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Bye-Bye Arcane Warrior


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#151
Schneidend

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Addai67 wrote...

Why people are so befuddled at the idea of a spellsword, I dunno.


People are more befuddled by how little it costs a Mage to be a successful Arcane Warrior. One specialization point and then one talent point is all it takes to make the arcane stat also cover melee damage/hit and stat requirements for heavy weapons and armor. No other class/specialization completely changes the mechanics of how their stats function for so low a price.

#152
Guest_BrotherWarth_*

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Schneidend wrote...

Addai67 wrote...

Why people are so befuddled at the idea of a spellsword, I dunno.


People are more befuddled by how little it costs a Mage to be a successful Arcane Warrior. One specialization point and then one talent point is all it takes to make the arcane stat also cover melee damage/hit and stat requirements for heavy weapons and armor. No other class/specialization completely changes the mechanics of how their stats function for so low a price.


Which is easily remedied by making only certain armors go off the magic stat instead of strength as opposed to an ability switching it on all armors.

#153
Addai

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Without some dexterity and with so little dedicated equipment, one point in AW does very little other than free you from the burden of looking goofy. You also get no weapon talents (without mods). So I don't really see the complaints about OPness. And as with all such complaints, if people really wanted a balanced build, they could make it so themselves by adjusting difficulty level or adjusting their build accordingly.  No one has a gun to their heads forcing them to max everything.

Modifié par Addai67, 21 décembre 2010 - 06:22 .


#154
Skadi_the_Evil_Elf

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BrotherWarth wrote...

Schneidend wrote...

Addai67 wrote...

Why people are so befuddled at the idea of a spellsword, I dunno.


People are more befuddled by how little it costs a Mage to be a successful Arcane Warrior. One specialization point and then one talent point is all it takes to make the arcane stat also cover melee damage/hit and stat requirements for heavy weapons and armor. No other class/specialization completely changes the mechanics of how their stats function for so low a price.


Which is easily remedied by making only certain armors go off the magic stat instead of strength as opposed to an ability switching it on all armors.



This. Making specific armors and weapons specially designed to be affected this way. Arcane Warrior specific items. there are other items specific to a class or specialization in origins, it would not be hard to implement.

#155
Sylvius the Mad

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Upsettingshorts wrote...

In this case though, I am wondering if he was making a purely out of character decision regarding aesthetics and the Arcane Warrior specialization - or if there was an incharacter explanation for pursuing a specialty only to wear something.

A bit of both.  I only found two of the specialisations useful (Blood Mage and Spirit Healer), so if I my mage happened to be one who wouldn't choose Blood Mage then the second specialisation became far less important.  The stat bonuses were pretty small, and Arcane Warrior had more spec-specific gear than Shapshifter did.

#156
SteveGarbage

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Well, I don't know what a Force Mage is but I'm excited to find out. Arcane Warrior was such a game-breaking spec anyway. I'm interested in more new stuff.

Yes, although there are definite tweaks they could make to the specialization, eh, to me a mage is all about launching spells. A mage wearing Massive Armor just never felt right to me.

#157
Doveberry

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Awh, I loved playing Arcane Warrior. Sad panda.

#158
TeaCokeProphet

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I'm more upset to see they've taken out shapeshifter. They could've made that better.

#159
matt654321

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Wishpig wrote...

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.


What a close-minded statement. If you like playing rogues in fantasy games because they're what you connect to, and suddenly you're forced to play a paladin or a wizard, you're going to associate less with that character. It's the same idea in this case.

And yeah, people wanting to chuck it completely because it was too good in the last game is a poorly thought out knee-jerk reaction. Designers rebalance and rework concepts all the time. Removing the entire concept because they got it wrong before is a cop-out.

Now, I'm not hating on bioware. I've bought most of their recent titles and have been playing their games for a long while. However, I do think I have to pass on this one because I can't make a character that I'd be invested in. I simply don't want to play a rogue, warrior, or backline caster. That's not the experience I want out of a fantasy game.

#160
WidowMaker9394

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Who were supposed to teach you the specialization anyways?

#161
JamieCOTC

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Force Mage?  Does this mean I get a light saber in ME2?  :o

#162
Maria Caliban

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WidowMaker9394 wrote...

Who were supposed to teach you the specialization anyways?


In the Elven ruins there was a phylactery with a spirit you could free. In exchange, it would teach you the specialization.

#163
Saberchic

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But doesn't it make sense that the Arcane Warrior and Shapeshifter specializations are gone? I mean, I thought those were not common abilities. One was from the phylactery as Maria already pointed out, but Morrigan has to teach you the other.

#164
Ziggeh

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matt654321 wrote...

And yeah, people wanting to chuck it completely because it was too good in the last game is a poorly thought out knee-jerk reaction. Designers rebalance and rework concepts all the time. Removing the entire concept because they got it wrong before is a cop-out.

Would you be less annoyed if the decision was made because they're making an effort to increase class distinction and increase cross class synergy?

They've removed whole weapon sets from the game, and that had little to do with relative power balance.

Modifié par ziggehunderslash, 22 décembre 2010 - 12:15 .


#165
MindRaven

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well, Force Mage sounds interesting. Sounds like a Jedi!!



hopefully, it will make up for the loss of AW and Battle Mage........ :(



who knows, maybe Force Mage will involve enhancing your melee combat prowess........

