Why not keep the "boring, vanilla dual-wield anims" for the warrior and add the "lithe, acrobatic combat" for the rogue class. I mean there's no additional work needed really since you already have the boring, vanilla dual wield anims, no?Mike Laidlaw wrote...
Indeed, most of you are right in your suppositions.
Removing dual wield specialization from warriors allowed us to not only make the classes more distinct, but to make the dual wield attacks all distinctly rogue-ish. A warrior in plate mail being fast with two daggers I could handle, but flipping and rolling into attacks? That didn't make sense. So, we could either have boring, vanilla dual-wield anims, or we could make them for rogues and deliver lithe, acrobatic combat for a class that should be just that.
I for one really find it disappointing if features from any game are cut out for its sequel, that just doesn't feel right. In most cases the reason is either "consolism" (making the game simpler for console controllers/players) or mainstream...ism, whatever, making the game more appealing to a broader player base, again, by simplyfing it and adding more bling instead.
I mean you certainly won't change your approach anymore at this point but I sure hope you know what you're doing. I noticed the same simplification with ME2 and while the story and the game both were great I still prefer the character-development from ME1... and I always will.




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