My question is, Is there any way to add more utility to the other two classes so that they can be on par with the rogue?
Modifié par Aermas, 19 novembre 2010 - 01:48 .
Modifié par Aermas, 19 novembre 2010 - 01:48 .
ziggehunderslash wrote...
Tanking and healing would probably be the response. Utiliy is essentially "things you have to think about when considering party composition", rogues needed something to make them part of that equation.
HopHazzard wrote...
I think the utility of the warrior is its ability to soak up damage in a way that a rogue can't. Also the fact that this time around warriors are specializing in multi-target damage while rogues still are single target fighters. As for mages if you don't think wrapping healing, AoE dps, and crowd control into one character qualifies as "utility", I'd like to hear what you have in mind.
I understand, but it's a usefulness that only exists for the purpose I stated. Also to increase the sense of "rpg-ness" I suppose.Aermas wrote...
ziggehunderslash wrote...
Tanking and healing would probably be the response. Utiliy is essentially "things you have to think about when considering party composition", rogues needed something to make them part of that equation.
Those are combat abilities, I'm talking about non-combat usefulness.
Modifié par ziggehunderslash, 18 novembre 2010 - 07:23 .
Aermas wrote...
HopHazzard wrote...
I think the utility of the warrior is its ability to soak up damage in a way that a rogue can't. Also the fact that this time around warriors are specializing in multi-target damage while rogues still are single target fighters. As for mages if you don't think wrapping healing, AoE dps, and crowd control into one character qualifies as "utility", I'd like to hear what you have in mind.
Again that is only useful in combat, I am talking about non-combat utility.
I think his issue is that no classes other than rogues had non-combat utility in Origins.HopHazzard wrote...
Did any class other than rogues have non-combat utility in Origins? I guess I'm not seeing what your issue is.
Modifié par relhart, 18 novembre 2010 - 07:46 .
Aermas wrote...
In Origins a rogue was the only one who could open locks, making it a good idea to always have one on your team. They seem to have the same monopoly going in DA:2. They are then further gifted with "awesome combat prowess" on par with the Warrior, so that rogues feel useful in combat. That leaves them with better combat & non-combat capabilities than other classes.
My question is, Is there any way to add more utility to the other two classes so that they can be on par with the rogue?
Aermas wrote...
ziggehunderslash wrote...
Tanking and healing would probably be the response. Utiliy is essentially "things you have to think about when considering party composition", rogues needed something to make them part of that equation.
Those are combat abilities, I'm talking about non-combat usefulness.
Aermas wrote...
In Origins a rogue was the only one who could open locks, making it a good idea to always have one on your team. They seem to have the same monopoly going in DA:2. They are then further gifted with "awesome combat prowess" on par with the Warrior, so that rogues feel useful in combat. That leaves them with better combat & non-combat capabilities than other classes.
My question is, Is there any way to add more utility to the other two classes so that they can be on par with the rogue?
Modifié par Darkhour, 19 novembre 2010 - 01:05 .
Aermas wrote...
Again that is only useful in combat, I am talking about non-combat utility.
Aermas wrote...
My question is, Is there any way to add more utility to the other two classes so that they can be on par with the rogue?
Modifié par Archereon, 19 novembre 2010 - 01:37 .