Aller au contenu

Photo

What Classes Need Reworking?


  • Veuillez vous connecter pour répondre
16 réponses à ce sujet

#1
N7Jamaican

N7Jamaican
  • Members
  • 1 778 messages

I've played every class in Mass Effect in single player, and mostly played Engineer or Adept in MP. There are some multiplayer class variants of Adept and Engineer that I wish I could have played as in single player.

 

With that said, what classes do you think need reworking in ME:A to be as fun or up to par to some of it's MP counterparts?



#2
Scofield

Scofield
  • Members
  • 583 messages

All of them, but hopefully none aswell cause i want to see something new



#3
N7Jamaican

N7Jamaican
  • Members
  • 1 778 messages

I would love for new classes. I don't know what else they could think of though.



#4
N7Jamaican

N7Jamaican
  • Members
  • 1 778 messages

I would love to get rid of combat drone. I didn't use it too much, same with sentry turret. I felt as if there were better powers, and depending on what squad mates you brought with you and how you manage their powers, you can put out enough damage (no need for turret) and you can CC (no need for drone).



#5
Belial

Belial
  • Members
  • 151 messages

All of them need to be reworked in the sense that we should be able to customize them and choose which powers to use. They've stayed mostly the same for too long, and they introduced so many cool new powers in ME3MP, it would be a shame if they didn't bring them over to SP as well.

 

I also hope they tone down the explosions. Not every biotic power needs to be a primer or a detonator. Maybe they can add shield/barrier piercing evolutions to more powers like Lash to make up for the decreaced DPS on Adepts.


  • N7Jamaican aime ceci

#6
N7Jamaican

N7Jamaican
  • Members
  • 1 778 messages

All of them need to be reworked in the sense that we should be able to customize them and choose which powers to use. They've stayed mostly the same for too long, and they introduced so many cool new powers in ME3MP, it would be a shame if they didn't bring them over to SP as well.

 

I also hope they tone down the explosions. Not every biotic power needs to be a primer or a detonator. Maybe they can add shield/barrier piercing evolutions to more powers like Lash to make up for the decreaced DPS on Adepts.

 

Ugh and that sound effect. Hearing in MP is giving me nightmares...



#7
Ahglock

Ahglock
  • Members
  • 3 660 messages
All of them as nothing is perfect.


But my two big things are

soldiers. More active powers, 5 flavors of ammo is lame. Grenades, mines, scanning tech maybe.

Tech/flame/cold/biotic combos. Interesting ways powers combine is cool. Just DPS explosions is just boring. It steals the uniqueness of the powers themselves and makes every combo seem to samey.

Combos should be about enhancing the characteristics of the powers used in some way. Throw combos should be about super throws. Cold combos should be about freezing and slowing not blowing people up, fire combos about armor penetration and dots, tech combos shields, paralysis, shutting down tech etc.

#8
Sanunes

Sanunes
  • Members
  • 4 391 messages

For me an ideal setup for the classes is to still have the six classes, but each have a larger pool of skills available to them.  Such as incorporating all the multiplayer abilities into the game, but not all archtypes will have access to all the abilities.

 

If I had to pick classes that I think need a little more tweaking it would be the soldier and the engineer.  The soldier has too many passive abilities and the drone/turrets of the engineer didn't feel like they belonged for all I couldn't control them, but it felt like I was always recasting them with little benefit.


  • N7Jamaican aime ceci

#9
Giantdeathrobot

Giantdeathrobot
  • Members
  • 2 944 messages

Soldiers should have more active powers. Switching between modes of fire, grenades, maybe special melee/movement skills to reflect their peak physical conditioning.

 

Engineers should get more direct modes of attack. Sitting in cover using drone then spamming Overload is only fun for so long. A special drone that is made, not to distract, but to deal lots of damage would be nice, or a killer turret akin to the Cerberus engineer's. A skill that jams enemy weapons in an area. Maybe some sort of grenade launcher power that makes them more effective when using them?

 

Sentinels should be the only class that can both prime and detonate combos. Adepts would use raw biotic power, while Sentinels focus on versatility and combos on top of their powerful defenses.

 

Infiltrators and Vanguards seem perfect as they are.



#10
N7Jamaican

N7Jamaican
  • Members
  • 1 778 messages

For me an ideal setup for the classes is to still have the six classes, but each have a larger pool of skills available to them.  Such as incorporating all the multiplayer abilities into the game, but not all archtypes will have access to all the abilities.

 

If I had to pick classes that I think need a little more tweaking it would be the soldier and the engineer.  The soldier has too many passive abilities and the drone/turrets of the engineer didn't feel like they belonged for all I couldn't control them, but it felt like I was always recasting them with little benefit.

 

Drone and Turret is very techy. But like you said, can't control them. You overthrow or miss your intended area for your turret and you've wasted a CD. You use your drone and it gets killed in 5-10 secs.  Again there were better powers than those two. I barely put any points in them at all.  

 

Soldiers should have more active powers. Switching between modes of fire, grenades, maybe special melee/movement skills to reflect their peak physical conditioning.

