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

Bisnic

Really Really Exciting Member!
3 skills limit is low...I wonder why they choosed this. Literally everyone would like to be able to use more skills.

Maybe they did that after feedback from other people?

I know that when I play the trilogy games myself, I tend to stick to 4 powers only and the other 4 slots were for my squad powers.
 

Gojeran

Member
Sounds all good to me then really. I'll just play as I used to and spec myself a vanguard or a soldier or a tech specialist and not branch out much if at all. If it's like the other games numerous playthroughs won't be a problem. I am concerned about only having 3 active abilities at once. Like for a biotic ideally if I picked 3 it would be stasis, warp, and singularity but I'd miss having access to throw, pull for faster CC. I know squad mates can make up for that but still it's seems very limited.
 

pmj

Member
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.
ME3 already had the issue that some skill combos were good enough that you could pretty much fully rely on them, and cooldowns were almost nothing.

But you also had more options at your disposal if you needed it, simply wanted it. Options that are now 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.
I don't think Dragon Age has any bearing on Mass Effect, at least not in this area. Dragon Age is after all meant to be strategic and this, along with an optional top-down view, makes it a more detached experience than Mass Effect is.

In Mass Effect they really wanted you to feel that you were Shepard, and I think it's going to be the same with Ryder. I wouldn't expect any kind of character switching.
 

Ralemont

not me
ME3 already had the issue that some skill combos were good enough that you could pretty much fully rely on them, and cooldowns were almost nothing.

But you also had more options at your disposal if you needed it, simply wanted it. Options that are now gone.

It also appears the skills are more flexible in MEA, with each skill having a different function when you hold the button as opposed to pressing it.

This is perhaps also a PC v console difference thing for ME3, but considering you only had 3 skills mapped to buttons on console anyway, with one squad power mapped to left and right on the Dpad per character, I think the end result is going to be virtually identical but with deeper application of the number of powers. It was always better to upgrade the powers you use in ME3 than unlock all of them and I suspect MEA will be similar.
 

Lt-47

Member
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.

That's not true. There's no detail on how it works without the power wheel but Game Informer confirmed that squad order were still in

3 skills limit is low...I wonder why they choosed this. Literally everyone would like to be able to use more skills.

I think they just ran out of button and really wanted to make the combat as fluid as ME3 MP

No source, but my suspicion is based on DA-Inquisition gameplay, which has been said to be somewhat of a template for ME-A.

DA:I is not the template. There's whole news about that, whether you believe Bioware or not
 

Linkyn

Member
Thanks for the write-up, it definitely helps to see (even a rough) outline of the system. The respeccing doesn't really bother me all that much, and flexible skill allocation is definitely better. Still, I'd probably prefer it if you had to go back to your ship or create a mobile station in order to switch profiles, both in order to add a tactical layer that requires you to plan ahead, and in order to fit the changes in play style into the game's lore.

I honestly don't understand why Bioware is being so stingy with information about the core aspects of this game. Given my investment in the franchise, my excitement for this game should be through the roof, but the muddied messaging makes that unnecessarily difficult.
 

Staf

Member
Wait, you only have access to 3 skills in combat? That really sucks if true. Don't you have that 'power-wheel' or whatever that gave you access to all powers? That's how it worked before right? Been 5 years since i've played a ME game though.
 

Enduin

No bald cap? Lies!
Wait, you only have access to 3 skills in combat? That really sucks if true. Don't you have that 'power-wheel' or whatever that gave you access to all powers? That's how it worked before right? Been 5 years since i've played a ME game though.

Yes, traditional powerwheel is gone. Pausing still exists in order to swap out weapons and use consumables apparently, but not for issuing commands to squadmates or using skills. So limited to three; LB/LB+RB/RB.

Basically built off of ME3 multiplayer which was somewhat the same with three mapped powers.
 

Sendero

Member
Ah, glad that someone noticed the whole 3 active powers.
Has it been confirmed that it's the max limit? - Because that's a major concern for me.

I'm mostly ok with choosing the skills from all the original classes, but having only 3 active powers it's way too limiting. (even if each has 2 modes, because the cooldown is going to be the same anyway).


Not looking forward to pick tons of armor/weapons with slightly increased statistics either. ME2 really improved on that, not sure why the developers brought it back.


