Have they said whether we'll be able to mix and match ability types and still get explosions?
Considering the gameplay was based a lot on ME3 MP I would assume yes.
Have they said whether we'll be able to mix and match ability types and still get explosions?
Have they said whether we'll be able to mix and match ability types and still get explosions?
I can appreciate concern over deterioration of traditional choice/consequence role play character builds, as I'm someone who too really enjoys that style of game design, especially in the old CRPGs heavily influenced by table top role playing.
That being said, I do feel some people are not reading my full explanations or my explanations are not adequate, and are still interpreting the new system under structure of the trilogy's class design. As in swapping between Engineer/Vanguard/Soldier is no different to Mass Effect 1/2/3, unlocking a whole bunch of new abilities on the fly with zero cost to the play.
That's not really how it works, or so it seems. There's an essence of that for sure, but it's still fundamentally different. Ignoring the names of the profiles you could outright say that the old class system is gone entirely. Profiles could be retitled proficiencies or specialisations, and are just named after the old classes for legacy reasons. Yes you can swap between profiles on the fly, but access to and effectiveness of each profile is still highly dependent on the skills you've chosen to acquire and upgrade.
I doubt it'll be anywhere near as restricted in a traditional RPG sense, but it's almost akin to the character building of games like Fallout and Arcanum, where you don't chose a class at all with rigid skill system gatekeeping, but instead every character has access to the "character sheet" of full skills and it's up to you how you build and spec your character. Every skill point you spend on aggressive, firearm and combat tech related skills is a point you're not going to be able to spend on biotics, which will nullify the usefulness (or access to) biotic related profiles. And even then, a combat/tech built character might benefit massively from the Soldier profile due to unlocking relevant skills, but not gain huge bonuses from the Engineer profile even if it's accessible due to not investing in Engineer-like skills.
To me balance is the major question here; how readily and easily are you able to acquire levels and thus skill points. How fast can we transform from a focused build into someone who possesses more or less every skill. And for actual respec, as in the distribution of your skill points and thus which profiles are buffed, how this will be accessed and to what ease.
Exactly. I likened it to classic Fallout and TES earlier. Profiles/Classes are like Tags or Standing Stones. Instead of Tagging set Skills at character creation to determine your strengths like FO, it works the other way around. The Skills you select each level up determine your strengths in the form of which Profiles you have access to and their respective rank and thus the bonuses they confer. Or you can compare the Profiles to the Standing Stones in Skyrim which represented to an extent the Birthsigns from past games but also the classes. Different Standing Stones confer different bonuses and abilities based around those classes, but in that game the only limit is you finding their physical location in the world. In the case of MEA your ability to access them and the effectiveness of those bonuses is instead based on which Skills you've unlocked and upgraded.
In all three instances your character and their "class" is pretty much squarely determined based on how you spend your Skill Points on the various Skills. The Profiles,Tags and Standing Stones simply augment that and are there to bolster your preferred Skills and preferences based on those choices. And in terms of Profiles and Standing Stones may also operate as minor boosts to skills set you may not have put much attention to, but they remain just that minor boosts, not major alterations to you character build.
lol wut
i like how most of Gaf seemed totally up on Andromeda until some leaked preview like briefly breathed that it gave them an Inquisiton vibe, and it's been downhill ever since. Oh no! Bad animations! It's not like this has 100+x more dialogue than the average story driven shooter...
That being said, I do feel some people are not reading my full explanations or my explanations are not adequate.
I honestly love the idea of skill swap and hybrid build. Adept vanguard hybrid : biotic combo madness incoming
Then maybe don't start with a "I dunno; fucking deal with it I guess? Don't buy it?" and not come across as someone who was clearly going to put in a lot of work into defending the game regardless of it's content.
To be fair I am also quite enjoying the COD space shooter it's just not what I am looking for in ME.Oh bullshit, there's been skepticism on a new Mass Effect since 2012, everything that's been revealed is just confirming everyone's suspicions.
That is tame as far as this forum's tone goes, hardly a justification for not reading.Then maybe don't start with a "I dunno; fucking deal with it I guess? Don't buy it?" and not come across as someone who was clearly going to put in a lot of work into defending the game regardless of it's content.
On the other hand sometimes you get games like Baldur's Gate 2, Divinity OS or Gothic 2 Gold which manage to combine a good story, characters and superior RPG mechanics. All three of these games are unsurpassed in their respective mechanics (RTwP, TBS, ARPG).Ultimately I think many gamers are illogical about choice. You often hear there is support for as many skills as possible because they think the more skills and ways to build your character the better. What is often forgotten is the cost of adding more varied skills and classes. less polish, less balance. It comes at a cost.
