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What new class do you want for DA3?


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#1
TerraMantis

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Dragon Age, so far, has had 3 class archetypes; the Mage, the Warrior, and the Rogue.

If they could implement a new class what would you like it to be?

Firstly the game should implement some type of "conditions" system, i.e.; disease, poison, cripple, bleed, blind, etc...This conditions system would make great use of the class i would like to see introduced in Dragon Age 3.

For me, I would really like to see the implementation of a "Cleric-esque" class. The Cleric would have true hybrid build capabilities. Strong melee abilities, with either sword/shield or two-handed maces, and Offensive and Defensive "Holy" magic. I really do not like how mages have to fill the roll of healers and protectors. In the past BioWare has use this class make-up before of Mage, Warrior, Rogue, Cleric. One small step for the Cleric's implementation would be to simply remove the "creation" tree from the Mage and give it to the Cleric. The Cleric's role would have great versatility. They could play the part of strong melee damage, Tank, Healer (caster or melee), or casting damage.

Magic: Defensive
A Cleric could fill the role of melee heals through damaging attacks that had beneficial effects to comrades in their proximity or direct healing to a specific target for greater effects. Give them the "glyph" spells. Also, new protective spells that make invisible holy barriers that create impenetrable walls for a duration. Close range proximity knock downs, Repulse. Cure disease and poison. "Convert" enemies for a duration to fight on your side. Holy light which would "shockwave" a blinding effect. "Selflessness" a taunt. Heal...yep. "Mend" would be rid of a condition. "Premonition" makes the Cleric unhittable for a duration. "Blessing of the Chantry" grants the Cleric's group . "Andraste's Fortitude" the Cleric takes half physical damage when a sword and shield or an Idol and tome are equipped. "Sacred Ground" is an area of effect which lingers on the ground and heals friendly targets.

Magic: Offensive
Holy weapon enhancement (like the mage's elemental one). "Resurrection" makes recently killed enemies rise to fight at your side. "Light" similar to the mage's arcane missile. "Wrath" an area of effect holy damage spell. "Plague" a damaging over time "touch" spell that could jump from enemy to enemy. "Famine" enemies are unable to heal themselves or allies for a duration. "Locus" basically the same as the shape shifter tree's "swarm" ability. "Script of the Dogma" allows the Cleric to summon a warrior of light to add them for a long duration. "Andraste's Fortitude" the Cleric deals additional holy and physical damage and their critical chance is increased when a two-handed weapon or two one-handed weapons are equipped. "Sacred Ground" is an area of effect spell which lingers on the ground and damages enemy targets.

Melee:
"Vengeance of the Old God" is a leaping attack that fills your two-handed hammer with holy energy in mid-air then when it strikes the enemy it does massive damage and knocks them down. If "Vengeance of the Old Gods" kills the target while a two-handed weapon is equipped their body explodes dealing shrapnel damage to all nearby enemies. If "Vengeance of the Old Gods" kills the enemy while the Cleric wields two one-handed weapons then the Cleric, and all nearby friends, are healed for the amount of damage done. "Holy Shield" bashes the enemy knocking them down, if it is used from behind it sends out a taunting shockwave. "Chain of Light" creates an ethereal chain attached to your weapon which your weapon is then thrown into the enemy and the Cleric yanks them to you.

class Effect (like Brittle, Stagger, or Disorient):
Fanaticism. When the Cleric used specific abilities they would have the chance to apply Fanaticism to either friend or foe. To enemies Fanaticism would make them fight on your side for a short duration while simultaneously make them unhittable from allied attacks, besides from friendly abilities (skill tree attacks), which would have enhanced effects. When applied to a friendly target, through heals or protections, Fanaticism would either make their hits steal additional HP on swing/cast, increase defensive abilities, or cripple the enemy on hit with a random outcome.

I could probably go into deeper detail, but it sure you're bored of reading this. What do you guys want to see?

Modifié par TerraMantis, 30 avril 2011 - 07:03 .


#2
AlexXIV

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Jedi Knight. Alternatively I'd take Spirit Monk or Bhaalspawn.

#3
Aggie Punbot

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Infiltrator and Vanguard.

#4
Sussurus

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I'd rather they polish the mages back to how they were tbh.
 We had mage / healers before that had all the frills and I loved to play.
I don't mind the three basics, I just wish they were not basic in every sense.

Modifié par Sussurus, 30 avril 2011 - 06:59 .


