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Post by aslightjump on Aug 30, 2017 9:50:15 GMT
Selfishly I would like to go back to the class system because I am weak and if given half the chance I will go back to the same powers over and over. Sometimes when it comes to gaming I like being forced in certain directions because I certainly won't do it myself, and the different classes helped with that. Then again if I'm being selfish, I would also like to go back to the more cover-based combat of the OT instead of the movey-shooty type of MEA.
Unselfishly...I dunno, I kinda got used to MEA system. I was pretty good at swapping profiles and changing weapons accordingly about mid-way through my second PT. The system's a bit awkward and having a cooldown when you swap profiles is ridiculous to me, because then you are way more limited then you ever were in the OT. I disliked not being able to control my squad when I really wanted to. Kinda made Ryder feel like he was missing a bit of character though, like the poster above me mentioned: being a Vanguard, using the specific powers they did, did help firm up my Shepard's character in my mind. I say keep it if the Andromeda series is progressing, but with a few tweaks.
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Post by KrrKs on Aug 30, 2017 16:08:12 GMT
I don't understand why so many want to go back to a strict class based system. If you prefer a limited power set and sticking to that, just do so. If you want to branch out, and try different combinations, just do so. Additional options don't limit your roleplay, they can enhance it.
E.g., my first Ryder was a calm elemental engineer. Most often acting after a well thought out plan from afar, using a Sniper rifle. But when needed he used Sam to switch to a defensive Sentinel profile to help his team from medium range.) My current Ryder is a hot headed CQC (or medium range, not completely decided yet) chargless Vanguard who rushes in with jumpjets and annihilation field and figures stuff out later. The additional options and free selectable powers can be way better in characterizing your Char, than a fixed system that always gives you Cloak and an ammo power, or always Singularity or similar.
And if you always play according to meta, then all RP is lost anyway...
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Post by ozzie on Aug 30, 2017 16:19:16 GMT
I don't understand why so many want to go back to a strict class based system. If you prefer a limited power set and sticking to that, just do so. If you want to branch out, and try different combinations, just do so. Additional options don't limit your roleplay, they can enhance it. In part because you run out of powers to take before your even a quarter of the way through the game.
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Post by traks on Aug 30, 2017 17:35:57 GMT
I don't understand why so many want to go back to a strict class based system. If you prefer a limited power set and sticking to that, just do so. If you want to branch out, and try different combinations, just do so. Additional options don't limit your roleplay, they can enhance it. In part because you run out of powers to take before your even a quarter of the way through the game. Nah. You just have to concentrate on maxing out powers. That way they are the most effective - which is something you should value with only three active powers at any time - and fun. In my last two playthroughs I didn't even get past points in my three active powers until way past Meridian, because after maxing them out, I maxed the fitting passives and combat training for the guns. Not sure why you HAVE to try everything from the start, just because it is available. If one wants to stay in a class, one can roleplay in that class. So far I played three totally different characters and see many more options for further playthroughs.
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Post by ozzie on Aug 30, 2017 18:10:01 GMT
In part because you run out of powers to take before your even a quarter of the way through the game. Nah. You just have to concentrate on maxing out powers. That way they are the most effective - which is something you should value with only three active powers at any time - and fun. In my last two playthroughs I didn't even get past points in my three active powers until way past Meridian, because after maxing them out, I maxed the fitting passives and combat training for the guns. Not sure why you HAVE to try everything from the start, just because it is available. If one wants to stay in a class, one can roleplay in that class. So far I played three totally different characters and see many more options for further playthroughs. I can play through ME1 something like 3 times before I max out a single class, how far can you get in MEA, just putting points in 3 class abilities and passives before you reach your effective level cap, 17-19 something like that? IIRC by the time I was on Kadara i had 3 profiles with 3 maxed powers, my main class passives all full up and about 8 level points I couldn't be arsed to assign. If the game isn't designed for single class play, it isn't balanced or paced for single class play.
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Post by traks on Aug 30, 2017 18:13:42 GMT
Nah. You just have to concentrate on maxing out powers. That way they are the most effective - which is something you should value with only three active powers at any time - and fun. In my last two playthroughs I didn't even get past points in my three active powers until way past Meridian, because after maxing them out, I maxed the fitting passives and combat training for the guns. Not sure why you HAVE to try everything from the start, just because it is available. If one wants to stay in a class, one can roleplay in that class. So far I played three totally different characters and see many more options for further playthroughs. I can play through ME1 something like 3 times before I max out a single class, how far can you get in MEA, just putting points in 3 class abilities and passives before you reach your effective level cap, 17-19 something like that? IIRC by the time I was on Kadara i had 3 profiles with 3 maxed powers, my main class passives all full up and about 8 level points I couldn't be arsed to assign. If the game isn't designed for single class play, it isn't balanced or paced for single class play. I am currently at level 41 and haven't put a point into a fourth active power yet. I think if I remember correctly from my last run that the point when I have to put points in the fourth and further powers is somewhere around level 45.
