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Ideas for classes


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#26
Pavan

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I have said it almost every thread like this............ N7 Slayer!!!

 

 

make it happen pls Bioware

 

Class Ideas.

 

Let's bring back specialisations. However with a difference.

Rather than "lets have buffs for this and that" I'd like specialisations to do something different.

 

 

 

Adept Specialisations:

 

Spoiler

 

Engineer Specialisations:

 

Spoiler

 

Infiltrator Specialisations:

 

Spoiler

 

Sentinel Specialisations:

Spoiler

 

Soldier Specialisations:

Spoiler

 

Vanguard Specialisations:

Spoiler

 

 

So what do you think of these specialisations?

 

 

There were some good ideas here, but I think thats too many specializations - Should probably just have about 2 per class, seeing as there are already 6 base classes.


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#27
Malanek

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Eh, most people play the default, which is soldier. I think Infiltrator and Vanguard are the most "different" and "non-shootery." 

The multiplayer stats were a lot more balanced in terms of which classes were most popular. Soldier was the highest, but only by a couple of percent, each class was around 10%-20% mainly in the high teens. And bare in mind one of the most popular soldiers was the Geth Juggernaut which is hardly the typical shooter-soldier.

 

I think the real strength of the gameplay side of the game is mixing powers with guns, so they have to stick with that. It's what makes ME gameplay unique. They should definitely look at the multiplayer side of things because at the end of the MPer DLC, the vanilla powers in single player did feel a touch bland.

 

They have lots and lots of really great templates to work with and have had a large amount of time to refine things. I have really high expectations for the gameplay side of the game.


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#28
Neophyte

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Easy: No more classes. Allow us to freely pick any skill that exists in the game and develop it in the way we want. That way we aren't stuck with some lame, unnecessary skill again.

 

If I want to be a biotic engineer with TacCloak, then let me be one.

Nice idea, and it would add a bit to the game, have us get biotics using implants and such, implement different sets of implants ingame etc.
Example: have a prototype implant that gives huge dmg boost but gives some sort of side effects, less cooldowns or such...

I'd love for them to add a "heavy" class, like the commando in swtor or emm heavy in tf2

really anything with an assault cannon, just add it to a soldier advanced class.

 

On another note they should add a scientist class, specializes in biological warfare, uses toxins, tranquilizers, gas etc. and it would make sense having one these to study the fauna and flora in our new region.


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#29
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Vanguard's shockwave should be as strong as biotic slash. It could have been better.

I'd like if they'd brought back heavy shock wave from ME2. ME3 shock wave felt really weak, I actually passed it up for pull in my build, I was surprised.
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#30
goofyomnivore

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Ideally a blank slate where you select nonbiotic or biotic, and you fill in the skills you want. I doubt that happens tho.

 

Another idea is to have the player select a 'core' set of skills based on weaponry, tech, and biotics. Your core would be mostly passive skills and a signature you'd pick from a list (Fitness, Defensive Mastery, Offensive Mastery, Tactical Cloak, Biotic Charge, Singularity, etc). You'd fill out your other skills choosing from the three tech, biotic, or weaponry skill trees. Throw and Pull for example would be at the base of the biotic skill tree, and more technical/powerful biotic powers would be near the top such as Stasis or Flare. The skills would branch out when you upgrade/customize them x amount of times, so you could specialize in a few skills if you'd prefer, or you can select a horde of vanilla skills to use based on the situations you run into. Like for example upgrading Pull enough times would unlock an alternate mode where if you hold down the button/key your character will channel and pull them apart in a few seconds. However if you just want pull for combos, you could leave it at a lower rank and move to something else in the skill tree.

 

I'm not sure how you'd advance up the tree. I don't like skills being gated by other skills like in ME and ME2. Adding a random required level to skills seems bland too. Maybe if you select Stasis with no prior biotic skills, it has a steeper skill point cost say 50% more, but if you have 5 skills points in the biotic tree it is only 25% over costed, and if you have 15 it is 25% cheaper or something. A biotic specialist would be able to max out their skills far more quickly than someone mixing and matching between all three skill trees. They'd also have a large variety of skills to choose from due to the cost of learning and maxing new skills being undercosted from all their skill points being use on biotics. Some example biotic skills would be like; Throw and Pull (base/tier 1 skill), Warp Ammo and Lift Grenades (tier 2 skill), Stasis and Dark Channel(tier 3 skill), Flare and Singularity (tier 4 skills), and maybe a tier 5 skill that is expensive where you'd have to invest a lot of skill points in the tree or save for a very long time. It'd be like a Focus power from DA:I I suppose.

