erynnar wrote...
Sorry Raice, DAO is more complex on the skills. Been playing it again, and not just for a refresher. I have played for hours. I don't just spam dex and cunning for my rogues. I put points in str and con too. It helps. DA2, I did that and found it was as useful as ****** on a boar hog.
So, exactly why does a Mage need to put points into anything other than Magic and Willpower? Technically, they don't, which is why they are rather OP. They literally have no need for any of the other Attibutes except maybe Cunning. However, they can get everything they need out of it with a score of 16.
Warriors and Rogues are slightly different - they are actually more flexible in this aspect. They can both be Melee combatants, which means Str for damage is always useful, and Con with more health is never a bad thing. Cunning for Rogues is a "gimme" but 16 for the Warrior is still okay for the same reasons its useful for the Mage. Sword/Board and Dual Wield Warriors are required to get at least a 26 in Dex in order to get their most useful skills. But they still need high Str and high Con to use the better armors. And then there is the whole Critical Hit being tied to the Dex and stuff. I don't have to explain it all - you know how all that jazz works...
Now, admitedly, the real problem with DAO in this department is not the Rogue and the Warrior - sort of. They are actually not indicative of anything being borked. See, even with a hgih Con and Dex, they are going to get hit... a lot. And they will need to use potions, because the way heals work.... Basically, the game expects the Warriors (especially) to spam Pots while being healed. It's just how the battle goes - you're going to spam them. Unfortunately, Health Pots are connected to your Magic Attribute.
And so that means Rogues and Warriors are making some serious sacrifices here. Mostly Warriors though, becauses Rogues can technically bypass needing Str altogether if they have too, since they can rely on Critical Hit advantages that Warriors don't have access too, which means all of their Damage will roll off their Dex. Either way, they already have like 3 Attributes they HAVE to put points into. Another one that is practically a necessity but could do with a minimal amount - so that's 4. And then, let's not forget about Willpower which gives them Stamina. They really don't have any points to spare, here, yet something they are going to have to do (spam pots) depends on their Magic. So, yes, there is a lot to toy with here.
Now, I guess that's okay, because you can always have a healer. Except the point there is that it basically makes the Warrior and Rogue completely dependent on the Healer - which means you have to have one. But is that okay, since it's a team-game anyway? Well... not really...
The problem is the Mage. They literally don't need to waste points in anything other than Magic and Willpower. They literally have no need for Con, Dex, Str, and really Cun (add 4 points into this and you're golden for the rest of the game.) Their abilities in Magic allow them to do everything they need to do Magically, which means their prowess in battle is based entirely on one Attribute. And Willpower is just icing. They can already spam pots ridiculously, because of their insane Magic. So, they have this offset going on. Their mulpliers and stuff are going nuts because they usually have higher scores. Plus the fact that some of the Spells are OP anyway.... the balance of the game is really being thrown off with Mages.
In DA2, things are slightly more.... sleek, I think is a good word. Some things are reworked. But the point is, you don't have the situation where any of the Attributes are completely useless to any of the classes. It's very easu to make an Off-Tank Mage in DA2, simply because you boosted your Con and your Cun (think, Cunning improves evasion or something - it might be Dex.) So, yes, it is somewhat more streamlined, but on the whole, it works a lot better.
Plus, the functionality of how each Attribute has a specific function for each class, but also does something special for a specific class.
Str and Con do something special for Warriors.
Dex and Cun do something special for Rogues.
Mag and Wil do something special for Mages.
But all of the attributes do something very useful and can be highly effective, for anyone regardless of the class. DAO didn't do this, really. It sort of did it for Rogues and Warriors... but Mages were somehow treated specially. And, it threw the balance of the game WAY off. It's one of the main reasons why Mages were incredibly more powerful in DAO. It's also why people claim Mages are underpowered or "weak" in DA2. They aren't actually weaker or underpowered. They're just not broken like they were in DAO. BECAUSE, the Attributes in DA2 actually make sense. You have options, but each class really only HAS to put points in two Attributes. The rest is just flare according to how you build you character.