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Post by ozzie on Aug 30, 2017 18:19:59 GMT
I can play through ME1 something like 3 times before I max out a single class, how far can you get in MEA, just putting points in 3 class abilities and passives before you reach your effective level cap, 17-19 something like that? IIRC by the time I was on Kadara i had 3 profiles with 3 maxed powers, my main class passives all full up and about 8 level points I couldn't be arsed to assign. If the game isn't designed for single class play, it isn't balanced or paced for single class play. I am currently at level 41 and haven't put a point into a fourth active power yet. I think if I remember correctly from my last run that the point when I have to put points in the fourth and further powers is somewhere around level 45. Don't have the game installed at the minute, but isn't it something like 21 points to max out a tree 1+2+3+4+5+6 and 5 character points a level? Ignoring the points you start with, to max out 3 skills is only level 13. 2 passives makes for another 8 levels?
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Post by traks on Aug 30, 2017 18:42:11 GMT
I am currently at level 41 and haven't put a point into a fourth active power yet. I think if I remember correctly from my last run that the point when I have to put points in the fourth and further powers is somewhere around level 45. Don't have the game installed at the minute, but isn't it something like 21 points to max out a tree 1+2+3+4+5+6 and 5 character points a level? Ignoring the points you start with, to max out 3 skills is only level 13. 2 passives makes for another 8 levels? 3 powers, 9 passives (though I might not max all out - depending on the powers) and 2 guns. So 14x21=294 points possible before going to a fourth power (again - if it makes sense). But for a Sentinel that could very well be the case. I don't have it exactly in my mind, but you get 4 points the first ten levels, 5 the next ten and 6 thereafter, right? That would mean that you are at 240 points after 45 levels, not counting puzzles for extra points. So it seems like I didn't max out all nine passives (which is what I thought), before investing in more active powers. So if you for example would instead like to have 6 active powers, 6 passives and 2 guns - that still means that you need to get to level 54 until you have all maxed out.
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Post by luketrevelyan on Aug 30, 2017 19:08:31 GMT
The profile system seemed ok at first, but after a while I came to dislike it. The class is useful to help forge a sense of identity, especially if the game recognizes it through unique dialogue as past BioWare games have sometimes done. It also gives people more of a reason to replay the game, something I think MEA failed at in multiple ways (lack of diverging paths, lack of dialogue variety, no class system, no choices who joins squad / remains in squad / lives / dies).
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Post by ozzie on Aug 30, 2017 19:10:00 GMT
Don't have the game installed at the minute, but isn't it something like 21 points to max out a tree 1+2+3+4+5+6 and 5 character points a level? Ignoring the points you start with, to max out 3 skills is only level 13. 2 passives makes for another 8 levels? 3 powers, 9 passives (though I might not max all out - depending on the powers) and 2 guns. So 14x21=294 points possible before going to a fourth power (again - if it makes sense). But for a Sentinel that could very well be the case. I don't have it exactly in my mind, but you get 4 points the first ten levels, 5 the next ten and 6 thereafter, right? That would mean that you are at 240 points after 45 levels, not counting puzzles for extra points. So it seems like I didn't max out all nine passives (which is what I thought), before investing in more active powers. So if you for example would instead like to have 6 active powers, 6 passives and 2 guns - that still means that you need to get to level 54 until you have all maxed out. So that is my point, you have to multi-class, you really don't have any choice in the matter. There aren't enough skills say in the Biotic tree to allow you to make a character that uses purely biotic attacks, you have to start taking multiple guns and toughness perks from other classes and there is no point taking more than 3 active powers unless you are using the profile system to class jump. Now imagine if a D&D game said they were doing away with the single class characters, so you only get mage-thief and fighter-cleric... if you want to play a mage just don't pick any locks, you might expect people to be a bit cheesed.
