I don't see different classes having different strengths as "forced", sure, some classes will be outright better with guns and some specific builds may suffer, but over all you will get more play style options.
Want pure CC/DPS "caster"? You have Adept. "Summoner"/"Elemetalist"? Engineer. Semi-casters with gun training? Sentinel / Vanguard / Infiltrator variations.
The soldier would be either the "Heavy" with super-heavy armor that allows essentially tanking plus some related abilities, or a grenadier / commando with superb firearms training and grenades.
This way every class offers a unique perspective and gameplay.
I would also like the classes to be differentiated, and for each to have their strengths and weaknesses. There shouldn't be any class that is good at everything.
But I don't know that Adept should be balanced such that powers are so good as to essentially not need guns, that was what started this part of the discussion. I am personally fine with some sort of sensible weapon restrictions, or even acknowledging that if a class has a lot of utility they do not necessarily need to do a lot of damage (or at least a lot of weapon damage). That's not really the same as allowing a class to have max efficiency through the game without a weapon though.





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