Mike Laidlaw wrote...
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.
Thanks Mr. Laidlaw! Is stealth still an ability or is it a skill now?
In past party-based games, I was okay with the "rogue in party" thing. (Assuming they EFFING GAVE YOU A ROGUE NPC SOMEWHERE THAT DIDN'T SUCK. Which I'm assuming won't be a problem here.) What really got me in DA:O were the sections where you had no possibility of having a rogue party member (Ostagar, Arl Eamon's estate), but there were STILL LOCKED CHESTS. WTF. Due to that one love letter being inside Arl Eamon's estate in a locked chest, you could not finish that Correspondus Interruptus quest unless you were playing a rogue. ARGH.
XP for opening chests/disarming traps is okay, I guess--except when the game dumps you into a random encounter zone with 80 bazillion traps between you and the mobs and you LOSE A BUNCH OF XP because your companions charge the monsters while the game is still loading and SET OFF ALL THE TRAPS. I'm thinking that, if you feel the worst consequence of your companions setting off a trap is the fact that you just lost some XP and not, you know, the fact that they just got BLOWN UP, something is screwy somewhere.
Lockpicking as skill is okay also, I guess. A lot of the skills in DA:O felt like filler, though. Well, and "you need to put points in this in order to do that one quest". Stealth didn't even feel like filler to me, it felt completely pointless. I tried making rogues and using it, and I discovered that it just slowed everything way down and the end result was identical to when I didn't bother.
I actually like traps the way they're done in DDO (Dungeons and Dragons Online) because they actually resemble real traps. They're not strange enemy-sensing traps. They hit monsters that run incautiously through them. On higher difficulties, they will insta-kill just about anyone, but you can physically avoid them via timing and so forth.
DA:O just felt really goofy with use of traps, especially since I generally didn't find them until after I'd pulled all the mobs out and killed them. THEN I would run into their set-piece traps. Oh, a tripwire. Foom. Whatever.