New Class Powers?
#76
Posté 13 août 2015 - 04:05
That is awesome!
- N7Jamaican aime ceci
#77
Posté 13 août 2015 - 04:36
I freaking love the idea of the soldier being a grenadier class!
That is awesome!
You could spec the Soldier as a Grenadier, a rifleman, a walking artillery ETC, but primarily the Soldier is all about Their Gear (Armor and Guns). This makes the class Dynamic as follows:
Adept: Pure Biotics. ("Manipulating matter with only their minds, Adepts excel at controlling the battlefield with potent biotic powers.")
Engineer: Pure Tech. ("With an array of tools at their disposal, Engineers support their allies and harass their enemies with technological wizardry.")
Soldier: Pure Gear. ("The backbone of any fireteam, Soldiers bombard the enemy with explosives and raw firepower.")
Sentinel: biotics and Tech. ("Dynamic to the core, Sentinels boast heavy resilience to damage as they wield both biotics and technology in perfect harmony.")
Infiltrator: Tech and Gear. ("Be it sabotage or executing enemies with precision strikes, an Infiltrator is rarely seen in the same place, if ever seen at all.")
Vanguard: Biotics and Gear. ("The first ones into the fight and the last ones out, Vanguards strike fear directly into the hearts of the enemy with biotic-enhanced close combat.")
. . .or at least that's how it should be, I'm an idealist at heart. ![]()
- themageguy aime ceci
#78
Posté 13 août 2015 - 05:30
Personally I'm hoping we see a lot of the powers and mechanics that featured in ME3 multiplayer with the more out there classes featuring as options in single player this time around. There were a lot of really cool concepts in those classes that I'd love to see expanded upon and incorporated into the game.
Half the fun of the multiplayer was playing with toys you didn't have in single-player. Such as the Turian's jetpacks, the Krogan's powerful melee strikes, or the unique playstyle of the Geth Juggernaut.
As for class identity;
Soldier: I see them a bit like the N7 Destroyer in multiplayer: a living weapons platform packing immense firepower. Rockets, stabilizing servos for improved accuracy, melee blows that knock back, etc. Ammo powers + concussive shot got old fast.
Engineer: more emphasis on drones, both offensive and defensive ones. Focus on tech powers that debiliate the enemy, clearly opposed to Biotics which destroy the enemy. Add options for cool gadgets such as wall visions or melee attacks that stun.
Adept: as I said, pure biotic power means they should barely use a weapon at all. Improve powers such as Singularity and give them more options to bypass defenses.
Infiltrators: fine as they are, maybe more melee options.
Sentinels: these guys have basically been the dumping ground for all the ideas that fit in no other class. Would be nice if they were te only class able to both prime and detonate combos, give them an AoE niche on top of Tech Armor.
Vanguard: don't need to change anything. The Charge + Shotgun to the face combo is as satisfying as ever.
- Ahriman et TheHedgeKnight aiment ceci
#79
Posté 13 août 2015 - 05:36
Au Contraire: Inferno ammo and Amplified Concussion never got old.
#80
Posté 13 août 2015 - 09:07
Yeah, blanching is really important for video games. Keeps the nutrients without sacrificing flavor and texture.
Typo on my part.
#81
Posté 13 août 2015 - 09:03
I freaking love the idea of the soldier being a grenadier class!
That is awesome!
As do I. They need something unique to them, since all classes can now use all weapon types.
#82
Posté 13 août 2015 - 09:35
Typo on my part.
I know, I was just giving you a hard time.
- Broganisity aime ceci
#83
Posté 14 août 2015 - 12:13
Half the fun of the multiplayer was playing with toys you didn't have in single-player. Such as the Turian's jetpacks, the Krogan's powerful melee strikes, or the unique playstyle of the Geth Juggernaut.
I'm not asking for a Geth Juggernaut in single player, but I think a lot of the ideas with the N7 classes. Project Phoenix, and the Talon Mercenary should be options available for single player customization to give us a bigger range of character options beyond what was available in the OT.
