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Warrior & Mage NON-COMBAT Utility


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#176
nightcobra

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Aermas wrote...

ROGUES ARE BETTER IN COMBAT NOW!, In DA2 they will become more combat effiectient! YOU DO NOT NEED TO ADD MORE TO THE ROGUE class! We do need to add reasons for the warrior class to be useful beyond knocking heads


i understand where you're coming from but capslock isn't a good way to make an argument convincing.
i'm fine for adding a trap/saboteur role for rogues in combat, i almost never got to use traps in origins so that could be an improvement in itself.

even more so if it ables something similar to my proposition coming to fruition:innocent:

Modifié par nightcobra8928, 21 novembre 2010 - 02:03 .


#177
Xewaka

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Aermas wrote...

ROGUES ARE BETTER IN COMBAT NOW!, In DA2 they will become more combat effiectient! YOU DO NOT NEED TO ADD MORE TO THE ROGUE class! We do need to add reasons for the warrior class to be useful beyond knocking heads


Again, I'm not considering relative combat effectiveness. I am considering raw number of available roles.

Give a secondary combat role to rogues and I have no problem with a noncombat role for mages and warriors.

Modifié par Xewaka, 21 novembre 2010 - 02:21 .


#178
Eveangaline

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Aermas wrote...
ROGUES ARE BETTER IN COMBAT NOW!, In DA2 they will become more combat effiectient! YOU DO NOT NEED TO ADD MORE TO THE ROGUE class! We do need to add reasons for the warrior class to be useful beyond knocking heads


But they still can't heal or tank, while the other two classes (especially mage) can probably dps. Meaning again, if it wasn't for the out of combat things, people could just go completely rogueless all the time. But the healer/tank thing means they can't go warrior or mage-less.

I don't see any reason to add more to classes that are already necessities. Knocking heads is useful, and fits a warrior.

#179
Apollo Starflare

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Aermas wrote...

ROGUES ARE BETTER IN COMBAT NOW!, In DA2 they will become more combat effiectient! YOU DO NOT NEED TO ADD MORE TO THE ROGUE class! We do need to add reasons for the warrior class to be useful beyond knocking heads


Dude, rogues weren't given lockpicking exclusivity because they sucked in combat or something, and their role in combat is even more limited in DA2 than in DAO from what we can tell (less aoe in melee, same in Archery, not designed around agro control).

And whether warriors (and Magi they are surely in the same boat?) actually need anything 'beyond knocking heads' (discounting the fact they already do more than that anyway) is debatable. Sure some players who primarily play as and with warrior/mage characters would like a non-combat utility (people always want moar by default) it doesn't mean they are automatically entitlted to it.

The DA2 team has obviously opted not to go down the 'bash' locks route for lockpicking and presumably creating a 'warrior lock' and 'mage lock' would have taken extra time to develop opposed to the standard 'locked and unlocked' types (although I actually quite liked nightcobra's idea in regards to multi-locks). Standard 'lockpicking' I think is best left as a rogue skill, but the odd magical barrier or bashable 'debris' or something would be a fair enough compromise and further encourage replay if some decent loot was involved (and thus missed on some playthroughs).

Which leaves you with cutting up what are currently 'skills' and placing them in certain classes talent trees (say an 'alchemy' tree for magi, and a 'traps and survival' tree for Warriors). This is a far from unheard of method of giving each class it's own utility skill but is it really required in Dragon Age? Making skills even more restricted depending on your choice of class? I actually wouldn't mind too much, it would encourage me to try skills I wouldn't normally use.

#180
Aermas

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Apollo Starflare wrote...

Aermas wrote...

ROGUES ARE BETTER IN COMBAT NOW!, In DA2 they will become more combat effiectient! YOU DO NOT NEED TO ADD MORE TO THE ROGUE class! We do need to add reasons for the warrior class to be useful beyond knocking heads


Dude, rogues weren't given lockpicking exclusivity because they sucked in combat or something, and their role in combat is even more limited in DA2 than in DAO from what we can tell (less aoe in melee, same in Archery, not designed around agro control).

