I'd like to have the option to play without class abilities, items and bonuses. It would certainly make the game more interesting.
I played through Wildlands with a character that I didn't unlock anything in the skill tree, except for the first tier of each type of gear (flashbangs, diversion lures, mines, etc), NVG and thermal and the parachute. I chose not to unlock any rebel support either, but I still completed every campaign mission and collected every item, weapon and attachment. It certainly made the game more challenging.
I've been thinking about doing the same thing in Breakpoint.
They’re more like load-out slots with a different ability in each one, imo. If there was an option to do what you suggested, the people that are already playing without abilities wouldn’t tell the difference.Originally Posted by KUZMITCHS Go to original post
I get that some people like the class system, but many do not. And based on those that are defending it, there seems to be a pretty clear distinction between Classic Ghost Recon fans, and those who have only started playing recently. So honestly, the best way to appease everyone would be to add an immersion setting to turn the classes off. This would disable the class ability and passive abilities, and unlock the class items, to be equipped like any other item.
I'm 100% with @HighlyTactical on this one, if their effects were very noticeable or if perks could be chosen class specific then I would give more attention to the topic, but they simple don't. For stealth classes there's just a longer time that it takes to be detected, but not longer distance. Abilities are not really helpful if you play in Advanced or Extreme like True Grit or Attack Drone.Originally Posted by HighlyTactical Go to original post
Also I don't want the classes to be removed and not be able to use Pathfinder's thermal, I'd be extremely revolted.
Sums up my thoughts rather well. I sincerely hope they do away with class nonsense in future games and focus more on just gear and loadout so that dictates what role you will play. Let items have meaningful uses and penalties. Want to run like a pack mule, fine, but you will be slower for it and have less stamina at the very least. The fantasy comic book inspired classes Breakpoint and even Ghost War of Wildlands brought along have absolutely no place in Ghost Recon.Originally Posted by TONY-NOVA Go to original post
So if classes abilities are almost useless or their effects, not very noticeable, why bother with them to begin with ?Originally Posted by Rafi-KtC Go to original post
For the record, I haven't put a point into thermal vision because I didn't want to have to cycle it while putting NVG's ON or OFF. More than 700h of gameplay and I haven't use the thermal vision once. And because I like immersion, I don't use NVG's unless I carry them.
As for the white thermal, why not, as I suggested, tied all the view modes to an equitable item ? You wear NVG, you can use NVG. You wear Sam Fisher googles, you can use Sonar view, and so on.
So you keep the view, it introduces a more immersive way to use them, and we can get rid of the classes because, as you and HighlyTactical said, their effects barely affect gameplay.
Hey, I think we agree !
Regards.
Because IMO there are other things needed to be improved in immersive other than classes, I didn't say it was a bad idea to remove them in immersive, I said that it's not worth the hassle.Originally Posted by vaessili_fr Go to original post
I consider more immersive things like limited inventory, camouflage affecting stealth distance, suppressors not being silent, vehicles having no keys on ignition, etc
As for having equipping gear they would have to come with more wearing slots or a variant NVG+thermal switch or combo (the 2 at the same time) for those players that use them.
They don't chap my hide - but it certainly feels like a waste of resources.
They could have just had a series of challenges that leaned into each role without the abilities/perks for folks that like the challenges. Then just reward Skell for buying items in the store that you want and maybe a dedicated outfit & skin for each branch.
Gear Score and that cruft is why I didn't buy at launch. I'll buy the next at launch [Gold, or even Ultimate if it's got some sweet guns/cosmetics] if they deep six that junk. No GS, no talents/abilities (make them gadgets or gear if you must), AI teammates (but optional), and a living/breathing world with improved AI [and preferably some urban areas]. Done. I'm available if you need a new Exec Ubi![]()
I agree. I don't think classes should have been introduced back into the game in the first place. I thought it was a mistake in Ghost War and thought it was an even bigger mistake to blend those PvP mechanics with the campaign / coop. Wildlands needed refinement but I preferred its approach to not assigning classes, magical / special abilities, etc. I wasn't even a big fan of the skill mechanic but it was better than having classes IMO.Originally Posted by MikeWeeks Go to original post
I'm with @TONY-NOVA on this one that your kit selection should define your role in the group. ....weapon selection, etc. I would much rather have GR focus on a proper gunsmith and weight system or at least go back to what WL had vs. what BP offers.
Having said that, I don't necessarily mind a handful of basic classes without any of the magical abilities, perks and so on (e.g. medic, engineer, assault, etc.). The problem with Ubi is that they make the class system a primary focus in the gameplay. Hell, at last count I think Ghost War in WL had something like 20 different classes with all manner of tech, anti-tech, drones, magical abilities, etc.
Since BP failed and Ghost War 2 is still sucking wind, I hope they take this into account in the next iteration of the franchise and remove the classes all together, focus on a more robust gunsmith and recapture that successful gameplay formula they had with Wildlands. I think they could get back a lot of their lost fan base if they can rediscover that vision again.