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Dear Bioware, Stamina sucks


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#251
Bluesmith

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Every day a new one of these threads pops up. Every day people complain about mages, about stamina, about talents. Thankfully, because this is true, *one* day Bioware or some intrepid modder will fix things for us. Until that day, I will be tooling around the editor.



Honestly, what needs to happen is talent trees need to be totally reworked. The substantial overlap between rogue and warrior talents is a mistake; rogues cannot benefit from nearly half of the talents in the DW tree as a result (since it must accommodate a class that cannot backstab as rogues do). I feel like most of the problems with 2Hers and DWing rogue talent utility would be resolved if only warriors were barred access to the DW tree. If that were true, we could expect a better 2Her tree (since that would be the primary - if not only - method of warrior dps) and a DW tree that makes sense for rogues.



This game just has too many throwaway talents, particularly for melee classes. This has all been said before, though: there is a thread, to which I contributed, that involves a collection of OP/UP lists. I'll leave my insight there, I think.

#252
daem3an

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FlatCat wrote...

People keep tossing around the word, tactical, but they never attempt to really lockdown what that MEANS in Dragon Age. The reason why DPS keeps getting stressed is because DPS is the only thing that ultimately matters in DA. Oh look you knocked down one guy for half a second! Meanwhile the other 10 are stabbing you in the butt. The simplest of tactics, blocking a door way with physical classes can't be done because characters are always sliding around each other. There's no zone of control. Only the mages have the toolbox necessary to really succeed at the game without the use of cheeseball tactics.

Edit: And no cheeseball tactics is not a REAL tactic.  Because the AI is too stupid to keep from being pulled into bite size chunks is not a valid excuse for it's use.

I keep reading comments like this, and it makes me wonder. I use the chokepoint tactic quite a bit, and yes it is cheesy that they all line up in groups of 2 on a staircase when it's obvious what will happen. Nobody said those back alley bandits were smarter than that, although it seems to me this is part of the intended design. I still have to use my head to win a fight (playing on hard, although it's getting easier the more I play), and I'd rather not spend as much time on every battle as I would with a game like Total War anyway, because eventually I want to get on to the next part of the story.

Anyway, my point is, I use blocked doorways all the time, it works if I stuff enough people in there, otherwise they can squeeze through, which can be frustrating but doesn't seem too unrealistic to me. But this probably belongs in a tactics thread somewhere and not the Stamina discussion. As for that, I don't have any issues with stamina or mana in this game, I like the limitations as they are.

#253
Kahryl

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Roxlimn wrote...

Kahryl:

It's a single player game with tweakable settings. Not using potions or the broken spell combos is ALSO something you can do. And frankly, I don't see why you don't. If it makes the game more fun, then use "nerfed" characters! Makes sense to me.


I do.  The hardcore mod works pretty well.

But if one has to download mods before DA:O becocmes a finished game then it bears mentioning on the forums :)

If there was a main-plot dialogue halfway thru DA:O that crashed the game every time, and prevented finishing the main quest, would you be surprised if it were mentioned on the forums?

Would you say "be quiet you can fix it yourself with a mod"?

And once such a mod comes out, does that mean all is well?

Of course not.  A game should be complete right out of the box.

Modifié par Kahryl, 21 novembre 2009 - 06:13 .


#254
Schyzm

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WillieStyle wrote...

thisisme8 wrote...

-Solrek- wrote...

thisisme8 wrote...

Regarding the awesomeness of mages, it's your party and you can create your characters how you want them. If one spell or spell group is OP, don't pick it. You can always Role-Play.


We all know we are capable of gimping our characters to increase challenge, but is that good game design? Good game design would challenge me to think hard about my skill selection in making my characters good enough to beat the game, *not* challenge me to think of ways to gimp my characters to make the game more challenging.




It's all about mindset.  You see picking certain skills as gimping.  I see picking certain skills as roleplaying.


That isn't roleplaying.  Roleplaying suggests picking spells because they fit the character concept you're going for.  You, and others, are suggesting picking or avoiding spells because of how powerful they are.  That's the oppossite of roleplaying.  A balanced system would encourage roleplaying by allowing you to pick whatever spells you wanted without having to metagame the system.
In Dragon Age, however, if you think specializing in cold and force magic is cool conceptualy, then you're likely to find mid way through that you've taken all the fun out of the experience.  Note that there's no way to know ahead of time how broken cone of cold, force field and crushing prison are, unless you come to the game play (spoiler) forums.  The tooltips are too vague. 

