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So do you think we'll have the same six classes?


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#76
karushna5

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I do want all the classes to be good in some respect and have something special. I like that Soldier gets tons of guns, Infiltrator gets stealth, Sentinel gets armor, Vanguard gets charge, and Engineer gets drones, and Adepts get tons of powers? (hmm, maybe a bit more for adept and soldier)

 

If they could highlight those a bit more, I think it would rock. Maybe not in cutscenes but like in DA:I and your race, once in a blue moon getting something to acknowledge your class like in a dialogue option would be perfect.



#77
themikefest

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I like to see them return. Maybe Bioware will have some upgrades added to each class



#78
Karlone123

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As long as charging is still a thing, I'll be happy.

How do you stop a Krogan from charging? You don't take his credit chit away, you biotic charge right at him.



#79
Fixers0

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I hope Bioware tries something differently with classes in Andromeda. A long time ago I proposed reducing the classes down to an Athletic, Tech and Biotic profile but giving the player a greater degree ofcustomisation through various specialisation options. Perhaps remove classes all together and give the player the option to defice whether his/her character is a Biotic before deciding combat specilization, of course there would be benefits and drawbacks by making your character a biotic, such as increased fatigue and whatnot. 



#80
Golden_Persona

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I hope we keep the 6, and we get an omni-warrior, or a melee class of some sort. I don't really care what people say, Omni-warrior sounds cool and would be cool to see how the technology has evolved. It could even be a hybrid melee class that also gets the best exploration abilities.

 

Instead of a class focused on exploration though I hope each class gets a unique exploration class power, like they get for an offensive power. Engineers can detect places of loot or places of hidden Remnant technology faster. Infiltrators get a special cloak that they can't use in combat, but has a far higher duration and conceals them from detection, allowing them to explore Khet outposts or caves with cool alien lifeforms without being detected. Adepts can destroy, or lift, rock formations to reach previously unreachable locations, or at least make them easier to reach. Vanguards get to combine their charge with the jetpack for crazy height and distance. Sentinals get a hybrid mix between the adept and engineer exploration ability. I have no idea for Soldier though, maybe they can carry more loot (if they go with a carryweight system like in Inquisition even though I absolutely despise those). Omni-warriors can perhaps hack things easier, like a rogue in DA can lockpick stuff.

 

I have no good ideas, but I would like a unique exploration ability for each.


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#81
Golden_Persona

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Hopefully they will give the engineer good class power this time, the turret was useless and the drone wasnt uaeful as it was in ME2.
And hopefully Sabotage will come back.

I'm really confused by this. The drone doesn't work as a distraction like in ME2, but in ME3 I can summon turret after turret, drone after drone with barely any cool down and I don't have to do anything but laugh in a corner as my drone shocks everything to death and my turret roasts everything to death. It was pretty OP fun, like pretty much every class in ME3 because of balancing issues.


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#82
Golden_Persona

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I also have to say, I don't really get the fascination with ME1's "sub classes" because they never felt like sub classes at all. All they do is give passive buffs to abilities, save for Stasis allowing you to still damage enemies, but that was made a basic property of stasis in ME3. The subclasses did nothing, except give the illusion that ME1 had deep RPG mechanics. ME3 handled evolution a lot better. In the case of Engineer for its passive class tree I could focus on my drone army while weakening my red-mage abilities, or I could forgo my drone army for beefed up red mage abilities. I could also switch between the two styles thanks to ME3 having an easy respec system.

 

Now, if they were to bring it back and actually make the "sub-classes" feel unique then by all means they should do it, but like a lot of things in ME1 I feel it was shallow compared to other actual RPGs. ME1 has never felt like a real hardcore RPG like old-Bioware fans want me to believe.



#83
Sylvius the Mad

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I really liked how the Engineer played in ME, but not in ME2.  If we could have something like the ME1 Engineer, that would be great.



#84
Sylvius the Mad

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But ideally I'd like a classless system.



#85
KaiserShep

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But ideally I'd like a classless system.

 

This is technically impossible for Mass Effect, because like Dragon Age, it's basically broken down between people who possess special powers and those who do not, and you can't learn or obtain these powers somehow because you have to be born with it. Basically, it would just be a two class system with options to build characters like what we have now, with room in between.



