Create your own Character !
#101
Posté 04 décembre 2013 - 10:21
#102
Posté 04 décembre 2013 - 10:32
Lyrandori wrote...
Volus 'Annihilator' Soldier
- Rolling Thunder (would be unique to him), Volus would curl up into a ball and would roll himself like a bowling ball of thunder force toward the enemy in a straight like, knocking them down in his path, but could be sync-killed if a Phantom/Banshee/Brute happens to be in his way. He would exclaim *Kssshhhh* "Ow, ouch, ugh!" *Kssshhh* as he'd execute his roll. Would be considered a Combat Power, would also act as a Detonator. Would hit a maximum of 5 enemy units with proper evos.
- Concussive Shot, with a unique evo for extra damage for targets on fire.
- Incinerate
I liked this idea but I'd like to see him fight with 2 swords.
#103
Posté 04 décembre 2013 - 11:10
- Deceptive Cloak
- Extra purse
- Misdirection Moo
#104
Posté 04 décembre 2013 - 11:21
Ex-Cerberus Engineer. 500 health/600 shields.
Turret:
It would a weaker version (50% of the damage, 25% of the health) of the normal one, except able to be deployed anywhere, with an insanely long cooldown and the same, long startup animation. It would target the closest enemy.
4A: Decrease cooldown 25% and decrease startup animation 50% (Engineer sets up the turret faster).
5A: Increase health and shields 25%, reduce the firing delay by 0.5 seconds. (This means it wouldn't pause for as long between bursts).
6A: Increase damage 50%. Increase health and shields 50%. Taking 4, 5 and 6A would mean it has the same damage and health as the regular one, but is set down faster and shoots more often.
4B: Increase weapon damage of nearby allies by 2.5% and reduce shield regen delay of nearby allies by 15%.
5B: Increse weapon damage of nearby allies by 5%.
6B: Increase weapon damage of nearby allies by 7.5%.
So basically you have to choose between a powerful turret that is set down and shoots more often than the Engineers, or a weak turret which increases your allies gun damage by 15% and makes their shields regenerate more often.
Shield Pylon:
It would be a deployable shield pylon that would affect all allies. It would only grant a small amount of shields (about 100) for each "burst" (9 second delay) to all nearby allies.
4A: Decrease bursts by 2 seconds and increase range of shield regeneration ability.
5A: Increase shield amount regenerated by 150 and shocks nearby enemies for damage equal to shield regeneration for every burst.
6A: Increase shield amount regenerated by 250 and gives a small amount of health regen for nearby allies.
4B: Increase nearby allies power damage by 2.5% and reduce cooldown of Pylon by 25%.
5B: Increase power damage of nearby allies by 5%.
6B: Increase power damage of nearby allies by 7.5%.
So you would choose between more survivability, or 15% increased power damage.
Sabotage Grenade:
It would be like an AoE backfire effect of Sabotage, but wouldn't control AI's or cause them to explode, and wouldn't cause enemies to be briefly stunned. 650 damage, 5 metre range, 2 grenades, 3 second delay before enemy takes damage.
4A: Increase damage to 1200 and increase range to 6.5 metres.
5A: Increase grenade capacity by 2 and briefly stuns affected enemies when damage kicks in.
6A: Increase damage to 1500. Enemies take an additional 50% damage over the next 5 seconds (2250 damage altogether).
4B: Increase weapon and power damage affected enemies take by 5% for 3 seconds.
5B: Increase weapon and power damage affected ememies take by 5% for 3 seconds.
6B: Decrease damage affected ememies deal by 25% for 3 seconds.
So it would be a choice between dealing high (delayed) damage over 6.5 metres with a DoT and brief stun, or decreasing the damage enemies deal by 25% and increasing the damage they take by 10% for 3 seconds (before backfire damage kicks in).
Passive:
Lowest weight capacity in the game and no weight capacity bonus in rank 1, 2 and 3, instead just a 2.5% weapon damage bonus in each. This is to keep his cooldowns high, and weapon damage bonus low.
4A: 15 weight capacity bonus.
5A: 25% headshot damage bonus.
6A: 2 extra grenade capacity.
4B: Increase pistol damage by 12.5%.