And whether warriors (and Magi they are surely in the same boat?) actually need anything 'beyond knocking heads' (discounting the fact they already do more than that anyway) is debatable. Sure some players who primarily play as and with warrior/mage characters would like a non-combat utility (people always want moar by default) it doesn't mean they are automatically entitlted to it.

The DA2 team has obviously opted not to go down the 'bash' locks route for lockpicking and presumably creating a 'warrior lock' and 'mage lock' would have taken extra time to develop opposed to the standard 'locked and unlocked' types (although I actually quite liked nightcobra's idea in regards to multi-locks). Standard 'lockpicking' I think is best left as a rogue skill, but the odd magical barrier or bashable 'debris' or something would be a fair enough compromise and further encourage replay if some decent loot was involved (and thus missed on some playthroughs).

Which leaves you with cutting up what are currently 'skills' and placing them in certain classes talent trees (say an 'alchemy' tree for magi, and a 'traps and survival' tree for Warriors). This is a far from unheard of method of giving each class it's own utility skill but is it really required in Dragon Age? Making skills even more restricted depending on your choice of class? I actually wouldn't mind too much, it would encourage me to try skills I wouldn't normally use.


I would rather like to avoid having redundant abilities such as warrior/mage opening locks, I would like to have more mage only Fade journeys, & a open stuck door/ move heavy thing use for warriors.

Lets count Rogues uses, Trapfinder, Single Target DPS, Evasion, Lockpicker, Stealth
Lets count Warrior uses, Melee AOE, Heavy Armor
Lets count Mage uses, AOE, Buffs/Healing

Rogue 5
Warrior 2
Mage 2
See what I mean? Warriors get jack.

Modifié par Aermas, 21 novembre 2010 - 04:50 .


#181
Aermas

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#182
Xewaka

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Aermas wrote...

I would rather like to avoid having redundant abilities such as warrior/mage opening locks, I would like to have more mage only Fade journeys, & a open stuck door/ move heavy thing use for warriors.

Lets count Rogues uses, Trapfinder, Single Target DPS, Evasion, Lockpicker, Stealth
Lets count Warrior uses, Melee AOE, Heavy Armor
Lets count Mage uses, AOE, Buffs/Healing

Rogue 5
Warrior 2
Mage 2
See what I mean? Warriors get jack.


Trapfinding and lockpicking are part of the same skillset, security bypass. If you count evasion, then count it for all three classes, for Shield Warrior and Barrier Mage do it as well (and mage is better than either). Stealth is part of the single target DPS role, to allow better maneuverability.
So, including evasion, that's 3 for each.
It's still balanced.
Again, I am not against Warriors and Magi gaining additional off-combat skills. I'm against adding them without giving the rogue more combat utility to compensate, which seems to be what people wants.

Modifié par Xewaka, 21 novembre 2010 - 04:54 .


#183
Apollo Starflare

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I actually agree that 'trapfinding' shouldn't be exclusive to rogues though. It should be upgraded as you increase your skill in trapping in general. I wonder if they made that change (presuming traps are still in the game) seeing as lockpicking is an innate rogue ability upgraded by cunning now and not talents?



But yeah I wouldn't count evasion as rogue exclusive, and the stealth skill is hardly a non-combat utility in practise. Not to mention you missed agro management off Warriors, and some buffs. And tanking? Unless you count heavy armor as tanking.

#184
Aermas

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Xewaka wrote...

Aermas wrote...

I would rather like to avoid having redundant abilities such as warrior/mage opening locks, I would like to have more mage only Fade journeys, & a open stuck door/ move heavy thing use for warriors.

Lets count Rogues uses, Trapfinder, Single Target DPS, Evasion, Lockpicker, Stealth
Lets count Warrior uses, Melee AOE, Heavy Armor
Lets count Mage uses, AOE, Buffs/Healing

Rogue 5
Warrior 2
Mage 2
See what I mean? Warriors get jack.


