Yeah I have lelianna ready with arrow of slaying for them heh. Even then, spell shield from my mage too should I need it.
Really shouldnt use chainlightning as an example, tho, its sort of... crap.
May try out Alistair as a duel wield tank instead tho tbh, shields dont really do much to stop damage anyway.
Constitution useless outside of tanks?
Débuté par
Jacks-Up
, oct. 27 2009 10:04
#51
Posté 26 février 2010 - 07:20
#52
Posté 26 février 2010 - 07:23
Mlai00 wrote...
Fireballs and chain lightnings WILL hit you no matter how much dex you have, fyi.
If you get hit by chain lightening you deserve whatever you get. Again, you trade off a fireball here and there for the endless waves of swords and arrows that are the real threat to your existence.
Mages kill mages, warriors keep things away from mages so they can do that.
#53
Posté 26 février 2010 - 07:57
knight commanders armour + spellward = lulz spellz
#54
Posté 26 février 2010 - 08:00
This has already been posted, but constitution is a must-have for blood mages, as it gives them a bigger pool to cast from.
#55
Posté 26 février 2010 - 08:42
Nighteye2 wrote...
On Easy, maybe. But any difficulty setting above that, the AI isn't stupid.
Also, you can get attacked from behind, too. You really need to survive more than 2 hits.
Actually, the AI on any setting including nightmare is pretty dumb.
#56
Posté 27 août 2010 - 12:59
what couldnt been better, you can always find something how to beet AI :"), hopefully it wont change even in the future
#57
Guest_Xezmeraude_*
Posté 13 septembre 2010 - 05:34
Guest_Xezmeraude_*
I thought I would put my two cents in about the attributes of this games style. When I read and researched alot of blogs people posted, I have the thought alot of games like Dragon Age, Mass Effect, Baldur's Gate, Knights of the Old Republic, World of Warcraft and any other RPG out there I find no game has lived logically to how attributes should TRULY be based by. Now I know every game has its "LORE" of basing things by. Take Everquest for example. Play a Barbarian in the PS2 version, you had to focus on your two main stats to get health and mana and build your other relitive stats by. A really pathetic way to make stats based on. Now every other RPG i notcied never made stats the way they were "INTENDED" to be based on.
Strength: Strentgh is the basis of how strong you are by a matter of force and power and what you can wear. Strength isnt anything related to physical resistance or endurance which I find for dragon age and alot of other RPGs strength shouldnt up that ever at all. It should and always be how strong and how much damage you can do and being able to wear the heaviest armor possible. Strength doesnt measure endurance or resistance nor should it ever focus on such a relation.
Dexterity/agility: The most confusing of all attributes in any RPG game yet the most complex stat to perfect. This is why I find it to be complex and confusing in a slight way. It does perform what its intended to do. But what boggles me about it is why and at any rate WHY should dexterity up defense which is a basis of your endurance to take hits WHEN YOU GET HIT!!! This doesnt relate to dodging and avoiding attacks. There is no logical defense in that. You avoid a hit therefore why need a defense base to something that will not hit you. I will get to where defense should truly be based on. Dexterity is based on how nimble and flexible a person is. Not how enduring you are. That is the ONLY thing I dont get why dexterity shouldnt be based on upping defense or AC like in Baldur's Gate games or any RPG whatsoever. Think reality. Why need defense to an attack that will not hit you? You are too nimble to hit. Once in a while you will get hit but thats the tradeoff. If you trip or stumble in your nimble flexable acrobatic dances and get hit.... you are gonna get hurt cause you dont have the armor of such caliber to ENDURE it. Heavier the armor, the less nimble you become. Hence why studded and leathers are a nimble classes armors of choice. Theres no endurance in such gear. (Understand where i am getting at people?) Sounds like a misunderstanding that was put in the wrong attribute in games.
Constitution/stamina: The ENDURING stat. The stat that was intended for all RPGs to follow by for tanking purposes. (The seldom flamking dps could add a few just for flanking jobs like for warriors or the frequent rogue/assassin. anyone who is up front to hit and run) The stat roughly only a tank needs cause other classes just dont base off of high hit points. Hence their tradeoff is powerful spells and high damage where a tank is the opposite. Less damage for high hit points and defense to endure and absorb the mightiest physical blow or attack possible. Thats why metal is more suspectable to magics and such. think lightning storms. Tanks are a lightning rod. hence why tanks are weak against magics. thats the tradeoff there. we only endure physical matters. not magical. Constitution should be based on defense and hitpoints and physical resistance. nothing more or less.