5B: If only one weapon is equipped, increases weapon damage by 10% but reduces ammo capacity by 25%.
6B: Increases pistol damage damage by 40%.
This means that it's a choice between slightly reduced cooldowns, a high headshot damage bonus and 2 extra grenades, or 70% increased pistol damage (assuming you're only holding a pistol) in exchange for 25% reduced ammo capacity. Any other weapon will just be 17.5% in exchange for 25% reduced ammo.
Fitness:
Light melee is the same as the other Ex-Cerberus. For heavy melee he holds up his omni-tool like the Juggernaut, but it releases one pulse with the same range and damage as the other Geth's heavy melee. Only one pulse though, can't be held to release more. 4 and 5 A and B are normal fitness trees.
6A: Increases health and shield bonus by 30% and grants a passive health and shield regen for nearby Turret and Shield Pylon.
6B: Heavy melee damage increased by 30%. Heavy melee activates nearby Pylon immediately and restores double the amount of shields and deals double damage to enemies. Heavy melee activates nearby Turret immediately (assuming it has a target) and it's next burst of bullets deal double damage. The next Sabotage Grenade, thrown within 2.5 seconds of heavy melee, deals double damage (only affects 1 grenade). 10 second cooldown on this ability. Can't be reduced by cooldown reduction.
So, all-in-all, the Ex-Cerberus Engineer is excellent for a team and holding down a position, but deals little damage himself (unless wielding only a pistol with full Fitness, and even then it reduces ammo capacity). His damage relies on his teammates or his turret, so his weakness would be constantly moving around due to his high cooldowns and static powers, low survivability without Fitness or when away from Pylon, and low damage without his Turret or teammates.
Modifié par Robosexual, 04 décembre 2013 - 11:33 .
#105
Posté 05 décembre 2013 - 12:07
Ex-Cerberus Engineer. 500 health/600 shields.Robosexual wrote...
Turret:
It would a weaker version (50% of the damage, 25% of the health) of the normal one, except able to be deployed anywhere, with an insanely long cooldown and the same, long startup animation. It would target the closest enemy.
So basically you have to choose between a powerful turret that is set down and shoots more often than the Engineers, or a weak turret which increases your allies gun damage by 15% and makes their shields regenerate more often.
Cerberus turrets are insanely powerful, this turret does not need to be boosted that high, and taking into account other boosts this is the only power you would ever need to spec, Great idea, but the boosts are too high for the starting spec, a 6 or bust power
Shield Pylon:
It would be a deployable shield pylon that would affect all allies. It would only grant a small amount of shields (about 100) for each "burst" (9 second delay) to all nearby allies.
So you would choose between more survivability, or 15% increased power damage.
This isn't helpful enough to justify it's existence, it's a supply pylon that doesn't give ammo
And power damage needs to be higher, 15% weapon damage boost is worth more because it gets multiplied repeatedly, powers do not, to be worth specing the power bonus would need to be between twice to 4 times higher
Sabotage Grenade:
It would be like an AoE backfire effect of Sabotage, but wouldn't control AI's or cause them to explode, and wouldn't cause enemies to be briefly stunned. 650 damage, 5 metre range, 2 grenades, 3 second delay before enemy takes damage.
4A: Increase damage to 1200 and increase range to 6.5 metres.
5A: Increase grenade capacity by 2 and briefly stuns affected enemies when damage kicks in.
6A: Increase damage to 1500. Enemies take an additional 50% damage over the next 5 seconds (2250 damage altogether).
4B: Increase weapon and power damage affected enemies take by 5% for 3 seconds.
5B: Increase weapon and power damage affected ememies take by 5% for 3 seconds.
6B: Decrease damage affected ememies deal by 25% for 3 seconds.
So it would be a choice between dealing high (delayed) damage over 6.5 metres with a DoT and brief stun, or decreasing the damage enemies deal by 25% and increasing the damage they take by 10% for 3 seconds (before backfire damage kicks in).
