Aermas wrote...
I edited the title as to narrow my point
The answer is 'none.' Warriors and mages get no unique non-combat utility.
Aermas wrote...
I edited the title as to narrow my point
Maria Caliban wrote...
Aermas wrote...
I edited the title as to narrow my point
The answer is 'none.' Warriors and mages get no unique non-combat utility.
Alrighty, I'll bite.Aermas wrote...
I edited the title as to narrow my point
Arrtis wrote...
Warriors need to be capable of picking up extra amount of loot.
SUch as mage adn rogues get 100 slots the warrior can pick up the pack mule skill to add 25 extra slots that is stackable for all warriors in the party.
Mages get easier traveling in dungeons.
THey can quickly run to an exit...so fast it is like teleporting.
ziggehunderslash wrote...
Alrighty, I'll bite.Aermas wrote...
I edited the title as to narrow my point
Why do you think they should have them? I don't see that not having them already is a reason. Or if it is, I want a rocket powered unicorn.
ziggehunderslash wrote...
I want a rocket powered unicorn.
Okay, maybe my question was badly worded: What is the problem with rogues having non combat utlity and others not?Aermas wrote...
ziggehunderslash wrote...
Alrighty, I'll bite.Aermas wrote...
I edited the title as to narrow my point
Why do you think they should have them? I don't see that not having them already is a reason. Or if it is, I want a rocket powered unicorn.
Pasted from page one
The thing is; Rogues used to suck in combat, they could fight but they didn't fight well, now there is a change in the perceptions of what a rogue does making them more & more combat related & less of a skill monkey. In DA2 they are making the rogue have on par fighting abilities as the other classes, albeit in a different role (single target DPS), but they continue to be more useful than any other class when outside of combat because of there lockpicking skills. In Origins it was more rewarding to play a rogue because you didn't have to worry about always having Leliana or Zevran in the party, & you could loot the origin levels of loot.
ziggehunderslash wrote...
Okay, maybe my question was badly worded: What is the problem with rogues having non combat utlity and others not?
Guest_----9-----_*
Aermas wrote...
In DA2 they are making the rogue have on par fighting abilities as the other classes, albeit in a different role (single target DPS), but they continue to be more useful than any other class when outside of combat because of there lockpicking skills.
----9----- wrote...
Aermas wrote...
In DA2 they are making the rogue have on par fighting abilities as the other classes, albeit in a different role (single target DPS), but they continue to be more useful than any other class when outside of combat because of there lockpicking skills.
Dual Weapon Sweep and Whirlwind is not limited to a single target. But I don't know if these will be available in DA 2.
One utility that might be added to a Mage would be to 'see' what's in a locked chest.
It's difficult to discuss adding new 'skills' or talents when we don't exactly know how BW has changed changed the skill/talent trees. Or if there will be a pool of skills generally available to all classes and how they work. In DA:O for example, I found that if you give a Warrior 4
levels of Trap Making, he/she still can place traps, but not spot nor disarm them - it still takes a Rogue; so it's a waste to put any points there (cunning seems to have no effect). If you find it useful, you only need one character with Survival. Any class can use the Poison set, which is sometimes useful for coating weapons with poisons or grenades, as it only takes 1.
From what the skill tree in DA 2 has been described, it sounds like you have better control over what you choose without having to select Flame Weapon to get Fireball. So you could have a basic, but limited skill for all classes, but perhaps only one class could further develop it. Like the lock problem. At it's lowest level, perhaps the Rogue could open some low level locks, the Mage could 'see' what's in it and the Warrior an option of breaking a low level lock.
Aermas wrote...
This is what we know.
The warrior's combat role is (AOE)
The Rogue's combat role is (High DPS)
They are fairly equal in combat effectiveness.
The warrior's non-combat role (nothing)
The Rogue's non-combat role (finding traps, opening chests, special quests)
Do you see the problem?
Aermas wrote...
ziggehunderslash wrote...
Okay, maybe my question was badly worded: What is the problem with rogues having non combat utlity and others not?
My problem is that for some reason they are just as combat effective as any other class, but they have the added bonus of restricted area's, XP, & quests. But the warrior gets nothing, why does the warrior always get nothing?
Eveangaline wrote...
Aermas wrote...
ziggehunderslash wrote...
Okay, maybe my question was badly worded: What is the problem with rogues having non combat utlity and others not?
My problem is that for some reason they are just as combat effective as any other class, but they have the added bonus of restricted area's, XP, & quests. But the warrior gets nothing, why does the warrior always get nothing?
They were combat effective, but not combat necesary. You need mages for healing, and warriors for tanks. But warriors could also dps, and mages could dps, meaning the one thing rogues can do in combat can be done just as well (actually better) by other classes. That's why they get out of combat utility. Because otherwise people would just do one tank with three mages cone of cold-ing everything into submission. Battle makes the other two classes needed. Out of combat stuff makes the rogues needed. It all balances out.
Modifié par Aermas, 19 novembre 2010 - 04:16 .