Create your own Character !
#51
Posté 03 décembre 2013 - 08:12
Vorcha Reaver Adept
Bloodlust
Reave
Throw
Standard Vorcha Passives/Fitness
He is my dream monster!
#52
Posté 03 décembre 2013 - 08:14
I would hope for more than 3 powers per kit in the next game.Guanxii wrote...
Mass Effect 4 Soldier Suggestions:
<snip>
#53
Posté 03 décembre 2013 - 08:15
#54
Posté 03 décembre 2013 - 08:33
Curunen wrote...
I would hope for more than 3 powers per kit in the next game.Guanxii wrote...
Mass Effect 4 Soldier Suggestions:
<snip>
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
Posté 03 décembre 2013 - 09:09
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
Posté 03 décembre 2013 - 09:28
-Havoc Strike
-Arc Grenade
-Overload
#57
Posté 03 décembre 2013 - 09:30
Anyway, Collector Controller:
- Tech Armor
- Sabotage
- Dominate
#58
Posté 03 décembre 2013 - 09:35
Teamwork is promoted and there is incentive to keep teammates alive.
#59
Posté 03 décembre 2013 - 09:38
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
Posté 03 décembre 2013 - 09:40
Stalker Mode (allows attachment to walls)
Assassination (damage bonus for sniper attacks)
Overload
Networked AI
Advanced Hardware
#61
Posté 03 décembre 2013 - 09:42
So basically an entire kit based around one strategy?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.
#62
Posté 03 décembre 2013 - 09:44
Modifié par Striker93175, 03 décembre 2013 - 09:45 .
#63
Posté 03 décembre 2013 - 09:52
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
Posté 03 décembre 2013 - 09:59
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.Tokenusername wrote...
So basically an entire kit based around one strategy?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.
#65
Posté 03 décembre 2013 - 10:02
If we could have up to two weapons, one grenade and three active powers per kit then I'd be happy.Guanxii wrote...
Curunen wrote...
I would hope for more than 3 powers per kit in the next game.Guanxii wrote...
Mass Effect 4 Soldier Suggestions:
<snip>
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.
#66
Posté 03 décembre 2013 - 10:15
-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.
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
Posté 03 décembre 2013 - 10:31
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.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.
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
Posté 03 décembre 2013 - 10:43
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.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.
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
Posté 03 décembre 2013 - 10:43
#70
Posté 03 décembre 2013 - 11:14
That could work.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.
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
Posté 03 décembre 2013 - 11:16
#72
Posté 03 décembre 2013 - 11:39
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
Posté 03 décembre 2013 - 11:51
Evil Mastered wrote...
That could work.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.
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
Posté 04 décembre 2013 - 12:09
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
Posté 04 décembre 2013 - 01:52
That doesn't make sense.Evil Mastered wrote...
Having only three powers limits variety when one of them is a power you only cast once per game





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