I say this is something all developers and as well as Bioware and maybe companies like Blizzard Squarenix and any hardcore RPG makers should implenemt into their games for more balancing and more realistic/logical stat allocations. Think about it when making games. Understand what the attributes REALLY should focus on to balance things out more reliably. If games used such a basis on the stats im sure games will function more tenderly. this is just my opinions and im not expecting anyone to flame about it. I just think games and developers should start understanding to help stop all this imbalancing and stat uselessness. If you are gonna put such stats in a game. Make them live by their true natures. Dont add something another stat doesnt relate or focus on. I just think developers need to understand the functionality of what classes use what stats for their related purpose.
Like for a tank. Paladins, Fighter tanks, (true fact. arcane warriors werent meant to be tanks. theyre the "SUBSITUTE" you use on elemental monsters where the physical tank is weak at. hence the mage tank who has the high magic resists) they should have high con and low str but enough to wear the most defensive armor possible. believe it or not. TANKS NEVER NEED DEXTERITY EVER!!!! you are in heavy frickin armor. theres no nimbleness in that. its too encumbersome to move in like that. simple as that. read up on full plate mail knights in medieval times. they had a hard time avoiding attacks but they could withstand so many forceful attacks before falling in battle which is why alot of armies filled their upfront ranks with them. Champions for the win. reaver should NEVER have the threat and taunt ability. thats a champion attribute. change that for superiority cause a reaver sounds superior. they are manaces with an intimidating appearance. champions are just strong warriors who trained hard to motivate their troops and lead in the battlefield and keep the weaker guys from getting killed. thats their tradeoff.
Rogues bards and archers etc. archers never and shouldnt ever have been a warrior based class in dragon age. theyre more a rogue type class. these are classes that need decent strength. but their potential lies in very high dexterity. the ability to land attacks. theyre meant to backstab and get the killing blow. they dont endure anything at all which is why theyre so nimble and acrobatic. thats their tradeoff.
mages are the bane of any group. weaker than the rogues and such but they do even more massive damage than those classes can combined. thats their tradeoff
healers are just like a mage but heals. robed healers like priests trade off defense to do massive heals. for clerics. they are more of a warrior who trained in healing and believe it or not. technically they dont wear plate mail or heavier. they wear more flexable armor like chainmail or field plate to be able to rush in and heal people. plate and full plate would slow them down. they heal better than a paladin but theyre weaker in terms of defense and health. hence its just a priesr in medium armor
games need to just understand how classes work and what two stats they truly base themselves off of along with one off stat which is like they focus there but its not as good as a class that mainly focuses there. this should be some ideas developers and game makers could follow by for some decent balance purposes without anyone asking to flame or conjure some bad remarks for this is a forum and all opinions are allowed to be asked about. flaming and such isnt for forums. if you wanna bad mouth my opinions. go do it somewhere else. im just stating how attributes should technically be based on. it just may or may not help out. dont knock it till you try it. thats all i will say. dont flame it untill you made a game yourself and see hwo this balancing worked for me in the many paper and pen games i made or played by reading and researching how games should be stated by. if alot of people would play and pay more attention to RPGs and really dig themselves into it rather than flame and troll on pages. maybe some balancing issues can be done and started on games from now on in years to come. maybe games will play more properly and such stats wont become as useless as some are becoming to be cause of poor lack of RPG and fantasy developers and staff these game companies hire dont know anything about how stats should truly be played and based by. maybe this might solve some of the issues regarding such stats that people find are useless or should be more looked into so they play a much more reliable role in games and balance them more properly for the better of players sake and the games function in battle and char class role building.
Strength: Strentgh is the basis of how strong you are by a matter of force and power and what you can wear. Strength isnt anything related to physical resistance or endurance which I find for dragon age and alot of other RPGs strength shouldnt up that ever at all. It should and always be how strong and how much damage you can do and being able to wear the heaviest armor possible. Strength doesnt measure endurance or resistance nor should it ever focus on such a relation.
Dexterity/agility: The most confusing of all attributes in any RPG game yet the most complex stat to perfect. This is why I find it to be complex and confusing in a slight way. It does perform what its intended to do. But what boggles me about it is why and at any rate WHY should dexterity up defense which is a basis of your endurance to take hits WHEN YOU GET HIT!!! This doesnt relate to dodging and avoiding attacks. There is no logical defense in that. You avoid a hit therefore why need a defense base to something that will not hit you. I will get to where defense should truly be based on. Dexterity is based on how nimble and flexible a person is. Not how enduring you are. That is the ONLY thing I dont get why dexterity shouldnt be based on upping defense or AC like in Baldur's Gate games or any RPG whatsoever. Think reality. Why need defense to an attack that will not hit you? You are too nimble to hit. Once in a while you will get hit but thats the tradeoff. If you trip or stumble in your nimble flexable acrobatic dances and get hit.... you are gonna get hurt cause you dont have the armor of such caliber to ENDURE it. Heavier the armor, the less nimble you become. Hence why studded and leathers are a nimble classes armors of choice. Theres no endurance in such gear. (Understand where i am getting at people?) Sounds like a misunderstanding that was put in the wrong attribute in games.
