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Mechanics/Stuff you want to see in ME 4


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#76
TheShadyEngineer

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I wouldn't mind seeing a class that is a bit more support-oriented, and by that I mean someone who can actually buff the party at the expense of being fragile or being pretty less effective offensively themselves. If I remember correctly the only classes that have skills that are truly support are the Justicar (biotic bubble), Volus Chars (shield boost) and the N7 Demolisher (supply pilon). In the case of the last character it is used more as an ammo dump for the Engi who needs 'nades so it isn't really benefiting anyone aside from knowing that there's going to be a steady stream of arc grenades to keep back grunt enemies.

 

A biotic support would have the bubble and possibly a light AOE primer for biotic explosions which is lower level and weakens armored enemies so teammates nearby can do more damage, that sort of thing. Wait... Am I talking about the justicar? I am, well, more chars like that. Not a ton, but a handful of them spread across all the classes. Maybe on an infiltrator give them a power that's actually like First Aid from the game where they can remotely apply medigel to fallen teammates to revive them. Give it a 40 second cooldown and vulnerability during the revive and I think it wouldn't be too nutty.

They tried doing that with the Geth Juggy which resulted in countless Gold Puggernauts with a mindset of "I'm support I don't have to kill things". Before the Juggy it was the same story with Volus kits.

 

I would be in favour of a support kit if the squad size was bumped up quite a bit say to 6 people. At the moment if one of your squadmates plays a support kit, most of the time you trade 25% firepower for occasional shield boost.

 

I'm not hating on "support kits" by the way, I think that when they are played right they are a huge asset to the team. It's just that people will use them as an excuse to bump the difficulty up a notch even though they aren't ready for it.



#77
Terca

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They tried doing that with the Geth Juggy which resulted in countless Gold Puggernauts with a mindset of "I'm support I don't have to kill things". Before the Juggy it was the same story with Volus kits.

 

I would be in favour of a support kit if the squad size was bumped up quite a bit say to 6 people. At the moment if one of your squadmates plays a support kit, most of the time you trade 25% firepower for occasional shield boost.

 

I'm not hating on "support kits" by the way, I think that when they are played right they are a huge asset to the team. It's just that people will use them as an excuse to bump the difficulty up a notch even though they aren't ready for it.

 

 

I see what you're saying. I know when I was earlier in the game I got a Jugg and tried to play a gold game when I was not ready. I got through, but there was a lot of reviving and medigel wasted for the lesson learned.

 

Bumping up the squad size would help minimize the loss in firepower from having one character constantly acting like a support for the others, it would also make having a class that was wholly designed for support without offensive powers more viable as the effective loss of a squadmate can be difficult. The Juggernaut is an odd case because he can tank on lower difficulties with his melee just fine but when you get up to the higher difficulty levels his ability to just soak damage starts to drop off.

 

I think there would probably always be an issue of tank-y or support-y characters trying to get into higher difficulties when they just aren't ready for it. People get excited after they open a pack, see a Rare, try it, have fun and then start bumping up difficulty 'till they inevitably hit a wall and need to go back down a notch and get better with that char/setup. We all will have to deal with Pugs and sometimes the squadmates are good and sometimes you start having to wonder when you're going to have to dash through a map hazard to drag their arse to extraction. Part of the random nature of Pug games.



#78
Cyonan

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They tried doing that with the Geth Juggy which resulted in countless Gold Puggernauts with a mindset of "I'm support I don't have to kill things". Before the Juggy it was the same story with Volus kits.

 

I would be in favour of a support kit if the squad size was bumped up quite a bit say to 6 people. At the moment if one of your squadmates plays a support kit, most of the time you trade 25% firepower for occasional shield boost.

 

I'm not hating on "support kits" by the way, I think that when they are played right they are a huge asset to the team. It's just that people will use them as an excuse to bump the difficulty up a notch even though they aren't ready for it.

 

 

I think the problem isn't so much the squad size, but rather that the game has more of an emphasis on doing more DPS over everything else.

 

Hard CC is largely irrelevant on the higher difficulties due to all but 3 not being able to pierce shields/barriers and none of them working against armour. After just having finished a ME1 playthrough again I sort of get why they changed powers around, but I feel like there should be some middle ground found between ME3's "CC is mostly pointless" and ME1's "Throw knocks half the room around".

 

From a tanking standpoint, there is also the issue that a single unit can deal insane amounts of damage. 50% damage reduction from Tech Armour doesn't mean anything to the Human Sentinel against a Scion that's going to hit for nearly 4x your maximum shields, with some of the damage being ignored by your DR because of the out of cover damage bonus. The result is that in order to be a tank support, you need to have absurd amounts of durability to the point of immortality.

 

Part of the problem is that the highest DPS kits also have some of the best CC and utility in the game right now, especially since stagger > most hard CC. If you want to have supporting characters that don't do as much damage but bring other benefits, then the high DPS kits need to be weaker on CC and utility so that the supports are more desired(enemies may need adjusting to make the DPS feel a tad uncomfortable without the support help as well).

 

That does mean revamping Infiltrators considerably, of course. A couple of Soldiers as well.



#79
PinchLion

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I'll take the accidental Like anyway. ;)



#80
Nitrocuban

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- more vertical gameplay, i.e. ability to jump, real jetpacks, wall dodges, ...

- "lol powers" bubbles: most PUG players don't understand that, it must be explained in (SP) game and players should be able to counter it like "shoot Atlas' spacemagic generator on its left shoulder to deactivate" and so on

- an offline mode for MP so we can play with SP squadmates