Not only do poorly balanced spells hurt roleplay in this way, but even if you choose to metagame so as to intentionally reduce your power, there are so many "landmines" you'd have to avoid that it's annoying.
You can't take the following:
Cone of Cold
Force Field
Crushing Prison
Blizzard
Tempest
Affliction Hex
Vulnerability Hex
Death Hex
Misdirection Hex
Death Clowd
Sleep and Horror
Glyph of Repulsion
etc.


good point, endlessly having to avoid ablities, spells, tactics or any of the other 50 things in the game just to attempt to keep the game challenging is most definitely not roleplaying.

#255
FlatCat

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Fixing a problem assuming it can be fixed in the toolkit, for instance is it possible to add the collision detection necessary to keep walking through each other in the toolkit, doesn't prevent discussion of why it was broke in the first place. Mods aren't a universal answer especially considering the game is also on consoles as well. And no the game isn't balanced on the lore either. In the books Maric and his friends were able to battle just fine without having to crawl towards Wilhelm the mage for crowd control. There's a difference between "imbalance" and huge imbalance disparities that ruin character concepts.

#256
Inhuman one

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At the moment melee fighting is very unbalanced in my opinion, it can be great with some tweaks though.



two handed warriors attack too slowly compared to the damage they do. Perhaps a later talent should improve their attack rate by 20%.



Stamina is indeed an issue in longer fights against those rediculously powerfull enemies with an orange name unless they are a rogue or a mage you will be pounding at them for a very long time with your entire team.



Mana costs seem to be less severe and can be recovered with potions. There are spells that cost more mana, but they actually do a lot more damage then melee abilities.



Melee abilities just dont do enough damage compared to their high fatigue costs. Against normal enemies they do enough damage, but any stun effects and other such things are useless against the boss characters, and with their rediculous amount of health any supposed high damage attack is little more than a little sting to the enemy.



Perhaps fatigue should not be affected by armor either, that is another factor. It might be realistic, but its hurting warriors even further.



I also believe that sword and shield does not have a single ability that attacks multible enemies either, and the two handed style only has one. I figured a two handed style should be good at crowd controll and keeping enemies at a distance but it is not.



Improving warriors with less severe fatigue costs and better abilities would not make the game easier since this would go for enemies as well. It would allow more tactics however when you can actually use abilities in prolonged fights instead of just staring at your screen and occasionly press the drink health potion button.




#257
Tyrax Lightning

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Raxxman wrote...

WillieStyle wrote...

Saphyro wrote...

There is no flaw in making a certain class excel at some things while being poor at others. It was, is and should be a rule when it comes to single player crpgs.


This is true. However, this doesn't describe Dragon Age.
In Dragon Age, mages excel at everthing (except opening locks) and are poor at nothing (except opening locks).
Great story draws you in, but poor game design and balance really hurts replay value.



Image IPB

How to make Dragon Age unsoloable for a mage:

Dwarf 1> Yeah Warden the item you seek to unite the Dwarves is right there, right behind that door, it's locked mind and I broke the key, but the lock is poorly designed, and you should be able to pick it no bother.

Warden>
Image IPB

Xion here to explain how to solo EVEN that:
Image IPB
"Blood Magic FTW! Image IPB Aquire Blood Control, go to Dust town, Blood Control some tough luck sod rogue there, make them pick that lock, but before opening the door, stand aside, then have the sod open the door to eat any surprise that might be behind it. Deal with what's inside, then if the sod isn't toast yet, dispose of the excess baggage, then get that quest item (& loot) & be on your way!" Image IPB

Image IPB

On Topic: This thread is making me wonder if the stamina using abilities are the problem, instead of he actual stamina usage itself. It's sounding like the abilities aren't always justifying the stamina usage & making the stamina use a profit. Image IPB

Edit: Forgot the Quotation Marks for Xion's speech. Silly me. Image IPB

Modifié par Tyrax Lightning, 21 novembre 2009 - 06:34 .


#258
thisisme8

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Schyzm wrote...

WillieStyle wrote...

thisisme8 wrote...

-Solrek- wrote...

thisisme8 wrote...

Regarding the awesomeness of mages, it's your party and you can create your characters how you want them. If one spell or spell group is OP, don't pick it. You can always Role-Play.


