three powers limits variety when one of them is a power you only cast once per game, so I'd support a switch to 3 castable powers and a extra passive power, to give the sentinels some more options.

Kits without such a power could perhaps be given a second set of passives to put the points in instead?


If they used the two analogue buttons for cover/sprint they could free up the A/X button, which would give an extra button for things like passive powers,

And I think the secondary passives would work quite well, you could create a unique rage tree, or a turian weapons mastery, ect, each species would have their own unique tree with separate passive powers in addition too the current general passives

#74
Guanxii

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Suggestions for Vanguards in ME4:   If I think of any new races i'll add them

Human Vanguard
Biotic Charge
Dark Channel
Nova

Asari Vanguard
Biotic Charge
Stasis
Lift Grenade

Drell Vanguard
Biotic Charge
Annihilation Field
Cluster Grenades

Batarian Vanguard
Biotic Charge
Smash
Barrier

Krogan Vanguard
Biotic Charge
Nova (or possibly Biotic Hammer)
Barrier

Turian Vanguard
Biotically Focused Poison Strike (yay shields)
Nightshade Blades
Phase Disruptor 

Volus Vanguard
Biotic Charge
Stasis
Shield Boost

Modifié par Guanxii, 04 décembre 2013 - 01:14 .


#75
Tokenusername

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Evil Mastered wrote...

Having only three powers limits variety when one of them is a power you only cast once per game

That doesn't make sense.