Again too much raw damage, not enough bonus damage, you would need to deal 22500 damage in three seconds for the vulnerability to provide as much benefit as the raw damage evos. or half a plat atlas' total armor and shields, not even including power damage bonuses. this is easier to spec than warp
Passive:
Lowest weight capacity in the game and no weight capacity bonus in rank 1, 2 and 3, instead just a 2.5% weapon damage bonus in each. This is to keep his cooldowns high, and weapon damage bonus low.
4A: 15 weight capacity bonus.
5A: 25% headshot damage bonus.
6A: 2 extra grenade capacity.
4B: Increase pistol damage by 12.5%.
5B: If only one weapon is equipped, increases weapon damage by 10% but reduces ammo capacity by 25%.
6B: Increases pistol damage damage by 40%.
This means that it's a choice between slightly reduced cooldowns, a high headshot damage bonus and 2 extra grenades, or 70% increased pistol damage (assuming you're only holding a pistol) in exchange for 25% reduced ammo capacity. Any other weapon will just be 17.5% in exchange for 25% reduced ammo.
This forces weapon selection too much, if you spec for pistols you cannot use anything else, and if you choose to spec for one weapon you may never use anything else, passives are supposed to be general, not super specific, and that isn't even getting into holy sh*t 70% pistol damage!?!
Fitness:
Light melee is the same as the other Ex-Cerberus. For heavy melee he holds up his omni-tool like the Juggernaut, but it releases one pulse with the same range and damage as the other Geth's heavy melee. Only one pulse though, can't be held to release more. 4 and 5 A and B are normal fitness trees.
6A: Increases health and shield bonus by 30% and grants a passive health and shield regen for nearby Turret and Shield Pylon.
6B: Heavy melee damage increased by 30%. Heavy melee activates nearby Pylon immediately and restores double the amount of shields and deals double damage to enemies. Heavy melee activates nearby Turret immediately (assuming it has a target) and it's next burst of bullets deal double damage. The next Sabotage Grenade, thrown within 2.5 seconds of heavy melee, deals double damage (only affects 1 grenade). 10 second cooldown on this ability. Can't be reduced by cooldown reduction.
Baton, and jug light melee for heavy, that is all good, you could just put a power damage/refire boost for the melee synergy, because that wouldn't be unnecessarily complicated, and doesn't rely on specing a special way
So, all-in-all, the Ex-Cerberus Engineer is excellent for a team and holding down a position, but deals little damage himself (unless wielding only a pistol with full Fitness, and even then it reduces ammo capacity). His damage relies on his teammates or his turret, so his weakness would be constantly moving around due to his high cooldowns and static powers, low survivability without Fitness or when away from Pylon, and low damage without his Turret or teammates.
As you have put it, he seems like the ultimate soloer, who places the turret and grenade spams until everything dies, and his pistol damage would be so far off the charts that he would almost outperform the javelin with the executioner, let alone the paladin, and it's not like you can't solo with pistols now.
Tl;Dr He needs a lot of rebalancing, but has good ideas.
#106
Posté 05 décembre 2013 - 12:24
Tokenusername wrote...
Also my discussion with Mastered has nothing to do with power spammers or weapon kits. What you've said is a complete non-sequitur.
Also GT and Valkyrie aren't weapon kits, so your argument isn't even valid.
Quite correct, on both counts
I agree with you that each kit should either have weaknesses for strengths, or be a generalist master of nothing capable of everything,
I was just saying sometimes more is more. It is all irrelevant if you only need two powers too combo, and a third would be wasted anyhow.
As I see it, the Valkyrie has a passive combo maker and the trooper don't care for combos, neither loses much from having heavy weapons, not definite weapons kits, but perfectly capable hybrids.
#107
Posté 05 décembre 2013 - 12:43
#108
Posté 05 décembre 2013 - 01:13
MGW7 wrote...
Cerberus turrets are insanely powerful, this turret does not need to be boosted that high, and taking into account other boosts this is the only power you would ever need to spec, Great idea, but the boosts are too high for the starting spec, a 6 or bust power
First off, thanks for the feedback, it's good to see someone who enjoys this as much as I do lol.
Anyway, Cerberus Turrets are powerful, but instead of touching it's damage I guess I would nerf it's survivability and usefullness. Remove the 50% health and shield bonus in rank 6 (meaning it can only have 25% or 50% of the Cerberus one), and make the Engineer have to be within 10 metres of it for it to fire. Increase that range to 15 metres in place of rank 6 50% health and shields.