#86
Golden_Persona

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I really liked how the Engineer played in ME, but not in ME2.  If we could have something like the ME1 Engineer, that would be great.

I dunno, ME1's abilities are mostly boring. Overload, Sabotage and Hacking I believe are all just different colored explosions. The problem in ME1 was that every gun or power was available on NG+ if you used them enough, which meant certain classes faded out over time. Why have an Engineer when you can use an Infiltrator with immunity and can kill people without confrontation and can give it an Engineer unique ability while skipping its useless ones? Why have a Vanguard when you can give an Adept a shotgun?

 

ME2 added incinerate, hacking was actually effective, and was the grand beginnings of the deadly drone army. Both versions share the same fundamentals, but maybe it was ME2's overall gameplay that you liked less, since ME2 onward actually helped make classes feel unique. I know ME3 let all classes wield all guns, but there was a penalty unlike in ME1.



#87
KaiserShep

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 ME3 did it the best, in my opinion. I liked some of the variety of ME1, but a lot of it felt like chaff, and the gameplay wasn't particularly unique. It's even weirder in the way bonus powers work. My latest soldier is basically an anomaly that is essentially a lite Vanguard, because she has throw, yet can use all weapon types. It makes no gorram sense. 

 

I greatly prefer the weight penalty over weapon restrictions per class. 



#88
laudable11

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I would love to see a class dedicated to biological/organic attacks, with buffs and debuffs.

Also it would be great for a change if WE could be the smart know it all scientist or doctor.

#89
Sylvius the Mad

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I dunno, ME1's abilities are mostly boring. Overload, Sabotage and Hacking I believe are all just different colored explosions. The problem in ME1 was that every gun or power was available on NG+ if you used them enough, which meant certain classes faded out over time.

I despise NG+.

 

I played an Engineer with a sniper rifle, and nothing in ME2 offered me anything like that.

 

And I really enjoyed the grenades.

 

Also, there's no reason why the classes all need to be equally attractive.  There are reasons other than effectiveness (RP maybe?) for choosing a class.



#90
Sylvius the Mad

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This is technically impossible for Mass Effect, because like Dragon Age, it's basically broken down between people who possess special powers and those who do not, and you can't learn or obtain these powers somehow because you have to be born with it. Basically, it would just be a two class system with options to build characters like what we have now, with room in between.

And in both systems, a classless system would work.  Just make Biotic (or magical) ability an expensive skill that can only be learned at level 1.  There.  Problem solved.



#91
KaiserShep

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Man I love NG+. I'd pour a forty if it ever disappeared from Mass Effect. 


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#92
N7Jamaican

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I really liked how the Engineer played in ME, but not in ME2.  If we could have something like the ME1 Engineer, that would be great.

 

No.  I liked ME2's Engi, and ME3's engi without weapon restrictions.  ME1 was just.. ok.



#93
Golden_Persona

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I'm actually very saddened that Witcher 3 and Inquisition don't have NG+s. ME has a precedent of having it, and I don't want it removed. I love feeling like my 40+ hour playthroughs in ME are rewarded by allowing me to be OP.

 

Also in ME2 NG+ insanity is actually the hardest difficulty mode. Enemies scale to your level (close to, if not directly at 30) so they have high stats, but you don't keep your upgrades which means less health, weapon and power damage which means you die faster and kill things slower. NG+ was good for a lot of things.



#94
Malanek

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I like classes. Gameplay is defined and varied as much by what you cant do as what you can. One of the main reasons I loved ME3 multiplayer so much is that there were over 50 different kits, most with genuinely multiple good ways to be built. And because of it there was a mass of replay-ability.



#95
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I want the classes to stay (since they basically just indicate whether you specialize in combat, biotics, tech, or some combination of those), but what I wouldn't mind if each class had two main skill paths. For example, if you pick Infiltrator, you start with Tactical Cloak and from there branch off. If you follow path A you end up being a traditional sniper with some tech powers, but if you follow path B you end up a close quarters, hit and run fighter like Kasumi.


