Revan312 wrote...
If you want to wait 1000 years to deal out the damage needed to kill everything.. AW is unkillable essentially but lacks dps so badly it's a chore to fight things with that build..
Dunno WHAT you're talking about here. My Arcane Warrior was doing about 100 damage on non-crit attacks, +28 some fire damage and 15 some lightning damage and 15 frost damage with 3 grandmaster runes (I think the weapon I was using had 3 slots--but I may have slapped a grandmaster hale rune in one of them.) Even at his best Sten wasn't even close in DPS, and he was using a two-hander. The only issue I ever had with my AW was that she'd miss sometimes due to only having a medium attack, and I'd just have Wynne throw Heroic Offense on her to fix that issue.
And, I mean, that's just coasting, with no haste on or anything.
I think the main reason why AW was overpowered was that they put in mage talents to supplement melee and then made them stack with armor and stuff. If Rock Armor and Arcane Defense did NOT STACK with worn armor/shield, it would have made a big difference. As it was, the two layered on top of each other made a properly-built AW invincible because they had twice as much defense and armor as anyone else.
Having designed game systems on my own in the past, I will tell you that stacking is the #1 biggest issue you will run across with the game-breaking stuff. Once you let two abilities that both raise an important statistic stack, if you don't plan for people to absolutely max out both of them, you will wind up with a game-breaking combo.
Some games handle this problem with diminishing returns (World of Warcraft), where the more you stack the less benefit you get. Some handle it with disallowing stacking and making you WORK to find the stuff that will let you stack it up to the point of being useful (Dungeons and Dragons online).
Personally, I don't care much about balance in a single-player game--it's not like you're going up against other people and things need to be "fair". I mean, if you really want to make the game "fair", you can just make the result of combat be a coin toss.
But if you want people to be actually able to get benefits out of messing around with their build/tactics/etc., what you do is make it so that different builds have benefits dependent upon *how* you like to play the game, and this is the area where DA:O lacked the worst--largely because there were so few "how" options. I tried different stuff, I really did, but I found that basically there was only one thing to do--get in there, do damage. Either throw down crowd control (early game) or boost your armor and defense until you're not taking damage. Rinse, repeat. There was no real glass cannon option. (You could be glass if you wanted, but the "cannon" part was missing.) No real pull-a-few-at-a-time option. No real hit-and-run option. No real just-sneak-past-them option. No real snipe-from-a-distance option.
So, I find it annoying that people come in here and complain that there should be further restrictions on HOW you play the game (i.e. you shouldn't be ALLOWED to use any tactics other than the ones I think are "non-cheating") because that's ultimately the only fix for the "broken" problem. (Not that the OP did this, but I've seen several people say things along these lines.
As for the I want melee mage with sword issue--whatever. I want to be able to jump, fly, and swim, but I doubt this game will offer a true Z-axis like that. I want to be able to play a halberd-wielding fighter. Too bad. Rogue really, really didn't appeal to me in DA:O until I tried it, then it became my favorite class. C'est la vie. If you focus on the things you're NOT getting, yeah, you won't want to try out any of the things you ARE getting.