This isn't helpful enough to justify it's existence, it's a supply pylon that doesn't give ammo
And power damage needs to be higher, 15% weapon damage boost is worth more because it gets multiplied repeatedly, powers do not, to be worth specing the power bonus would need to be between twice to 4 times higher
Hmm I'd actually argue it's different than a supply pylon. It restores shields, damages nearby enemies, and grants a small amount of health regen. It's suited more towards survivability, whereas the supply one is more about grenades and ammo. I guess I would double the 4, 5 and 6B power bonus, meaning it would give 30%, which would definately justify it's existence and set it further apart for the supply pylon. It wouldn't affect his Turret.
Again too much raw damage, not enough bonus damage, you would need to deal 22500 damage in three seconds for the vulnerability to provide as much benefit as the raw damage evos. or half a plat atlas' total armor and shields, not even including power damage bonuses. this is easier to spec than warp
22500? You sure you don't mean 2250, the damage it does with damage evos? Anyway I guess I would decrease the DoT to 25% (375) so it would only deal a total of 1875 after 8 seconds.
This forces weapon selection too much, if you spec for pistols you cannot use anything else, and if you choose to spec for one weapon you may never use anything else, passives are supposed to be general, not super specific, and that isn't even getting into holy sh*t 70% pistol damage!?!
Well it's kinda supposed to be a downside, his damage isn't really meant to come from him, unless you restrict yourself to one weapon, and even then it's a pistol. I guess I would reduce rank 6 from 40% to 15%, giving 45% increased pistol damage.
As you have put it, he seems like the ultimate soloer, who places the turret and grenade spams until everything dies, and his pistol damage would be so far off the charts that he would almost outperform the javelin with the executioner, let alone the paladin, and it's not like you can't solo with pistols now.
Tl;Dr He needs a lot of rebalancing, but has good ideas.
Well with the changes in this post I think he'd now be fine. His pistol would be powerful (if he gives up 21 points), but nowhere near as powerful, and the best ones would have an unbelievably small ammo capacity. He would also be forced to babysit his turret due to it doing nothing if he's not near and dying easily. His grenades would now only barely kill a Cerberus Trooper, and even then it'd take 8 seconds.
#109
Posté 05 décembre 2013 - 01:36
This is how it is like shield pylon, and the problem it needs to fix,
As for your grenade, it would deal 2250 damage, in order for the vulnerability evo to provide that much value (at 10% damage bonus), you need to deal 22500(x0.10=2250) damage from other sources, which in three seconds is a lot of damage, and team that can deal damage that fast doesn't need the vulnerability increase because everything would die as fast as it spawns anyways
^maths wrong, take away the 650 base damage > 1400 damage vs taking 14000 damage for the vulnerability to even out, and if the grenade receive the bonus you still need 13350 damage from other places
Your changes are better, still needs tweaks
#110
Posté 05 décembre 2013 - 02:34
MGW7 wrote...
Supply pylons provide enough shields when entering their range to restore shield gate, allowing you to use it as a shield boosting power without being tied to it, your pylon needs to do it better than that, this means you need to provide less shields more often, or regen enough shields at once to take several hits, and the fact that the pylon has individualized cooldowns on this ability means it wont not provide you with lifesaving shields when you need them at least once, your design would either pulse constantly, or activate when the first person in range needs shields, meaning for several seconds anybody else is screwed,
This is how it is like shield pylon, and the problem it needs to fix,
Ah I should've clarified, it pulses every 9 (or 7 with the evolution) seconds. Plus the health regen is passive. I can't actually remember if Supply Pylon increases base shields or max shields by 25%, but if it's max then only a character with more than 2000 shields would surpass the shield amount restored (500) by the Shield. Plus with 6B is Fitness you could make it restore 500, heavy melee, and restore another 1000 instantly. You could argue that the Supply Pylon is better, but the Demolisher is just a different kit.
