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Mass Effect: Andromeda's skill/class/levelling system explained (by me)

martino

Member
Yeah, I could list a crap ton of role playing games, including pen and paper ones with class less systems. Hell, normally people complain the class system games are the ones that limited role playing.

they are mixing roleplay and charac build.
you can roleplay in range to highly adequate to inadequate toward it (probably with fitting consequences at least when rpg on paper).
 
Great info thanks for posting this

Sad that slow time has gone for the soldier, this also means that vanguard heavy charge no longer has slow time after heavy charge in SP

Very excited to play the game after hearing the details here.
 

SPEA

Member
I imagine it's also driven by those metrics that showed the vast majority of ME trilogy players just went with the default Soldier. By opening up class choice they're probably hoping the diversity of player styles will be greater when they're not locked into a certain skillset and can experiment.

Yup. I was about to say the same exact thing. The data of how much the Soldier class was so dominant HAS to be a big factor in the change as well.
 

Pacotez

Member
Why would people even expect a BioWare game to have proper RPG mechanics? We are not in the 90ies anymore, grow up and buy a Larian game.

If they can capture the exploration feel of the first one and not completely mess up on side quests, I'd probably enjoy this one.

Because they market it as RPG, therefore one should expect it to, you know, have RPG mechanics
 
OP- I think there is much more to this progression than you have listed, but I know that you know (haha). The real awesomeness of ME 3 multi-player was team synergies and character combo explosions and if you look at the spec page you can see two characters available for spec points. In single player I suspect you can switch to them on the fly, AND hotkey your squads powers in some way, to achieve that effect. So you really have to think about your squads composition and it's synergies for different enemy engagements.

ME3 multi-player added more complexity like (the obvious) having 3 shield types (barrier, shield, armor) and then finally health. There was also more subtle mob vs tank mechanisms, aka, spec for maximum damage on one enemy, or area of effect on many. And that is just scratching the surface of combat complexity from ME3, which is surely expanded.
 

StereoVsn

Member
Bethestha RPG's don't have classes, and yet people still think up their stories and specialise in the skills that interest them.

There's just not a big label on the level up screen.

You are making hard choices though there. If you spec into melee or into energy and so on (whether Fallout 3, NV or 4), you normally don't have enough points to spec into everything else. Unless you cheat, use leveling bugs, etc... That's the whole point and it's similar in Witcher games. Here, it's all ephemeral and really looks like ME/COD/whatever load-outs with some XP grinding on top.

To me that's a turn off and not something i like seeing in SP RPGs. Of course ME stopped being a true RPG after ME1 and it's more of a TPS with RPG elements, but to each their own.

OP- I think there is much more to this progression than you have listed, but I know that you know (haha). The real awesomeness of ME 3 multi-player was team synergies and character combo explosions and if you look at the spec page you can see two characters available for spec points. In single player I suspect you can switch to them on the fly, AND hotkey your squads powers in some way, to achieve that effect. So you really have to think about your squads composition and it's synergies for different enemy engagements.

ME3 multi-player added more complexity like (the obvious) having 3 shield types (barrier, shield, armor) and then finally health. There was also more subtle mob vs tank mechanisms, aka, spec for maximum damage on one enemy, or area of effect on many. And that is just scratching the surface of combat complexity from ME3, which is surely expanded.

Yeah, I am out if this sort of shit makes it in. I just got the new COD for my space FPS fix.
 

Rellik

Member
Pretty sure I'll just go full Vanguard and ignore everything else anyway.

Same, but the beauty of this is choice. If someone doesn't want to be locked in, they now have the ability to respec on the fly. If you want to stick to single spec, then you still can.

I just hope we don't end up with bunch of different ammos for loot like in ME1. I hated my own existence when I had to go through them terrible menus and sell/convert to gel all that trash.
 

Bisnic

Really Really Exciting Member!
You are making hard choices though there. If you spec into melee or into energy and so on (whether Fallout 3, NV or 4), you normally don't have enough points to spec into everything else. Unless you cheat, use leveling bugs, etc... That's the whole point and it's similar in Witcher games. Here, it's all ephemeral and really looks like ME/COD/whatever load-outs with some XP grinding on top.