 

I dunno I hated how the classes were static. ME3 Multiplayer was really fun because of all the combinations. I loved playing the Asari Huntress, but you can't really replicate that on single player due to different cloak evolutions, only one bonus power slot, etc. If I want to try a Shockwave Sentinel, or an infiltrator with Cryo Blast instead of relying an on ammo power I should be able to.

 

Also I ended up roping a mage so many times typing this up. Poor guy, priest is already miserable enough to play versus.


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#31
Rahmiel

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I wouldn't be surprised if they abandon the 6 classes for andromeda.  Perhaps they go for a more.. the witcher character progression.

 

Or maybe they got for something like.. you only have 4 active skill slots, but you have access to 12 skills.  Now you can mix and match.  Give you a.. card game kinda loadout.  Similar to say, Darkest Dungeon, except the pool of abilities to pick from would be larger.. or maybe not.  Maybe you pick soldier, engineer, biotic, and each class has 12 abilities you can pick from.  Then, depending on class, perhaps you get 4 weapon specialisation for soldier, 3 for engineer, 2 for biotic.

 

I'm interested either way.  I loved the character progression/specialistation in ME1.  ME2 was alright, but I found it was.. too easy.  Not a lot of choice, etc.  ME3 did alright in the singeplayer, but .. I think some system that allows you to swap abilities in and out, depending on type of enemy you're facing, or type of encounter (ranged, scouting, close quarters) would be more interesting.

 

The biggest problem with a system like ME1, ME2, or ME3, is that when you start down a path.. you're set.  There's no real variance, there's no change.  If you had a system with interchangeable skills, it'd be more interesting and require some thought.  But.. whateves.  I'll be happy just to play the game anyway.


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#32
Rascoth

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I have nothing against classes as they are, since most games I play have them and hating this system would only lessen my fun factor, but this...

Ideally a blank slate where you select nonbiotic or biotic, and you fill in the skills you want. I doubt that happens tho.

This seems nice. 



#33
Sailears

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I would also like to see them abandon the 6 class concept for a blank canvas.



#34
Pavan

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I would also like to see them abandon the 6 class concept for a blank canvas.

 

 

But then it would depend - on what skills they implement in the game.

 

God forbid if they remove Biotic charge - I will cry - 22 year old guy will be brought to tears for the first time in like 5 years.

 

(Im only worried about this happening because of how much they reduced magic in DAI - wtf was crushing prison, hexes, blood magic etc)

 

Incidently, what were peoples favourite classes of the ME trilogy?

 

For me it was (obviously :P ) Vanguard, all the way, loved smashing into enemies then blowing their heads off with a shotgun.



#35
Sailears

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But then it would depend - on what skills they implement in the game.

 

God forbid if they remove Biotic charge - I will cry - 22 year old guy will be brought to tears for the first time in like 5 years.

 

(Im only worried about this happening because of how much they reduced magic in DAI - wtf was crushing prison, hexes, blood magic etc)

 

Incidently, what were peoples favourite classes of the ME trilogy?

 

For me it was (obviously :P ) Vanguard, all the way, loved smashing into enemies then blowing their heads off with a shotgun.

It would be cool if instead of an instant teleport, Charge was changed so that you travel very fast in a given direction as long as you hold down the button - depleting your energy in the process (would require biotic energy resource mechanic which regenerates over time to function properly). Then you could get upgrades to speed, additional effects like knockback/damage on enemies you pass by and so on.

 

I was not really a fan of teleportation being introduced to biotics, and I feel this may be more fun given you could charge through a line of enemies sending them all flying as well as not requiring a target or fixed distance to function.



#36
Cainhurst Crow

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I would like some of the multiplayer class powers or builds added to our arsenal. The N7's and Amagir's specifically. 



#37
lancerhawk

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I'd like to see the ME3 MP classes available, or at least be able to approximate them as I level up.

#38
Abraham_uk

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Ideally a blank slate where you select nonbiotic or biotic, and you fill in the skills you want. I doubt that happens tho.