As for your grenade, it would deal 2250 damage, in order for the vulnerability evo to provide that much value (at 10% damage bonus), you need to deal 22500(x0.10=2250) damage from other sources, which in three seconds is a lot of damage, and team that can deal damage that fast doesn't need the vulnerability increase because everything would die as fast as it spawns anyways
^maths wrong, take away the 650 base damage > 1400 damage vs taking 14000 damage for the vulnerability to even out, and if the grenade receive the bonus you still need 13350 damage from other places
Your changes are better, still needs tweaks
Ah I see how you're looking at it. It's better to look at it like if you can deal 2000 damage in 3 seconds (which is simple) you'd instead deal 2200. Plus you can only really count the 4 and 5 evolutions, which is only 1200 damage. Plus the 650 base damage would still kick in after 3 seconds. This would mean that, if you took the 10% damage increase, and the 4 of you dealt anything more than 5500 damage in 3 seconds (which is again, simple with 4 of you), you would deal more damage than if you took the 4 and 5A damage evos. So it's basically a choice between good but delayed over 8 seconds damage, or the possibility to deal much more damage and take reduced damage, but having to rely more on your team.
#111
Posté 05 décembre 2013 - 02:37
#112
Posté 06 décembre 2013 - 10:29
iOnlySignIn wrote...
Asari Consort Engineer
- Pole Dance. Active AOE ability. Long animation. Reduce movement speed and accuracy of all affected enemies by 50% for 20 seconds. Enemies take 20% more damage for 20 seconds.
- Embrace Eternity. Active Single Target ability. Instantly restore the Shields, Health, Grenades, and Ammo of a squadmate or yourself. Long but separate cooldown.
- Gift of Words. Grenade. Teleports affected targets to the other end of the map.
- Cultural Dominance. Passive. Provides small bonuses that benefit the whole team.
- Azure. Replaces Fitness. Light Melee is Shake Dat Azure. Heavy Melee is Kiss My Azure. Melee do relatively small damage but heavy melee immobilizes any humanoid enemy and drains their shields, and light melee is a small AOE stagger. much like Jugg melee.
I like all the debuff ideas. But this also sounds like doing it in style. Golden Shotgun award.
#113
Posté 06 décembre 2013 - 09:14
Unity
Medical Armour-like tech armour but it speeds up you reviving someone and boosts your stagger resistance and damage reduction for 20 seconds after you revive someone. It could evolve to give people you revive the same bonuses for a while after.
Friendly Stasis- Cast on a friendly teammate and it freezes them, making them invincible and sync-kill proof for 20 seconds but immobile and them casting powers or guns cancels the stasis early. Can cast on a downed teammate so that their countdown stops and enemies can't stomp them. If not aiming at anyone it casts on the user.
Great weapon damage to compensate for having no offensive powers.
Passive lets you plant a tech wall. Like a deployable cover that regenerates and that can fit three teammates. Gives those teammates DR boons.
#114
Guest_TchOktChoky_*
Posté 06 décembre 2013 - 09:15
Guest_TchOktChoky_*
- Biotic Charge
- Reave
- Annihilation Field
Female Quarian Tactical Engineer
- Snap Freeze
- Arc Grenades
- Tactical Cloak
#115
Posté 06 décembre 2013 - 09:29
Would it interrupt reloads and PPR/Typhoon/Spitfire firing?Friendly Stasis- Cast on a friendly teammate and it freezes them, making them invincible and sync-kill proof for 20 seconds but immobile and them casting powers or guns cancels the stasis early. Can cast on a downed teammate so that their countdown stops and enemies can't stomp them. If not aiming at anyone it casts on the user.
#116
Posté 06 décembre 2013 - 09:36
Stasis saved my life once in ME1.SirMilkfiend wrote...
Friendly Stasis- Cast on a friendly teammate and it freezes them, making them invincible and sync-kill proof for 20 seconds but immobile and them casting powers or guns cancels the stasis early. Can cast on a downed teammate so that their countdown stops and enemies can't stomp them. If not aiming at anyone it casts on the user.
#117
Posté 08 décembre 2013 - 03:02
#118
Posté 08 décembre 2013 - 05:56
- Lure
- Dominate
- Lift Grenade
#119
Posté 08 décembre 2013 - 06:20
Been playing Dead Space 3 co-op lately?SirMilkfiend wrote...
