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Sentinel class-Skill, good but I see improvement-possibilities


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#1
TekFanX

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Hey there guys and gals.

Before anyone screams about power/weapon-balance, that's not what I'm gonna bring up here.
I'm happy with the tech-armor, I just think it could be better.

Not with the strength or such, I think that's balanced just fine, I think more about use and story-design.

First off is the story-design: Tech-Armor is really cool, but since the Sentinel is meant to be a biotic/tech-fusion, I'd be happy to see this also in his class-skill.
Overall I'm pretty happy with the story-fitting of the class-Powers with the different classes:
Adepts should have a special biotic.
Engineers have something technical like an assistance-drone.
Soldiers have something for gunnery that comes from their natural ability to fight.
Vanguards have a biotic ability that enables them to use their shotgun better.
Infiltrators have a technical ability that helps them in tactical combat.

But the sentinel, a biotic-tech-warrior, has something that's only based on techs.
That may be just some matter of design, but hey, that's what a game is about too.

And rather than having a shield, the sentinel should have a barrier/shield-fusion. Could do the same like shield but in story it would fit better.

Second: The Blow of the tech-armor when it's destroyed is quite usefull for close combat.
Otherwise, the sentinel is(as far as I got it from the tipps in loading-screens and my impression) meant to be a cool minded warrior who shouldn't need a "oh my god! I'm out of shield! GET OFF ME!"-flee-mechanism.

Therefore I'd like to hear oppinions from you about this idea:
_________________________________________________________________________________________
The Tech-Barrier:
Offering Damage-protection like the tech-armor does, the tech-barrier lacks the blast of the tech-armor.
Therefore a system of biotic flucts and cyclonic shield-technology, directly controlled from the user, enables the user to channel a part of the taken damage along his/her arm to direct it to the point where he/she is aiming.
It's really a shocking view for mercs, if their own bullets run along the surface of the tech-barrier and take part of their destructive force back to them.
Also the tech-barrier is not only able to direct the force while shooting at a constant rate, it also can store the taken damage in the form of energy for a short moment to boost a biotic- or tech-attack.

Level1:
Damage-Resistance: As tech-armor does at that level.
Damage-funneling: 5% of the taken damage is redirected to the aimed point or into the launched power.
Power-Cooldown: -10%
Power-Damage over all: +5%

Level2:
Damage-Resistance: As tech-armor does at that level.
Damage-funneling: 7.5% of the taken damage is redirected to the aimed point or into the launched power.
Power-Cooldown: -15%
Power-Damage over all: +7.5%

Level3:
Damage-Resistance: As tech-armor does at that level.

Damage-funneling: 10% of the taken damage is redirected to the aimed point or into the launched power.

Power-Cooldown: -20%

Power-Damage over all: +10%

Level4:

Offensive Tech-Barrier

With the perfect control of the singularity-network, the redirected damage is maxed out. However, this specialization hinders the user to use his/her full potential in the use of the special tech- and biotic-abilities.

Damage-Resistance: As tech-armor does at that level at assault-spec.

Damage-funneling: 25% of the taken damage is redirected to the aimed point or into the launched power.

Power-Cooldown: -20%

Power-Damage over all: +10%

Power-Tech-Barrier

The user has developed a natural feeling for the tech-barrier, the singularity-network merely works like a well-learned instinct, similar to learn riding a bike.
Although this natural feeling for biotics and technological warfare enables the user to focus on the active use of biotics and tech-abilities, the tech-barriers funneling doesn't work as precise as it could under direct control.

Damage-Resistance: As tech-armor does at that level at power-spec.


Damage-funneling: 12.5% of the taken damage is redirected to the aimed point or into the launched power.


Power-Cooldown: -35%


Power-Damage over all: +20%
_________________________________________________________________________________________

Just some crazy stuff I came up with, now that I got some holidays.
The percentages may not be balanced, I just try to give an impression of my thoughts.

I'm aware of the balance-flaws damage-reflection-powers tend to have, but as I stated: These are just impressions. 


What ya think?

#2
Kronner

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I think it's fine the way it is at the moment.

#3
xiiz

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Kronner wrote...

I think it's fine the way it is at the moment.



#4
Recnamoken

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That would make Tech Armor way to strong. It's fine the way it is.

#5
BanditGR

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xiiz wrote...

Kronner wrote...

I think it's fine the way it is at the moment.


This.  I wouldn't mind seeing that barrier you are suggesting, but you would basically have every other class swooping down on how Sentinels are OP.

#6
TekFanX

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I already said that I don't want to overpower the Sentinels.

The percentages surely are way of the balance, but as I stated: Just impressions, nothing that's serious to be already balanced.



What about the thought in story-change about the sentinel imbodying the biotics a bit more?

Changing the optic appearances of the powers and some story-background wouldn't kick off any balance, it would be merely a cosmetic thing.

Atm it seems to me the Sentinel is an engineer with some biotic abilities.


#7
SmilingMirror

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you don't think that having Tech Armor pump up your biotic abilities fits the biotic/tech story thing?

#8
TekFanX

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It pumps up the powers, that's true.

But that's merely a gameplay-effect.

The tech-armor feels like a cool tech-power, rerouting some power to the biotic amplifier or such.

I just like it to feel and look like a cool biotic/tech-power.

Whirling and stuff, something for the eyes ;-)