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Post by Deleted on Dec 10, 2016 7:16:55 GMT
Barrier, Pull, Shockwave, etc.
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Post by bshep on Dec 10, 2016 7:30:44 GMT
Most old powers should be in the new game...
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Post by tatann on Dec 10, 2016 7:54:14 GMT
I want tech powers : combat drone, defense drone, sentry turret (or better yet geth turret) and elemental powers Paladin's omni-shield would be great too, but in the gameplay video you can already see a deployable omni-shield, I just hope it gives some buff and not just cover
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Post by capn233 on Dec 10, 2016 20:44:01 GMT
With no classes and potential to mix and match, powers need to go back to being relatively more specialized, as per ME1 and ME2. Not ME3 "do everything" powers, which will make the classless system pointless to an extent.
Adrenaline Rush / Immunity - or some sort of active damage reduction power. Indifferent to time dilation, although movement / animation speed buff instead might be cool.
Marksman - Sort of a given most likely, although probably shouldn't give much accuracy boost.
Lift / Pull - Part of my thinks biotics should just go back to being instacast. Regardless this is simple bread and butter stuff.
ME2 Tech Armor - would rather it auto-detonate on shield break, and also be a shield buff rather than DR (assumes other changes to combat system).
Overload - should, you know, overload shields and synthetics.
ME1 Sabotage - disables enemy weapons. Alternatively low tier gives large accuracy penalty, higher tier disables completely.
Hacking - low tier may be indiscriminate targeting (can target player), high tier targets other enemies only.
Warp - debuff power and sole detonator
Singularity - because we need a biotic power that can stick elites
Charge - Almost didn't put this since it makes no sense when you can pick whatever other powers you want, but whatever it is fun.
Cloak - Invisibility... and that's about it. If it has any damage buff, using said buff needs to give max cooldown regardless of time in cloak. Arguably it shouldn't have scaled cooldown anyway. Also needs to not allow other power usage at least at low tier, maybe at high tier.
Incinerate - burns things
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Post by CrutchCricket on Dec 10, 2016 21:51:43 GMT
Singularity - because we need a biotic power that can stick elites Cloak - Invisibility... and that's about it. If it has any damage buff, using said buff needs to give max cooldown regardless of time in cloak. Arguably it shouldn't have scaled cooldown anyway. Also needs to not allow other power usage at least at low tier, maybe at high tier. No. Also now that it's back to individual cooldowns, this is moot. Any power will have its own cooldown regardless if you're cloaked or not. I could see a few options though: Invisibility only- no cooldown/ no time limit, pure utility power for avoiding enemies/losing aggro. Like the Predator if you've played any AVP games. Powers automatically break cloak, some weapons automatically break cloak, but maybe some don't (maybe even introduce silencer mods). Melee attacks do not break cloak. Some environmental hazards (i.e water) break cloak. Enemy AI would have to be tweaked to make full use of this so this probably won't happen. Invisibility/dmg boost- what we have already. Powers have individual cooldowns, cooldown on cloak should be proportional to time spent in cloak to some max limit. ME3s limit works fine. At most, using cloak+power may add an additional cooldown penalty of a sec or two to that power's cooldown. But that's it. As for singularity, I think it should be more of a singularity and not just a glorified lift with a nice sphere animation. Casting singularity should violently suck all nearby enemies into it and crush them into nothingness. Some variations: The Darkness- black hole power crushes the life out of enemies but doesn't destroy their corpses. If you need a G rated version I guess (though it was still cool in game). The Darkness II- full gore black hole Thor 2 Dark Elf grenades- simply crushes enemies out of existence. Incidentally I wouldn't mind a grenade version of this in ME:A either. Also, Shadow Strike should come back.
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Post by Deleted on Dec 10, 2016 22:16:45 GMT
I really want the missle launcher the N7 Destroyer had to be an ability. It was so badass.
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Post by capn233 on Dec 10, 2016 22:22:07 GMT
No. Also now that it's back to individual cooldowns, this is moot. Any power will have its own cooldown regardless if you're cloaked or not. I could see a few options though: Invisibility only- no cooldown/ no time limit, pure utility power for avoiding enemies/losing aggro. Like the Predator if you've played any AVP games. Powers automatically break cloak, some weapons automatically break cloak, but maybe some don't (maybe even introduce silencer mods). Melee attacks do not break cloak. Some environmental hazards (i.e water) break cloak. Enemy AI would have to be tweaked to make full use of this so this probably won't happen. Invisibility/dmg boost- what we have already. Powers have individual cooldowns, cooldown on cloak should be proportional to time spent in cloak to some max limit. ME3s limit works fine. At most, using cloak+power may add an additional cooldown penalty of a sec or two to that power's cooldown. But that's it. I forgot about individual cooldowns. But that really only matters wrt power use under cloak. Going with ME3 model, cloak should have had max cooldown whenever a power or a shot was used to break cloak as the damage buff was essentially the sole utility of the power in ME3. As such if it gives a weapon damage boost in MEA and has some sort of scaled cooldown, it should go to max cooldown if you use a damage bonus. Also assumes stealth will not be a real part of the game, and that invisibility probably won't make a huge difference except some small amount of damage avoidance. Which is a safe assumption given previous titles, and the fact that real stealth mechanics would disproportionately favor this power.