Trapfinding and lockpicking are part of the same skillset, security bypass. If you count evasion, then count it for all three classes, for Shield Warrior and Barrier Mage do it as well (and mage is better than either). Stealth is part of the single target DPS role, to allow better maneuverability.
So, including evasion, that's 3 for each.
It's still balanced.
Again, I am not against Warriors and Magi gaining additional off-combat skills. I'm against adding them without giving the rogue more combat utility to compensate, which seems to be what people wants.


Stealth does not equal damage.
I already assigned buffs as a thing for Mages/this includes barriers
Trapfinding is not the same as Lockpick as they work off of separate mechanics
Shield Warrior is an Damage & Heavy armor, not Evasion, & not a separate mechanic

#185
ejoslin

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I still am not getting what the issue is here. This is a single player game, not an mmo. Warriors don't go sitting lfg for hours while rogues are picked again and again for their additional utility. class balance is important in MMOs, but not in single player games.

You don't have to take a rogue with you for combat if you don't want, though if you want the chests you'll need to come back with one. Most effective group is probably warrior/mage/mage/mage and you come back later to pick locks.  And the reason warrior is better than rogue in this instance is for the taunt and threaten abilities to keep mobs bunched together (just raise up your warrior's resists very very high).

A balanced party in DAO is warrior/mage/rogue +1. They all have strengths and weaknesses.

There are no quests that are rogue only. you can get the Slim Cauldry quests as long as you have a point in stealing. I would hate it in a game if I HAD to bring the balanced party to complete quests or whatever, if I needed to spend points on a "unlock magical barrier" spell for mages, and points for 'destroy door" for warrior. I wasn't crazy about having to put points into the lockpick talent for rogues instead of combat based talents, but you know, it was a tradeoff.

Edit: For the slim cauldry quests, i guess you do need a rogue to do them, but you don't have to be a rogue.  I suppose if you want the ability to kill off both Leliana and Zevran and not be a rogue, then there is a little content you'll miss.

Modifié par ejoslin, 21 novembre 2010 - 05:09 .


#186
Apollo Starflare

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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. ^^^

#187
Aermas

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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)

Modifié par Aermas, 21 novembre 2010 - 05:18 .


#188
Eveangaline

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Aermas wrote...

Apollo Starflare wrote...

Aermas wrote...

ROGUES ARE BETTER IN COMBAT NOW!, In DA2 they will become more combat effiectient! YOU DO NOT NEED TO ADD MORE TO THE ROGUE class! We do need to add reasons for the warrior class to be useful beyond knocking heads


Dude, rogues weren't given lockpicking exclusivity because they sucked in combat or something, and their role in combat is even more limited in DA2 than in DAO from what we can tell (less aoe in melee, same in Archery, not designed around agro control).

And whether warriors (and Magi they are surely in the same boat?) actually need anything 'beyond knocking heads' (discounting the fact they already do more than that anyway) is debatable. Sure some players who primarily play as and with warrior/mage characters would like a non-combat utility (people always want moar by default) it doesn't mean they are automatically entitlted to it.

The DA2 team has obviously opted not to go down the 'bash' locks route for lockpicking and presumably creating a 'warrior lock' and 'mage lock' would have taken extra time to develop opposed to the standard 'locked and unlocked' types (although I actually quite liked nightcobra's idea in regards to multi-locks). Standard 'lockpicking' I think is best left as a rogue skill, but the odd magical barrier or bashable 'debris' or something would be a fair enough compromise and further encourage replay if some decent loot was involved (and thus missed on some playthroughs).

Which leaves you with cutting up what are currently 'skills' and placing them in certain classes talent trees (say an 'alchemy' tree for magi, and a 'traps and survival' tree for Warriors). This is a far from unheard of method of giving each class it's own utility skill but is it really required in Dragon Age? Making skills even more restricted depending on your choice of class? I actually wouldn't mind too much, it would encourage me to try skills I wouldn't normally use.


I would rather like to avoid having redundant abilities such as warrior/mage opening locks, I would like to have more mage only Fade journeys, & a open stuck door/ move heavy thing use for warriors.