To me that's a turn off and not something i like seeing in SP RPGs. Of course ME stopped being a true RPG after ME1 and it's more of a TPS with RPG elements, but to each their own.



Yeah, I am out if this sort of shit makes it in. I just got the new COD for my space FPS fix.
...ok? But Mass Effect is not a space FPS. So whatever. But seeing how you think ME1 is the only "true" RPG, I think I already know your mindset on this franchise anyway...
 

patapuf

Member
You are making hard choices though there. If you spec into melee or into energy and so on (whether Fallout 3, NV or 4), you normally don't have enough points to spec into everything else. Unless you cheat, use leveling bugs, etc... That's the whole point and it's similar in Witcher games. Here, it's all ephemeral and really looks like ME/COD/whatever load-outs with some XP grinding on top.

To me that's a turn off and not something i like seeing in SP RPGs. Of course ME stopped being a true RPG after ME1 and it's more of a TPS with RPG elements, but to each their own.
.

From what little we've seen, you still need to unlock skills and thus, this would be similar to the games mentioned in your post.

"loadouts" seem to exist because you are limited to 3 skills at a time and you may want to swap out different skills at different times. and there's different bonis attatched to some presets.
 

Alavard

Member
I really like this change for one major reason: party members

With only 2 slots for team members to go with you in the Mass Effect trilogy, I always wanted a somewhat rounded-out team. This meant party members with similar skill sets to my Shepard often didn't get to go with me. I felt shoehorned into taking party members that complemented my build rather than those that were most interesting to me.
 

alt27

Member
You are making hard choices though there. If you spec into melee or into energy and so on (whether Fallout 3, NV or 4), you normally don't have enough points to spec into everything else. Unless you cheat, use leveling bugs, etc... That's the whole point and it's similar in Witcher games. Here, it's all ephemeral and really looks like ME/COD/whatever load-outs with some XP grinding on top.

To me that's a turn off and not something i like seeing in SP RPGs. Of course ME stopped being a true RPG after ME1 and it's more of a TPS with RPG elements, but to each their own.



Yeah, I am out if this sort of shit makes it in. I just got the new COD for my space FPS fix.

You know ME is not a FPS right?
 
I really like this direction for RPGS of focusing on the gameplay strategies by limiting the characters ability to become 'god' by speccing up. I usually just crush thru end of any RPG because I have every power to do so. This new format in Mass Effect (and others) allows you to become more powerful without breaking the end game challenge.

In past ME singleplayer, I could have overload for shields, fireshot for armor, biotic for barriers, ALL on Shepard. ME3 multi-player really limited individuals effectiveness against all types, which made team specs very important. Your character by itself will probably not be able to address all shield types anymore, and I think that's great. Speccing is way more important and complex now than before.
 
This is good for getting people to try different classes. Asking people to make a concrete choice on playstyle before the game even begins is how you end up with 75% of players picking soldier.

Folks this is not your niche genre rpg, this is a game meant for mass consumption and not locking someone into a class for the duration of a 30+ hour game is necessary here.
 

Ralemont

not me
My reasoning for not exactly being into the change doesn't really have anything to do with any objection to the mechanical aspect of it. As a role player though, and someone who likes creating little stories about the characters I play in stuff it sort of bothers me. One of the draws of the games for me was picking my class, my origin, etc, and just filling in the blanks in my head. If they were a biotic, you imagined how they got there and what they had to sacrifice. They could relate to situations in a unique way. Sure it didn't really matter, but it helped give a sense of ownership to the character. Ryder doesn't really get the luxury. They'll always be an amazing soldier, an amazing biotic, and an amazing engineer all at the same time and that's kinda lame? If you saw a protagonist like that in in a novel or movie you'd roll your eyes because that sounds excessive.

Two points for this:

1. BioWare has said over and over that Ryder is a noob and thus doesn't actually have all that combat experience and sacrifice yet. Set classes made sense for Shepard because he was already a combat vet in the prime of his career. Ryder is basically just setting out for the first time. So a classless system makes sense for Ryder in this way and then if you like role-playing you can build him/her into whatever class you want.

