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Do you think MENext should expand the class system?


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114 réponses à ce sujet

#1
StealthGamer92

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I was just thinking earlier today "what if instead of haveing 6(I think it was 6 anyway) classes we either have more or could choose either 1 or 2 specializations(Combat Tech etc.) and pick powers we want from them?" I think after 3 games of the same character class system something differen would be nice.



#2
Malanek

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I prefer a class system actually. Characters should be defined not only by what they can do but also by what they cant, I thought ME1 was silly when you could pick singularity as a bonus power on your soldier. Adds a lot to replayability. Although expanding it by adding race/species in would be pretty cool. Give each race a unique feel and play style. 


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#3
RoboticWater

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I've tossed around the idea in my mind before and I really love the concept. It'd be a good throwback to pen & paper RPGs.

 

Unfortunately, it's easier on paper than it is in game. There's a reason most RPGs tend to stick with the tried and true archetype system: balance. It's simple math really; the more options the player has, the more work the developer has to do to keep things properly balanced. Can the player use Adrenaline Rush with Charge? Can the Adept have the durability of the Sentinel? The list goes on. Effectively, BioWare would need to account for every combination of player character either by trial or by creating an air tight rule set, neither of which are exceptionally easy to do.

 

As much as I'd like to have a stealthy Vanguard or a tanking Adept, I can't imagine BioWare have enough time to indulge my roleplaying whims. Archetypes work, and I can live with that. 


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#4
Rasande

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Even though i'm a huge fan of "make your own class" type systems ala TES series i think the class system used in ME3 works well, really well. It's deep, interesting and has alot of variety and replay value. I'd rather they expand how powers could work or add new ones.

Like, as an adept it would be fun to be able to manually toss someone around like a ragdoll, slam them into walls and such.

I think some Star Wars game awhile back had something like that. Or the enviorment beeing used in some way, i always thought it was neat when Vasir chucked broken glass at the party with biotics.


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#5
StealthGamer92

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I've tossed around the idea in my mind before and I really love the concept. It'd be a good throwback to pen & paper RPGs.

 

Unfortunately, it's easier on paper than it is in game. There's a reason most RPGs tend to stick with the tried and true archetype system: balance. It's simple math really; the more options the player has, the more work the developer has to do to keep things properly balanced. Can the player use Adrenaline Rush with Charge? Can the Adept have the durability of the Sentinel? The list goes on. Effectively, BioWare would need to account for every combination of player character either by trial or by creating an air tight rule set, neither of which are exceptionally easy to do.

 

As much as I'd like to have a stealthy Vanguard or a tanking Adept, I can't imagine BioWare have enough time to indulge my roleplaying whims. Archetypes work, and I can live with that. 

 

I see your point, but that still leaves adding a few more classes out there though. I just think with all the ME powers there could be more variety to classes on a next gen ME.Like hveing the usual Soldier Tech Biotic but then have the rest split into lets say Combat Infiltrator and Support. A combat Infiltrator is better with Pistol SMG and close range fighting while a Support Infiltrator would be a better sniper and get the soldiers adrenalin rush(though not as effective) to be a better sniper and have abbilities that buff allies and take down enemy shields and armor(but not health)!



#6
katamuro

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I like the way the class system works in ME3, I felt the ME1 system limited the options, if you were not investing points into technical skills to unlock the various stuff then you would need someone who had the technical skills, and had invested in them. Basically in my soldier playthrough I ended up going with Tali and Wrex on all the missions because it gave me the most abilities. 

 

ME2 went too far and stripped it down too much, the locked weapons loadout was forcing you to play a certain way. 

 

What I think they could do is use something like the ability mutation thing in ME2, so that when you level up high enough your class skills you get to either choose more or change it in a significant way. It keep it within the class system but creates a bit more variability in how you play the character.



#7
KotorEffect3

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I like the six class system that we have.  Maybe they can play around with specializations but keep the six classes we have.


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#8
RawThunderHustle

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I want the N7 classes for solo.


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#9
Xerxes52

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I like the current class setup, I think it should be kept the way it is. There should be more specializations to choose from though (some of the skills from MP would be great).



#10
Vazgen

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I'd prefer the current class setup with the addition of specializations that add passive bonuses to certain powers and new character abilities. 



#11
cap and gown

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I am pretty happy with things the way they are. My only suggestion would be to eliminate one power from each class. The number of powers we had in ME2 was fine. Add in some of the stuff from MP; I LOVE Annihilation Field! :wub:  And beef up the Soldier class to make the differentiation between a power based class and a weapon based class more distinct. OTOH, do not go back to weapon restrictions as in ME1 or ME2. I liked the weight system as a nice way of balancing weapons and powers. But the Soldier got somewhat shortchanged by that. Perhaps make the Soldier exempt from the weight limitations and give him fixed cool down times.



#12
KrrKs

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1 or 2 specializations(Combat Tech etc.) and pick powers [...] from them

I'd actually like a system similar to that: Keep the 3 Main Specializations (Biotic, Combat, Tech) and have a fixed primary and a secondary ability set for each to chose from. Add to that something like the current Class defining Power (or two of that), which is unlocked based on the combination of those sets.

 

As an Example: Biotic + Combat --> Vanguard. (Obviously the real powers would differ somewhat)

The class defining power could get assigned based on the combination of both power sets -while disregarding the order of them.

In this case biotic + combat gets Biotic Charge as signature power. Based solely on the primary power set, the player then gets either Nova (biotic) or Carnage (combat) as secondary class defining power.

From the primary ability set, 3 fixed powers are added. (Let's say the primary set always incorporates the 'direct damage' powers)

Biotic primary could get e.g., Warp, Shockwave and Biotic Grenades. Combat primary could include something like 2 different Grenade 'Powers' (Frag and incendiary/Sticky) + Incendiary Ammo

The secondary set could include 2 powers, say a utility and a protectional one.

Biotic secondary could be Pull and Barrier, while combat secondary would be Cryo Ammo and Fortification.

 

This setup would allow for 9 different Classes (+Bonuspower), More if we allow more than 1 primary and secondary set per 'element'.

 

Edit: At this (*assumed) point in the production cycle of NME, Bioware should already have a fixed idea of how they will manage powers and classes in the game -rendering this somewhat mood.

 

Edit2: Slight text cleanup, I probably should do that before hitting 'Post'



#13
themikefest

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I like the classes. I would add a few things

 

For engineer, instead of having a combat drone, why not have a mini-me turret like the Cerberus engineers in ME3. Can't have both. When spending points in one, it will lock out the other. 

 

For soldier, instead of having the omni blade, have an omni bow. Instead of grenades, be able to have claymores. Those are very nasty

 

For biotic, add a power that the player can create a barrier around a squadmate protecting them from whatever for a brief moment 

 

Just a few suggestions. I might have more later


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#14
KotorEffect3

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I want the N7 classes for solo.

Maybe make those specializations since those are all advanced variations of the regular classes.


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#15
CronoDragoon

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I like the classes. I would add a few things

 

For engineer, instead of having a combat drone, why not have a mini-me turret like the Cerberus engineers in ME3. Can't have both. When spending points in one, it will lock our the other. 

 

For soldier, instead of having the omni blade, have an omni bow. Instead of grenades, be able to have claymores. Those are very nasty

 

For biotic, add a power that the player can create a barrier around a squadmate protecting them from whatever for a brief moment 

 

Just a few suggestions. I might have more later

 

Yeah, I honestly feel that the classes have enough variety to them, and that instead the team should focus on expanding the possible builds within those classes. These are good ideas for possible ways to do this.


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#16
daselk

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I would prefer a class system. For me it adds a roleplaying aspect and replayability to try a different approach.

 

I also hope they add on some of those N7 abilities from ME3 MP, especially the Shadow Infil sword!



#17
Mcfly616

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The 6 classes provided should remain. I'd prefer they didn't add anymore. They should just add more powers and attributes that fit their respective classes. Hell, even try to differentiate them more. For example: Instead of having the Sentinel class just a combination of biotic and tech powers (one slot allotted to overload, another to warp), why not make the class unique by actually blending the powers (throw+cryoblast=cryothrow as one power, overload+warp=overwarp etc.), and make that exclusive to that class. 



#18
Lee T

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As far as I'm concerned class systems are a video game archaism that most P&P games have outgrown about thirty years ago.

Open ended character development should be the norm, giving the possibility to both those who like to play out of the box characters and those who favor the classic archetypes to build the character they want.
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#19
MrMrPendragon

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I really hope they put in the N7 classes from multiplayer in singleplayer. As specializations even.

 

Say if you're an Infiltrator, when become level 14 or something, you have the chance to become an N7 Shadow that comes with a brand new Sword skill set. Or if you're a Vanguard, you have the chance to become an N7 Slayer.


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#20
Nitrocuban

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A custom kit is great idea, but I'd like to see it as addition to the class system and not instead of it.