Constitution/stamina: The ENDURING stat. The stat that was intended for all RPGs to follow by for tanking purposes. (The seldom flamking dps could add a few just for flanking jobs like for warriors or the frequent rogue/assassin. anyone who is up front to hit and run) The stat roughly only a tank needs cause other classes just dont base off of high hit points. Hence their tradeoff is powerful spells and high damage where a tank is the opposite. Less damage for high hit points and defense to endure and absorb the mightiest physical blow or attack possible. Thats why metal is more suspectable to magics and such. think lightning storms. Tanks are a lightning rod. hence why tanks are weak against magics. thats the tradeoff there. we only endure physical matters. not magical. Constitution should be based on defense and hitpoints and physical resistance. nothing more or less.
I say this is something all developers and as well as Bioware and maybe companies like Blizzard Squarenix and any hardcore RPG makers should implenemt into their games for more balancing and more realistic/logical stat allocations. Think about it when making games. Understand what the attributes REALLY should focus on to balance things out more reliably. If games used such a basis on the stats im sure games will function more tenderly. this is just my opinions and im not expecting anyone to flame about it. I just think games and developers should start understanding to help stop all this imbalancing and stat uselessness. If you are gonna put such stats in a game. Make them live by their true natures. Dont add something another stat doesnt relate or focus on. I just think developers need to understand the functionality of what classes use what stats for their related purpose.
Like for a tank. Paladins, Fighter tanks, (true fact. arcane warriors werent meant to be tanks. theyre the "SUBSITUTE" you use on elemental monsters where the physical tank is weak at. hence the mage tank who has the high magic resists) they should have high con and low str but enough to wear the most defensive armor possible. believe it or not. TANKS NEVER NEED DEXTERITY EVER!!!! you are in heavy frickin armor. theres no nimbleness in that. its too encumbersome to move in like that. simple as that. read up on full plate mail knights in medieval times. they had a hard time avoiding attacks but they could withstand so many forceful attacks before falling in battle which is why alot of armies filled their upfront ranks with them. Champions for the win. reaver should NEVER have the threat and taunt ability. thats a champion attribute. change that for superiority cause a reaver sounds superior. they are manaces with an intimidating appearance. champions are just strong warriors who trained hard to motivate their troops and lead in the battlefield and keep the weaker guys from getting killed. thats their tradeoff.
Rogues bards and archers etc. archers never and shouldnt ever have been a warrior based class in dragon age. theyre more a rogue type class. these are classes that need decent strength. but their potential lies in very high dexterity. the ability to land attacks. theyre meant to backstab and get the killing blow. they dont endure anything at all which is why theyre so nimble and acrobatic. thats their tradeoff.
mages are the bane of any group. weaker than the rogues and such but they do even more massive damage than those classes can combined. thats their tradeoff
healers are just like a mage but heals. robed healers like priests trade off defense to do massive heals. for clerics. they are more of a warrior who trained in healing and believe it or not. technically they dont wear plate mail or heavier. they wear more flexable armor like chainmail or field plate to be able to rush in and heal people. plate and full plate would slow them down. they heal better than a paladin but theyre weaker in terms of defense and health. hence its just a priesr in medium armor
games need to just understand how classes work and what two stats they truly base themselves off of along with one off stat which is like they focus there but its not as good as a class that mainly focuses there. this should be some ideas developers and game makers could follow by for some decent balance purposes without anyone asking to flame or conjure some bad remarks for this is a forum and all opinions are allowed to be asked about. flaming and such isnt for forums. if you wanna bad mouth my opinions. go do it somewhere else. im just stating how attributes should technically be based on. it just may or may not help out. dont knock it till you try it. thats all i will say. dont flame it untill you made a game yourself and see hwo this balancing worked for me in the many paper and pen games i made or played by reading and researching how games should be stated by. if alot of people would play and pay more attention to RPGs and really dig themselves into it rather than flame and troll on pages. maybe some balancing issues can be done and started on games from now on in years to come. maybe games will play more properly and such stats wont become as useless as some are becoming to be cause of poor lack of RPG and fantasy developers and staff these game companies hire dont know anything about how stats should truly be played and based by. maybe this might solve some of the issues regarding such stats that people find are useless or should be more looked into so they play a much more reliable role in games and balance them more properly for the better of players sake and the games function in battle and char class role building.
#58
Posté 13 septembre 2010 - 07:12
for classes like mages i find it somewhat useful like when u fight those mages and crap who stun ur tank or knock everyone down. its not the best for mages or rogues but its great to survive 2 or 3 hits when ur tank is stunned or knocked down





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