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Skillbased or classical ME-Classes?


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#1
Niemroth

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Will the main character, Ryder, be able to chose freely from the skill-trees in ME-Andromeda or will the classes from the previous ME-games return, like Soldier, Engineer, Adept, etc?

 

Peronally I've alway liked the class-system in ME, it helped to distinguish the different player characters you create by changing the way you have to play the game.



#2
Paul E Dangerously

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Given that it's still going to be handcuffed to MP, which runs entirely on the same classes, don't hold your breath for any major changes.


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#3
Silvery

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I would imagine they would stick with picking a class since it has been that way in all there ME and DA games. 



#4
SKAR

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Will the main character, Ryder, be able to chose freely from the skill-trees in ME-Andromeda or will the classes from the previous ME-games return, like Soldier, Engineer, Adept, etc?

Peronally I've alway liked the class-system in ME, it helped to distinguish the different player characters you create by changing the way you have to play the game.

I heard skill trees from the leak so skill trees.

#5
Monk

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Will the main character, Ryder, be able to chose freely from the skill-trees in ME-Andromeda or will the classes from the previous ME-games return, like Soldier, Engineer, Adept, etc?

 

Peronally I've alway liked the class-system in ME, it helped to distinguish the different player characters you create by changing the way you have to play the game.

 

I'm not seeing classes disappearing any time soon, though a change-up of the previous classes would be nice.



#6
Spectr61

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Given that it's still going to be handcuffed to MP, which runs entirely on the same classes, don't hold your breath for any major changes.


ME1 & 2 had class selection and no multiplayer.

ME3 had class selection and multiplayer.

So what exactly does MP have to do with whether there is or is not class selection?
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#7
Sylvius the Mad

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I would prefer a classless system.
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#8
Cyonan

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I rather like the class system to be honest. Especially if it's going to cause balance issues in having to account for every combination of abilities to go classless.

 

One of the more annoying things in ME3 MP balance was nerfing weapons like the Krysae because they were too effective on Infiltrators. I'd hate to see that happen to skills in a classless system.


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#9
Sylvius the Mad

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I rather like the class system to be honest. Especially if it's going to cause balance issues in having to account for every combination of abilities to go classless.

One of the more annoying things in ME3 MP balance was nerfing weapons like the Krysae because they were too effective on Infiltrators. I'd hate to see that happen to skills in a classless system.

That's one of the costs of MP.

But it needn't be a concern in SP. In fact, MP could still have stock skill loadouts, effectively approximating classes, so there could still be balanced classes in MP without forcing that on SP.

Those "classes" could even be in SP, with the option to build a custom class (like in the TES games before Skyrim).

In a classless system, some combinations of skills absolutely should be better or worse than others. Otherwise there's no real cost to any of the skill choices.

I thought people liked it when choices had in-game consequences. The effectiveness of your character is such a consequence.

#10
straykat

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I generally prefer classless, but... I was happy enough with these games already. I didn't even want MEA to begin with. But now that it's here, don't fix what isn't broken. 

 

That goes for romances too. And whatever else (except hair.. which is definitely broken).



#11
Cyonan

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That's one of the costs of MP.

But it needn't be a concern in SP. In fact, MP could still have stock skill loadouts, effectively approximating classes, so there could still be balanced classes in MP without forcing that on SP.

Those "classes" could even be in SP, with the option to build a custom class (like in the TES games before Skyrim).

In a classless system, some combinations of skills absolutely should be better or worse than others. Otherwise there's no real cost to any of the skill choices.

I thought people liked it when choices had in-game consequences. The effectiveness of your character is such a consequence.

 

No, that's one of the costs of balance. It's also not a cost that need be dealt with in a class based system.

 

This isn't about something merely being better, but two things having too much synergy when used in tandem that the developers need to decide if they want to balance those abilities for being used together and let them be terrible on their own, or to balance them on their own and let them be overpowered when used together.

 

Both present a balance issue.

 

I like choices, but I like my choices to not have a "correct" answer to them where one is the clearly superior choice.

 

Which is why I've advocated for better evolution choices and more weapon mods. When it comes to something like say, rank 4 Warp in ME3 taking 50% more combo damage is so far ahead of 30% base damage that you're only hurting yourself by not taking the combo damage. There's a clear superior choice there.


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#12
UpUpAway95

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I like the class system... as someone said above, it really encourages me to play the game quite a bit differently because of the different skills each class has.