Class-less RPG building can be very rewarding. Make your own class. Spec into what you want and be unique like the snowflake you were meant to be.
Here is the kicker: Most gameplay systems reward going 100% in a skill tree. And we're psychologically programmed to refer to something as more valueable if we had to give more to spec into it. You see a lot of people theorycrafting in RPGs about hating when they don't fully spec into something because they feel that they are not as good at something as they could be. You see this all the time in MMOs where people wanna be really good specialists; really good healers, really good DPS, really good tanks. People wanna be really good at something.
So what happens is that in classless systems, building is taken for granted because there is not carrot at the end of a skill tree, or people are apathetic because it's just an oblivion take-what-you-want-bonanza that ultimately feels that you can do anything and therefore there is no compromise or actually being a fantasy. your a healing wizard in heavy armor with greatsword and you sneak everywhere. You're all the classes in one and you have no identity.
It's a matter of balance and a matter of thematic. Some games have tried limiting or putting caps on how far you can spec a character one way.
Ultimately I think many gamers are illogical about choice. You often hear there is support for as many skills as possible because they think the more skills and ways to build your character the better. What is often forgotten is the cost of adding more varied skills and classes. less polish, less balance. It comes at a cost.
On the other hand sometimes you get games like Baldur's Gate 2, Divinity OS or Gothic 2 Gold which manage to combine a good story, characters and superior RPG mechanics. All three of these games are unsurpassed in their respective mechanics (RTwP, TBS, ARPG).
That said classless mechanics can certainly be good if done well but I am not convinced that Bioware will manage to do a good job vs saying fuck it and going Bethesda route with say Fallout 4.
I'm not particularly fussed with people who would rather ignore the entire op based on a single line quip and instead use the thread as a platform to complain about something they don't fully understand but could if they'd spared 30 seconds of reading comprehension. I'm happy to engage in discourse about how the new system could falter tragically at the hands of BioWare, hence the post you replied to, where I briefly mentioned as much.
And people are more than welcome to interpret myself as someone who "put in a lot of work into defending the game regardless of it's content", since the onus is on them to learn my posting habits and perspectives. I'm not really going to defend my perspective given the exact same op in question is more than sufficient in doing so, as is my entire posting history.
Here is the kicker: Most gameplay systems reward going 100% in a skill tree. And we're psychologically programmed to refer to something as more valueable if we had to give more to spec into it. You see a lot of people theorycrafting in RPGs about hating when they don't fully spec into something because they feel that they are not as good at something as they could be. You see this all the time in MMOs where people wanna be really good specialists; really good healers, really good DPS, really good tanks. People wanna be really good at something.
So what happens is that in classless systems, building is taken for granted because there is not carrot at the end of a skill tree, or people are apathetic because it's just an oblivion take-what-you-want-bonanza that ultimately feels that you can do anything and therefore there is no compromise or actually being a fantasy. your a healing wizard in heavy armor with greatsword and you sneak everywhere. You're all the classes in one and you have no identity.
It's a matter of balance and a matter of thematic. Some games have tried limiting or putting caps on how far you can spec a character one way.
Ultimately I think many gamers are illogical about choice. You often hear there is support for as many skills as possible because they think the more skills and ways to build your character the better. What is often forgotten is the cost of adding more varied skills and classes. less polish, less balance. It comes at a cost.
oh man, I didn't even think about this.It's about the issue of a squad member having the same skills as you so you'd never pick him/her.
It's about the issue of a squad member having the same skills as you so you'd never pick him/her.
oh man, I didn't even think about this.
This means that every squad member will be viable and it'll mainly come down to personal preference more than anything else.
It's essentially a job class system from final fantasy you can swap on the go except this isn't a jrpg or turn based.I can appreciate concern over deterioration of traditional choice/consequence role play character builds, as I'm someone who too really enjoys that style of game design, especially in the old CRPGs heavily influenced by table top role playing.
That being said, I do feel some people are not reading my full explanations or my explanations are not adequate, and are still interpreting the new system under structure of the trilogy's class design. As in swapping between Engineer/Vanguard/Soldier is no different to Mass Effect 1/2/3, unlocking a whole bunch of new abilities on the fly with zero cost to the play.