We all know we are capable of gimping our characters to increase challenge, but is that good game design? Good game design would challenge me to think hard about my skill selection in making my characters good enough to beat the game, *not* challenge me to think of ways to gimp my characters to make the game more challenging.




It's all about mindset.  You see picking certain skills as gimping.  I see picking certain skills as roleplaying.


That isn't roleplaying.  Roleplaying suggests picking spells because they fit the character concept you're going for.  You, and others, are suggesting picking or avoiding spells because of how powerful they are.  That's the oppossite of roleplaying.  A balanced system would encourage roleplaying by allowing you to pick whatever spells you wanted without having to metagame the system.
In Dragon Age, however, if you think specializing in cold and force magic is cool conceptualy, then you're likely to find mid way through that you've taken all the fun out of the experience.  Note that there's no way to know ahead of time how broken cone of cold, force field and crushing prison are, unless you come to the game play (spoiler) forums.  The tooltips are too vague. 

Not only do poorly balanced spells hurt roleplay in this way, but even if you choose to metagame so as to intentionally reduce your power, there are so many "landmines" you'd have to avoid that it's annoying.
You can't take the following:
Cone of Cold
Force Field
Crushing Prison
Blizzard
Tempest
Affliction Hex
Vulnerability Hex
Death Hex
Misdirection Hex
Death Clowd
Sleep and Horror
Glyph of Repulsion
etc.


good point, endlessly having to avoid ablities, spells, tactics or any of the other 50 things in the game just to attempt to keep the game challenging is most definitely not roleplaying.


I guess what I'm saying is to not pick spells based solely on how powerful they are, but based on a concept of what you think your mage is like...  does that make sense?  My Morrigan has a few crowd control spells, but plays mostly through shapeshifting.  My Wynne has AoE, but does not like to injure her own party.

Are Morrigan and Wynne really strong characters?  Yes, but that still fits into the DA lore of mages being strong and the rest of Ferelden fearing that power, hence all the soldiers wandering the halls of the tower and all the myths about Flemeth.  Not to mention the legends of how the Darkspawn were created to begin with: mages.

Finally, with what I think is a pretty decent tactics set-up, I spend about equal amounts of time controlling the different characters, and on hard, the difficulty is challenging and rewarding.  Oh, and I never have stamina issues that I didn't create on my own.

Regarding stamina issues:  I think that there is a misconception where some players feel that activated talents should be their main method of attack, as opposed to mages where spells actually are their main method of attack.

#259
Schyzm

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thisisme8 wrote...

Schyzm wrote...

WillieStyle wrote...

thisisme8 wrote...

-Solrek- wrote...

thisisme8 wrote...

Regarding the awesomeness of mages, it's your party and you can create your characters how you want them. If one spell or spell group is OP, don't pick it. You can always Role-Play.


We all know we are capable of gimping our characters to increase challenge, but is that good game design? Good game design would challenge me to think hard about my skill selection in making my characters good enough to beat the game, *not* challenge me to think of ways to gimp my characters to make the game more challenging.




It's all about mindset.  You see picking certain skills as gimping.  I see picking certain skills as roleplaying.


That isn't roleplaying.  Roleplaying suggests picking spells because they fit the character concept you're going for.  You, and others, are suggesting picking or avoiding spells because of how powerful they are.  That's the oppossite of roleplaying.  A balanced system would encourage roleplaying by allowing you to pick whatever spells you wanted without having to metagame the system.
In Dragon Age, however, if you think specializing in cold and force magic is cool conceptualy, then you're likely to find mid way through that you've taken all the fun out of the experience.  Note that there's no way to know ahead of time how broken cone of cold, force field and crushing prison are, unless you come to the game play (spoiler) forums.  The tooltips are too vague. 

Not only do poorly balanced spells hurt roleplay in this way, but even if you choose to metagame so as to intentionally reduce your power, there are so many "landmines" you'd have to avoid that it's annoying.
You can't take the following:
Cone of Cold
Force Field
Crushing Prison
Blizzard
Tempest
Affliction Hex
Vulnerability Hex
Death Hex
Misdirection Hex
Death Clowd
Sleep and Horror
Glyph of Repulsion
etc.


good point, endlessly having to avoid ablities, spells, tactics or any of the other 50 things in the game just to attempt to keep the game challenging is most definitely not roleplaying.


