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Do you think MENext should expand the class system?


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#51
ZipZap2000

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It's one of those things would be great if you could make it work. Sadly the seem to be winding back the class systems these days instead of expanding them and building on what they already have. I think i saw someone post a link around here that had 60%(?) of players chose the soldier class, dull i know and  it doesn't exactly encourage Bioware to get creative with the class system. 



#52
Nitrocuban

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Most players play the generic male John Shepard Soldier on the first playthrough, yes.

But I'm sure quite acouple try something different on playthrough numer 2, 3 , 4 and 5.


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#53
DanishGambit

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There are already balance issues. Big guns with buffs do more damage than powers do and abilities like throw and pull don't outright kill enemies like guns and buffs can so they're not really useful. Then you have multiplayer character combinations like the Geth Infiltrator and Javelin that make all the other characters redundant. You can compare the Human Infiltrator and the Quarian Infiltrator and see that the Human is simply inferior.

 

The issue now is that a lot of powers and weapons (The Cerberus Harrier should've never happened) do too much damage and it's too easy to go one-man-army a lot of the time. Classes should be nerfed and made to be good at roles so the game becomes more about working together rather than simply dumping DPS until everything in front of you simply stops moving. It's why I don't really see Platinum as anything more than a bulletsponge boss rush. The need for high DPS makes the weapon and power selection more important than the characters themselves and defeats the purpose of having a varied roster. Sure you can do it with any character but more often than not you just end up strapping a big gun to their back and pew pewing everything.



#54
Heimdall

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I wouldn't be opposed to an expansion of the system, provided they find new ways to approach ME combat.



#55
Treacherous J Slither

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The current 6 class system is perfectly fine.

I would however change things liiike:

You pick 5 or 6 powers out of all the available combat, tech, and biotic powers.

Core powers like Charge and Tactical Cloak cant be combined.
There are racial bonuses and restrictions like asari have the highest biotic damage potential and salarians cant be biotics but their cooldown times are very low due to their heightened metabolism.

Your class is determined by the powers you take rather than your class determining what powers are available to you.

The powers also evolve like in ME2/3 and the weight system is still in place.

#56
Rannik

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I love the 6 classes system, with some changes it would be almost perfect (imo).

 

More work on the iconic powers, more restrictions like biotic stuff on classes without an amp/training, limit the "biggest" weapons to soldiers/infiltrators, new mechanics for tech stuff and no silly / inmersion breaking nonsense (I'm looking at you Dominate).



#57
Nitrocuban

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No restrictions pls. The weight system is perfectly fine and much better than the "no U can't" BS in ME2.


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#58
Laughing_Man

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Rather than "choose your own class" I would like to see more refined sub-classes, similar to what we have in the MP:

 

Melee / Shotgun Infiltrator In addition to the Sniper, special Biotic sub classes like Fury and Phantom (perhaps even a biotic class that does not use weapons at all?), a Tech-Paladin that can actually walk with an omni-shield deployed in one of his hands when using one-handed weapons like Cerberus guardians and those annoying Cat-6 heavies, a Soldier in an actual power-suit like the N7 Destroyer.

 

In short, classes should be more exciting, not just the basic stuff.


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#59
themageguy

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I think the 6 class system works a treat in mass effect.

Though if they gave us the option to play as the n7 classes...paladin, shadow and demolisher hell ftw :D

#60
wolfhowwl

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I would rather they do more with they already have. Perhaps they could have classes be more than just how you dish out damage like that Engineer interrupt in the Omega DLC (David7204 hated this for some reason)?



#61
Nitrocuban

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It's really a waste of ressources to not bring stuff from MP back into SP. Maps, N7 kits, all the cool powers in MP, new guns, Collectors as 4th enemy faction.

Even if that stuff ain't comming for free to SP.

Just imagine how awesome an Omega DLC would have been, where you go past the Omega Relay again with a team of special N7 chars and fight the Collectors once and for all.

 

I hope BW thinks about that for ME4.



#62
KaiserShep

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No restrictions pls. The weight system is perfectly fine and much better than the "no U can't" BS in ME2.

I agree. I love ME3's system of letting me use every single weapon in my arsenal regardless of class, and the weight penalty is the perfect trade-off for me, since I still have to think about how each weapon affects my selected class's powers.


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#63
Vazgen

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Weight penalty is a pretty decent way to go about it. It needs to be better balanced though. Some weapons throw the balance to the trash bin (Wraith and Suppressor, for example). There are also DLC mods that strike another blow to the balance - Ultralight Materials for all weapons.

I'd hate if they returned to "I can't use this" system from ME2 (augmented by "I picked a weapon, now I can use it" from the Collector Ship) or "I can use it but I can't shoot straight with it" system from ME1.


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#64
StealthGamer92

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Just no sword axes or other outdated weapons, that was just one huge rediculous gimick in ME3 MP.


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#65
Nitrocuban

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But if you put an Omni or Biotic in front it's totally ok and in lore. Don't you understand how this works?


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#66
StealthGamer92

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But if you put an Omni or Biotic in front it's totally ok and in lore. Don't you understand how this works?

Hardy har. They use that excuse too much.



#67
AsheraII

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I really liked how things worked in ME1, where you'd occasionally unlock a new power along the way while upgrading a more generic stat. A lot of options and specializations were available, but at the same time, you were very limited in the amount of skill points you spent. Some skill points felt nearly mandatory, but that was what made it interresting and harder to decide in what direction to go. The "I really want ability X, but that's still 8 skillpoints away, while I could get very useful ability Y right now for only 3 skill points, but then it'll take longer untill I have ability X" mechanic really kept me on edge throughout the game.


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#68
Mcfly616

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I really liked how things worked in ME1, where you'd occasionally unlock a new power along the way while upgrading a more generic stat. A lot of options and specializations were available, but at the same time, you were very limited in the amount of skill points you spent. Some skill points felt nearly mandatory, but that was what made it interresting and harder to decide in what direction to go. The "I really want ability X, but that's still 8 skillpoints away, while I could get very useful ability Y right now for only 3 skill points, but then it'll take longer untill I have ability X" mechanic really kept me on edge throughout the game.

 that's my type of RPG.



#69
Lucifer_AntiHero

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Keep the same classes but add more stuff to them and if possible make your class change what happens in cutscenes slightly. A biotic should use biotic instead of an assault rifle or an infiltrator should use pistol. Have your class at least matter more in dialogue.



#70
KrrKs

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I really liked how things worked in ME1, where you'd occasionally unlock a new power along the way while upgrading a more generic stat.

Really? For me that is one of the most frustrating mechanic in ME1 and 2: Having to put points into skills I won't use because otherwise I can't unlock the skill I actually want.

 

I want to be able to choose abilities from the get-go, not after spending time developing a skill-tree that has nothing to do with what I actually want to unlock.

Exp: Why do I need to skill for pistols, if I want to unlock the Armour-ability (or vice versa), why do I need Overload for Incinerate or Combat Drone for Cryo-Blast?

 

Unlocks after certain (early) Levels as in ME3 or (even better) without artificial barriers (e.g., as in Dishonoured) is imho much more enjoyable!

There are still many useful skills, and a bit planning to do (do I put skill points now into Cluster-grenateds for more direct damage, or do I skill warp first to get better BEs), but all the skills are there from the beginning and much more accessible.


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#71
Nitrocuban

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Hardy har. They use that excuse too much.

I for one wouldn't say no to an Omni Umbrella Omnibrella for this rare situation when acid rain is depleting my barrier all the time.


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#72
StealthGamer92

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Really? For me that is one of the most frustrating mechanic in ME1 and 2: Having to put points into skills I won't use because otherwise I can't unlock the skill I actually want.

 

I want to be able to choose abilities from the get-go, not after spending time developing a skill-tree that has nothing to do with what I actually want to unlock.

Exp: Why do I need to skill for pistols, if I want to unlock the Armour-ability (or vice versa), why do I need Overload for Incinerate or Combat Drone for Cryo-Blast?

 

Unlocks after certain (early) Levels as in ME3 or (even better) without artificial barriers (e.g., as in Dishonoured) is imho much more enjoyable!

There are still many useful skills, and a bit planning to do (do I put skill points now into Cluster-grenateds for more direct damage, or do I skill warp first to get better BEs), but all the skills are there from the beginning and much more accessible.

I hated how ME2&3 made you use 2 points on lvl 2 abillities 3 points on lvl 3 abillities etc. etc. It felt so weird on every playthrough. Not hard, not challengeing, and certainly not rewarding since you leveled up so fast. I remember how long it took me to get to lvl 60 in ME1, all that dedication to my Sniper Shepard and then the achievement pops and I just ignored it and went straight to my skill tree to put the final point in Armour tree for Master Shield Boost. I felt like I'd really made that Infiltrator mine by putting all that thought and time into building him.



#73
StealthGamer92

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I for one wouldn't say no to an Omni Umbrella Omnibrella for this rare situation when acid rain is depleting my barrier all the time.

I guess that'd fall under tha same thig as a omni-riot shield. That I can get by(the shield).



#74
RedCaesar97

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I hated how ME2&3 made you use 2 points on lvl 2 abillities 3 points on lvl 3 abillities etc. etc. It felt so weird on every playthrough. Not hard, not challengeing, and certainly not rewarding since you leveled up so fast. I remember how long it took me to get to lvl 60 in ME1, all that dedication to my Sniper Shepard and then the achievement pops and I just ignored it and went straight to my skill tree to put the final point in Armour tree for Master Shield Boost. I felt like I'd really made that Infiltrator mine by putting all that thought and time into building him.

 

I find it hard to see why you thought the ME2 talent trees were weird. 

 

ME1 talent trees had 12 points. Each point had a minimal increase. Only the Basic, Advanced, and Master skills had any major impact on the ability. These were typically at ranks 1-6-12, 4-8-12, or 3-7-12 (or something like that).

 

ME2 talent trees had 10 points. Each rank cost 1-2-3-4 points. Each rank increased the power significantly, at least compared to ME1. 

 

 

Personally, when I first played the game -- even through my first 6-12 playthroughs -- I found ME1's skill trees daunting/intimidating, as well as annoying. Now that I know what the heck I am doing -- thanks to a lot of helpful people on these forums -- I can minimize my frustration as I level up my Shepard in ME1.


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#75
StealthGamer92

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I find it hard to see why you thought the ME2 talent trees were weird. 

 

ME1 talent trees had 12 points. Each point had a minimal increase. Only the Basic, Advanced, and Master skills had any major impact on the ability. These were typically at ranks 1-6-12, 4-8-12, or 3-7-12 (or something like that).

 

ME2 talent trees had 10 points. Each rank cost 1-2-3-4 points. Each rank increased the power significantly, at least compared to ME1. 

 

 

Personally, when I first played the game -- even through my first 6-12 playthroughs -- I found ME1's skill trees daunting/intimidating, as well as annoying. Now that I know what the heck I am doing -- thanks to a lot of helpful people on these forums -- I can minimize my frustration as I level up my Shepard in ME1.

I don't mean the skills or what they do, but the haveing to use more than one point to get it was just odd to me. It was like they were trying to justify the level cap so they said "let's make skills cost more" then another person said "but don't forget to let em level up fast for reasons." I mean they shoulda just made leveling take a lil longer. That's my two cents anyway

 

Also, I liked the subtle sub-bonusses in ME1 because I look at all my games tacticaly so the "+X-amount Shield Capacity" was just as important as(and somtimes more impotant than) the Basic, Advanced, and Master Overload in my decision making process in ME1.

 

Edit- I probably had a leg up on understanding ME1 too. Even though ME was my first RPG I've been playing the RTS game's StarCraft and WarCraft since I was 10.