 

Engineers should get more direct modes of attack. Sitting in cover using drone then spamming Overload is only fun for so long. A special drone that is made, not to distract, but to deal lots of damage would be nice, or a killer turret akin to the Cerberus engineer's. A skill that jams enemy weapons in an area. Maybe some sort of grenade launcher power that makes them more effective when using them?

 

Sentinels should be the only class that can both prime and detonate combos. Adepts would use raw biotic power, while Sentinels focus on versatility and combos on top of their powerful defenses.

 

Infiltrators and Vanguards seem perfect as they are.

 

Engineers can be a lot more fun that sitting in cover and spamming overload. But I agree. Give a reason for Engineers to get out of cover more and be a bit more daring.



#11
Ahglock

Ahglock
  • Members
  • 3 660 messages
Drone and turret conceptually I love and drone in ME2 was amazing in how effective it crowd controlled.

If they both return I'd want some option to activate certain powers by using the power again while one is active. Whether it's just them detonating on command or some kind of burst power or a shield boost I'd like more active control over them. I could see 2 activating powers for each, working like melee tap one power, hold another.

#12
Jorji Costava

Jorji Costava
  • Members
  • 2 584 messages

I would love to get rid of combat drone. I didn't use it too much, same with sentry turret. I felt as if there were better powers, and depending on what squad mates you brought with you and how you manage their powers, you can put out enough damage (no need for turret) and you can CC (no need for drone).

 

I liked the drone in ME3 (I'm pretty sure there were multiplayer sessions I had where my rocket drone got a higher score than some other players), but I would like for it to be useful at earlier stages in its progression. At level 6 it gets some pretty awesome abilities but prior to that I never find it useful at all.

 

Another thing they could do is add some more class-specific abilities for all of the classes that can be used outside of combat; for example, maybe you could use your drone for something like scouting an area before you enter a potential combat zone, have a longer-lasting cloak for the infiltrator so they can do more stealth-related actions, etc.



#13
N7Jamaican

N7Jamaican
  • Members
  • 1 778 messages

Drone and turret conceptually I love and drone in ME2 was amazing in how effective it crowd controlled.

If they both return I'd want some option to activate certain powers by using the power again while one is active. Whether it's just them detonating on command or some kind of burst power or a shield boost I'd like more active control over them. I could see 2 activating powers for each, working like melee tap one power, hold another.

 

If we can detonate the drone, or have it use another ability, that would change the game for Engineers.. I love that!



#14
Sanunes

Sanunes
  • Members
  • 4 391 messages

If we can detonate the drone, or have it use another ability, that would change the game for Engineers.. I love that!

 

Another way to improve the drone is when we throw it if we have an enemy targeted or selected it would stay on that target.


  • fchopin aime ceci

#15
Ahglock

Ahglock
  • Members
  • 3 660 messages

Sentinels should be the only class that can both prime and detonate combos. Adepts would use raw biotic power, while Sentinels focus on versatility and combos on top of their powerful defenses.

.


Disagree. They are almost the last class if give combos. They already have powerful defenses and versatility. Giving them high dps combos is just overload. Thematically though I'd say no biotic combos, no tech combos but the only class with a hibrid combo.

#16
Golden_Persona

Golden_Persona
  • Members
  • 301 messages

I would love to get rid of combat drone. I didn't use it too much, same with sentry turret. I felt as if there were better powers, and depending on what squad mates you brought with you and how you manage their powers, you can put out enough damage (no need for turret) and you can CC (no need for drone).

No nononononono noooo

 

That might sound excessive, but please don't get rid of those. If you think there were better powers you weren't really using them right in ME3. They were a small army that tore everything apart as you lollygagged around looking for credits, listening as your enemies screamed in agony. They weren't underpowered, they were overpowered and fun as hell. Mix that in with the elemental mage powers of overload, incinerate, and cryoblast and Engineer was a dominant class.

 

In my opinion I think both Infiltrator and Sentinel need reworking. Infiltrator needs to fulfill its namesake, and it needs Electric Slash as one of its default powers imo. Sentinel is just plain boring, but that's because I don't like tank classes. Champion in Inquisition is the absolute biggest borefest of any class I've played in a game for example. Detonating was cool, but it's not enough.



#17
VilhoDog13

VilhoDog13
  • Members
  • 439 messages
Soldier: If they're going to go by the "weight" system - please, give soldiers a massive amount of capacity. Even with their upgraded passive, holding 3-4 guns was brutal on cooldowns. Poor soldiers...they sucked in ME3.

Sentinel: I wanted to like them - but I couldn't. They need more power interactions. They really felt lack luster. Give their armor ability something worthwhile that seriously affected your powers/gunplay/shields. It was always a "turn on and forget" kind of ability.

Adepts: Just give me the old pull/throw combo without detonating. Also, less detonations please. Maybe also have biotics affect enemies with shields but with a SERIOUSLY reduced effect.

Engineer: Personally, I found them super fun. Well - their cryo/overload/incinerate abilities were fun. Give them heavier duty minions.

Vanguards: idc. I don't play them. I hope they rot. They bother me for some reason.

Infiltrators: Fantastic. Leave em alone.