I'm a bit curious about how lockpicking will work in the new game. I really didn't like it in DA:O (I eventually downloaded a mod to let me bash chests with mages/warriors), but I wonder how specific this was to me. Even if the chests contain nothing but my 400th Blank Vellum, just having the locked chests that I couldn't get into made me INSANE. But it also made me a bit INSANE having to put 4 of my ability points in those stupid lockpicking abilities for my rogue. Or always have a rogue in the party with said skills. Especially since there were sections where I didn't have this option.
So, I'd like to hear people's opinions on this, and I think it'd be fun to brainstorm options to the whole locked boxes/doors mechanic, which seems more like an RPG "tradition" than an actual fun game mechanic to me the more games I play. I mean, what does it boil down to? Congratulations, you jumped through the hoops we arbitrarily threw in for "rogue flava"! Here's your treat! But it can't actually be a GOOD treat because that'd be cruel to all the sad non-hoop-jumping people. Argh.
On Lockpicking and Rogues
Débuté par
PsychoBlonde
, nov. 17 2010 11:41
#1
Posté 17 novembre 2010 - 11:41
#2
Posté 18 novembre 2010 - 01:23
Lockpicking and trap disarms are still rogue-only abilities. They're primarily based on cunning this time around (rather than requiring talent points, which I felt was a little unbalanced with the otherwise combat-focused talent tree structure), though certain magical effects from equipment can help.
Similar to Origins, party-member rogues can disarm traps and pop locks if your main character is not a rogue, and also similar, there are XP rewards for the party for doing so.
Similar to Origins, party-member rogues can disarm traps and pop locks if your main character is not a rogue, and also similar, there are XP rewards for the party for doing so.





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