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What custom DA class would you like to see? Base or advanced?


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#26
Alexandus

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rscottcatlive wrote...

A Necromancer with the ability to lichify him/herself would be fun. Or a Good Necromancer able to become a baelnorn. I think its important to remember that classes should show somewhat in the story line. I hated in Oblivion once you become Sheograth after you leave the city no one recognizes your title...not even the pilgrims at sheograths shrine.


Hahaha, totally! And the golden saints/ dark seducers guarding YOUR dimension would STILL arrest you if you attacked a citizen of new sheoth. I did the Shivering Isles expansion before the knights of the Nine...as you said, it would have been cool to get some recognition for being the freaking god of Chaos! That being said with all the improvements to my character and gear from the shivering isles, the aylied god thing you have to fight at the end of the knights of the nine expansion was a piece of cake.

#27
Wizbane

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Some things are a given, of course it's difficult to do here a summary of all the principles behind the design of the class system for DA. First and foremost, because we are just making assumptions.

The original roster comes with its own symmetry, custom content creators should aim to mantain such feature when adding new classes.

I'm calling the specializations advanced classes because it's the name I found in the toolset wiki for them, doesn't imply anything particular.

classes have their own spot in the DA setting. Introducing new classes is like introducing new pieces of lore. Druids hunted by the Chantry? Maybe. I wouldn't go into details regarding lore. Unless official lore is introduced without a counterpart in the game system, it's up to each individual module designer to do what he likes more in terms of lore, once the game system asset is brought in by the cc creators.

On Druids: one thing that is difficult to consider now is if there are already characters that can be clearly identified as "druids" in the setting, but without a corresponding class in the rule system (mages hunted by the Chantry living in a community hidden in a forest... I'd bet on it). Introducing a Druid class would mean either reinventing what a druid is, or creating some unwanted incoherent effects. The official druid-like character with a place in DA lore against the Druid classed character somewhere else... similar, different?

Anyway....

Base classes: Warrior, Mage, Rogue, Druid
Advanced classes for Druid: Herbalist, Shaman, Monk
Advanced classes for Mage: Shapeshifter, Spirit Healer, Blood Mage, Arcane Warrior, Archmage
Advanced classes for Rogue: Assassin, Bard, Ranger, Duelist, Tinkerer
Advanced classes for Warrior: Berserker, Templar, Champion, Reaver, Sharpshooter

With the "magical" Rogue/Trapmaker role covered by the Tinkerer, this scheme would be two classes away (for Druid) to become the skeleton of a project for wannabe custom content creators.

Beastmaster?

Modifié par Wizbane, 01 novembre 2009 - 08:59 .


#28
Saivlin

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Insofar as lore is concerned, druid is feasible if and only if it is themed as a magical tradition that exists outside the "civilized" nations. In particular, the magic users among the Daelish and the mountain tribes has been presented in a manner resembling the typical portrayal of ancient shamans. Incidentally, I think that shaman would be a better name for a base class, with druid as a specialization, because the term shaman carries the more general connotation of "magic user within a tribal group, typically with strong ties to nature and spirits" whereas druid has the connotation of "magic user that is a member of a secret society and has strong ties to nature, typically with shapeshifting powers." Given those two general interpretations, which are relatively common stereotypes that largely derive from D&D, it would appear that druid is a proper subset of shaman. Also, to keep a druid/shaman character consistent with the lore, it would need to be restricted to Daelish Elves until a tribal background is created for humans (it would never be lore appropriate for dwarves to be casters or magic users in any way). As an aside, druids/shamans are still using the same power source that mages are (the Fade), and there is no divine magic within this game universe. It's kinda like in Mage: the Ascension, how it's all accessing the same power in different ways based upon tradition, beliefs, and perceptions.



Also, I think that an archery themed specialization for both rogue and warrior would be a good thing. Since the label of Sharpshooter has gone to the warrior, how about calling one for the rogue Stalker. The stalker's abilities could be a passive buff to crit damage with ranged attacks (Sniper), an immobilizing shot (Leg shot), a shot that immediately restealthes the player if fired from stealth (Stalking shot), and a passive that grants a short attack rate increase if the player initiates a ranged attack from stealth (Ambush). The sharpshooter's abilities could be a passive attack bonus with bows (Sharpshooting), a single high damage shot that also debuffs the enemy's attack bonus (Eye shot), a shot that causes bleeding (Arterial shot), and a passive that reduces the attack speed penalty of Aim (Quick and Accurate).

#29
Varenus Luckmann

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I'd love a specialization for us archery-rogue-types.
Somewhat like a ranged equivilent to the duelist.

Modifié par Varenus Luckmann, 01 novembre 2009 - 02:27 .