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Post by CrutchCricket on Dec 10, 2016 22:37:07 GMT
I disagree. People got bent out of shape because cloak essentially made infiltrators ignore cooldown by making the early break cooldown the only one applied. With individual cooldowns, this is no longer a thing. Max cooldown for breaking cloak is entirely over the top the other way.
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Post by Element Zero on Dec 10, 2016 22:44:06 GMT
I hope that stealth actually will play at least a somewhat larger role in this title than in previous games. For one, the zones in which we will be operating will often be significantly less linear. Secondly, we know that they've included a "smoke screen/smoke bomb" power, which could imply a more developed "stealth skill tree".
I'm not expecting a drastic departure from the previous games, as much as I'd like stealth to be a viable tactical approach in many more situations.
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Post by CrutchCricket on Dec 10, 2016 23:07:22 GMT
I hope that stealth actually will play at least a somewhat larger role in this title than in previous games. For one, the zones in which we will be operating will often be significantly less linear. Secondly, we know that they've included a "smoke screen/smoke bomb" power, which could imply a more developed "stealth skill tree". I'm not expecting a drastic departure from the previous games, as much as I'd like stealth to be a viable tactical approach in many more situations. Oh I agree, I would love for stealth to be a full on viable option. Silent takedowns, CQC. I just really doubt it, especially given the gameplay we've seen is more of the same ME3 style. Not to say that isn't fun. On the other hand, thinking back to the AVP games, those weren't really "stealth" either. As the Predator though you could still cloak and do silent kills but there weren't really many mechanics apart from "spotted" and "not spotted". And once you were spotted they could usually still fire at you. They'd miss most of the time, but it was serviceable. Oh the good old days
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Post by Element Zero on Dec 10, 2016 23:20:45 GMT
I hope that stealth actually will play at least a somewhat larger role in this title than in previous games. For one, the zones in which we will be operating will often be significantly less linear. Secondly, we know that they've included a "smoke screen/smoke bomb" power, which could imply a more developed "stealth skill tree". I'm not expecting a drastic departure from the previous games, as much as I'd like stealth to be a viable tactical approach in many more situations. Oh I agree, I would love for stealth to be a full on viable option. Silent takedowns, CQC. I just really doubt it, especially given the gameplay we've seen is more of the same ME3 style. Not to say that isn't fun. On the other hand, thinking back to the AVP games, those weren't really "stealth" either. As the Predator though you could still cloak and do silent kills but there weren't really many mechanics apart from "spotted" and "not spotted". And once you were spotted they could usually still fire at you. They'd miss most of the time, but it was serviceable. Oh the good old days I had actually been thinking about this, last night. Someone created a gif of the new Tactical Cloak, and you can just barely see the raider that's about to get "headshot" in the distance. I wondered, "When we shoot this guy, do we immediately drop into combat, as in the OT; or can we maintain a stealthy approach?" I guess we just have to wait and see, unless Ian feels like sharing. (You know you want to unburden your soul, Ian. )
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Post by capn233 on Dec 10, 2016 23:33:09 GMT
I disagree. People got bent out of shape because cloak essentially made infiltrators ignore cooldown by making the early break cooldown the only one applied. With individual cooldowns, this is no longer a thing. Max cooldown for breaking cloak is entirely over the top the other way. It isn't over the top whatsoever, just as it wouldn't have been overthetop in ME3 if it worked that way. If the primary benefit of cloak is a weapon damage boost (which is what it really was in ME3) it should not give you minimum cooldown if you break cloak right away firing a weapon. That is poor design and poor balance. If you are in fact using it simply for invisibility, then by all means scale it based on invisible duration. Individual vs shared cooldown doesn't really matter since any power damage is still on that power's timer. Whether or not it should give a power damage bonus, and how much, will depend on if they allow power use under cloak to begin with.