That's not really how it works, or so it seems. There's an essence of that for sure, but it's still fundamentally different. Ignoring the names of the profiles you could outright say that the old class system is gone entirely. Profiles could be retitled proficiencies or specialisations, and are just named after the old classes for legacy reasons. Yes you can swap between profiles on the fly, but access to and effectiveness of each profile is still highly dependent on the skills you've chosen to acquire and upgrade.
I doubt it'll be anywhere near as restricted in a traditional RPG sense, but it's almost akin to the character building of games like Fallout and Arcanum, where you don't chose a class at all with rigid skill system gatekeeping, but instead every character has access to the "character sheet" of full skills and it's up to you how you build and spec your character. Every skill point you spend on aggressive, firearm and combat tech related skills is a point you're not going to be able to spend on biotics, which will nullify the usefulness (or access to) biotic related profiles. And even then, a combat/tech built character might benefit massively from the Soldier profile due to unlocking relevant skills, but not gain huge bonuses from the Engineer profile even if it's accessible due to not investing in Engineer-like skills.
To me balance is the major question here; how readily and easily are you able to acquire levels and thus skill points. How fast can we transform from a focused build into someone who possesses more or less every skill. And for actual respec, as in the distribution of your skill points and thus which profiles are buffed, how this will be accessed and to what ease.
Do you remember ME3 gave us this HORRIBLE choice:
◾ Shield + ranged damage VS Melee damage
Will we see this crap again in ME:A? 😬
How mod-able have the ME games been? If someone made a mod that upped the number of hot keys is be all over that. If I could just play though an ME game without using a gun on my sentinel that'd be awesome.
Do you remember ME3 gave us this HORRIBLE choice:
◾ Shield + ranged damage VS Melee damage
Will we see this crap again in ME:A? 😬
It made no sense for me because melee already gives you bigger risks and more damage taken, why penalize further by giving the safer playstyle (ranged) more shield.It worked pretty well in practice because it allowed you to alternate between the two at the different point values.
Ie Skill level 4 you choose Ranged + Shield. Then Skill 5 you choose Melee skills and balance it yourself
It made no sense for me because melee already gives you bigger risks and more damage taken, why penalize further by giving the safer playstyle (ranged) more shield.
AFAIK charge damage does not scale off melee power.This stuff becomes really class specific. So what works for an engineer is completely different then for a vanguard.
For instance on Vanguard you can use your Melee charge to regain full shields so with fast cooldowns you can essentially have unlimited shield.
AFAIK charge damage does not scale off melee power.
Vanguards are usually better off selecting increased power damage off charge, since Nova afterwards scales off shield remaining and charge boost (despite ideally getting one melee off before Nova-ing). Same for Krogan BM better off buffing range off charge for the shotgun combo.
The classes that suffer from this skill tree problem are N7 Slayer and Krogan Warlord. They need to do big melee damage but get rekt asap due to awful shields.
I'm fairly certain that Ryder has way more Skill Points(SP) in this demo footage than you will in the actual game as they just don't add up. They show he's got 86 points invested with 31 left over at just level 27, for a total of 117 SP. That would mean he gained 4.5 SP per level, which is crazy high to start out with. Even assuming he only gains 4 per level that would mean he started out with 13 points at level 1 which doesn't make sense either.
...
In conclusion, I don't know. Both the level cap of 60 with 2/4 SPG make sense as does a level cap of 100 with an SPG of 2. The alternative of 100 with an SPG of 2/4 or even 2/3 just seems like too much. Especially when the 3 active Skill limit is taken into account. Ohh hey my texmods have been installed. And it's midnight. Fuck.
9. The points you earn by gaining experience are applied to more than just your powers. Its the same currency you use for other kinds of progression, like improving the hover time on your jetpack and increasing the Nomads speed.
http://www.gameinformer.com/b/featu...ndom-tidbits-about-mass-effect-andromeda.aspx
I just ran across this and I think it helps with what you are wondering about...
Sorry but my all Biotic Squad wrecked shit up profoundly in ME2/3. We were dropping Biotic Bombs everywhere. Pull, Warp, Repeat.
The Game Informer basically straight up implies skill point redistribution is possible. Ryder can "refund" skill points and try different builds. So I guess all the pressure of allocation is 100% off.
That being said, you're still only able to unlock and level up specialisation profiles via associated skills. Explorer isn't the default class either, but unlocked if you're a bit of a jack-of-all-trades. You don't seem to have any profiles available until you start unlocking stuff.