Besides, come MEA I'd hope that the multiplayer is more than just a rehash of all the old characters; while I'd like to see some return, I'd prefer they come up with some new ideas. And with that in mind I'd like to see the ME3 multiplayer ideas get put to use rather than going to waste.
- Broganisity et TheHedgeKnight aiment ceci
#84
Posté 14 août 2015 - 10:30
My least favorite is soldier, so bland and too OP.
Well everyone has different tastes I suppose but Soldier and Adept are my 2 favourite ones in fact finishing an Adept playthrough right now just got the Citadel DLC and final mission to go on ME3
#85
Posté 14 août 2015 - 10:39
#86
Posté 15 août 2015 - 07:11
I would like to see something like elementalist.
Someone who controlled the elements, fire, water, earth, air, just not in a magical aspect, but rather something related to physics and chemistry.
Since Mass Effect is a game in a galactic environment, we can have a class that uses the elements in battles for both defense and attack, and can manipulate the states of objects (solid, liquid, gas) as well as the temperature.
When i played as a engineer spec'ing into incinerate and cryo blast, with overload, i felt like a tech elementalist.
- Thibax aime ceci
#87
Posté 15 août 2015 - 07:52
The question is, would there be an ability/passive akin to the n7 demoliser/talon mercenary for grenade production?
Also, i would love the Infiltrator to have an option for using an omni bow like the talon merc. Maybe even some throwing knives too. I feel this would give you a more space ranger vibe to the class other than just snipe and laugh
- Thibax aime ceci
#88
Posté 15 août 2015 - 06:02
The question is, would there be an ability/passive akin to the n7 demoliser/talon mercenary for grenade production?
Also, i would love the Infiltrator to have an option for using an omni bow like the talon merc. Maybe even some throwing knives too. I feel this would give you a more space ranger vibe to the class other than just snipe and laugh
I'm glad you brought this up as I was getting there.
Mass Effect 2 introduced us to power evolutions with the final rank of each ability. Mass Effec 3 expanded on each abilities fourth-to-sixth rank having two variants that boosted or added one aspect of the ability. What I would like to see is the concept of 'Power Evolutions' taken a step further in the form of full-on Power Mutations. If I had any artistic skills I would attempt to make diagrams to help explain this, but alas we will all have to do without. I have three examples, each in regards to active abilities, standard passives, and then melee/dodge ability. I like to think this feature would only work in single-player as there could be balance issues in the multi-player.
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My first example will be in regards to active abilities.
Say you have two abilities: Pull and Biotic Charge.
- When you reach rank four of pull, you are presented two options: One is to receive a general 'all-around upgrade' to pull, while the other is to mutate pull into lash, a similar move in principle but the execution is notably different If each move then upgrades up to six (or higher, perhaps eight?) with evolutions et cetera.
- Biotic Charge follows the same principle, but can then be converted into Venom Strike, sacrificing shield recharge capabilities for extra mobility, DoT damage and for better synergy with a medium-close range vanguard (AKA not the novaguard and melee you in the face at all times vanguard).
This both expands and limits the player's arsenal of abilities as the player is given more choices, but cannot have them all at one time (can you imagine how clustered that pause screen would be for people who use it?). It also allows for the prevention of balance issues by have certain moves together in tandem.
-----
Next, we have the standard passive. Each class, once you reach rank three, will have multiple options to mutate into. I will use the soldier for example as it is the one being referenced in chat.
When reaching Rank Three, A soldier will have three choices of 'mastery' to go into: Veteran, which is the default/standard passive that specializes in generic, balanced options, Grenadier which sacrifices weapons damage for increased power damage and a grenade recharge ability, and Weaponsmaster, which sacrifices weight capacity for increased weapon damage bonuses and added weapons stability.
Perhaps your passive is what allows for certain other abilities to be chosen as well, at the cost of certain others (Ex. Only the Grenadier can have the Supply Pylon, but it replaces Fortification, the standard choice, for the replacement option for Adrenaline Rush. If Weaponsmaster is chosen, the player can take Marksman instead of Adrenaline Rush). This lets each 'passive specialization' have a unique move mutation that goes along with it, for those who want to specialize.