Lets count Rogues uses, Trapfinder, Single Target DPS, Evasion, Lockpicker, Stealth
Lets count Warrior uses, Melee AOE, Heavy Armor
Lets count Mage uses, AOE, Buffs/Healing

Rogue 5
Warrior 2
Mage 2
See what I mean? Warriors get jack.


You count evasion as a use but not aggro control? Seriously, the ability to grab agro makes warriors PRETTY FREAKING IMPORTANT. The fact that they can keep the enemies off the squishy dudes makes them fight necesary. And mages with the right spec can even tank as well, that's one more for each of them.

Also why do you count single target dps only for rogues, warriors and mages can both dish that out as well. And I like how you combined buffs with healing to lower the mages use count even tho they should count as seperate considering how useful they individually are.

#189
ejoslin

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Evasion is a worthless skill -- high dex is far more worthwhile. But again, what difference does it make? All class types are useful in DAO -- there's no reason to leave any of them, and reasons to take duplicates. As I said earlier, the most effective party is warrior/mage/mage/mage then you come back later with a rogue to pick the locks you couldn't during the mass destruction.



All the classes have a role, and all do them quite well. And you have access to all of them. I honestly do not get why this is an issue in a single player game. I'm glad that all classes are very useful and contribute something unique to the party.

#190
Aldandil

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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)

You're going to have to set up some standards for what qualifies as a function, because this looks pretty arbitrary. Maybe if I understood what criteria you had for each I could have an opinion on the different functions. In my book, however, AOE damage, Aggro management and damage reduction are different things.

Edit: Damned English and its Subject-verb congruation...

Modifié par Aldandil, 21 novembre 2010 - 05:48 .


#191
Aermas

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Eveangaline wrote...

Aermas wrote...

Apollo Starflare wrote...

Aermas wrote...

ROGUES ARE BETTER IN COMBAT NOW!, In DA2 they will become more combat effiectient! YOU DO NOT NEED TO ADD MORE TO THE ROGUE class! We do need to add reasons for the warrior class to be useful beyond knocking heads


Dude, rogues weren't given lockpicking exclusivity because they sucked in combat or something, and their role in combat is even more limited in DA2 than in DAO from what we can tell (less aoe in melee, same in Archery, not designed around agro control).

And whether warriors (and Magi they are surely in the same boat?) actually need anything 'beyond knocking heads' (discounting the fact they already do more than that anyway) is debatable. Sure some players who primarily play as and with warrior/mage characters would like a non-combat utility (people always want moar by default) it doesn't mean they are automatically entitlted to it.

The DA2 team has obviously opted not to go down the 'bash' locks route for lockpicking and presumably creating a 'warrior lock' and 'mage lock' would have taken extra time to develop opposed to the standard 'locked and unlocked' types (although I actually quite liked nightcobra's idea in regards to multi-locks). Standard 'lockpicking' I think is best left as a rogue skill, but the odd magical barrier or bashable 'debris' or something would be a fair enough compromise and further encourage replay if some decent loot was involved (and thus missed on some playthroughs).

Which leaves you with cutting up what are currently 'skills' and placing them in certain classes talent trees (say an 'alchemy' tree for magi, and a 'traps and survival' tree for Warriors). This is a far from unheard of method of giving each class it's own utility skill but is it really required in Dragon Age? Making skills even more restricted depending on your choice of class? I actually wouldn't mind too much, it would encourage me to try skills I wouldn't normally use.


I would rather like to avoid having redundant abilities such as warrior/mage opening locks, I would like to have more mage only Fade journeys, & a open stuck door/ move heavy thing use for warriors.

Lets count Rogues uses, Trapfinder, Single Target DPS, Evasion, Lockpicker, Stealth
Lets count Warrior uses, Melee AOE, Heavy Armor
Lets count Mage uses, AOE, Buffs/Healing

Rogue 5
Warrior 2
Mage 2
See what I mean? Warriors get jack.


