Bye-Bye Arcane Warrior
#76
Posté 21 décembre 2010 - 05:15
#77
Posté 21 décembre 2010 - 05:24
And to all you saying it's good that it was deleted because it was overpowered - that's ridiculous. They could have rebalanced it; rebalancing happens all the time in video game sequels. Instead, we just lost a major character archetype.
#78
Posté 21 décembre 2010 - 05:26
matt654321 wrote...
Eh, if I can't make my melee caster archetype, I don't think I can honestly get into this game. I just can't make a character I associate with.
And to all you saying it's good that it was deleted because it was overpowered - that's ridiculous. They could have rebalanced it; rebalancing happens all the time in video game sequels. Instead, we just lost a major character archetype.
You'd also have to fit it into the story.
How many ancient elven Memory crystals are lying around?
#79
Posté 21 décembre 2010 - 05:38
matt654321 wrote...
Eh, if I can't make my melee caster archetype, I don't think I can honestly get into this game. I just can't make a character I associate with.
And to all you saying it's good that it was deleted because it was overpowered - that's ridiculous. They could have rebalanced it; rebalancing happens all the time in video game sequels. Instead, we just lost a major character archetype.
If my feeling is correct we still should be able to create a similar type character we just won't get the AW specific spells.
#80
Posté 21 décembre 2010 - 05:39
#81
Posté 21 décembre 2010 - 05:42
#82
Posté 21 décembre 2010 - 05:45
As I understand it, armour has no class limits, just strength ones. And mages start cracking stuff with the old wizard stick if things get close. So, assuming I'm not mistaken (which is a shakey gaurantee at best) you can pretty much do all the same things, you'd just be fairly bad at them due to overinvestment in unrelated stats.matt654321 wrote...
And to all you saying it's good that it was deleted because it was overpowered - that's ridiculous. They could have rebalanced it; rebalancing happens all the time in video game sequels. Instead, we just lost a major character archetype.
#83
Guest_Puddi III_*
Posté 21 décembre 2010 - 05:53
Guest_Puddi III_*
Modifié par filaminstrel, 21 décembre 2010 - 05:54 .
#84
Posté 21 décembre 2010 - 05:59
Sure, it's always possible to take a class in the exact opposite direction that it's supposed to go, but that's not nearly as enjoyable as the developers giving the nod to an archetype and throwing you a bone to make it playable and enjoyable.
I was pretty open minded about the rest of the changes. I don't think that two weapon warriors is a major loss, as a rogue build can end up being mostly the same thing (and was mostly the same in DA:O), and a similar argument could be made for most of the other cuts. But removing this specialization without giving anything remotely like it to replace it removes a giant archetype that I know I'm not alone in wanting to play. I think the disconnect that this causes between me and my character is enough that I can't reasonably see myself getting as into the game as i did the first one, so I think I'll pass on it.
#85
Posté 21 décembre 2010 - 06:02
#86
Posté 21 décembre 2010 - 06:02
It would enable the character to wear armour.filaminstrel wrote...
I believe Peter Thomas said staves do the same damage in melee as they do at range, indicating it's still Magic-based rather than Strength-based, though I may be wrong about that. If that's true, pumping STR would be particularly useless.
#87
Posté 21 décembre 2010 - 06:09
Modifié par ravirrk, 21 décembre 2010 - 06:10 .
#88
Posté 21 décembre 2010 - 06:15
#89
Posté 21 décembre 2010 - 06:15
I had mana clash. There were no enemy spellcasters.Amyntas wrote...
The Templar specialization should go as well. Arcane Warriors and Templars were probably the most overpowered specializations in Origins. You could basically laugh at enemy spellcasters.
#90
Posté 21 décembre 2010 - 06:24
Amyntas wrote...
The Templar specialization should go as well. Arcane Warriors and Templars were probably the most overpowered specializations in Origins. You could basically laugh at enemy spellcasters.
You could basically laugh ONLY at enemy spellcasters
#91
Posté 21 décembre 2010 - 06:46
ziggehunderslash wrote...
I had mana clash. There were no enemy spellcasters.Amyntas wrote...
The Templar specialization should go as well. Arcane Warriors and Templars were probably the most overpowered specializations in Origins. You could basically laugh at enemy spellcasters.
Very true. If they bring that spell back it should have a casting charge-up time. Then enemies could use it too and you would have to be aware of when they're about to clash you and start wailing on them immediately to interupt.
Edit-and when you use clash it generates a ton of threat
Modifié par Spartansfan8888, 21 décembre 2010 - 06:47 .
#92
Guest_Puddi III_*
Posté 21 décembre 2010 - 06:49
Guest_Puddi III_*
Morroian wrote...
It would enable the character to wear armour.filaminstrel wrote...
I believe Peter Thomas said staves do the same damage in melee as they do at range, indicating it's still Magic-based rather than Strength-based, though I may be wrong about that. If that's true, pumping STR would be particularly useless.
More useless than if it did that in addition to making the character better at melee, I mean.
#93
Posté 21 décembre 2010 - 06:53
matt654321 wrote...
Eh, if I can't make my melee caster archetype, I don't think I can honestly get into this game. I just can't make a character I associate with.
And to all you saying it's good that it was deleted because it was overpowered - that's ridiculous. They could have rebalanced it; rebalancing happens all the time in video game sequels. Instead, we just lost a major character archetype.
Lol... if you can't make a melee caster archetype you can't make a character you can associate with!?!? Now thats a new one. You're a melee caster in real life? Cause thats the only way I see that making sense...
That said, Arcane Warrior was a pretty crappy class. Yeah it was uber strong, but it was really freaking boreing and it was a pretty clumsy class... some spells requiring weapon put away and what not... seemingly in no real pattern. You just kind of couldn't do it.
And it put the warrior class to shame.
But, the melee caster archetype is an important archetype that I hope is represented somehow, just in a better fashion.
Modifié par Wishpig, 21 décembre 2010 - 06:56 .
#94
Posté 21 décembre 2010 - 07:36
I mean.......it does sound very jedi-ish..........
so, if it means blasting through the field with bad** Telekinetic-based spells, mind controlling with Telepathy, etc., well I'd be less sad over the loss of AW and Battle Mage.
plus, there's still the off chance that Force Mage could indeed involve enhancing your melee skills with the "force".................lol
#95
Posté 21 décembre 2010 - 07:39
Since people say I'm negative about everything, I feel the need to point this out.
#96
Posté 21 décembre 2010 - 07:45
Sylvius the Mad wrote...
I had no interest in the Arcane Warrior (I only chose it once to gain access to a specific garment I liked), so I have no objection.
Since people say I'm negative about everything, I feel the need to point this out.
They'll find a way to make you feel miserable about it, somehow.
#97
Posté 21 décembre 2010 - 07:47
Sylvius the Mad wrote...
Since people say I'm negative about everything, I feel the need to point this out.
Who said that? You are not negative about everything. There are specific things you dislike about the game, but that seems to describe about half the people who post on any subject. Whenever something you like is mentioned, you are positive about it.
#98
Posté 21 décembre 2010 - 07:49
#99
Guest_BrotherWarth_*
Posté 21 décembre 2010 - 08:00
Guest_BrotherWarth_*
#100
Posté 21 décembre 2010 - 08:14
BrotherWarth wrote...
Why are so many people acting like they were forced to be an Arcane Warrior? There were 4 specs in Origins and 6 in Awakening. You had other options.
I'm not complaining. I'm rejoicing.





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