Can Rogues still wear heavy armour?
#126
Posté 05 septembre 2010 - 11:24
#127
Posté 05 septembre 2010 - 11:29
That's only evidence that Rogues can be sneaky. And we already knew that.jonv1234 wrote...
However, in the lore of this game, the rogue is sopposed to be sneaky (note the Stealth skill), as well as be able to steal proficiently, (hence the stealing skill
#128
Guest_jonv1234_*
Posté 05 septembre 2010 - 11:30
Guest_jonv1234_*
#129
Posté 05 septembre 2010 - 11:33
All attacks from stealth were backstabs. All attacks to stunned opponents could be criticals.jonv1234 wrote...
It is true that rogues can wear any armour, given that their strength is high enough, but rather should they. Heavy armour will raise the threat mopdifier to a point where the rogue will be attacked first in a confrontation, and will have little chance of using the backstab or critical chance skills inherent to the class.
There were still innumerable ways a Rogue in Heavy Armour could be effective.
I had a Rogue archer who wore heavy armour (his secondary weapon was a 2H sword, so he never learned any DW talents).
How many DAO characters won't be possible in DA2?
#130
Guest_jonv1234_*
Posté 05 septembre 2010 - 11:34
Guest_jonv1234_*
#131
Posté 05 septembre 2010 - 11:39
jonv1234 wrote...
Good point. Did the heavy armor detract from the dexterity needed to use a high level ranged weapon?
There is no stat penality for wearing heavy or massive armors. There is a penalty to archery talents for wearing either, but Master archer removes it for heavy armor.
I imagine that the concepts are still present in DA2, but the system seems to have been reworked extensively (no specific info on Archery, but the other tress all have been) so the specific skills in question may be altered.
#132
Posté 05 septembre 2010 - 11:42
The way I see it they're trying to make the club more exclusive not by adding new stuff but by excluding other from it's use so it'll feel more valuable, whereas IRL we were just robbed. It's a harsh word but I can't think of any alternatives right now. Basically they're resting on their laurels.Sylvius the Mad wrote...
In the no DW for Warriors thread, Mike wrote:If removing DW talents from Warriors was done to prevent all those flippy animations from looking silly on characters wearing heavy armour, does this mean that Rogues - which do get the new DW talents - can't wear heavy armour?Mike Laidlaw wrote...
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.
If this is another completely arbitrary restriction to make the classes more distinct (since when is that a useful objective, anyway - what value does distinctiveness have?), I'm going to point it out. A lot. For months.
#133
Posté 05 septembre 2010 - 11:42
No, because I wanted the Dex anyway for defense, and I didn't spend any points on Cunning.jonv1234 wrote...
Good point. Did the heavy armor detract from the dexterity needed to use a high level ranged weapon?
I think the question dealt with making the minimum dex requirements to use high-level bows.DarkSpiral wrote...
There is no stat penality for wearing heavy or massive armors.
Modifié par Sylvius the Mad, 05 septembre 2010 - 11:43 .
#134
Posté 05 septembre 2010 - 11:47
Sylvius the Mad wrote...
I think the question dealt with making the minimum dex requirements to use high-level bows.
*scrolls back up*
Ah, yes I believe you're right. My mistake.
#135
Posté 06 septembre 2010 - 12:06
But the point is allways the same: there is no need of two classes for the melee fighters. They should make only one warrior/fighter class and give a lot of freedom in terms of customizations, skills and specializations. Following that route we would not have problems like the ones pointed out by the OP.
Modifié par FedericoV, 06 septembre 2010 - 12:07 .
#136
Posté 06 septembre 2010 - 12:39
I made that very point during DAO's development.FedericoV wrote...
But the point is allways the same: there is no need of two classes for the melee fighters. They should make only one warrior/fighter class and give a lot of freedom in terms of customizations, skills and specializations. Following that route we would not have problems like the ones pointed out by the OP.
#137
Posté 06 septembre 2010 - 12:47
FedericoV wrote...
But the point is allways the same: there is no need of two classes for the melee fighters. They should make only one warrior/fighter class and give a lot of freedom in terms of customizations, skills and specializations. Following that route we would not have problems like the ones pointed out by the OP.
I concur.
#138
Posté 06 septembre 2010 - 12:56
#139
Posté 06 septembre 2010 - 01:00
That would disadvantage 2-H warriors. And dex-tanks.Ortaya Alevli wrote...
I suggest that fatigue should directly affect your defense rating.
#140
Posté 06 septembre 2010 - 01:01
DEX tanks, yes. Precisely. Though I didn't catch the 2H part.Sylvius the Mad wrote...
That would disadvantage 2-H warriors. And dex-tanks.Ortaya Alevli wrote...
I suggest that fatigue should directly affect your defense rating.





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