What class would you like to create?
#26
Posté 09 mai 2010 - 10:50
Maybe that would be a good class to attribute to the Chantry.
As to stuff already within the lore of the game, well Ash Warriors would be a logical fit. Warrior specialization similar to Ranger for Rogues, but giving you a Mabari instead. Give them Rage and a damage reduction and it's a pretty good Barbarian-esque class.
Honestly though the bases are pretty well covered, what with mages being able to heal. More than classes I'd like to see Races added (Qunari, Chasind, Ayyar).
#27
Posté 09 mai 2010 - 11:49
#28
Posté 09 mai 2010 - 11:49
#29
Posté 09 mai 2010 - 01:46
#30
Posté 10 mai 2010 - 07:18
#31
Posté 10 mai 2010 - 07:28
#32
Posté 12 mai 2010 - 02:09
#33
Posté 12 mai 2010 - 07:38
#34
Posté 12 mai 2010 - 09:57
I'll just throw a random opinion out here since it's somewhat on topic. I really, really, dislike the specilization system, it feels very shallow and tacked on to me. However some of them are good ideas, and would work a lot better if they were fleshed out into whole classes imo.
Modifié par relhart, 12 mai 2010 - 10:21 .
#35
Posté 12 mai 2010 - 10:44
relhart wrote...
I'll add to my summoner suggestion and throw another one out there. Alchemist: Gains bonuses to bombs and potions, give them some crossbow/dagger only skills, maybe some unique skills like turning all that useless junk in your bags into gold, also maybe some unique recipes only they can use. Also give them a little tamed critter (squirrel/raven/whatever) that they can send out to bring back random crafting components.
I'll just throw a random opinion out here since it's somewhat on topic. I really, really, dislike the specilization system, it feels very shallow and tacked on to me. However some of them are good ideas, and would work a lot better if they were fleshed out into whole classes imo.
It's tricky since the specializations (or subjobs if you will, which is actually quite good, very FF esc
I do have to agree with others that Monk sounds like it could work as it's own class, would have to be a foreign class (want to say Qunari based since they're all incense & meditation anyway)
Would prefer a wider asortment of weapons, Polearms(standard, staff, halberd & lance), Matchlock guns(they have bombs!) various knuckles for Monks(katars!) toss some whips in (leliana + whip =
#36
Posté 12 mai 2010 - 10:58
The rogue, mage and warrior classes are good, but what about a mix? Rogue-mage, Rogue-warrior, Warrior-mage (of course not with those names) would be great.
If I remember correctly, the Fable 1 names for those were, respectively, Witchhunter, Infiltrator/Knight and Spellwarrior. Those'd be cool to play, albeit a bit unnecessary.
Warrior/mage/rogue is fine as a base. I'd love to see more depth in the specialization system.
#37
Posté 12 mai 2010 - 02:32
Mages and Archers were not the only problem. Groups proved annoying as Sweeping Strike was only a 90 degree arc. Forget about Onslaught and Two-Handed Sweeps. Two Handed Sweeps doesn't do a lot of damage. It deals normal damage plus a knockdown. Onslaught is the one where your character advances. Problem is you don't stay in place most of the time to make full use out of it (whack more than one enemy). Combining any of these skills will not kill a group.
With that said if the Earthen Warrior is not good I would like to see some sort of Warrior with powerful A.O.E's. I know that people will tell me it is up to the mages. I think it's best though that the mages reserve their mana for Heals, Revive, or Buffs. This way I am not heavily reliant on mages and I can do a mission on one mage instead of two. One last thing is I would like to see a purchaseable skill for the Warrior increasing healing received by +10-20% if possible. That is all I can think of.
-Gamenut
#38
Posté 12 mai 2010 - 02:45
#39
Posté 12 mai 2010 - 04:57
#40
Posté 12 mai 2010 - 05:46
#41
Guest_Trust_*
Posté 12 mai 2010 - 08:32
Guest_Trust_*
Zeleen wrote...