2. You aren't going to be able to be an amazing biotic/tech/soldier on the fly. You still have finite skill points. If you try to be all three at once, the law of videogame specialization says you'll probably be ineffective at all 3. Especially since you have squadmates, you'll be better off specializing...unless you'd like the freedom to role-play someone who's a bit experienced in all areas which will unlock the Pathfinder profile.

I'm fine with the skills changes but bringing back ME1 loot is triggering my ptsd

Is it ME1 loot or is it ME3 weapon-style? IE you can upgrade different guns from I to X but there's still only one copy of that gun?
 

Gator86

Member
Respecs are imperative for long games now. I'm sorry that I have a life and can't replay a 60 hour game every time I find a new weapon or skill I want to try out. I simply don't care if other people feel like it waters down their experience to not be locked into one build for the entire game.
 

Simo

Member
Terrific breakdown OP!

As someone who just stuck with the soldier class through the trilogy I like this new change. It now allows me to try all the classes or "profiles" to play around with without having being locked to one specific one nor having to replay the game to try them out.
 

Enduin

No bald cap? Lies!
You are making hard choices though there. If you spec into melee or into energy and so on (whether Fallout 3, NV or 4), you normally don't have enough points to spec into everything else. Unless you cheat, use leveling bugs, etc... That's the whole point and it's similar in Witcher games. Here, it's all ephemeral and really looks like ME/COD/whatever load-outs with some XP grinding on top.

To me that's a turn off and not something i like seeing in SP RPGs. Of course ME stopped being a true RPG after ME1 and it's more of a TPS with RPG elements, but to each their own.

That's like literally not at all what looks to be present here, nor what EatChildren outlined in the OP. The entire point of this new Character Progression system is based around making choices.

You gain EXP and level up. Leveling up grants you Skill Points, you spend those points freely on Combat/Biotic/Tech Skills. Your Skill selections determine which Profiles you have access to, which in turn confer bonuses related to those Skills, the more related Skills you acquire and upgrade the higher the rank in that Profile, thus increasing its associated bonuses.

Your Skill Points are limited and since Skill upgrades cost greater and greater amounts of Skill Points you will only gain very low level access to Skills and Profiles should you choose to acquire them all. Specialization rewards you with increased Skill effectiveness as well as increased Profile bonuses.

Profiles are simply another layer on top of a system that is pretty much the same as classic FO or TES. Instead of choosing a class or Skill affinities at the start that provide you with permanent point increase to certain Skills like in FO or TES it works in reverse. Your choice of Skills and how you upgrade them increases you affinities via the Profiles.

Players will have to weigh versatility vs proficiency. Do I want to be able to change my role in combat to fit a variety of situations but in so doing limit my overall effectiveness in any one role vs do I want to roll deep into one profile branch and be a powerhouse in that role at the cost of being less versatile in situations where my skillset isn't as effective. This is further bolstered by the fact that we are now limited to 3 Active Skills at any one moment. So again trying be a jack of all trades has diminishing returns as have access to 15 different Active Skills doesn't mean a whole lot if you are only able to actively use 3 at a time during combat.
 

MartyStu

Member
This game might actually be more 'RPG' than ME1. Not sure yet. Either way, definitely improvements over ME2/3 systems.
 
Again, it's basically the norm. It doesn't hurt other ARPGs (The Witcher 3, Dark Souls 3, Bloodborne, etc), even if the means of doing it here is different. Honestly, the core of it isn't even respeccing. It's the skill loadouts.
Let's try using some good examples for games next time shall we.
 
Ah my mistake, missed the "A" at the front there. Although I had no idea that From games allow you to freely respec and change your character now.
 

Bunga

Member
Great OP, thanks for taking the time to piece that together. All makes sense in the context of the game and not something that bothers me, certainly don't think of it as dumbing down - it's more choice, not less! You don't make an arbitrary choice at the start of the game before you really know what you've chosen 10-15 hours later.
 

patapuf

Member
Ah my mistake, missed the "A" at the front there. Although I had no idea that From games allow you to freely respec and change your character now.

The trailer did not show an ability to freely respec (though i expect the option to be there, just like it was in all other mass effects).