 

Another idea is to have the player select a 'core' set of skills based on weaponry, tech, and biotics. Your core would be mostly passive skills and a signature you'd pick from a list (Fitness, Defensive Mastery, Offensive Mastery, Tactical Cloak, Biotic Charge, Singularity, etc). You'd fill out your other skills choosing from the three tech, biotic, or weaponry skill trees. Throw and Pull for example would be at the base of the biotic skill tree, and more technical/powerful biotic powers would be near the top such as Stasis or Flare. The skills would branch out when you upgrade/customize them x amount of times, so you could specialize in a few skills if you'd prefer, or you can select a horde of vanilla skills to use based on the situations you run into. Like for example upgrading Pull enough times would unlock an alternate mode where if you hold down the button/key your character will channel and pull them apart in a few seconds. However if you just want pull for combos, you could leave it at a lower rank and move to something else in the skill tree.

 

 

I love this idea.

 

 

For your skills you pick 5 of the following skills.

 

 

Side Arm Training (for pistols and sub machine guns)

Shotgun Training

Assault Rifle Training

Sniper Rifle Training

Heavy Weapons Training

Grenade and Mine Training

Melee Combat Training

 

Biotic Telekinesis Training (Pull, Throw, Shockwave, Singularity, Repulsion Field and Stasis)

Biotic Damage Training (Warp, Reave, Annihilation Field, Nova, Biotic Orbs and Biotic Charge)

Biotic Augmentation Training (Barrier, Biotic Sphere,  Biotic Focus, Warp Ammo, Biotic Grenades, Biotic Enhancement Grid)

Biotic Manipulation Training (Chaos, Dominate, Fury, Fear, Pacify and Hallucination)

 

Omnitool Elemental Training (Overload, Arc Burst, Incinerate, Flamer, Cryo Blast, Snap Freeze)

Omnitool Electronics Training (AI Hacking, Sabotage, Disruption Field, Damping, Repair Matrix, Console Hacking)

Omnitool Medical Training (Unity, First Aid, Neural Shock, Toxic Gas, Medical Pylon, Stim Pack)

Omnitool Tactical Training (Combat Drone, Tech Armour, Tactical Cloak, Sentry Turret, Tactical Scan, Shield Boost)

 

Combat Training (Fortification, Adrenaline Rush, Havok Strike, Shadow Strike, Assassinate, Marksman)

Projectile Training (Submission Net, Ballistic Blades, Concussive Shot, Carnage, Wrist Rocket, Smoke Screen)

Fitness Training

Armour Training

Weapon Modification Training (For ammo mods, gun mods etc.)

Weapon Crafting Training (For repair and maintenance of guns)

 

Reconnaissance Training

Planetary Survey Training

Diplomacy Training

Galactic Lore Training

Jet Pack Training

 

Ship Engineering

Ship Command

Ship Weapons

Piloting



#39
Element Zero

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Omg I snorted out loud at work.




Eh, most people play the default, which is soldier. I think Infiltrator and Vanguard are the most "different" and "non-shootery."

Really? I can see Vanguard, but Infiltrator? It's a shooter who turns invisible, more or less. I love the class, but it's definitely "shootery".

One can play the entirety of ME3 as an Adept without firing a shot, and can do the same as an Engineer or Sentinel, if they wish. I'd say they are less shooter-classes than the Inflitrator.

Generally, these days, I play Adept or Infiltrator in ME3. The game is so damn easy that it doesn't really matter. Those classes at least keep things interesting. I need to give Vanguard another shot, I think.
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#40
yolobastien6412

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Engineers should be able to make things like turrets, shield generators, drones (like the ones on Luna and Freedom's Progress-none of this omni-light stuff) and ground to air missiles, among the de facto sabotage, overload, hacking, incinerate and cryo blast.
As StrayKat put it, engineer-y things.

/cut

I think Engineers were woefully underutilized in the trilogy, mostly because there were too few unique powers that made them especially interesting.

I find the kind of turrets that the Geth Engineer had in mp is something more desirable than the little omni drones. Hopefully they get a lot of inspiration from the ME3 mp, as it has a ridiculous amount of cool powers.

 

Easy: No more classes. Allow us to freely pick any skill that exists in the game and develop it in the way we want. That way we aren't stuck with some lame, unnecessary skill again.

 

If I want to be a biotic engineer with TacCloak, then let me be one.

Don't make this into a Battlefront. They should really keep the classes to give some structure. You can already use some bonus powers in a second playthrough to have some cool combinations.

 

Class Ideas.

 

Let's bring back specialisations. However with a difference.

Rather than "lets have buffs for this and that" I'd like specialisations to do something different.