And I hope that GUI is only for consoles, because it looks both horrible, and way too cumbersome for PC mouse usage.
 

pmj

Member
It also appears the skills are more flexible in MEA, with each skill having a different function when you hold the button as opposed to pressing it.

This is perhaps also a PC v console difference thing for ME3, but considering you only had 3 skills mapped to buttons on console anyway, with one squad power mapped to left and right on the Dpad per character, I think the end result is going to be virtually identical but with deeper application of the number of powers. It was always better to upgrade the powers you use in ME3 than unlock all of them and I suspect MEA will be similar.
You absolutely had access to everything on console. You just had to pause the game and access it on the wheel, something which I didn't have an issue with.

That's not true. There's no detail on how it works without the power wheel but Game Informer confirmed that squad order were still in
Sure, I expect you will be able to get their attention by pressing the d-pad just like in previous games. Pointing at the ground? Go there. Pointing at an enemy? Attack it. Maybe there's more to this, but even that simple stuff would qualify as squad orders. Just not the interesting kind of orders.
 

MikeDown

Banned
On a side note, am I the only one who sees this?
YdK1efg.png
latest
 
This system feels like there was an internal struggle at Bioware between a traditional class system and a Skyrim clone, neither side was willing to budge, and they had to come to a compromise.

I'm also worried about 3 max powers, but I was also worried about D3 having only 4 abilities at a time. Blizzard pulled that off, so maybe Bioware can too.
 

Staf

Member
Yes, traditional powerwheel is gone. Pausing still exists in order to swap out weapons and use consumables apparently, but not for issuing commands to squadmates or using skills. So limited to three; LB/LB+RB/RB.

Basically built off of ME3 multiplayer which was somewhat the same with three mapped powers.

Well... That sucks.
 

Enduin

No bald cap? Lies!
Well... That sucks.

Well they're back to individual power cooldowns which is nice and many powers have variable functions based on whether you tap or hold the button. But yeah it doesn't sound ideal.

That said I didn't love or hate the ability limit in DAI. It was the least of my issues with combat and game in general. I was more annoyed by the lack of clear and substantial ability combos, wonky controls, crumby terrain and lackluster encounter design resulting in bullet sponge enemies on higher difficulties. The fact that I only had access to 8 abilities wasn't ever really an issue.
 

Ralemont

not me
You absolutely had access to everything on console. You just had to pause the game and access it on the wheel, something which I didn't have an issue with.

I know you did, what I said was you had three powers mapped to buttons. Personally I always felt accessing the wheel was clunky and interrupted the gameplay in a negative way, so I rarely used it. Mass Effect encounter design is generally balanced around using a few powers + having squadmates anyway with how the armor/shield/barrier system works.
 
That's not true. There's no detail on how it works without the power wheel but Game Informer confirmed that squad order were still in



I think they just ran out of button and really wanted to make the combat as fluid as ME3 MP



DA:I is not the template. There's whole news about that, whether you believe Bioware or not
First, I'm just speculating for fun, and i being clear about that. But the context of what I'm suggesting is, DA-I could be played as an ARPG, and in combat you could play as all characters in your party. You just hit direction pad l/r to switch and bam, you're Dorian. That's just a pretty simple assumption of how a party ARPG might work without the combat wheel in ME from before. But I don't know, maybe the tap/hold thing that some have picked up on is how squad powers are handled. I agree that how this is handled will matter significantly to how fluid combat feels. Just have to wait and see.
 

A-V-B

Member
Doesn't this basically mean there doesn't need to be any real strategy? Just switch to whatever class you like and beat up the bad guys. I mean I guess they could go Devil May Cry with the way it handles weapon switching, but something tells me that's not the point.

I'm also trying to think of what effect this has on team dynamics.
 

Newboi

Member
I personally have a very positive outlook on the new system. Allowing me to hone, or grow into, a specialization/class based on the skills I choose to develop feels a lot more freeing to me personally, rather than picking a class/specialization on the outset.

I don't see how this limits anyone's ability to roleplay as this just makes ability access (or lack thereof) more self-imposed rather than being decided by the game. I'm sure there will be lore reasons as to why you can do so, if you need some kind of embedded justification. You probably won't be able to be all powerful by just playing through a single campaign. Even if you can, it's still up to you to decide to actually make your character that way. Overall, as far as I remember, your character class never had much of an impact on how you interacted with the world other than combat in the Mass Effect franchise anyway. I'm all for options and build variety.