 

However, assuming they stick with classes and also that they allow for NG+ games, I'd appreciate the ability to change Ryder's class when importing a save to a NG+ game and the ability to just reassign all the points previously obtained at the beginning of the import regardless of whether or not the player opted to change classes.  For example, it would have been nice to take my Level 50 ME1 soldier (1st playthrough) into the NG+ game as, say, an Adept and just reassigning the points gained in the first playthrough to the Adept's skills and then played that second game from that Level, rather than starting over at Level 1.  It also would have been nice to be able to set up my Level 50 soldier a little differently for the second run to get to Level 60 rather than having to just live with some of the bad choices I made in that first playthrough. 

 

ME2 and ME3 corrected the latter issue by allowing the player to retrain Shepard at a terminal but we still weren't able to change to a different class when starting a new NG+ game.



#13
Sylvius the Mad

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No, that's one of the costs of balance. It's also not a cost that need be dealt with in a class based system.

This isn't about something merely being better, but two things having too much synergy when used in tandem that the developers need to decide if they want to balance those abilities for being used together and let them be terrible on their own, or to balance them on their own and let them be overpowered when used together.

But we have a squad of multiple characters in it. We can already use any two abilities together.

I like choices, but I like my choices to not have a "correct" answer to them where one is the clearly superior choice.

Which is why I've advocated for better evolution choices and more weapon mods. When it comes to something like say, rank 4 Warp in ME3 taking 50% more combo damage is so far ahead of 30% base damage that you're only hurting yourself by not taking the combo damage. There's a clear superior choice there.

Because I don't know what combo damage is, I would have chosen the base damage every time.

Really, most of these problems go away if they'd just document their game better. Then overpowered or underpowered builds would be obvious to anyone who read the rules. Including the developers.

#14
Sylvius the Mad

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I like the class system... as someone said above, it really encourages me to play the game quite a bit differently because of the different skills each class has.

However, assuming they stick with classes and also that they allow for NG+ games, I'd appreciate the ability to change Ryder's class when importing a save to a NG+ game and the ability to just reassign all the points previously obtained at the beginning of the import regardless of whether or not the player opted to change classes. For example, it would have been nice to take my Level 50 ME1 soldier (1st playthrough) into the NG+ game as, say, an Adept and just reassigning the points gained in the first playthrough to the Adept's skills and then played that second game from that Level, rather than starting over at Level 1. It also would have been nice to be able to set up my Level 50 soldier a little differently for the second run to get to Level 60 rather than having to just live with some of the bad choices I made in that first playthrough.

ME2 and ME3 corrected the latter issue by allowing the player to retrain Shepard at a terminal but we still weren't able to change to a different class when starting a new NG+ game.

That's an excellent reason for NG+ content to follow my preferred design, which is to be available from the start without the need to finish the vanilla game first.

If I bought the game, I bought all of it. I shouldn't have to jump through extra hoops to unlock different parts.

#15
Cyonan

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But we have a squad of multiple characters in it. We can already use any two abilities together.

 

My Tactical Cloak doesn't boost Liara's damage, however. The main issue with synergy scaling out of control is the player using multiple buffs on themselves.

 

Because I don't know what combo damage is, I would have chosen the base damage every time.

Really, most of these problems go away if they'd just document their game better. Then overpowered or underpowered builds would be obvious to anyone who read the rules. Including the developers.

 

and your character would have been less effective than mine who builds combo damage. There is no "It's better for this situation", my character will straight up always deal more damage than yours does.

 

I can agree to better documentation but this is about offering player choice in builds. I consider it a poor "choice" when one choice is clearly inferior to the other.

 

There can however also be unforeseen setups. Getting balance good on the first try is incredibly difficult to do no matter how well documented your systems are.



#16
DuskWanderer

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I like having the classes, especially since biotics are an inherent birth talent. It makes no sense for someone to nibble and choose at them. 

 

BioWARE should use them more, like that Engineer interrupt in Omega. That was literally one of two great things that story had (the other is finding Aria's couch in the sewer)



#17
UpUpAway95

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That's an excellent reason for NG+ content to follow my preferred design, which is to be available from the start without the need to finish the vanilla game first.

If I bought the game, I bought all of it. I shouldn't have to jump through extra hoops to unlock different parts.

 

I disagree... I'm not suggesting disrupting the balance that Bioware puts into each class nor am I suggesting that they disrupt the synergy that the PC has with different squad mates (all of which are things I'm sure that Bioware thinks through and tests pretty thoroughly.  All my suggestion does is allow the player to be able to play 1 playthrough as a class and then go into an NG+ game without having to replay as that same class.  It's not a complaint, just a suggestion to make things a little more convenient.  If they want to leave it the same as they did for ME2 and ME3, I'm perfectly OK with that.