 

So let's keep the classes, each with 'its own special thing' but more versatile in the way that each class offers kits of each damage type. Not clear what I mean? Infiltrators with tech or biotic powers, a tech Vanguard, a Soldier with I dunno Thrown instead of Concussive Shot, Warp ammo damage evo  and so on.

 

And now back to the custom kit: Make it the reward for doing all the challenges. Custom kit, based on a point system for powers to avoid super OP abominations, no credits for a match played so not everyone runs custom kits only 24/7. And do the same for SP New game ++ or so.



#21
Probe Away

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I think there is a happy medium here where the current class system can be built upon and made more flexible.

I would like to see a couple of classes added: a ranged biotic/combat class and a CQC tech/combat class (for the sake of this post I'll call them 'Ranger' and 'Sapper'). These would help to offset the Vanguard and Infiltrator classes respectively. I'd suggest Stasis as a class power for the Ranger and a new tech power - perhaps a kind of energy drain with annihilation field-like properties - as the class power for the Sapper.

Each of the 6 or 8 classes would start with a signature power and a couple of others that were locked in. The remaining few 'minor' powers would be selectable from a pool of powers which matched up to that character's specialisations (biotic, tech, combat). Perhaps some of these powers would initially be locked until you completed a certain mission or met a certain NPC.

As a side note, I'm not a fan of the weight system as it currently sits because there are too many OP guns that don't really impact on cooldowns. I'd rather have a 'tiered' weight system where guns are split into heavy, medium and light categories, with the combat-focused classes able to carrier more and heavier weapons.

Alternatively, make the combat class powers include specialisations in particular types of weapons and go back to ME1 style ammo mods. e.g. the Vanguard would have a shotgun specialisation instead of inferno ammo, while the Soldier could choose two of assault rifles, sniper rifles and shotguns. These specialisations wouldn't be required to actually use a weapon type (unlike ME1's I-can't-hit-the-side-of-a-barn-door approach), but would increase the weapons' damage and potentially other attributes, such as accuracy and reload speed.

#22
Guanxii

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Keep the weight system - it's essentially the ME2 system in disguise but with just the right amount of flexibility. People who break the established (ME2) class-weapon-conventions typically have no earthly idea what they are doing from my experience - it re-enforces best practice(s), it balances the classes and the game and holds the lore together.

 

Speaking of expanding the scope of class customization I'm surprised nobody ever brings up the idea of upgrading the existing system of class powers to class power-slots given that it's basically a common sense solution. Take the Adept class for instance... you start out with the basic default powers in each of their respective slots and as you unlock new ones you can switch/replace them with new like for like ones. Assigning each power to a slot-type structures the myriad of class possibilities in a balanced way that is newcomer friendly - e.g.

 

Adept

 

Primary:

-Singularity (default)

-Dark sphere

-Annihilation Field

 

Secondary (primer):

-Warp (default)

-Reave

-Dark Channel

 

Tertiary (detonator):

-Shockwave (default)

-Throw

-Slam

-Biotic Orbs

 

4th (crowd control):

-Pull (default)

-Lash

-Stasis

 

5th (direct damage):

-Cluster Grenades (default)

-Lift Grenade

-Smash

-Flare

-Slash

 

6th (utility aka biotic bonus slot):

-Any of the above*

-Barrier (default)

-Warp Ammo

 

7th (passive)

8th (fitness)

 

9th: (bonus power):

-any bonus power, i.e. those available to all classes, e.g.

-Dominate

-Energy Drain, etc.

 

*Biotic powers available for selection in the utility slot could vary in accordance with the rest of your slot selection choices & difficulty level so that there's no unnecessary power duplication and no game-breaking 'god mode' combinations. Perhaps having a second primary power available to choose under this slot requires Insanity difficulty, while choosing another secondary or direct damage power may require Veteran or above.


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#23
Wulfram

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Keep the weight system - it's essentially the ME2 system in disguise but with just the right amount of flexibility. People who break the established (ME2) class-weapon-conventions typically have no earthly idea what they are doing from my experience - it re-enforces best practice(s), it balances the classes and the game and holds the lore together.


I think the weight system does too much to discourage carrying multiple weapons. Particularly for your soldier types. Maybe they could fix that by giving the shootier classes a weight bonus that applies per weapon carried or something.
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#24
Guanxii

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Solider's weight capacity, health/shield & weapon damage (& ammo power) bonuses should be considerably higher than the other classes to the extent that if you want to do a weapons build on anything other than the soldier it should be second rate. Otherwise what's the point in having a soldier class?


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#25
CroGamer002

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6 class system is iconic for Mass Effect franchise, as well it's lot more easier to balance it and have enough unique powers.