#5
Slugwood

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OP, your Cleric just strikes me as being too ...magic-y to NOT be a mage in the DA-verse. I mean, maybe it could be a very unique, Chantry-aligned mage companion, or *maybe* a special variety of templar...

Personally, however, I'm pretty fond of the balance we've got right now. (And I say this as a mage-lover first and foremost.) I think that unless there are (lore-friendly!) ways to make the warriors and rogues just as versatile as DA:O mages were, the status quo is not too shabby—given that Bioware seem dedicated to the concept of "classes" and specific, "archetypal" roles within the party.

#6
ISnowdropI

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Perhaps a Seeker? they are still pretty much a mystery, who knows what kind of skills they might have? I'd like to play as one anyhow :)

#7
DKJaigen

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Psion

#8
Pasquale1234

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Frankly, I'm liking the (relative) simplicity of a 3 (classes) x 3 (races) x 3 (class specializations) matrix.

We must choose 3 companions for each quest - and try to find a balance between the skills each of them brings to the table along with any resulting relationship changes based on the choices we're making. Companions will often have unique and specific reactions to different quests - for any given quest, taking a different group will often expose new/different game content.

Coming from DA:O, the DA2 constructs are more limiting. Some of the abilities (like trap-making, poison-making, stealing) could be learned by any class. Any class could equip and use a bow, and we had alternate weapon sets. We also had more warrior companions (still only 2 rogues and 2 mages, though).

I guess I like the unique characters and specialty trees in DA2, and would like to see that continued/furthered in lieu of introducing additional classes.

#9
Plaintiff

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I'm really very satisfied with how things are.

The only thing I can think of is more weapon skill trees. I'd like to see a bare-handed one, and maybe even guns, eventually, since they've already shown that they have the ingredients for gunpowder. But fist-fighting a dragon would be silly and I'm at a loss as to how they'd implement the invention of firearms into the lore. It also strikes me as being a bit too Fable-ish. But as I said, this isn't something I feel they need, it's just fun to imagine..

#10
darrylzero

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Slugwood wrote...

OP, your Cleric just strikes me as being too ...magic-y to NOT be a mage in the DA-verse. I mean, maybe it could be a very unique, Chantry-aligned mage companion, or *maybe* a special variety of templar...

Personally, however, I'm pretty fond of the balance we've got right now. (And I say this as a mage-lover first and foremost.) I think that unless there are (lore-friendly!) ways to make the warriors and rogues just as versatile as DA:O mages were, the status quo is not too shabby—given that Bioware seem dedicated to the concept of "classes" and specific, "archetypal" roles within the party.


I think you're right, but it would be nice if maybe the world acknowledged distinctions mages more, beyond the blood magic divide (treating those that specialize in healing distinctly from the way those that use entropy, for example).  I'd also like an illusionist/trickster tree, and it would be interesting if specialists in those magics were particularly distrusted or something.

#11
tonnactus

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A modified form of an arcane warrior.But not the Dragon Age Origins version. Something that allows it to make your own staggers as a mage.
Also,the battlemage from Awakening was nice. Its annoying that only merrill has a sustained aoe spell.

#12
Guest_Puddi III_*

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Druid, monk. Say you grew up among a lost barbarian tribe with such radically different practices in magic that they became incompatible with normal spellcasting. Allowing you to shapeshift, summon, disease, baleful polymorph (into a chicken, obviously), use magic as a form of "ki" (alternate arcane warrior concept).

Or these could be fleshed out as mage specializations (or monk as a rogue specialization-- hey, we already had "spirit warrior"), but it seems like, there's an awful lot of magical concepts and ways they can be explored to have them be limited to mage specializations, without giving mages a lot more attention than the other two classes.

#13
turian councilor Knockout

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I want to able to cross class (Warrior/Mage like you could do in NWN/Baldurs gate.

#14
Kesica

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- Wish we could play a vampire like class, or bloodmages with a much stronger connection and new abilites,

- Monk,, very fun class in Nwn and Bg2

- Druid shapeshifter, remember in Bg2 druids could shapeshift into werewolfs :)

#15
Mind_Games

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A trap master, but then again... traps are usually designed as a set-up, slightly harder if u enter combat w/o any pre-emptive knowledge of enemy placement///movements

I guess prepare for the unexpected??

I would definitely like to see some form of a trap master though but I don't think there is a high demand for them...

