Aermas wrote...
Apollo Starflare wrote...
Rogue: security specialist, single target DPS, ranged single target DPS (3)
Warrior: Tanking, melee aoe, heavy armor, agro management, some buffing (5)
Mage: Healing, buffs, ranged aoe damage, debuffing, ranged single target dps (maybe), crowd control (6)
Even if you add stealth and traps to rogue it only equals the warrior there. And you really can't include trapfinding as it is part of the same skill, unless they have changed it for DA2 which we have no idea about. Magi have loads though, especially if the specialisations are anything like Origins. You could maybe argue a rogue is more of an evasion specialist than the warrior, but as pointed out above Magi are potentially the best there too.
Anyway Ejoslin speaks the most sense. ^^^
Tanking & buffs goes to the "Heavy Armor" aspect of a Warrior so eliminate that also eliminate agro control as it is need to do the AOE damage. (2)
Healing, Buffs & Debuffs are all the same thing, Force Multipliers, keep Ranged AOE, & they have no Single Target DPS, you can keep "Crowd Control" (3)
Rogues aren't "Security Specialist" in DA, they Open Locks. They can see Traps long before anyone else, they have Evasion abilities so they do not have to rely on Heavy Armor. they have Single Target DPS, & Ranged Versatility. (4)
Tanking I can understand, but not agree with. A melee aoe warrior can also benefit from 'heavy armor' and he isn't tanking. Plus the ability to wear heavy armor can benefit in ways above and beyond tanking and damage mitigation. Lumping 'buffs' in with heavy armor makes absolutely no sense, buffing the party has nothing to do with tanking or armor, it wouldn't be given to the tank in most MMO's as far as I've been able to gather. Also you can't arbitarily decide what counts and what doesn't based on your own rules, agro control most certainly does count and can play an important role in certain parties and playstyles. It isn't just connected to aoe damage.
Healing, buffing and debuffing are not all the same thing. You seem intent on dragging this down to similar 'balancing' as seen on almost all MMO forums, and in any of those games the three are very distinct - they are not guaranteed to come together hand in hand. Am I allowed to keep crowd control? Jee whizz thanks sir, that's mighty generous of you! Magi in Origins can build up a good amount of single target DPS actually, it's hardly far apart from Archery and I counted that under rogues.
Rogues are 'device' masters, the tree isn't called lockpicking it's called 'deft hands' and included trap disarming because the skill is wider than just picking locks. With that said I did put in my original post that you could arguably include 'trap disarming' as well, and I noted that doing so would only bring it up to the same amount (or less) than warriors and magi. Evasion isn't a replacement for heavy armor, and as others keep pointing out it is available to other classes as well, in the case of the mage in an even better form.
This really is a nothing argument. You want warriors to have a non-combat utility, but you also want extreme game balance? I suggested some ways in which non-combat utilities have been given to warriors and magi in the past, you could hardly call such methods game balancing. Not everything has to be about 'balance', some things just
are. At least, in a single player game. Really the only balanced way of handling this would be for them to design Mage and Warrior versions of 'locks' - giving each class a unique thing they can open. You would still miss stuff if you don't bring a rogue with you, but you would benefit in other material ways. Rogue's aren't some uber class brilliant at many more things than the other just because one of the ways they are unique provides loot.
Some would argue however that warriors and magi already get enough class perks in combat that they don't need a way to gain extra loot as well. After that the whole thing just goes in circles.