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Finally, you can select your fitness from one of two variations from the beginning, which sets your dodge ability (Melee attack style is set to a different slot for customization, so you could have a biotic dash adept with the omni-bow if you wanted). This lets you have a vanguard who may be less durable than their fellows, but have the biotic dash dodge ability for extra mobility, or perhaps an engineer or infiltrator who can cartwheel dodge if they are above a certain encumbrance point. I'm not too sure on this one myself especially if we have armor that contributes to player encumbrance and all that.
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But yeah, them's my thoughts on the matter.
- themageguy aime ceci
#89
Posté 15 août 2015 - 06:19
I would be happy with the MP N7 classes(expanded upon of course) replacing their SP counterparts, since they were far cooler and more fun to play, especially the N7 Paladin compared to the boring ass normal Sentinel. Dat glorious Omni-shield

- Laughing_Man, themageguy et TheHedgeKnight aiment ceci
#90
Posté 15 août 2015 - 08:52
Well everyone has different tastes I suppose but Soldier and Adept are my 2 favourite ones in fact finishing an Adept playthrough right now just got the Citadel DLC and final mission to go on ME3
My favorite is infiltrator and Engineer. I could do a vanguard, but they are too easy as well.
#91
Posté 15 août 2015 - 09:16
I'm glad you brought this up as I was getting there.
Mass Effect 2 introduced us to power evolutions with the final rank of each ability. Mass Effec 3 expanded on each abilities fourth-to-sixth rank having two variants that boosted or added one aspect of the ability. What I would like to see is the concept of 'Power Evolutions' taken a step further in the form of full-on Power Mutations. If I had any artistic skills I would attempt to make diagrams to help explain this, but alas we will all have to do without. I have three examples, each in regards to active abilities, standard passives, and then melee/dodge ability. I like to think this feature would only work in single-player as there could be balance issues in the multi-player.
-----
My first example will be in regards to active abilities.
Say you have two abilities: Pull and Biotic Charge.
- When you reach rank four of pull, you are presented two options: One is to receive a general 'all-around upgrade' to pull, while the other is to mutate pull into lash, a similar move in principle but the execution is notably different If each move then upgrades up to six (or higher, perhaps eight?) with evolutions et cetera.
- Biotic Charge follows the same principle, but can then be converted into Venom Strike, sacrificing shield recharge capabilities for extra mobility, DoT damage and for better synergy with a medium-close range vanguard (AKA not the novaguard and melee you in the face at all times vanguard).
This both expands and limits the player's arsenal of abilities as the player is given more choices, but cannot have them all at one time (can you imagine how clustered that pause screen would be for people who use it?). It also allows for the prevention of balance issues by have certain moves together in tandem.
-----
Next, we have the standard passive. Each class, once you reach rank three, will have multiple options to mutate into. I will use the soldier for example as it is the one being referenced in chat.
When reaching Rank Three, A soldier will have three choices of 'mastery' to go into: Veteran, which is the default/standard passive that specializes in generic, balanced options, Grenadier which sacrifices weapons damage for increased power damage and a grenade recharge ability, and Weaponsmaster, which sacrifices weight capacity for increased weapon damage bonuses and added weapons stability.
Perhaps your passive is what allows for certain other abilities to be chosen as well, at the cost of certain others (Ex. Only the Grenadier can have the Supply Pylon, but it replaces Fortification, the standard choice, for the replacement option for Adrenaline Rush. If Weaponsmaster is chosen, the player can take Marksman instead of Adrenaline Rush). This lets each 'passive specialization' have a unique move mutation that goes along with it, for those who want to specialize.
-----
Finally, you can select your fitness from one of two variations from the beginning, which sets your dodge ability (Melee attack style is set to a different slot for customization, so you could have a biotic dash adept with the omni-bow if you wanted). This lets you have a vanguard who may be less durable than their fellows, but have the biotic dash dodge ability for extra mobility, or perhaps an engineer or infiltrator who can cartwheel dodge if they are above a certain encumbrance point. I'm not too sure on this one myself especially if we have armor that contributes to player encumbrance and all that.