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Post by traks on Aug 30, 2017 19:34:56 GMT
3 powers, 9 passives (though I might not max all out - depending on the powers) and 2 guns. So 14x21=294 points possible before going to a fourth power (again - if it makes sense). But for a Sentinel that could very well be the case. I don't have it exactly in my mind, but you get 4 points the first ten levels, 5 the next ten and 6 thereafter, right? That would mean that you are at 240 points after 45 levels, not counting puzzles for extra points. So it seems like I didn't max out all nine passives (which is what I thought), before investing in more active powers. So if you for example would instead like to have 6 active powers, 6 passives and 2 guns - that still means that you need to get to level 54 until you have all maxed out. So that is my point, you have to multi-class, you really don't have any choice in the matter. There aren't enough skills say in the Biotic tree to allow you to make a character that uses purely biotic attacks, you have to start taking multiple guns and toughness perks from other classes and there is no point taking more than 3 active powers unless you are using the profile system to class jump. Now imagine if a D&D game said they were doing away with the single class characters, so you only get mage-thief and fighter-cleric... if you want to play a mage just don't pick any locks, you might expect people to be a bit cheesed. Nope, you are getting me wrong. I just showed that you can play without going to a fourth power till level 54 - if you want. Let's say you want to play a ME3 Adept. 7 active powers, 2 passives. In MEA you also level up gun abilities again (like in ME1), so that's one more and only in the Biotic tree alone you have three passives, another one more. So that's 11x21 points before you would have to do something that's "out of class" in comparison to ME3 - and even that wouldn't be true because there are more biotic abilities. 11x21=231 points. So you need to get to level 44 (gives you 234 points) to be able to max your adept out. That's more than enough to play through most of the game (well past the main arc for subsequent playthroughs). If you count the additional 2 biotic abilities available, you could easily level up further in your biotic class (and ironically we are nearly back at my 14x21 example from before). The highest rank I ever got to was 55 and the last few runs I finished the main arc between level 20-30 because I like the pacing that way much more.
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Post by ozzie on Aug 30, 2017 21:48:25 GMT
Nope, you are getting me wrong. I just showed that you can play without going to a fourth power till level 54 - if you want. Let's say you want to play a ME3 Adept. 7 active powers, 2 passives. In MEA you also level up gun abilities again (like in ME1), so that's one more and only in the Biotic tree alone you have three passives, another one more. So that's 11x21 points before you would have to do something that's "out of class" in comparison to ME3 - and even that wouldn't be true because there are more biotic abilities. 11x21=231 points. So you need to get to level 44 (gives you 234 points) to be able to max your adept out. That's more than enough to play through most of the game (well past the main arc for subsequent playthroughs). If you count the additional 2 biotic abilities available, you could easily level up further in your biotic class (and ironically we are nearly back at my 14x21 example from before). The highest rank I ever got to was 55 and the last few runs I finished the main arc between level 20-30 because I like the pacing that way much more. I don't know, perhaps it has a lot to do with the limit on 3 active powers, but I was completely done levelling my character well before the half way point.
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Post by traks on Aug 31, 2017 7:53:37 GMT
Nope, you are getting me wrong. I just showed that you can play without going to a fourth power till level 54 - if you want. Let's say you want to play a ME3 Adept. 7 active powers, 2 passives. In MEA you also level up gun abilities again (like in ME1), so that's one more and only in the Biotic tree alone you have three passives, another one more. So that's 11x21 points before you would have to do something that's "out of class" in comparison to ME3 - and even that wouldn't be true because there are more biotic abilities. 11x21=231 points. So you need to get to level 44 (gives you 234 points) to be able to max your adept out. That's more than enough to play through most of the game (well past the main arc for subsequent playthroughs). If you count the additional 2 biotic abilities available, you could easily level up further in your biotic class (and ironically we are nearly back at my 14x21 example from before). The highest rank I ever got to was 55 and the last few runs I finished the main arc between level 20-30 because I like the pacing that way much more. I don't know, perhaps it has a lot to do with the limit on 3 active powers, but I was completely done levelling my character well before the half way point. I think the new system has a lot of charm, mixing and matching how one wants, and because I played a lot of ME3MP the last four to five years, it was easy for me to a) pick combinations that sync well and be fine with only three active powers. In any one combat situation I don't think you need more than three powers, but depending on the ones you choose, you might need other powers in other situations - which is where the favorites come into place. So I think that the MEA team responsible for the combat did an extremely well job. But: I understand that compared to the SP in the trilogy, no class restrictions, only three active powers at any time (when you for example could control ten plus if you count the squadmates as an Adept in ME3), no power wheel, no squadmate control is a lot of change at once. So maybe they could put some restrictions back in (though storywise it doesn't make much sense to change a lot if we see Ryder again). I'm not a fan of no level cap and I also wouldn't have a problem if someone who starts with say a Soldier specialization can't pick every (or any) biotic ability. But as an Engineer or Sentinel type player I would like to pick and choose between all powers that could be associated with these or for example the transition between Adept and Vanguard should be flawless. I mean, why shouldn't an Adept be able to train the main Vanguard ability biotic charge? Maybe there is a lore reason I'm not aware of, but that seemed always strange to me.