It showed how switching profiles work. This is not a respec. What profiles you can use is determined by what skills you have.
 

Enduin

No bald cap? Lies!
Judging by PeeBee's profile it looks like you gain 2 Skill Points per Level. Since she is level 27, appears to only have one start Skill(interestingly enough Invasion, not a biotic skill), and has 52 Skill Points. 52 Skill Points/26 levels up=2 points per level(I'm too lazy to do the math to figure out if they are doing diminishing Skill Points Per level like they have in the past which very well could be the case). With then each Skill Rank requiring 1 Skill Point per Rank. So to max up a Skill you will need 21 Skill Points.

Assuming we max out at level 100(though it could very well be 60 like ME/3 for some reason, not likely 30 like ME2) that means 198 Skill Points total which means you can max out 9.4 Skills total. Technically that means you can have 3 maxed skills in in each discipline of Combat/Tech/Biotics, but that would mean forgoing the acquisition of any Passive Skills which there appears to be at least three per Skill discipline. With then 9 active Skills per discipline if the Tech branch is the same for Combat/Biotics.

So in reality you will have enough Skill Points to max 3/4 of the skills in one combat discipline. This means that doing something like going for a hybrid class like Vanguard, Sentinel or Infiltrator means you can max out say 2 Passive Skills per branch, 2 Active Skills per branch and then max out a 3rd Passive or Active in either branch or divvy it up among some other Skills between them but not max them out.

All in all sounds like a solid setup. Not a lot of room in Skill Points to go Jack of all Trades and Master of them all.
 

Daingurse

Member
Pretty sure I'll just go full Vanguard and ignore everything else anyway.

Yeah, don't think this changes much for me. I'll probably go Engineer again, and I'll be very specialized in that role. Having options however ain't a bad thing.
 

Rookhelm

Member
If what OP has explained is true (and I think it is), this could actually be the most complex Mass Effect classes/skills have been yet.

It would allow you to mix and match and build the character you want to play through use of skills you like. Not being locked into a template seems like the opposite of "dumbing down".
 

Ushay

Member
Have to admit this new leveling system is refreshing and looks better. You still have to invest points so your class is really defined as you play, rather than selecting somethung from a list you may not enjoy later.
 
I don't like the change but I'm willing to give it a chance. Just feels like you lose something by breaking down the classes like that.
 
For me, Mass Effect replayability came from wanting to try a new class, making new choices and romancing new people

The two latter things are big, but the bulk of the game is that combat -- so I worry if this new flexible, near-homogenized system will keep my interest. I much prefer rigid choices in my rpgs, not flexibility.
 
Respecs are imperative for long games now. I'm sorry that I have a life and can't replay a 60 hour game every time I find a new weapon or skill I want to try out. I simply don't care if other people feel like it waters down their experience to not be locked into one build for the entire game.

Bingo. This is what i said in the other thread. I don't have the luxury of replaying games like this three times to see the skill trees (nor would i probably want to, just for that reason?) but I'm paying for the game, so I'd like to see all, or at least as much as possible, of what it has to offer in quite possibly my only playthrough.

i'd also be down if they chose to weave in narrative reasons why you'd switch up classes throughout the story, but it's not necessary for me. In fact it would be a great way to ensure they're leveraging all the assets they spent time building.

i don't disagree with the comment above about rationalizing your own head canon either, but life is a sequence of trade offs, and i'd rather be able to play all these classes and deal with a bit of dissonance (if any) instead of the alternative.
 

Enduin

No bald cap? Lies!
Wait. Do you have access to 3 of your abilities at any given point? Am I reading this correctly?

Yes, they are mapped to LB, LB+RB and RB in the trailer. Doesn't appear to be an radial wheel or anything like that.
 

olag

Member
Yes, they are mapped to LB, LB+RB and LB in the trailer. Doesn't appear to be an radial wheel or anything like that.

WTH???!!! Great so now I can be a versitile Adept biotic or an a quick tech specialist, all because, "Well most people dont use all their abilities anyway". I did damnit !!!