Lastly, new mechanic of allowing the player to switch specializations on the fly might actually prove more positive when it comes to the usefulness of your companions in combat. Because my class was determined at the start, there was a set group of companions that would be the most useful in combat scenarios. Now, you have the option to take whichever companions with you and adjust your class accordingly.

.
 

Ralemont

not me
Doesn't this basically mean there doesn't need to be any real strategy? Just switch to whatever class you like and beat up the bad guys. I mean I guess they could go Devil May Cry with the way it handles weapon switching, but something tells me that's not the point.

I'm also trying to think of what effect this has on team dynamics.

I think Enduin's post above highlights why the "switch to any class and win" thing won't be an actual thing: finite skill points.

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.
 

Monocle

Member
Sounds so good. I think this new system will suit my playing style very well. I've never really enjoyed having my character's abilities limited by class. It's going to be great to have the freedom to experiment with new skills and combat approaches. I am all about unconstrained exploration. I love to fiddle and try things with an adaptable toolset.

Thanks for the breakdown!
 

StereoVsn

Member
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.
Limit of 3 active skills in a system like that is puzzling then. Playing a biotic you would want 4-5 powers normally, maybe more.

You know ME is not a FPS right?
Yes, it's TPS but the point still stands. COD has some RPG elements, deeper storyline, side quests and deeper character interaction then before. They are quite close to ME 2&3 formula.

...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...
Mass Effect 2 and 3 are pretty much space TPS with RPG elements. I enjoyed them quite a bit, certainly, especially 2, but overall they were much closer to a shooter then RPG.
 
I think it sounds pretty good based on this writeup. Allowing the player to try various skills without starting a new save. It also allows the player to create a more custom character, heavily specialized or jack of all trades.

I always felt like thr original trilogy was a bit too rigid in this regard.
 

Staf

Member
Mass Effect 2 and 3 are pretty much space TPS with RPG elements. I enjoyed them quite a bit, certainly, especially 2, but overall they were much closer to a shooter then RPG.

This is how a view them as well. They are good games, 3 less than 2, but they have a lot more in common with games such Gears of War than NWN or D:OS.
 

Ralemont

not me
Mass Effect 2 and 3 are pretty much space TPS with RPG elements. I enjoyed them quite a bit, certainly, especially 2, but overall they were much closer to a shooter then RPG.

Er, yeah, but so is Mass Effect 1. It's not more of an RPG than a shooter just because it's a bad shooter.
 

ObsidianG

Member
I think Enduin's post above highlights why the "switch to any class and win" thing won't be an actual thing: finite skill points.

I really like his point as well! I think that the new profiles, although they have the same names as classes from the past ME games, are more akin to a perk that boost specific stats, but are dependent on the skills you've leveled up to determine their bonus.

Given the three skill limit from the footage we have seen, I wonder how certain profiles perks (like the drone for the engineer) will be mapped to our controllers.
 

Ralemont

not me
I really like his point as well! I think that the new profiles, although they have the same names as classes from the past ME games, are more akin to a perk that boost specific stats, but are dependent on the skills you've leveled up to determine their bonus.

Given the three skill limit from the footage we have seen, I wonder how certain profiles perks (like the drone for the engineer) will be mapped to our controllers.

Hmm. Are the perks even activated by the player? The soldier one reads as entirely passive. It's possible the drone is just always there in combat.
 

Bisnic

Really Really Exciting Member!
Er, yeah, but so is Mass Effect 1. It's not more of an RPG than a shooter just because it's a bad shooter.

I think people believe that because ME1 had loot, it counts more as a RPG or something. Or because it rely less on cover?

I dunno, it's the only things I can think about. I guess Andromeda will make these people happy since it seems to have brought back those and more?
 

Enduin

No bald cap? Lies!
Hmm. Are the perks even activated by the player? The soldier one reads as entirely passive. It's possible the drone is just always there in combat.

Yup, all of it sound passive so far. One of the Tech skills is Remnant AI which itself is a Tech Drone. So yeah Classes really do seem to just be role specific Bonus titles.

I do wonder if the passive Skills only apply if you have the related Class selected, but I doubt that. That seems needlessly complicated.
 
Kudos to EatChildren for the thread, I don't particularly understand the system yet but I like how it seems to be pretty in-depth and I look forward to learning about it as I play.
 
Thanks for the awesome right up!

One thing I'm wondering about, is that a socket on the armor in the last image? If I remember correctly, that's how ME1 handled stuff like ammo and other little bonuses right? The better the armor, the more room you had.
 
From what I've seen and how I understand it (with the help of this write-up too), it sounds fine to me. Let's people explore options without having to create a whole new character. Also sounds like you can mix and match moreso than the other games.

Hell, even games like Dark Souls allow you to re-spec these days. As long as you can't do it arbitrarily and during combat it will be fine.

No, no it hasn't been said.

I hope you're right. Otherwise people will be coming at you with the pitchforks lol
 
"It stopped being an RPG after the first one" having numbers show up when you shoot your gun and meaningless loot with slightly different damage variables that have marginal effects on the game unless you move up a tier isn't particularly compelling RPG material.

It's not "less" of an RPG just because the numbers don't show up anymore and your gear was more streamlined so that your choices, gasp, had consequence.

ME1 might be a "better RPG" but boy fucking howdy was it a CHORE to play. A cover based shooter where the cover only works half the time, great job.
 

ObsidianG

Member
Hmm. Are the perks even activated by the player? The soldier one reads as entirely passive. It's possible the drone is just always there in combat.

That a very plausible option! I just assumed that those skills would be activated, but that wouldn't make sense with the soldier profile (not that I'm going to play anything but a sentinel profile anyway haha).
 

Babyshams

Member
It seems similar to Kingdom of Amalur. You can pick whatever skills you want and based on what you pick you can select different "destinies" or in this case "profiles" to give buffs.

The more I invest in magic in that game the higher level magic "destinies" and buffs I could get. I would assume in this the more biotic skill I unlock the higher level my adept profile and better buffs like biotic force and lower cooldown.

EDit: word change, changed twist of fate to destinies. I remembered wrong.
 

Vamphuntr

Member
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.

Maybe they should give you the final pieces of equipment right in the beginning too since you paid for the game. Why waste time grinding I paid for the game so I deserve everything. By the same logic they should stop making alternate conversation for story events depending who is in your party or stop giving choices that alter mission since you can't see them all in a single playthrough.

I really don't mind they are trying something new. It's time to shake things up a bit but the rationalization here is hilarious. From a story perspective it won't make sense since you are no N7 just the kid of someone famous and yet you master all these techs and biotics?
 
Oh God, we've got stats affecting weapon accuracy again? I just hope it's reticule bloom, not ME1's "you shoot at a target's head in front of you and the shot can hit them in the lower chest" accuracy bullshit.
 
As a fan of Dark Souls games, this sounds great to me. I did several playthroughs in ME and ME2 (not ME3 because it was shit), and each class was distinct enough that being able to experience all without playing different playthroughs is ideal for me.

Just one thing:

Again, it's basically the norm. It doesn't hurt other ARPGs (The Witcher 3, Dark Souls 3, Bloodborne, etc)

Bloodborne don't allow respecing. Don't know why, but is not there.
 

Enduin

No bald cap? Lies!
Maybe they should give you the final pieces of equipment right in the beginning too since you paid for the game. Why waste time grinding I paid for the game so I deserve everything. By the same logic they should stop making alternate conversation for story events depending who is in your party or stop giving choices that alter mission since you can't see them all in a single playthrough.

I really don't mind they are trying something new. It's time to shake things up a bit but the rationalization here is hilarious. From a story perspective it won't make sense since you are no N7 just the kid of someone famous and yet you master all these techs and biotics?

It's a sci-fi game. They can explain away anything. Currently it appears to justified that you are augmented with certain implants, probably something experimental for the Pathfinder program. The Andromeda intro site vids even say you'll be trained in the various forms of combat. Yeah it's a bit wonky, but so is the idea that a kagillion dollar Extra-Galactic program was cooked up to depart right before ME3 when the galactic powers at the time could barely come together to work on a possible galactic ending invasion, let alone a money sink that is a one way, 600 year, trip to another galaxy.
 
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