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Post by Deleted on Aug 31, 2017 8:14:21 GMT
I mean, why shouldn't an Adept be able to train the main Vanguard ability biotic charge? Maybe there is a lore reason I'm not aware of, but that seemed always strange to me. Initially, the pure biotic (adept) and pure tech (engineer) classes were designed as glass cannons - powerful, but squishy. In ME1, they could use only light armors, ditto their hybrid (sentinel). The combat classes were more durable. The soldier (pure combat) started with medium armor and could be upgraded to heavy, and the combat hybrids (vanguard and infiltrator) could use medium armors. So - I guess the general concept behind that design is that adepts would be too squishy to charge, but vanguards are more durable.
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Post by traks on Aug 31, 2017 8:18:11 GMT
I mean, why shouldn't an Adept be able to train the main Vanguard ability biotic charge? Maybe there is a lore reason I'm not aware of, but that seemed always strange to me. Initially, the pure biotic (adept) and pure tech (engineer) classes were designed as glass cannons - powerful, but squishy. In ME1, they could use only light armors, ditto their hybrid (sentinel). The combat classes were more durable. The soldier (pure combat) started with medium armor and could be upgraded to heavy, and the combat hybrids (vanguard and infiltrator) could use medium armors. So - I guess the general concept behind that design is that adepts would be too squishy to charge, but vanguards are more durable. I am aware of the idea behind the classes, but I'm saying that I don't see a lore (story) reason why an Adept protagonist shouldn't be able to train to become a Vanguard, so I wouldn't want such a restriction in future games.
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Post by Deleted on Aug 31, 2017 8:28:07 GMT
Initially, the pure biotic (adept) and pure tech (engineer) classes were designed as glass cannons - powerful, but squishy. In ME1, they could use only light armors, ditto their hybrid (sentinel). The combat classes were more durable. The soldier (pure combat) started with medium armor and could be upgraded to heavy, and the combat hybrids (vanguard and infiltrator) could use medium armors. So - I guess the general concept behind that design is that adepts would be too squishy to charge, but vanguards are more durable. I am aware of the idea behind the classes, but I'm saying that I don't see a lore (story) reason why an Adept protagonist shouldn't be able to train to become a Vanguard, so I wouldn't want such a restriction in future games. And I guess I don't understand why the character in question wouldn't have just been a vanguard in the first place. While both classes are biotic (as is the sentinel), they've always had different powers to differentiate them. Singularity is a definitive power for adepts, just as charge is for vanguards. But you're in luck - MEA poses no such restriction. Charge is available to every character. Personally, I'd like a return to MET's classes.
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Post by traks on Aug 31, 2017 8:42:47 GMT
I am aware of the idea behind the classes, but I'm saying that I don't see a lore (story) reason why an Adept protagonist shouldn't be able to train to become a Vanguard, so I wouldn't want such a restriction in future games. And I guess I don't understand why the character in question wouldn't have just been a vanguard in the first place. While both classes are biotic (as is the sentinel), they've always had different powers to differentiate them. Singularity is a definitive power for adepts, just as charge is for vanguards. But you're in luck - MEA poses no such restriction. Charge is available to every character. Personally, I'd like a return to MET's classes. We are talking about future games here. But you may be right - that I'm lucky - because going back to the strict class systems seems like too much backwards thinking for a developer. Maybe a flawless transition between the classes that have common denominators could be a compromise - if they want to change something.