I guess what I'm saying is to not pick spells based solely on how powerful they are, but based on a concept of what you think your mage is like...  does that make sense?  My Morrigan has a few crowd control spells, but plays mostly through shapeshifting.  My Wynne has AoE, but does not like to injure her own party.

Are Morrigan and Wynne really strong characters?  Yes, but that still fits into the DA lore of mages being strong and the rest of Ferelden fearing that power, hence all the soldiers wandering the halls of the tower and all the myths about Flemeth.  Not to mention the legends of how the Darkspawn were created to begin with: mages.

Finally, with what I think is a pretty decent tactics set-up, I spend about equal amounts of time controlling the different characters, and on hard, the difficulty is challenging and rewarding.  Oh, and I never have stamina issues that I didn't create on my own.

Regarding stamina issues:  I think that there is a misconception where some players feel that activated talents should be their main method of attack, as opposed to mages where spells actually are their main method of attack.


blood magic is also suppose to horrify pretty much everyone, but there you are, slinging blood magic left and right and no1 bats an eye.  Lore is a terrible reason to ruin gameplay.

#260
Fluffykeith

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"Regarding stamina issues: I think that there is a misconception where some players feel that activated talents should be their main method of attack, as opposed to mages where spells actually are their main method of attack."



That says it pretty well, i reckon. This isn't WoW, it doesnt seem to me that you're meant to spam your abilities like crazy, rather that your meant to use them sparingly and at the most appropriate time. I don't actually see the problem with puttting points into Willpower every now and then. I have a 2h warrior, and ive now got enough stamina that theyre able to have Indominable and Powerful Swings active pretty much all the time while having enough stamina left to use all my abilities several times during a fight...and theyre doing a shockingly good amount of damage and "battle dominance" thanks...its about balancing your stats to make use of what you have, and knowing when to auto-attack and when to use an ability, I think.

#261
Raxxman

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daem3an wrote...
those back alley bandits


Ahem... Image IPB

Anyhow it's not just them there bandits, it's darkspawn, wolves, spiders, undead, knights, dwarfs, they all run at you the same way, just waiting to die.

#262
Kahryl

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thisisme8 wrote...

Schyzm wrote...

WillieStyle wrote...

thisisme8 wrote...

-Solrek- wrote...

thisisme8 wrote...

Regarding the awesomeness of mages, it's your party and you can create your characters how you want them. If one spell or spell group is OP, don't pick it. You can always Role-Play.


We all know we are capable of gimping our characters to increase challenge, but is that good game design? Good game design would challenge me to think hard about my skill selection in making my characters good enough to beat the game, *not* challenge me to think of ways to gimp my characters to make the game more challenging.




It's all about mindset.  You see picking certain skills as gimping.  I see picking certain skills as roleplaying.


That isn't roleplaying.  Roleplaying suggests picking spells because they fit the character concept you're going for.  You, and others, are suggesting picking or avoiding spells because of how powerful they are.  That's the oppossite of roleplaying.  A balanced system would encourage roleplaying by allowing you to pick whatever spells you wanted without having to metagame the system.
In Dragon Age, however, if you think specializing in cold and force magic is cool conceptualy, then you're likely to find mid way through that you've taken all the fun out of the experience.  Note that there's no way to know ahead of time how broken cone of cold, force field and crushing prison are, unless you come to the game play (spoiler) forums.  The tooltips are too vague. 

Not only do poorly balanced spells hurt roleplay in this way, but even if you choose to metagame so as to intentionally reduce your power, there are so many "landmines" you'd have to avoid that it's annoying.
You can't take the following:
Cone of Cold
Force Field
Crushing Prison
Blizzard
Tempest
Affliction Hex
Vulnerability Hex
Death Hex
Misdirection Hex
Death Clowd
Sleep and Horror
Glyph of Repulsion
etc.


good point, endlessly having to avoid ablities, spells, tactics or any of the other 50 things in the game just to attempt to keep the game challenging is most definitely not roleplaying.


I guess what I'm saying is to not pick spells based solely on how powerful they are, but based on a concept of what you think your mage is like...  does that make sense?  My Morrigan has a few crowd control spells, but plays mostly through shapeshifting.  My Wynne has AoE, but does not like to injure her own party.


#1 This is what I do.  It only works until you trip over one of those spells.  It's only a matter of time and, in most cases, a short time.

#2 A well-designed RPG should be able to offer a challenge when played tactically as well as when RP'd.  I think this is what the developers had in mind when they made hard mode and nightmare mode eh?  But these modes are pointless because they didn't bother to clean up the god modes scattered around.