#30
TheBearMage

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Trying to add new classes while keeping them in line with the lore of Thedas is going to be a near impossible task in my opinion, especially in the case of the magic-user. From what we know as of right now, each Dalish tribe has one mage known as a Keeper who may keep a few 'apprentices' per se. This makes any sort of druid or shaman class senseless among the Dalish unless your willing to ignore DA lore. One example I could see possibly working which has been talked about before would be the addition of a whole new Keeper origin. The toughest part about that wouldnt be the actual origin, but trying to make it tie in with the rest of the game. Also, we have been told almost nothing about the Keeper's ways of using magic, except that it is nature based and would the devs said it would require an entirely different system of magic than the one Mage's use.

I would love to see someones attempt, and would gladly play it.





So I think you'll either have to ignore the fact a Dalish druid or shaman wouldn't fit, or forget about making one.


#31
crevus

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I though about some talents the sharpshooter would have...one would be the one shot kill that drains your stamina( and works for all critters except bossee and elite bosses...maybe even lieutenants to some extent...or maybe not, I don't know if this will make the game unbalanced)

then another one would be the eye of the sharpshooter that greatly increases chance to critical (and I mean greatly...over 50%) and raises your chance to hit and each hit stuns the target if it does not pass a physical check...and maybe some other things like cause bleeding or the like...but this talent SLOWLY drains stamina...I'm still thinking for the two other talents...other forum member can come with ideas as long at it doesn't make the class too powerfull or in contrary inefective...

#32
jedirogues

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Id love to see a Paladin, either by class - or simply make it a specialization, being as paladins are usually some sort of warrior/knight, this will have to be restricted to the Warrior line, So some basic warrior ability sets such as sword/shield, warrior, etc, but with some magic as well, healing magic, protection magic, etc of course with this you would probably need to find some way to have them have a Stamina AND a Magic gauge, but im sure this could be done.

#33
arry2007uk

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What I would like to see is a Battle Mage specialization; a class type not contridictary of DA lore and yet with a history the creator can impliment him/herself. The advantage being better handling of weapons/armour whilst also disallowing the player to use certian spell tree's (for balancing).

#34
daguest

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-warrior ? mage ? ->priest. A class based on heal, warding, and smiting. With some armor. I feel disapointed by the few heal we have in the game, even as spirit healer.

-archery class, as anyone else :)

-warrior : spearman. A class with spears (not thrown), like the greeks in the past.

-rogue : spear thrower class

-mage : pet class (either necro or not).

#35
Vae_Victis

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What about an actual line of Gray Warden skills?



I find it odd that Bioware left this out to begin with. Nothing overpowered but the first skill could be something like "Because of Duncan's tutelage you now do +10% damage to Darkspawn" or something.



Again I just find it odd that there are no Gray Warden skills. It's like being a Jedi in KoToR but not getting access to a lightsaber or Force powers.

#36
MMkain

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Id like to see a Demonologist expansion on the Blood Mage or a new specialization that focuses more on Demonology. There are a number of mages in the campaign that can summon Rage Elementals and other Demons or turn into Demons themselves, it only seems fitting for there to be a PC class that would allow you to do this as well.

Modifié par MMkain, 12 novembre 2009 - 11:46 .


#37
Drachengelt

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Demonologist could go as its own specialization. I wonder how the circle feels about it though. Would it be same as blood magic? And not to mention that demons have a history of turning on people who use em =)

#38
mcramladu

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For mage: Arcane archer. In DAO, something similar to arcane warrior but focused on bows and magically enhanced arrows rather than heavy armor and melee.

For warrior: Barbarian/berserker. Focus on no armor or light armor and big weapons. I've always liked the idea of warrior with little armor wreaking havoc with a greatsword/axe/mace. Better evasion, reliant on weapon defense, long reach and aoe damage. For any Malazan fans, think Karsa Orlong (and tell me he's not awesome).

For rogue, an acrobat specialization. Focus on mobility, maybe some limited crowd control, heavily reliant on evasion and less on stealth.
Also, a blade dancer. That might be too similar to duelist, but I was thinking of a spec more focused on offense, specifically hitting very fast and very often, maybe with improved aoe capability.

For druid: A more combat oriented specialization than the two current ideas, possibly focused on the feral side of nature. Depending on how far you'd want to go with that, something like an amazon on the milder side and a wildman (animal influenced combat styles) on the heavier side.


For all 3 (or 4, with druid): A specialization based on Darkspawn powers. I can't think of exactly where to go with that, but powers invoked by the Darkspawn blood in you.

Modifié par mcramladu, 13 novembre 2009 - 01:40 .


#39
MMkain

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Drachengelt wrote...

Demonologist could go as its own specialization. I wonder how the circle feels about it though. Would it be same as blood magic? And not to mention that demons have a history of turning on people who use em =)


Likely considering what happens at the Circle Tower. Some potential spells could be summoning lesser demons such as Rage Demons, charming (taking control) of hostile demons and spirits, directing demons to attack a casters mind, and turning into that abomination thing that Uldred becomes.

Modifié par MMkain, 13 novembre 2009 - 02:55 .


#40
stoneharded

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what i would like to know is how do u make a subclass that will unlock when u leave lothering and have a minimum level of 5 and only available for main player is ther any tutorial about it