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Post by ozzie on Aug 31, 2017 8:45:02 GMT
I think the new system has a lot of charm, mixing and matching how one wants, and because I played a lot of ME3MP the last four to five years, it was easy for me to a) pick combinations that sync well and be fine with only three active powers. In any one combat situation I don't think you need more than three powers, but depending on the ones you choose, you might need other powers in other situations - which is where the favorites come into place. So I think that the MEA team responsible for the combat did an extremely well job. But: I understand that compared to the SP in the trilogy, no class restrictions, only three active powers at any time (when you for example could control ten plus if you count the squadmates as an Adept in ME3), no power wheel, no squadmate control is a lot of change at once. So maybe they could put some restrictions back in (though storywise it doesn't make much sense to change a lot if we see Ryder again). I'm not a fan of no level cap and I also wouldn't have a problem if someone who starts with say a Soldier specialization can't pick every (or any) biotic ability. But as an Engineer or Sentinel type player I would like to pick and choose between all powers that could be associated with these or for example the transition between Adept and Vanguard should be flawless. I mean, why shouldn't an Adept be able to train the main Vanguard ability biotic charge? Maybe there is a lore reason I'm not aware of, but that seemed always strange to me. I see where your coming from, but for me whole classless thing just has too many drawbacks, many of them indirect. You kind of touch on one of those indirect problems when you say that in ME2/3 you have 10 possible abilities. 6 of which come from your squad, this is why Shepard needed squad mates and the ability to control them in game, as they are important to strategies. In a classless system, you don't need them, nor do you really need fine control over them. You just take whoever, you aren't reliant on them or their abilities, they fire some off, do some AOE damage and soak some bullets and that's pretty much all there is to them. This leads to caring about them less on a personal level and it also affects battlefield scenarios, if Vetra goes down its no biggie, just carry on, if Garrus goes down and your fighting shielded enemies and have no shield stripping powers, you have a problem. As tactics were such a big part of defining Mass Effect and setting it apart from other third person shooters, this for me makes the combat in MEA the weakest of the series, and giving fine control back to the squad without re-establishing the need for that fine control first doesn't fix the problem.
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Post by traks on Aug 31, 2017 9:02:32 GMT
I think the new system has a lot of charm, mixing and matching how one wants, and because I played a lot of ME3MP the last four to five years, it was easy for me to a) pick combinations that sync well and be fine with only three active powers. In any one combat situation I don't think you need more than three powers, but depending on the ones you choose, you might need other powers in other situations - which is where the favorites come into place. So I think that the MEA team responsible for the combat did an extremely well job. But: I understand that compared to the SP in the trilogy, no class restrictions, only three active powers at any time (when you for example could control ten plus if you count the squadmates as an Adept in ME3), no power wheel, no squadmate control is a lot of change at once. So maybe they could put some restrictions back in (though storywise it doesn't make much sense to change a lot if we see Ryder again). I'm not a fan of no level cap and I also wouldn't have a problem if someone who starts with say a Soldier specialization can't pick every (or any) biotic ability. But as an Engineer or Sentinel type player I would like to pick and choose between all powers that could be associated with these or for example the transition between Adept and Vanguard should be flawless. I mean, why shouldn't an Adept be able to train the main Vanguard ability biotic charge? Maybe there is a lore reason I'm not aware of, but that seemed always strange to me. I see where your coming from, but for me whole classless thing just has too many drawbacks, many of them indirect. You kind of touch on one of those indirect problems when you say that in ME2/3 you have 10 possible abilities. 6 of which come from your squad, this is why Shepard needed squad mates and the ability to control them in game, as they are important to strategies. In a classless system, you don't need them, nor do you really need fine control over them. You just take whoever, you aren't reliant on them or their abilities, they fire some off, do some AOE damage and soak some bullets and that's pretty much all there is to them. This leads to caring about them less on a personal level and it also affects battlefield scenarios, if Vetra goes down its no biggie, just carry on, if Garrus goes down and your fighting shielded enemies and have no shield stripping powers, you have a problem. As tactics were such a big part of defining Mass Effect and setting it apart from other third person shooters, this for me makes the combat in MEA the weakest of the series, and giving fine control back to the squad without re-establishing the need for that fine control first doesn't fix the problem. Understood. I don't have a solution of the top of my head right now (how to combine both systems into a better one for the future), but I'll think about it. The main problem to fit both in a meaningful way together of course is that they went basically to a live action combat system from the let's call it "pause and plan"-system we had before. In a live action combat system to also have squadmate control probably seemed like too much to do at the same time.
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Post by auu on Aug 31, 2017 12:11:12 GMT
I like the old system better. I'm in the camp that it makes multiple playthroughs more enjoyable. I know you can force yourself to play like that, but the 3 active powers kind of make it sucky.