#263
thisisme8

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blood magic is also suppose to horrify pretty much everyone, but there you are, slinging blood magic left and right and no1 bats an eye.  Lore is a terrible reason to ruin gameplay.


You just want to argue, don't you?

#264
Schyzm

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thisisme8 wrote...

blood magic is also suppose to horrify pretty much everyone, but there you are, slinging blood magic left and right and no1 bats an eye.  Lore is a terrible reason to ruin gameplay.


You just want to argue, don't you?


you just want the wrong things you say to go unchallenged don't you?

#265
Kahryl

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thisisme8 wrote...

blood magic is also suppose to horrify pretty much everyone, but there you are, slinging blood magic left and right and no1 bats an eye.  Lore is a terrible reason to ruin gameplay.


You just want to argue, don't you?


Given that he is arguing I would assume he wants to :)

The question is why are you arguing if you don't want to?

#266
WillieStyle

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thisisme8 wrote...

I guess what I'm saying is to not pick spells based solely on how powerful they are, but based on a concept of what you think your mage is like...  does that make sense?


And I'm saying that when I do that - when I pick spells bases on a concept of what I think a mage is like - I end up with a mage so powerful it makes the game boring.
You have to go out of your way to not pick overpowered spells in this game.  That is the oppossite of roleplaying. And to make matters worse, the only way to find out if a spell is overpowered or not is to take it; the spell descriptions are pretty much useless.  So for instance, I didn't want a god mode mage my second play through.  So I decided to take a subtle debuffing mage.

I chose to go down the mana line and picked mana clash, thinking it would be a nice spell to degrade the power of enemy mages allowing the rest of my party to mop them up.  Little did I know that Mana Clash was an "I win button" versus mages.  It literarily insta-kills non-boss mage characters.  And it's an AoE ability so it can kill multiple mages at once.  My concept of a support mage who disables enemies so that the mighty Templar Allistair can take them down, was ruined by yet another overpowered spell.  So now, in order to maintain a challenge, I either have to go get a respec mod and take another spell, or I have to sit there with one less spell to use and hope the next spell I take isn't just as ridiculously overpowered.

Modifié par WillieStyle, 21 novembre 2009 - 07:10 .


#267
KalliChan07

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Love the game, but I have to agree with OP.

I played around with points on a few different characters, the stam is still pretty horrible.

I absolutely adore my  duel-wielding warrior, but I -really- wanted to enjoy swinging a giant sword / axe / whatever around.  It was just... awful.  Couldn't do anything more than once, and it just wasn't fun at all.  I really think that with a single player game every class should be well made, and you should enjoy every job class.  The Devs have had plenty of time to present us a well polished game, not a game where half the classes are fun and the other are just -bleh-. 

Oh well, time to go roll a blood-mage and play around with being eeeeeeeviiiiil ~ :devil:


PS... I love Alistair :wub:

Modifié par KalliChan07, 21 novembre 2009 - 07:24 .


#268
thisisme8

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WillieStyle wrote...

thisisme8 wrote...

I guess what I'm saying is to not pick spells based solely on how powerful they are, but based on a concept of what you think your mage is like...  does that make sense?


And I'm saying that when I do that - when I pick spells bases on a concept of what I think a mage is like - I end up with a mage so powerful it makes the game boring.
You have to go out of your way to not pick overpowered spells in this game.  That is the oppossite of roleplaying. And to make matters worse, the only way to find out if a spell is overpowered or not is to take it; the spell descriptions are pretty much useless.  So for instance, I didn't want a god mode mage my second play through.  So I decided to take a subtle debuffing mage.

I chose to go down the mana line and picked mana clash, thinking it would be a nice spell to degrade the power of enemy mages allowing the rest of my party to mop them up.  Little did I know that Mana Clash was an "I win button" versus mages.  It literarily insta-kills non-boss mage characters.  And it's an AoE ability so it can kill multiple mages at once.  My concept of a support mage who disables enemies so that the mighty Templar Allistair can take them down, was ruined by yet another overpowered spell.  So now, in order to maintain a challenge, I either have to go get a respec mod and take another spell, or I have to sit there with one less spell to use and hope the next spell I take isn't just as ridiculously overpowered.


I can't help you there.  If the game ain't fun, it ain't fun.  I still enjoy playing it.  My Shapeshifting Morrigan isn't OP and I find the challenge exciting.  I laughed at this though.