#16
TerraMantis

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I remember the developer interviews with the DA2 team and i remember the lead artist talking about how Hawke was going to be a (mind my spelling) Olwa'Vangard Lycanthrop...a werewolf, or some type of werecreature, but by the conclusion they dropped the idea. I thought that would have been an awesome idea. Werewolfs are part of the lore in DA and i would've really liked to see a character that could transform.

#17
Greta13

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TerraMantis wrote...

I remember the developer interviews with the DA2 team and i remember the lead artist talking about how Hawke was going to be a (mind my spelling) Olwa'Vangard Lycanthrop...a werewolf, or some type of werecreature, but by the conclusion they dropped the idea. I thought that would have been an awesome idea. Werewolfs are part of the lore in DA and i would've really liked to see a character that could transform.


OMG! Just imagine the possibilities!! That'd be so cool if somehow bioware could make it believable and realistic!

But instead of a new class, I'd like a few new specializations, and perhaps more distinction between blood mages and regular mages. 

#18
mikx82

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New classes should be: Death Knight, Paladin, Druid, Hunter, Shaman, Warlock.. oh wait.. that's a different game... XD

#19
Rawgrim

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I want my rogue back. That....ninja thing in DA2 wasn`t a rogue.

#20
Amagoi

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Race specific specs would get me all a-tingle.

#21
Iosev

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I like the three archetypes: mage, rogue, and warrior. Instead of spending time and resources creating a new class, Bioware should put more effort into making mage, rogue, and warrior playthroughs more different.

For example, in DA 3, choosing your class would be similar to choosing your origin in DA:O. Not only would the playthroughs differ, but certain quests would only be available for a particular class (e.g., fade quests for magi, stealth/stealing quests for rogues, proving/arena quests for warriors, etc.).

#22
groundhogie

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I always liked the monk class in RPG's. It was always just so much fun smacking lumps out of enemies with your bare hands.

Although I don't think will see that class in DA... I remember some time ago, before even DA: Origins was released, a dev saying how they were against having a monk class in Thedas. Things change of course, but I still think I won't be beating the snot out of Orlesians with my fists anytime soon.

:crying:

Modifié par groundhogie, 02 mai 2011 - 10:29 .


#23
Fast Jimmy

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I'd like to see something more along the lines of Mass Effect, where they have your standard Fighter (Solider) Rogue (Engineer) and Mage (Adept), then three classes that are combination of those two, Mage/Fighter (Vanguard), Mage/Rogue (Sentinel), Rogue/Fighter (Infiltrator). Then, on top of this, after a certain level, you must make a specialization decision that further defines your character.

Maybe with the ending of DA2, where Circles have revolted and no longer need to remain in the Circle Towers, mages will come into contact with more reality and (in story, at least) be forced to utilize a combination of their magic with some more practical, real-world skills, creating some mage thiefs or arcane warriors.

Perhaps a system that combines the two systems, where you start out as one class, then, with your specialization point, you can choose if you want to remain a "pure" class or begin dabbling in cross-class skills. Since one class would be your primary and the specialization would be your secondary, it could open a lot of options.

I think a pure warrior could be two handed or sword/shielf, a warrior/mage could be one with templar abilities, a warrior/rogue could be a duelist, but one who fights with agility and only one sword, like someone who fences or duels in a movie, not the lame specialization rogue tree.

A pure mage could remain the same, with some possible nerfing to make it not quite as dominant as in DA2. A mage/rogue could be like an assassin type who specializes in using magic to remain in the shadows and enchanting arrows to be one-hit killers. A Mage/warrior could be like your Arcane Warrior build from DAO.

A pure rogue could work much the same way as the current mold. The Rogue/warrior could follow with a duel wielding dagger, or even duel wielding swords as seen in DAO, that does very high DPS like Isabella. And the Rogue/mage could be a debilitator, that uses magic or alchemy to disable the enemy and lowers their defenses, speed, attack strength, etc., then follows up with nasty knife crits.

And then, after you have leveled up past choosing your primary and secondary classes, you get a high level specialization that lets you customize your class further. For instance, if you are a Mage/Fighter Arcane Warrior, you can choose if you would rather have stronger buffs to let you and those around you take more of a beating, or if you would rather have more vicious attacks and a faster healing rate.

If anyone in Bioware is reading, feel free to poke holes in this left and right.

Modifié par Fast Jimmy, 03 mai 2011 - 01:40 .


#24
Mr.House

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Would love to see Arcane warrior as it's own class, not a spec like in DAO or where in DA2 you had to mod to play a Arcane warrior, it's own very class with skill trees and specs.

#25
Abispa

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Algebra 101.