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Post by ozzie on Aug 31, 2017 13:45:38 GMT
Understood. I don't have a solution of the top of my head right now (how to combine both systems into a better one for the future), but I'll think about it. The main problem to fit both in a meaningful way together of course is that they went basically to a live action combat system from the let's call it "pause and plan"-system we had before. In a live action combat system to also have squadmate control probably seemed like too much to do at the same time. I think you hit the nail on the head there Traks with a lot of this being routed in the fast paced game play, but sadly I think this sort of thing is intractable. Either the levelling system, enemies and the companions are designed and balanced around a single class protagonist with a limited pool of powerful abilities, or a multi-class protagonist with a large pool of weaker powers. The same holds true for the tactical controls, either the AI decision making and overall difficulty is designed to counter a powerful player, or a less powerful player backed up by a highly coordinated team. If you left the difficulty/AI where it is now and gave us full squad control over their movement, attacks and power usage (and outfitting?), the game would be laughably easy, if you upped the AI to deal with a MET style squad, players who don't use them fully would be quickly overwhelmed. It would be great if they could find the best of both worlds, but it doesn't look likely to me and given that the one positive they seem to be taking away from MEA is the combat and character customisation (even if that's not what the polls here are showing)... I am doubtful over it returning to the way it was.
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Post by Psychevore on Aug 31, 2017 15:27:46 GMT
Do something new.
Still open up every skill to every character, but ditch the profiles. Choose a training at the beginning of the game and this is your 'class', which will augment certain (classes of) skills immensely and weaken all other skills slightly.
Also I'm fine with almost zero control of my squadmates as long as they have really good AI. AI and Bioware usually isn't a good match.
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Post by Deleted on Aug 31, 2017 16:23:00 GMT
And I guess I don't understand why the character in question wouldn't have just been a vanguard in the first place. While both classes are biotic (as is the sentinel), they've always had different powers to differentiate them. Singularity is a definitive power for adepts, just as charge is for vanguards. But you're in luck - MEA poses no such restriction. Charge is available to every character. Personally, I'd like a return to MET's classes. We are talking about future games here. But you may be right - that I'm lucky - because going back to the strict class systems seems like too much backwards thinking for a developer. Maybe a flawless transition between the classes that have common denominators could be a compromise - if they want to change something. Well that "backwards thinking" class system combined with control of squadmate powers is what set ME apart from other FPS shooters. Some people really value the ability to play a game that supports and rewards them for strategic, tactical decision-making in combat instead of pure reactive action gaming. If this poll is any indication, quite a few players also prefer that "backwards thinking", because returning to the MET class system is ahead by quite a wide margin.
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Post by ozzie on Aug 31, 2017 16:50:52 GMT
We are talking about future games here. But you may be right - that I'm lucky - because going back to the strict class systems seems like too much backwards thinking for a developer. Maybe a flawless transition between the classes that have common denominators could be a compromise - if they want to change something. Well that "backwards thinking" class system combined with control of squadmate powers is what set ME apart from other FPS shooters. Some people really value the ability to play a game that supports and rewards them for strategic, tactical decision-making in combat instead of pure reactive action gaming. If this poll is any indication, quite a few players also prefer that "backwards thinking", because returning to the MET class system is ahead by quite a wide margin. Thing is Pasquale, I have been looking at that Fabrice guys Twitter, this is all flagship stuff they were sure we were going to be excited about and love. If you look at the Youtube and Twitter comments, this is where most of the positivity comes from... I don't see it changing I think if they are planning on continuing to make ME games they are probably of the mind that we fix the story and the animations and were good to go! The idea that many would prefer a more restrictive character build or complex combat mechanic is not something that is going to enter their field of vision. Its like SimCity all over again, faster pace+lower thought requirement=more fun=more players=profit.
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Post by traks on Aug 31, 2017 16:56:57 GMT
We are talking about future games here. But you may be right - that I'm lucky - because going back to the strict class systems seems like too much backwards thinking for a developer.Maybe a flawless transition between the classes that have common denominators could be a compromise - if they want to change something. Well that "backwards thinking" class system combined with control of squadmate powers is what set ME apart from other FPS shooters. Some people really value the ability to play a game that supports and rewards them for strategic, tactical decision-making in combat instead of pure reactive action gaming. If this poll is any indication, quite a few players also prefer that "backwards thinking", because returning to the MET class system is ahead by quite a wide margin. I know. That's why I wrote "... for a developer". Just an important nuance me stating, that I am unsure whether BioWare would even consider to move back. I liked the old system a lot, because as you say it was one of the main features of ME, but that doesn't mean that the devs didn't do a wonderful job with the combat mechanics in MEA and that it isn't more likely that they will build on that rather than going back to the "pause and plan"-system as I called it.
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