Im really not liking modern Bioware :(
 

Enduin

No bald cap? Lies!
WTH???!!! Great so now I can be a versitile Adept biotic or an a quick tech specialist, all because, "Well most people dont use all their abilities anyway". I did damnit !!!

Im really not liking modern Bioware :(

Well much like DAI I think it's an attempt to make you consider your loadout and compaions and their loadouts, as they too are limited to 3 it seems, prior to deployment/engagement with enemies.

It's also a check on the new classless system as you can technically acquire like a billion Skills if you really want. I wish it was higher, like 5, and they still had the radial wheel and pausing, but it seems that's out.
 

adj_noun

Member
The main respeccing I plan to do is from Engineer to Engineer. A slight dash of Engineer on the side for when I'm feeling frisky, followed by a palate cleanser of Engineer.

...I imagine that profile/class/whatever is getting maxed.
 

pmj

Member
I expected this but I'm still really bummed out.

In ME3, you had access to at least five abilities for your own character, and another ten or so from your squad, for a combined 15+ abilities to use in combat.

In Andromeda, this has been reduced down to three, because that's what you have yourself and you can't give your squad orders anymore. Three is disappointingly little. It's what you had in the ME3 multiplayer, which was cool and all, but for singleplayer? Three. Fucking three.
 

olag

Member
Well much like DAI I think it's an attempt to make you consider your loadout and compaions and their loadouts, as they too are limited to 3 it seems, prior to deployment/engagement with enemies.

Well it was kind of a needlessly restricting system in DAI but I suppose given the skills you could acquire and that you had access to 7 skills at any point, it was tolerable.However in MEA your companion abilities only have 1 ability button and you have access to 3, it artifitially limits your sandbox abilities and for what? For some superficial sense of tactical consideration and thought? F that noise.
 
I expected this but I'm still really bummed out.

In ME3, you had access to at least five abilities for your own character, and another ten or so from your squad, for a combined 15+ abilities to use in combat.

In Andromeda, this has been reduced down to three, because that's what you have yourself and you can't give your squad orders anymore. Three is disappointingly little. It's what you had in the ME3 multiplayer, which was cool and all, but for singleplayer? Three. Fucking three.
I don't know if that's true. I suspect it's quite the opposite, perhaps even allowing you to take total control (real-time, so Ryder is still doing stuff).
 

Enduin

No bald cap? Lies!
Well it was kind of a needlessly restricting system in DAI but I suppose given the skills you could acquire and that you had access to 7 skills at any point, it was tolerable.However in MEA your companion abilities only have 1 ability button and you have access to 3, it artifitially limits your sandbox abilities and for what? For some superficial sense of tactical consideration and thought? F that noise.

Yeah I don't love it, like I said I would prefer 5. But that said many abilities do at least seem to have variable uses based on whether you tap or long press them. So there's that at least. Fewer active skills, but more depth to those available.
 

pmj

Member
I don't know if that's true. I suspect it's quite the opposite, perhaps even allowing you to take total control (real-time, so Ryder is still doing stuff).

I'd be shocked, but delighted, if it was true that you could switch between characters like you could in KotOR. Source for this?

But I don't think you can tell squaddie 1 to use Singularity and squaddie 2 to use Warp on it while you are using your tech stuff. Because the ability wheel is gone.
 

Ralemont

not me
I expected this but I'm still really bummed out.

In ME3, you had access to at least five abilities for your own character, and another ten or so from your squad, for a combined 15+ abilities to use in combat.

In Andromeda, this has been reduced down to three, because that's what you have yourself and you can't give your squad orders anymore. Three is disappointingly little. It's what you had in the ME3 multiplayer, which was cool and all, but for singleplayer? Three. Fucking three.

On three global cooldowns, sure. With this system you'll be using fewer skills in total maybe, but you'll be using more of the best ones more often.
 
I'd be shocked, but delighted, if it was true that you could switch between characters like you could in KotOR. Source for this?

But I don't think you can tell squaddie 1 to use Singularity and squaddie 2 to use Warp on it while you are using your tech stuff. Because the ability wheel is gone.
No source, but my suspicion is based on DA-Inquisition gameplay, which has been said to be somewhat of a template for ME-A.
 
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