You count evasion as a use but not aggro control? Seriously, the ability to grab agro makes warriors PRETTY FREAKING IMPORTANT. The fact that they can keep the enemies off the squishy dudes makes them fight necesary. And mages with the right spec can even tank as well, that's one more for each of them.

Also why do you count single target dps only for rogues, warriors and mages can both dish that out as well. And I like how you combined buffs with healing to lower the mages use count even tho they should count as seperate considering how useful they individually are.


I don't separate it because that is a part of them having Heavy Armor (read as Tanking), & Warriors in DA2 do not play the role of Single Target DPS. Have you not seen/heard any of the info about it?

#192
Zamboli

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In my DA game it was

Mages for AoE damage and healing (2)

Warriors for Damage per second (1)

Rogues for locks, traps and damage per second (3)



Screw tanking...



And I understand that others have different play styles this is just mine.

#193
Apollo Starflare

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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.

#194
Amfortas

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I'll always welcome non-combat abilities for any class, it makes leveling up more interesting. Do you want to be a good fighter or a resourceful character?

I'm talking about different abilities for each class, not lockpicking for everyone, I like the one someone mentioned about mages entering the fade. That would introduce some penalties for non balanced parties as well, which I think is great (as you can see I don't care about class balancing or being able to complete the 100% of the game).

By the way, this reminds me of the coertion skill, which for the above reason I think was a mistake, there should have been a charisma attribute, so that you have to sacrifice your strength or magic in order to be persuasive.

#195
Aermas

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Apollo Starflare wrote...

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.


I'm not really gunning for perfect game balance, I just want "nifty" abilities for Warriors & Mages so that they don't feel like such battle only characters. Someone else brought up class perfect class balance, & so I was equating everything down to show them that is is currently unbalances & favors the rogue.

By the way when I say "Heavy Armor" I mean that they have self buffs & tanking abilities, I just hate to call it tanking.
& the reason I think the Rogue is "some uber class" is because they can fight well & they have more non-combat abilities like Trapfinding, & Lockpick, & rewards in general, like XP, Gold, Items, Quests...

#196
Apollo Starflare

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Fair enough, sorry if I came off rude at all! Just seemed a little at odds to each other in some ways.



re: heavy armor: Hmm okay, I was partly referring to the party buffs they get from champion spec anyway but seeing as that isn't base to their class it was a little off. If we start to throw spec-only bonuses in Magi get even more rediculous.



I still wouldn't consider the rogue class 'uber' though, the benefits from lockpicking and trap finding aren't enough to make them more essential than the others in my opinion. I've seen many comments on how the rogue class seemed the least powerful/least used etc. both here and elsewhere so always assumed it was the dominant view.



Going back to a previous (no doubt, monster) post of mine I did bring up other nifty things warriors and magi could have, and I'm actually more or less in favour of giving them something. While my example of giving alchemy (including herbalism and poisonmaking) to Magi would be contentiuous for many, I quite like the idea of giving Warriors a 'traps and survival' skill which includes: trap making, finding, and enemy detection (with similar bonses to the DAO survival skill).



Giving those two abilities to the two classes in question just makes the most sense to me, with rogue's keeping lock picking and gaining pick pocketing as a unique skill.

#197
nightcobra

nightcobra
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Apollo Starflare wrote...

 (although I actually quite liked nightcobra's idea in regards to multi-locks)


thanks[smilie]http://social.bioware.com/images/forum/emoticons/wizard.png[/smilie], well we don't know much about level design so there is a slight probability of somethig similar in the works but the jury is still out on that one, if not in this game maybe somewhere down the series.

#198
Akizzle77

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well if u go to be a healer mage, u arent really combat effecient, but setting them as a spirit healer and arcane warrior allows u to be a paladin as most kno and using the spellweaver sword and the fade sheild u are pretty resistant to magic, as well as being able to defend urself needbe but ur mostly healing ur allies as they go in, playing on hard is very hard to do this on, lvling up healing w/o any attack spells besides like mind blast.... almost too hard, but worth it the hall. Swallow your pride and allow loghain to take the final blow to the acrhdemon sparing your character, and move him to origins and give anders freedom or the templars