 

Spoiler

 

 

So what do you think of these specialisations?

Ok you killed it. 

Bioware, hear this man!


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#41
Element Zero

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Class Ideas.
 
Let's bring back specialisations. However with a difference.
Rather than "lets have buffs for this and that" I'd like specialisations to do something different.
 
 
 
Adept Specialisations:
 

Spoiler

 
Engineer Specialisations:
 
Spoiler

 
Infiltrator Specialisations:
 
Spoiler

 
Sentinel Specialisations:
Spoiler

 
Soldier Specialisations:
Spoiler

 
Vanguard Specialisations:
Spoiler

 
 
So what do you think of these specialisations?


I do think Specializations could be the key to offering a wide variety of customization options, while keeping the needed structure of the 6 (or more) class system.
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#42
Nitrocuban

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Over all I'd say the classes are fine as they are. An additional Medic class focused on support, crowd control, healing and debuffing would be nice especially for MP. And a fully customizable char with all powers to choose from as reward for finishing the game on Insanity (SP) and doing all the challenges (MP) would be the cherry on the ice.


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#43
SKAR

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Kind of defeats the purpose of the word "vanguard" though :P

I mean, vanguard means the forefront... being in the enemy's face.

Annoying.

#44
SKAR

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Class Ideas.

Let's bring back specialisations. However with a difference.
Rather than "lets have buffs for this and that" I'd like specialisations to do something different.



Adept Specialisations:

Spoiler


Engineer Specialisations:

Spoiler


Infiltrator Specialisations:

Spoiler


Sentinel Specialisations:
Spoiler


Soldier Specialisations:
Spoiler


Vanguard Specialisations:
Spoiler



So what do you think of these specialisations?

Why would a biotic not have the blue glow as you stated in one of your classes?
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#45
tatann

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I'd like the hybrid engineer/soldier class to be called something else than infiltrator and not being centered on using cloaking and snipers. I want a real combat/tech class. Garrus is a combat/tech specialist, but never uses cloak (although he still uses a sniper). As an example, on the Turian Ghost, I'd drop Tactical Cloak for another tech or combat skill
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#46
Abraham_uk

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Why would a biotic not have the blue glow as you stated in one of your classes?

 

There could have been a new advancement in stealth technology to make it happen.

When casting biotic powers, the caster would wait a couple of extra seconds to enable the omnitool can cloak the biotic glow.

So this makes casting times longer, but this is in exchange for being able to use biotics in a stealthy manner.



#47
Norhik Krios

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I'd prefer an open talent tree instead of 50 small 100% specialized classes. The problem I have with the latter, in games, is, that I feel I'm missing something. I found my class, but look at 2 other classes and go "man if I just had this one skill, my character would be so much more fun!". I don't like having 3 abilities that appeal the most to me and having to deal with 5 others, that I will never use.

Oh, and please, instead of strapping a jet pack on everyone's back, please let me glide and levitate with my biotics! That would be awesome as hell.


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#48
Valhallix

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Adept should become how it's described in-game. A force to be reckoned with, without guns. it's decent, but that description seemed more fitting for Vanguard since you could destroy crowds in seconds without firing a shot or getting hurt.

Even Liara in game goes from describing an Adept shep as a "talented biotic" to describing a Vanguard shep as a "powerful biotic who was nearly unstoppable when he charged into battle". As is Adept just feels very slow, Singularity needs to be redesigned as well. It's often useless in combat.

#49
SKAR

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There could have been a new advancement in stealth technology to make it happen.
When casting biotic powers, the caster would wait a couple of extra seconds to enable the omnitool can cloak the biotic glow.
So this makes casting times longer, but this is in exchange for being able to use biotics in a stealthy manner.

there is no deploying biotics in a stealth manner. Taking the blue away defeats the purpose. Mass Effect just becomes star wars. What next, lightsabers?

#50
SKAR

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Adept should become how it's described in-game. A force to be reckoned with, without guns. it's decent, but that description seemed more fitting for Vanguard since you could destroy crowds in seconds without firing a shot or getting hurt.

Even Liara in game goes from describing an Adept shep as a "talented biotic" to describing a Vanguard shep as a "powerful biotic who was nearly unstoppable when he charged into battle". As is Adept just feels very slow, Singularity needs to be redesigned as well. It's often useless in combat.

so should shockwave. I can't stress that enough. More like the N7 slayer's biotic slash. More damaging.
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