David Gaider wrote...
And this, I assume, is bizarre Sylvius Logic -- the kind of logic which trumps all manner of resources, gameplay and balance for the sake of... what, exactly? We do not adhere pedantically to the setting except where it suits us. The fact that there are no horses evident in the game doesn't mean they don't exist in the setting. And the fact that the Warrior class in DA2 doesn't allow dual wielding doesn't mean there aren't small-w warriors in the setting that use two weapons. Are they Rogue class? Are they Warrior class? Does it matter?
Gameplay and setting are not completely divorced, but neither are they married. I know they are in your mind, but I doubt you're going to convince us anytime soon that your particular tastes are what we're interested in. Or what most people are interested in. Or what might be wise to pursue.
I know you won't take that personally-- you've certainly made that evident enough with your posts-- and I don't mean it personally. But there you go.
I'm pretty sure that a game is based on settings, and that gameplay is drawn from the settings. From the obvious - you don't see tanks and machinegun in Thedas, it would just feel completely idiotic and destroy the game - to the more subtle - mages are feared and hit points don't depend on magic.
"making sense" is always a good thing for a game. "suspension of disbelief" is acceptable, but it's always better to have something that is organically evolved from the premises than something arbitrary. I hope we do agree on this point.
From this, it seems that design decisions that have some utility and that makes sense are better than design decision that have the same utility and doesn't make sense. The point here is then to take design decisions that brign the utility you need, while making sense at the same time.
We understand that you wanted to make rogues and warriors more distinctive. Then you decided that this was best served by putting some arbitrary limits on what rogues and warriors could do so that they wouldn't overlap. The desired effect was "differenciating rogues and warriors" (with the goal being more "personnality" for the classes I suppose) ; the drawbacks were that these limits are arbitrary (hence doesn't "make sense"), contradict the lore and restrict the possibilities of playing ; the "attenuating circumstances" are that some part of these limits are following a general theme (rogue => dexterity and 1v1, warriors => strength and AoE).
The thing is, for many persons, the design decision taken on this point are, simply said, "bad". As in : the goal they have doesn't justify the "bad points" they bring. Contradicting the lore and not making a lot of sense make it harder to accept the restriction of gameplay (the advantage of "making sense" is that it's more logical, immersive and acceptable).
Worse, the fact that you redefine "rogues" and "warriors" as "light fighter" and "heavy fighter" ends up going completely against the very concept that was the reason you redefined them (making classes "more distinct").
Not to add that many people actually aren't convinced by the very idea that having strictly separate classes is fun to begin with.
In the end, the problem is that it's quite dubious that the decisions are actually benefiting the game : they give a lot of drawbacks, are actually self-defeating in quite a bit of cases, and the eventual positive they bring in the end is not really that convincing (of course, all this is somehow subjective, but it seems that the many discussions show that there is at least some reasons to think it may be the case).