-----
But yeah, them's my thoughts on the matter.
This is basically what I am hoping for. I would like to see more variation in the evolutions of all powers to allow for wildly different builds within any given class. I would love to see the shield powers gain evolutions that turn them into sustained short range offensive attacks. Barrier could be evolved into annihilation field, fortification could evolve to blade armor, and defense matrix could be evolved to be a tech version of annihilation field with an electric field rather than a biotic one.
#92
Posté 15 août 2015 - 09:20
I would be happy with the MP N7 classes(expanded upon of course) replacing their SP counterparts, since they were far cooler and more fun to play, especially the N7 Paladin compared to the boring ass normal Sentinel. Dat glorious Omni-shield
I can see a Paladin with an expanded power set being seriously overpowered, especially if those other powers are biotics to fit the Sentinel class.
#93
Posté 15 août 2015 - 09:53
This is basically what I am hoping for. I would like to see more variation in the evolutions of all powers to allow for wildly different builds within any given class. I would love to see the shield powers gain evolutions that turn them into sustained short range offensive attacks. Barrier could be evolved into annihilation field, fortification could evolve to blade armor, and defense matrix could be evolved to be a tech version of annihilation field with an electric field rather than a biotic one.
I maded fortification the mutation of Adrenaline Rush as it would be a supportive move for a more close-combat tank Soldier while Adrenaline Rush and Marksman are the burst DPS soldiers, with supply pylon for the sustained fire soldier/grenadier.
I contemplated Barrier becoming the offensive Annihilation Field, but I would reserve it for Adepts only, as Novaguard and Annihilation Field is too much cheese. Gotta get that balance just right for shared powers.
#94
Posté 16 août 2015 - 01:52
Infiltrator; stoping time to make it easier to snipe enemies from afar and getting a scanning ability to see through objects.
Vanguard: getting a super guard so that they can run into the fray and smash anything in sight.
Soldier: Their weapons does much more damage than usual and they have a auto reload that is super fast
Engineer: Able to plant either many armor piercing turrets or to summon a machine that you can drive around and kill everything.
Biotics?: have the ability to unleash a powerfull shockwave destroying everything in sight and to fly/jump far longer (with their biotics)
Dont know the others.
#95
Posté 18 août 2015 - 07:26
That's a great idea.
I also enjoyed the biotic orb skill. Hoping to see that or something akin to it.
#96
Posté 18 août 2015 - 07:52
Half the fun of the multiplayer was playing with toys you didn't have in single-player. Such as the Turian's jetpacks, the Krogan's powerful melee strikes, or the unique playstyle of the Geth Juggernaut.
As for class identity;
Soldier: I see them a bit like the N7 Destroyer in multiplayer: a living weapons platform packing immense firepower. Rockets, stabilizing servos for improved accuracy, melee blows that knock back, etc. Ammo powers + concussive shot got old fast.
Engineer: more emphasis on drones, both offensive and defensive ones. Focus on tech powers that debiliate the enemy, clearly opposed to Biotics which destroy the enemy. Add options for cool gadgets such as wall visions or melee attacks that stun.
Adept: as I said, pure biotic power means they should barely use a weapon at all. Improve powers such as Singularity and give them more options to bypass defenses.
Infiltrators: fine as they are, maybe more melee options.
Sentinels: these guys have basically been the dumping ground for all the ideas that fit in no other class. Would be nice if they were te only class able to both prime and detonate combos, give them an AoE niche on top of Tech Armor.
Vanguard: don't need to change anything. The Charge + Shotgun to the face combo is as satisfying as ever.
Maybe make Sentinel more of a sentinel. Tech armor, cover deployment, biotic sphere and mines. Could be cool.
#97
Posté 18 août 2015 - 08:32
I would love to explore planets and have wildlife and plants. Instead of a bland skybox and recycled terrain. And to even interact with the environment would be cool as well.





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