Baelyn wrote...
Its honestly quite laughable that you are saying the DA2 rogue plays anything similar to the DA:O rogue. I won't undermine you by asking if you have played both as I am sure you have, but the fact that you say "You're still just pressing buttons just like you pressed buttons before"...isn't that every video game?
No need to mince words to try and form a valid argument. I'm sure you know exactly what I meant. Go ahead and have a laugh, it doesn't change anything.
In DA2 the rogue class is all about movement and mobility. I had loads of fun stunning an entire group with a flask then jumping across the screen to attack an enemy just to do a backflip so I could jump on him again then teleporting behind him to get in some backstabs.
Did you miss the two times I mentioned approach options? Apparently you did, and as I've also already said, it's not limited to the Rogue class. Both Warriors and Rogues were extremely dull in Origins when there was nothing within melee range and spent too much time traveling, while a Mage could at least still plink away from a stationary position. All that's changed is that the time between killing something and getting the next swing to land has been shortened. That does not change anything at all about the functionality of the classes, it simply removes much of the pointless tedium.
The fact that you stunned a group of enemies doesn't really have any bearing either. That's just a standard, and generic auxiliary skill that may as well be Mindblast. It's a defensive tool that doesn't last long enough to do anything but offer a few seconds respite. All you're doing is delaying how long it takes you to actually remove them from the picture permenantly. If the class skills are so dull that a stunning flask is "exciting" then we have a problem, unless you simply plan on not taking a single Mage (good luck with that, especially in the higher difficulties).
The DA:O rogue was making sure you had buffs up and being behind your target...nothing like what we have seen of the DA2 rogue.
Have you actually looked at the skills, or are you basing this off of the only available options in the demo? There are at least four sustained abilities to keep up that we know of, and that's not even counting temporary activated abilities. Did you even pay attention to Unforgiving Chain/Explosive Strike? Unforgiving Chain is a passive, but you still need to get a decent amount of hits in before using Explosive Strike or you just wasted a cooldown.
The fact that you no longer have to be behind a target is also rather pointless when Backstab automatically puts you directly behind the enemy anyway. You'll also want to make sure you're behind enemies as much as possible anyway because of frontal attacks that are hitting the tank will hit you too. The irony here is that you have to push more buttons to do the same kind of damage you did anyway once you were finally flanking in DA:O.
I also fail to see how making the rogue more unique by taking DW away from warriors is bad. Homogenization is bad in RPGs....people pick a class for its unique qualties. Warriors and rogues both having DW and archery was a big turn off for me in the original Dragon Age....it makes sense since warriors have shields already and 2hnders that rogue should get DW and archery.
Yes, I know you fail to see why removing options from one class to make another seem more appealing is a bad thing. It's because they didn't have any other way to make the Rogue stand out, so instead of actually...I don't know, adding something truly unique that made playing one worthwhile and feel different, they simply make it so that the only way you're going to get that playstyle now is through the Rogue. That didn't "fix" anything. All they did was limit options even more under the mask of "choice".
Wissenschaft wrote...
I'm getting this infromation from the
demo's talents. DW tree is focused on getting crits, boosting crits and
crit chance is dex based which is a rogue primary stat now. Furthermore,
theres moves such as backstab which would seem terribly out of place on
a warrior.
What are you simply not understanding in that the changes to the skills are a symptom of the problem, not the reason for it? They did not come up with all of these dual-wielding talents and then suddenly go "Well damn, this just won't jive with how we envison Warriors playing!". They intentionally scrapped dual-wielding for Warriors first and then focused on implementing talents after.
Modifié par Graunt, 02 mars 2011 - 09:40 .





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