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#96
Sylvius the Mad

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I'm actually very saddened that Witcher 3 and Inquisition don't have NG+s. ME has a precedent of having it, and I don't want it removed. I love feeling like my 40+ hour playthroughs in ME are rewarded by allowing me to be OP.

 

Also in ME2 NG+ insanity is actually the hardest difficulty mode. Enemies scale to your level (close to, if not directly at 30) so they have high stats, but you don't keep your upgrades which means less health, weapon and power damage which means you die faster and kill things slower. NG+ was good for a lot of things.

1. I don't want great swaths of the game gated like that.  I shouldn't have to jump through hoops in order to play that content.

 

2. I dislike scaled content.  Enemies should not scale to my level.

 

So NG+ simply doesn't work for me (particularly when it's not optional - sometimes a second playthrough is altered based on the first even if you were prefer otherwise - just as I don't want MP to affect SP, I don't want one SP playthrough to affect another).

 

In NWN, we could import a high-level character into the start of the game if we wanted.  But, we didn't have to play the game to level up that character first.  We could just play with a high-level character the very first time, if we wanted.  There were no restrictions on it.  That's how NG+ content should work - we shouldn't have to finish the game once in order to unlock it.



#97
AresKeith

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I want the classes to stay (since they basically just indicate whether you specialize in combat, biotics, tech, or some combination of those), but what I wouldn't mind if each class had two main skill paths. For example, if you pick Infiltrator, you start with Tactical Cloak and from there branch off. If you follow path A you end up being a traditional sniper with some tech powers, but if you follow path B you end up a close quarters, hit and run fighter like Kasumi.

 

That would be a very nice addition to the classes



#98
Malanek

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I want the classes to stay (since they basically just indicate whether you specialize in combat, biotics, tech, or some combination of those), but what I wouldn't mind if each class had two main skill paths. For example, if you pick Infiltrator, you start with Tactical Cloak and from there branch off. If you follow path A you end up being a traditional sniper with some tech powers, but if you follow path B you end up a close quarters, hit and run fighter like Kasumi.

Hypothetically, if you added the Shadow Strike talent from multiplayer and had less skill points to spend, isn't this what an ME3 infiltrator was?



#99
KaiserShep

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1. I don't want great swaths of the game gated like that.  I shouldn't have to jump through hoops in order to play that content.

 

2. I dislike scaled content.  Enemies should not scale to my level.

 

So NG+ simply doesn't work for me (particularly when it's not optional - sometimes a second playthrough is altered based on the first even if you were prefer otherwise - just as I don't want MP to affect SP, I don't want one SP playthrough to affect another).

 

In NWN, we could import a high-level character into the start of the game if we wanted.  But, we didn't have to play the game to level up that character first.  We could just play with a high-level character the very first time, if we wanted.  There were no restrictions on it.  That's how NG+ content should work - we shouldn't have to finish the game once in order to unlock it.

 

I don't recall NG+ making a huge difference on the playthrough. The The only thing that changes is the level and you don't have to repurchase all the stuff you got in the last one. I will say, however, that I'm not a fan of gear levels being gated by playthrough. If I want weapons to reach level X, I have to start over again, but I've played NG+ so many times now that I think even my fish are level X. 

 

But to me, NG+ is part of the fun. I like having a particular character that I can repeat, and make more and more powerful and start off with certain abilities if I want and have all of the game's entire gamut of weapons at their peak levels. It's still perfectly optional. Anyone who isn't a fan of this is not really missing anything by simply starting an entirely new game over again. 



#100
karushna5

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I despise NG+.

 

I played an Engineer with a sniper rifle, and nothing in ME2 offered me anything like that.

 

And I really enjoyed the grenades.

 

Also, there's no reason why the classes all need to be equally attractive.  There are reasons other than effectiveness (RP maybe?) for choosing a class.

 

I disagree, for one, it probably will have multi-player, and the first sign of a bad multiplayer is options that are way too lopsided. And gameplay design should be designed with options being equally capable (if different styles) because not only is multiplayer concerned, but there will be characters from all classes, and a bad class means a bad character, which means that there is less utilization of the effort you put in as a game designer. Good game design means a balanced game design.