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Post by Element Zero on Dec 10, 2016 23:57:18 GMT
I disagree. People got bent out of shape because cloak essentially made infiltrators ignore cooldown by making the early break cooldown the only one applied. With individual cooldowns, this is no longer a thing. Max cooldown for breaking cloak is entirely over the top the other way. It isn't over the top whatsoever, just as it wouldn't have been overthetop in ME3 if it worked that way. If the primary benefit of cloak is a weapon damage boost (which is what it really was in ME3) it should not give you minimum cooldown if you break cloak right away firing a weapon. That is poor design and poor balance. If you are in fact using it simply for invisibility, then by all means scale it based on invisible duration. Individual vs shared cooldown doesn't really matter since any power damage is still on that power's timer. Whether or not it should give a power damage bonus, and how much, will depend on if they allow power use under cloak to begin with. I'd initially posted a reply, tagging each of you, that was built on this logic. I quickly deleted it because I hadn't properly fleshed it out, and I realized that we simply don't know enough about MEA's gameplay to make any "armchair adjustments". ME3 Tactical Cloak was definitely way too good. They'd be crazy to exactly duplicate its effects in MEA. They can't exactly duplicate it, though, since we already know that global cooldowns are a thing of the past. I suspect that we will see the essence of Tactical Cloak in MEA, but that not all of the specific mechanics from ME3 will carry over. (Really, why should they?) The same logic could be applied to other powers and combos that either destroyed any semblance of challenge, and/or obviated the need for other classes/powers, mechanically speaking. I have a feeling that they realize that Infiltrator and Vanguard sit atop the power scale, and could use some tuning.
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Post by colfoley on Dec 11, 2016 0:15:31 GMT
Its weird seeing all the mentions of OP classes and classes that unbaance the game, and as someone who has played every class minus the Engineer (though I did not play Infiltrator in ME 3) the only class I felt was particularly OP was the ME 2 Sentinel. That guy just wrecked shit up.
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Post by Element Zero on Dec 11, 2016 0:40:14 GMT
Its weird seeing all the mentions of OP classes and classes that unbaance the game, and as someone who has played every class minus the Engineer (though I did not play Infiltrator in ME 3) the only class I felt was particularly OP was the ME 2 Sentinel. That guy just wrecked shit up. ME2 Sentinel was definitely good. That's how I did my first ME2 Insanity run, as I imagine many others did. I had to polish my skills to enjoy my favorite class, the Adept, on Insanity. Ah, the good ole days! The ME3 Vanguard just seemed like it belonged in a different game entirely. It wrecked ME3's encounters, which weren't built in a way that could adequately challenge it. The Infiltrator allowed you to stack damage more efficiently than any other class in the game, via Tactical Cloak. I'll defer to those in the thread who are better versed than I in the fine details of the games' mechanics, should they want to go into detail. We have threads devoted to that stuff already, though, so there's likely no need.
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Post by colfoley on Dec 11, 2016 0:43:00 GMT
Its weird seeing all the mentions of OP classes and classes that unbaance the game, and as someone who has played every class minus the Engineer (though I did not play Infiltrator in ME 3) the only class I felt was particularly OP was the ME 2 Sentinel. That guy just wrecked shit up. ME2 Sentinel was definitely good. That's how I did my first ME2 Insanity run, as I imagine many others did. I had to polish my skills to enjoy my favorite class, the Adept, on Insanity. Ah, the good ole days! The ME3 Vanguard just seemed like it belonged in a different game entirely. It wrecked ME3's encounters, which weren't built in a way that could adequately challenge it. The Infiltrator allowed you to stack damage more efficiently than any other class in the game, via Tactical Cloak. I'll defer to those in the thread who are better versed than I in the fine details of the games' mechanics, should they want to go into detail. We have threads devoted to that stuff already, though, so there's likely no need. Its possible I wasn't using him right but I ultimatly changed my Vanguard in ME 3 to a Sentinel when ME 1 was released on the PS3. In part because it was the better role play. In part because I just did not like him being one and found he died far more often then my Soldier did.
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Post by Element Zero on Dec 11, 2016 1:01:58 GMT
ME2 Sentinel was definitely good. That's how I did my first ME2 Insanity run, as I imagine many others did. I had to polish my skills to enjoy my favorite class, the Adept, on Insanity. Ah, the good ole days! The ME3 Vanguard just seemed like it belonged in a different game entirely. It wrecked ME3's encounters, which weren't built in a way that could adequately challenge it. The Infiltrator allowed you to stack damage more efficiently than any other class in the game, via Tactical Cloak. I'll defer to those in the thread who are better versed than I in the fine details of the games' mechanics, should they want to go into detail. We have threads devoted to that stuff already, though, so there's likely no need. Its possible I wasn't using him right but I ultimatly changed my Vanguard in ME 3 to a Sentinel when ME 1 was released on the PS3. In part because it was the better role play. In part because I just did not like him being one and found he died far more often then my Soldier did. Yeah, had you stuck out the learning curve, you'd have found your Vanguard to be nearly invincible, if built in the "standard fashion". Anyway, on with the thread! I can't decide which type of build I most want to try first, in large part because of the three power limit. I had wanted to mix biotics and tech with a pinch of stealth, but that sounds even more untenable now than it did initially. Eventually, we will max out our skills, according to the most recent GI vid interview, but what does that mean? How many can I use in a given encounter? I'll almost definitely play a biotic most frequently, and I'm eager to see how those skills have translated. Still, those tech skills looked like a lot of fun, finally; and Infiltrator has always been a blast.