I kinda would like all classes to be able to open locks
#42
Posté 12 mai 2010 - 09:33
ZMJ10 wrote...
i actually also think they should scrap healing for mages, maybe the chantry could figure out a power from andrastes ashes and only allow priests to use healing power and ban it from the circle. Hence a Priest class.
Well, I don't think the devs. would do that, based on previous statements. On the other hand, there could be a Healer class, with no particular religious orientation, that doesn't just focus on healing magic, but might simply also study medicine & the healing arts (i.e. could be better at making bandages, healing poultices, and treating injuries, disease, poisons, etc.) They might be able to heal, more as a kind of skill, than an actual magical ability.
Modifié par CybAnt1, 12 mai 2010 - 09:33 .
#43
Posté 12 mai 2010 - 09:42
Phaelducan wrote...
As to stuff already within the lore of the game, well Ash Warriors would be a logical fit. Warrior specialization similar to Ranger for Rogues, but giving you a Mabari instead. Give them Rage and a damage reduction and it's a pretty good Barbarian-esque class.
Honestly though the bases are pretty well covered, what with mages being able to heal. More than classes I'd like to see Races added (Qunari, Chasind, Ayyar).
I thought the Ash warrior guy at Ostagar explained that they were actually berserkers? Still, I do like the idea of the mabari warrior specialization.
I don't think there's much need to add any more classes, just more specializations, weapons, and spells.
I'd like to see single-weapon fighting expanded into a full skill tree for both rogues and warriors, pole-arms would be a good addition for warriors as well.
#44
Posté 12 mai 2010 - 09:49
Modifié par Sutebe, 12 mai 2010 - 09:49 .
#45
Posté 12 mai 2010 - 11:25
They do seem innovative at giving us unusual nonhuman companions, though. Still hoping to see more of that. If they're not going to make more classes and/or change the spec system.
#46
Posté 12 mai 2010 - 11:43
The P'nP RPG I'm playing with has a lot of those: twin style DW chars, two hander warrior dealing damage while two sword and shield ones protecting him from the sides (Destructor wedge), or an assasin squad commanded by a wizard who maintains a telepathic link to share images and tactics to accord the group attacks (well it's damn OP and only playable with characters of heroic proportions) etc.
#47
Posté 13 mai 2010 - 01:24
Sutebe wrote...
For a class, I'd like to see something that hasn't already been done a thousand times over.
Real originality might be too much to expect from Bioware at this point. From what I can see EA appears to have their hegemonous claws in pretty deep. I'm talking wrapped around the heart kind of deep.
#48
Posté 13 mai 2010 - 09:54
#49
Guest_Jimmison123_*
Posté 13 mai 2010 - 10:07
Guest_Jimmison123_*
For a human perhaps you could have a fencer/knight kinda class with slow but pinpoint accurate strikes to the heart/liver/lungs etc:
The elves could have a dedicated archer class so they would get increase damage from bows and trained themselves to use bows in close combat to hit/parry people away
And the dwarves could have a proving class, with benefits to axes and maces and also perhaps more focus on their brute strength and the fact they could cripple people due to their stoutness and stab people in the gentiles and cut of their knee caps.... That would be cool
#50
Posté 14 mai 2010 - 01:50
+2 Dexterity +2 Constitution
Talents:
Summon Mount:
Summons a mount (Horse or Dragon) for battle, gaining a bonus to defence, attack and walking/running speed at the cost of attack speed and accuracy (-25% chance for hitting an enemy), while this skill is active stamina is constantly drained. When the skill is deactivated, character is stunned for 5 seconds.
Mounted Fury:
Skill can only be used when summon mount is active, character uses mount and charges through enemies knocking them down.
Mounted Mastery:
Reduces the cost of stamina needed to maintain mount, allows Cavalier to summon a dragon in battle, dragon is unable to fly. Reduces penalty to accuracy (-15% chance of hitting an enemy).
Mounting Blaze:
Dragon spouts a fireball dealing damage based on stamina. Similar to Final Strike, once used stamina is gone after use. Second wind will not recover to stamina. Penalty to stamina recovery for 120 seconds.





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