 

Since most RPGs are set up so that players can build up and add to their character over time as they earn XP, I have no problem with having to "jump through" hoops to unlock parts of the game.  I don't mind that, as in ME1, the weapons and armor available levelled up as the player's XP increased.  I don't mind that different missions unlocked only after other missions were completed and, in some cases, different terminals were accessed, etc.  I'm not sure how NG+ worked  in ME on the PC, but on the Xbox, you did not unlock any new missions in an NG+ game that you couldn't access in the first playthrough.  In ME3, you could acquire all the types of weapons and armor in the first playthrough that you could in an NG+ game, the only difference was that you could get a higher level of each weapon... e.g. the Sabre 1 to V was available in the first playthrough and 5 through 10 could be available in the second (depending on whether or not you found the gun at loot (which is what unlocked it) and then purchased up to level 5 in the first playthrough).

 

Sorry, to me buying "all the game" just means it's all there somewhere in the download file... the player's role still requires that the player actually "play the game" - even in a "role playing game" to experience the game - otherwise it's just not a game.



#18
Loki_344

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I wouldn't mind if each class, instead of being assigned specific abilities, were given skill slot of various categories. For example... a Sentinel would have 4 tech slots and 4 biotic slots, An adept 8 biotics slots, Soldier 8 combat slots and so on. It would allow for a lot of build experimentation and allow you to customize to your hearts desire. I really doubt it will happen though.


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#19
SKAR

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I would prefer a classless system.

interesting. We wouldnt have to be found by certain power. I would like biotic charge with reave or warp.

#20
KaiserShep

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I would prefer a classless system.

 

 

Technically, it would still have a class of sorts: biotic and non-biotic. I can see this being a balancing issue though. Like, non-biotics automatically have fewer options to go through, since they cannot learn any of the biotic abilities, while biotics have access to absolutely everything. 


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#21
SKAR

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Technically, it would still have a class of sorts: biotic and non-biotic. I can see this being a balancing issue though. Like, non-biotics automatically have fewer options to go through, since they cannot learn any of the biotic abilities, while biotics have access to absolutely everything.

what about customizable classes with set parameters like we shouldn't have overload for vanguard but we can have reave or flare.

#22
KaiserShep

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what about customizable classes with set parameters like we shouldn't have overload for vanguard but we can have reave or flare.

 

That seems like we'd be right back where we started. In a truly "classless" system, there would be no restrictions. A character could have both charge and stealth if the player preferred. The stealth tech is just an add-on anyway. In-universe, there's no reason why a biotic could not become a stealth Infilguard. 


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#23
SKAR

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That seems like we'd be right back where we started. In a truly "classless" system, there would be no restrictions. A character could have both charge and stealth if the player preferred. The stealth tech is just an add-on anyway. In-universe, there's no reason why a biotic could not become a stealth Infilguard.

I like that but we'd be pretty op.

#24
Sylvius the Mad

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I disagree... I'm not suggesting disrupting the balance that Bioware puts into each class nor am I suggesting that they disrupt the synergy that the PC has with different squad mates (all of which are things I'm sure that Bioware thinks through and tests pretty thoroughly. All my suggestion does is allow the player to be able to play 1 playthrough as a class and then go into an NG+ game without having to replay as that same class. It's not a complaint, just a suggestion to make things a little more convenient. If they want to leave it the same as they did for ME2 and ME3, I'm perfectly OK with that.

Since most RPGs are set up so that players can build up and add to their character over time as they earn XP, I have no problem with having to "jump through" hoops to unlock parts of the game. I don't mind that, as in ME1, the weapons and armor available levelled up as the player's XP increased. I don't mind that different missions unlocked only after other missions were completed and, in some cases, different terminals were accessed, etc. I'm not sure how NG+ worked in ME on the PC, but on the Xbox, you did not unlock any new missions in an NG+ game that you couldn't access in the first playthrough. In ME3, you could acquire all the types of weapons and armor in the first playthrough that you could in an NG+ game, the only difference was that you could get a higher level of each weapon... e.g. the Sabre 1 to V was available in the first playthrough and 5 through 10 could be available in the second (depending on whether or not you found the gun at loot (which is what unlocked it) and then purchased up to level 5 in the first playthrough).

Sorry, to me buying "all the game" just means it's all there somewhere in the download file... the player's role still requires that the player actually "play the game" - even in a "role playing game" to experience the game - otherwise it's just not a game.

They're not games.

They're toys.

I've been saying this for years.

#25
LiechockiRJ

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I wouldn't mind if each class, instead of being assigned specific abilities, were given skill slot of various categories. For example... a Sentinel would have 4 tech slots and 4 biotic slots, An adept 8 biotics slots, Soldier 8 combat slots and so on. It would allow for a lot of build experimentation and allow you to customize to your hearts desire. I really doubt it will happen though.


Thats a good idea.