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Post by colfoley on Dec 11, 2016 1:06:04 GMT
First PT likely all tech.
Second pt: combat with tactical cloak.
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Post by capn233 on Dec 11, 2016 1:34:30 GMT
I'd initially posted a reply, tagging each of you, that was built on this logic. I quickly deleted it because I hadn't properly fleshed it out, and I realized that we simply don't know enough about MEA's gameplay to make any "armchair adjustments". ME3 Tactical Cloak was definitely way too good. They'd be crazy to exactly duplicate its effects in MEA. They can't exactly duplicate it, though, since we already know that global cooldowns are a thing of the past. I suspect that we will see the essence of Tactical Cloak in MEA, but that not all of the specific mechanics from ME3 will carry over. (Really, why should they?) The same logic could be applied to other powers and combos that either destroyed any semblance of challenge, and/or obviated the need for other classes/powers, mechanically speaking. I have a feeling that they realize that Infiltrator and Vanguard sit atop the power scale, and could use some tuning. Yes it is hard to really have much of a discussion or argument when we don't really know much of anything about the combat mechanics of the next game. With individual cooldowns and a classless system that will allow a lot of combinations, I would imagine we are moving to more specialized powers with less overlap. For cloak that may very well mean a pure stealth power. Or we may be getting a system with a bit of a convoluted method of applying bonuses where a lot of things are giving small bonuses to the same property. And perhaps before I was inviting confusion when using the term "max" for the cooldown, I had meant max as in the maximum rated cooldown for that PRS, not like the worst cooldown imaginable. I am sure everyone played at least one laggy game with a Javelin infiltrator where the cloak glitch struck and you had the full cooldowns and it wasn't like that character was suddenly horrible. It is only something like 3-4 extra seconds per cycle, which isn't game breaking. It just moved it more in line with something like a Javelin wielding Soldier who had an 11s cycle on Adrenaline Rush.
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Post by ProbeAway on Dec 11, 2016 2:29:19 GMT
If we're really going to be limited to three active powers at once, isn't that an argument to avoid making powers too specialised/niche? e.g. If overload loses its stun ability against organics then there's no point taking it unless you know you'll be facing shielded and/or synthetic enemies.
I think a three power limitation will already force people to pick and choose and potentially make a sacrifice in one area or another, particularly if they want to be able to set off their own biotic combos (that's two slots gone already). We won't really have room for 'just in case' powers.
I think the most likely method they will use to balance the individual cooldowns is to make cooldowns longer. That's what it looks like they've done from the trailer.
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Post by clips7 on Dec 12, 2016 4:31:47 GMT
Just give me my phoenix vanguard powers and i'm good....
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Post by cat6specialist on Dec 12, 2016 21:36:27 GMT
Am I the only one who really liked Slam?? Like it was my bonus bower as a biotic even though throw and pull made it kind of obsolete haha Btw, does anyone know if biotics in ME:A will affect shielded enemies again like they did in ME? Idk if this is a spoiler, but won't Ryder be able to choose from all abilities? Maybe they could balance the power difference and stop biotics from getting op
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Post by ProbeAway on Dec 12, 2016 22:03:46 GMT
Am I the only one who really liked Slam?? Like it was my bonus bower as a biotic even though throw and pull made it kind of obsolete haha Btw, does anyone know if biotics in ME:A will affect shielded enemies again like they did in ME? Idk if this is a spoiler, but won't Ryder be able to choose from all abilities? Maybe they could balance the power difference and stop biotics from getting op I don't know. The only time we see Ryder use anything resembling pull, lash or singularity in the trailer is at 4:17 and the enemy isn't shielded. I'd think not, since it could make biotics pretty OP if they were also on individual cooldowns and could set off biotic explosions, but that's just a guess. EDIT: 100th post! Just graduated, lol.
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Post by derrame on Dec 15, 2016 4:12:45 GMT
for the MP i'd like the old coop powers, like the quarian scanning, and llowing tem mates to see through walls , the big asari justicar bubble, the geth turet to recharge shields, the geth dreadnought shield, the volus recharging shields, or something new but similar
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Post by derrame on Dec 15, 2016 6:06:37 GMT
holographic armor for sentinel class
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