Kahryl wrote...

thisisme8 wrote...

blood magic is also suppose to horrify pretty much everyone, but there you are, slinging blood magic left and right and no1 bats an eye.  Lore is a terrible reason to ruin gameplay.


You just want to argue, don't you?


Given that he is arguing I would assume he wants to :)

The question is why are you arguing if you don't want to?


Schyzm wrote...



thisisme8 wrote...

blood magic is also suppose to horrify pretty much everyone, but there you are, slinging blood magic left and right and no1 bats an eye.  Lore is a terrible reason to ruin gameplay.


You just want to argue, don't you?


you just want the wrong things you say to go unchallenged don't you?


To answer both of you, my comment was more of a jest, not an angry statement.  There comes a point where two people see the same thing so differently that no amount of debate will change anything.  As I said above, if it isn't fun for you, then it isn't fun for you.

#269
Kahryl

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thisisme8 wrote...
To answer both of you, my comment was more of a jest, not an angry statement.  There comes a point where two people see the same thing so differently that no amount of debate will change anything.  As I said above, if it isn't fun for you, then it isn't fun for you.


My mistake :)

However, the point I'm trying to make is not that "the game isn't fun for me".  There are plenty of well-made games that I don't find fun, and I don't go on their forums to demand they accomodate me.

I'm saying that the game has serious *design* flaws and I'm identifying them.  DA:O is neither the first game to have such flaws nor the worst I've ever seen, by a long shot.  But what disturbs me and the reason I'm pressing the point so hard and in so many topics is that the devs seem to think making rogues and warriors weak next to mages is a good thing (by the sparse comments they have given on the subject) rather than a flaw.

Modifié par Kahryl, 21 novembre 2009 - 07:43 .


#270
jivebeaver

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This is one of those issues of things Bioware should have stolen but didn't. Other games have solved the issue of caster/fighter balance by having warrior abilities fueled by rage/adrenaline that they get from bashing face. Not that much of a stretch to add a minor stamina gain proportional to damage

#271
Schyzm

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jivebeaver wrote...

This is one of those issues of things Bioware should have stolen but didn't. Other games have solved the issue of caster/fighter balance by having warrior abilities fueled by rage/adrenaline that they get from bashing face. Not that much of a stretch to add a minor stamina gain proportional to damage


there's also been a movement to more interesting abilities including more aoe effects.

#272
Darthain

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wear lighter than massive armor,

put some points in will power



2 steps to get more out of your stamina, my rogue never runs out of stamina. My warrior never had much stamina issues either, even in massive armor, with rally and shield wall on.

#273
kroosaydur

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jivebeaver wrote...

 Other games have solved the issue of caster/fighter balance by having warrior abilities fueled by rage/adrenaline that they get from bashing face. Not that much of a stretch to add a minor stamina gain proportional to damage

deathblow sounds sorta like that. but its pretty useless. my warrior rarely gets the killing blow and even if he does it only restores like 15 stam. with the amount of stam abilities cost that really makes no difference at all.

this actually makes me pretty sad. this isnt an MMO so it might be wishful thinking to think that the devs are going to release patches that do anything more than fix bugs.

#274
-Solrek-

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thisisme8 wrote...

-Solrek- wrote...

thisisme8 wrote...

Regarding the awesomeness of mages, it's your party and you can create your characters how you want them. If one spell or spell group is OP, don't pick it. You can always Role-Play.


We all know we are capable of gimping our characters to increase challenge, but is that good game design? Good game design would challenge me to think hard about my skill selection in making my characters good enough to beat the game, *not* challenge me to think of ways to gimp my characters to make the game more challenging.


It's all about mindset.  You see picking certain skills as gimping.  I see picking certain skills as roleplaying.


I see your point. I have actually restarted the game a few days ago just to make it more challenging by avoiding certain skills paths I would have liked to use.

My story is that my first play through (I started on Hard) I wanted to roleplay an Arcane Mage / Blood Mage. I just liked the concept. But I quickly found it made the fighting a breeze and turned the game into an adventure game with combat not really being fun. So I had to restart the game.

#275
Raisthlin Arckon

Raisthlin Arckon
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TO original poster and all those that agree with him: i have no idea what your talking about. my melee characters are spamming skills like theres no tomorow. Willpower IS your friend you know....this is VERY basic. You should read your game manual.