Friendly Stasis- Cast on a friendly teammate and it freezes them, making them invincible and sync-kill proof for 20 seconds but immobile and them casting powers or guns cancels the stasis early. Can cast on a downed teammate so that their countdown stops and enemies can't stomp them. If not aiming at anyone it casts on the user.
This is basically what I use in SP, so:
Salarian Sentinel
Tech Armor
Energy Drain
Cryo Blast
Although the one with Tech Armor, Incinerate, and Throw was really good too.
#120
Posté 08 décembre 2013 - 07:11
Also, a real hack/engineer, who would have a passive that would increase the speed of Hacks, Escorts and 1-2-3-4 activation/deactivation.
#121
Posté 08 décembre 2013 - 07:37
-Singularity/Reave
-Biotic Sphere
-Biotic Orbs
-Turian Veteran (passive)
-Fitness (Turian)
Modifié par DullahansXMark, 08 décembre 2013 - 07:37 .
#122
Posté 08 décembre 2013 - 07:10
Race: Geth Prime
Havok Strike
Siege Pulse
Hex Shield or Geth Turret
Juggernaut Passives
Juggernaut Fitness
A geth variant of Havok Strike. Might look funny with a huge character
- - - or - - -
ARMIGER TURIAN SENTINEL
Race: Turian (Armiger)
Havok Strike
Tech Armor
Arc Grenades
Armiger Turian Passives
Armiger Turian Fitness
I wouldn't put in both of these characters, but I really like the idea of a Sentinel with Havok Strike, because it allows for quick-response tanking. This kit has Tech Armor, though, which I think is probably better for suvivability than stupid Stim Packs, to be honest. But I gave him Arc Grenades because that would still be an iffy strategy without some means of stunning all your enemies while you're all-in. Arc->Strike for Tech Bursts seems fair, considering the relative risk with this kit.
I also think an Armiger Turian with Tech Armor would look boss.
Modifié par ThatOddGuy, 08 décembre 2013 - 07:27 .
#123
Posté 08 décembre 2013 - 07:14
Race: Krogan (looks like Soldier or Sentinel)
Tactical Cloak (melee damage instead of Sniper)
Inferno Grenades
--probably something not that good, for balance... lol--
Krogan Passives
Krogan Fitness
Mostly for lulz... I'm pretty sure this kit would be completely overpowered. But the trade-off, here, is that you actually need to use a light weapon because you're moving with Cloak turned on, so you get the higher CDT. Unless you cloak jest before Headbutting LOL.
Inferno Grenades are not on enough kits. Krogans like fire. But the 3rd ability needs to be a relatively useless one or else this kit is ridiculously OP.
Modifié par ThatOddGuy, 08 décembre 2013 - 07:29 .
#124
Posté 08 décembre 2013 - 07:22
Race: Drell
Barrier
Reave
Throw
Drell Passives
Drell Fitness
More kits need Reave, more kits need Barrier. Problem solved. All 3 are good Sentinel abilities. Didn't add Cluster Nades because that would make this kit purely better than the Adept, and that kit is already top Tier,,, So Reave-Throw it is! Barrier's Power and Force upgrade sure makes Throw have a lot of force, now
This would actually be a tough class to spec.
- - - - -
SALARIAN SENTINEL
Race: Salarian
Defense Matrix (Like fortification, purge for healing. Auto-purges if shield gate is broken)
Snap Freeze
Arc Grenade
Salarian Passives
Salarian Fitness
I know... I know... Snap Freeze is cheese. But Salarians got screwed with only two kits >
Modifié par ThatOddGuy, 08 décembre 2013 - 07:32 .
#125
Posté 08 décembre 2013 - 07:39
Basically, it summons one combat drone that quickly fires 5 of its rockets at the target. If target dies in less than 5 rockets, the nearest enemy to it is the new target, Combat Drone goes away after firing rockets.
The damage for each rocket is higher than regular Drone rockets, but it is all this ability does,
Perks either increase the damage, radius, reduce the CDT, and/or number of rockets fired
This ability has a long CDT.
Modifié par ThatOddGuy, 08 décembre 2013 - 07:40 .





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