#166
Aermas

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Saberchic wrote...

But doesn't it make sense that the Arcane Warrior and Shapeshifter specializations are gone? I mean, I thought those were not common abilities. One was from the phylactery as Maria already pointed out, but Morrigan has to teach you the other.


Anything done once can be done again, it's not like that was the only phylactery & there could still be elven Arcane Warriors in the lands. Other shapeshifting apostates, changing shape in the Fade doesn't seem to be uncommon, so it could be said that other mages change shape whilst in the real world because they originally got the idea from the Fade

#167
Xewaka

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ziggehunderslash wrote...

matt654321 wrote...

And yeah, people wanting to chuck it completely because it was too good in the last game is a poorly thought out knee-jerk reaction. Designers rebalance and rework concepts all the time. Removing the entire concept because they got it wrong before is a cop-out.

Would you be less annoyed if the decision was made because they're making an effort to increase class distinction and increase cross class synergy?

They've removed whole weapon sets from the game, and that had little to do with relative power balance.


This. Warrior got its build option cut in half. And people are complaining because now, for their mage to wear heavy armor, they have to actually sacrifice something?

#168
Silent 1

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These are not the Apostates your looking for...

#169
WidowMaker9394

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Maria Caliban wrote...

WidowMaker9394 wrote...

Who were supposed to teach you the specialization anyways?


In the Elven ruins there was a phylactery with a spirit you could free. In exchange, it would teach you the specialization.


I meant in Dragon Age II. I've picked the specialization many times.

#170
matt654321

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Xewaka wrote...

ziggehunderslash wrote...

matt654321 wrote...

And yeah, people wanting to chuck it completely because it was too good in the last game is a poorly thought out knee-jerk reaction. Designers rebalance and rework concepts all the time. Removing the entire concept because they got it wrong before is a cop-out.

Would you be less annoyed if the decision was made because they're making an effort to increase class distinction and increase cross class synergy?

They've removed whole weapon sets from the game, and that had little to do with relative power balance.


This. Warrior got its build option cut in half. And people are complaining because now, for their mage to wear heavy armor, they have to actually sacrifice something?


No, people are complaining because now it makes absolutely no sense to do so, and they've returned nothing to keep the archetype viable.

In DA:O, there was hardly any difference between a dual-wielding warrior and a dual-wielding rogue, just the specializations really, and they weren't the crux of the build. The skill trees were exactly the same, and making them exclusive to a particular class makes sense because of how much overlap there was. Deleting an entire archetype is not the same, at all.

#171
Xewaka

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WidowMaker9394 wrote...

Maria Caliban wrote...

WidowMaker9394 wrote...
Who were supposed to teach you the specialization anyways?

In the Elven ruins there was a phylactery with a spirit you could free. In exchange, it would teach you the specialization.

I meant in Dragon Age II. I've picked the specialization many times.


Don't you know that mystical ancient elven ruins containing trapped souls of long forgotten elite specialist sect members are dime a dozen?

#172
Saberchic

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Aermas wrote...

Saberchic wrote...

But doesn't it make sense that the Arcane Warrior and Shapeshifter specializations are gone? I mean, I thought those were not common abilities. One was from the phylactery as Maria already pointed out, but Morrigan has to teach you the other.


Anything done once can be done again, it's not like that was the only phylactery & there could still be elven Arcane Warriors in the lands. Other shapeshifting apostates, changing shape in the Fade doesn't seem to be uncommon, so it could be said that other mages change shape whilst in the real world because they originally got the idea from the Fade

 Oh. Well, I guess I can see that. I just thought those abilites were supposed to be extremely rare. I guess they just wanted different specializations for Hawke then. :D

#173
Aermas

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Xewaka wrote...

ziggehunderslash wrote...

matt654321 wrote...

And yeah, people wanting to chuck it completely because it was too good in the last game is a poorly thought out knee-jerk reaction. Designers rebalance and rework concepts all the time. Removing the entire concept because they got it wrong before is a cop-out.

Would you be less annoyed if the decision was made because they're making an effort to increase class distinction and increase cross class synergy?

They've removed whole weapon sets from the game, and that had little to do with relative power balance.


This. Warrior got its build option cut in half. And people are complaining because now, for their mage to wear heavy armor, they have to actually sacrifice something?


Just because we're ticked off about one thing doesn't mean we aren't ticked off about other things.
I was thinking of starting a Thread about it but I like to keep my "dislike" threads to a minimum

#174
Xewaka

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matt654321 wrote...

No, people are complaining because now it makes absolutely no sense to do so, and they've returned nothing to keep the archetype viable.

In DA:O, there was hardly any difference between a dual-wielding warrior and a dual-wielding rogue, just the specializations really, and they weren't the crux of the build. The skill trees were exactly the same, and making them exclusive to a particular class makes sense because of how much overlap there was. Deleting an entire archetype is not the same, at all.


Armor is stat-dependant, not class dependant. Get enough strenght to carry armor and go to town.

Modifié par Xewaka, 22 décembre 2010 - 12:30 .


#175
matt654321

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The problem is that there's absolutely no reason to do so. You can always do stupid things, but it usually doesn't lead to a good play experience unless the developers do something to make it work out. And to pre-empt, that doesn't mean I'm asking for anything overpowered. I'd settle for an underpowered, mediocre specialization that makes it work, but instead: