Joccaren said:
Well, I've never played Adept or Engineer, those classes never really appealed to me, but I did try the sentinel one round. [...] My personal favourite class is the vanguard, I'm hoping they haven't changed them too much in ME3.
One thing I think was one of ME2's major, understated successes was creating classes which catered to multiple psychologies and playstyles. That's pretty rare in FPS games, especially single-player ones where the class distinction typically becomes a matter of flavor more than actual function. To be quite frank, vanguards despite being powerful are not my favorite class in ME2 (that's the adept), because they're all-out assault, super close range; that frustrated me in the transition from 1 because I built my vanguard there as a close- to medium-range controller, and it worked
fantastically.
Anyhow, sentinels. Sentinels are IMO frankly dependent upon their advanced weapon training selection, as that's the critical factor. Until you get it, you're better off adapting a middle road controller approach,
then evolving powers to match weapon selection.
MiracleOfSound said:
Most of the stats in ME1 felt like they were simply there for the sake of having something to adjust. You never felt much difference apart from the gun skills.
More armour and weapon types would be nice in ME3 though.
Indeed, on both accounts. ME1 had a small number of high-impact talents, then a large array of minor-impact to outright useless talents. That's not to mention the weapon skills, which forced you to specialize into weapons, some of which didn't even become all that good until the mid-20s and had prerequisites of wasting points in
other weapon skills. Don't get me started on the tech "synergies" wherein you had to dump dozens of points to get the most out of your tech mines, which necessarily came at the cost of the high-impact passives and had exorbitant cooldowns which dampened their usefulness until you could get your hands on a decent omni-tool which didn't even happen until the end of the damn game.
All in all, ME1's talent system while diverse was really a disorganized mess that sorely needed to be streamlined. That streamlining came in ME2, and I'm glad to see it's getting expanded in ME3 given that in ME2 it was almost a little too streamlined for most RPG players' tastes. I know I personally felt a little hogtied when it came to ME2's power distribution and squad point allotment.
Elamdri said:
I also think that Shepard should have the option of classifying his armor as Light, Medium, or Heavy. I think that the higher the level of your armor, the more shields and health you should have, but I think in turn you should suffer from reduced speed and longer cooldowns.
Honestly, I disagree here on one point: I don't think increasing cooldowns and reducing running speed is quite the solution. I like the idea of armor classification, but I think that should come at the cost of reducing storm speed or prohibiting the use of combat maneuvres, and possibly even slightly increasing Shepard's hitbox. Mucking with cooldowns I think would negatively impact the pace of combat, especially given the combat classes depend upon their class power and the non-combat classes are already highly cooldown-reliant. Reducing normal movement speed would just be bothersome when moving through a level.
Combat classes already get storm speed bonuses, so changing to a heavier armor class would at best bring them back to parity. Locking out combat maneuvres just makes sense; you can't expect a character wearing heavy armor to be able to dodge and roll as well as someone wearing light armor.