Aller au contenu

Photo

Different classes Needed or Not?


  • Veuillez vous connecter pour répondre
22 réponses à ce sujet

#1
GiggleLooper

GiggleLooper
  • Members
  • 66 messages
I'm fairly certain that for DA3 there will be the same three classes to choose from, Warrior/Rouge/Mage. This usually occurs in most Bioware RPGs, Melee/Ranged/Magic (or variation there of).
 
I know that this will not happen anytime soon but I believe it would be interesting if Bioware perhaps expanded or mixed this up. Perhaps cross classing, such as a Paladin (close combat with some magic capability).
 
Much of the Bioware universes revolve around the above three choices of class, and has not shown any sign of evolving. Perhaps it’s because this formula had worked so many time before or the writers are not thinking outside the box (though outside this box has been used by many other developers such as D&D). Image IPB

#2
Jamie_edmo

Jamie_edmo
  • Members
  • 270 messages
I dont think they need to make a new class, but they could do what Old Republic is doing, and have the branching specialisations physically change the look of your class

#3
Huntress

Huntress
  • Members
  • 2 464 messages
They HAD DW/archer - warriors, archMage,druid - mages in DAO and they remove them in DA2.

I hate to say it but removing DW-Warriors or arch-mages was a bad move. Yes me..think

If they add any of this old builds or new ones in the future.. well thats a big " IF" isn't?

#4
Giltspur

Giltspur
  • Members
  • 1 117 messages
Can they come up with a class that isn't some combination of warrior, rogue, mage?  That'll be interesting.  If it's just rogue/warrior and warrior/mage...or warrior with different kinds of weapons: not interesting.  

That's pretty much my view.  I suppose "warrior with different weapons" could be interesting if the different weapon type changed gameplay.  You now, like the landschneckt kit they were going to have for fighters in Icewind Dale II before they ditched AD&D mid-development so they could use D&D 3 rules.  Oh woe is the pikeman, forever foraging in the dark, never seeing the light of day: 'tis most terrible indeed. 

At any rate, almost any class I can think of I can just make into a set of abilities to give to warrior, rogue or mage.  Though certainly it would be cool if someone came up with a new idea.

#5
Sengoku no Maou

Sengoku no Maou
  • Members
  • 276 messages
The archetypes of the mage, warrior, and thief are more than enough. Weapon variety and more specializations would be better in my opinion.

#6
Pasquale1234

Pasquale1234
  • Members
  • 3 058 messages
Agree that removing the DAO warrior ability to use a bow and dual-wield was not a great idea - it really only serves to restrict player choice in builds. They also removed the ability for warriors to use poisons, set traps, etc.

Other (non-mage) classes already seem to have some somewhat magical abilities - like Hawke's ability to summon the Mabari.

I don't think additional classes would be especially helpful. You have a team that consists of the PC and up to 3 companions - and during any given quest, you need to take along the companions that you feel are most suitable for that particular quest. For some quests, the game locks in one of them, leaving you only 2 slots to fill.

I would much rather see the return of expanded abilities/skill trees and non-combat skills than try to juggle additional classes.

#7
Thibax

Thibax
  • Members
  • 657 messages
For me, specializations for all classes:

Warrior: Champion, Templar, Berseker, Reaver, Guardian, Spirit Warrior, Paladin, Archer (bow), Knight (spear)

Rogue: Assassin, Bard, Duelist, Ranger, Shadow, Legionnaire Scout, Hunter, Saboteur, Illusionist

Mage: Spirit Healer, Keeper, Force Mage, Blood Mage, Arcane Warrior, Arcane Archer, Battlemage, Shapeshifter, Elemental Mage, Warlock

#8
PsychoBlonde

PsychoBlonde
  • Members
  • 5 129 messages
I'd be happy if they went with a classless system, personally, but since they're pretty much wedded to the w/m/r paradigm now, I'm not too fussed with it.

Although it still makes me twitchy when they put locked chests in areas where it may be IMPOSSIBLE for you to have a rogue. Couldn't they have made Carver a rogue for that first chest in the Blightlands?

What I'd REALLY like to see is the ability to play any party role with any class, but they work in wildly different ways so they have different drawbacks/advantages.  For example, take the Tank role.  You can easily have a Mage tank option, a Rogue tank option, and a Warrior tank option.

Warrior tank would be the most obviously straightforward option.  You get threat with Taunt.  You Stonewall to absorb damage.  You have tons of armor to absorb even more damage.  You do very little damage.   Probably the best all-around tank except against mobs that do so much damage it's almost impossible to suck it.  Then this type of tank becomes a big healing sink.

Rogue tank would get threat with damage.  (They still wouldn't do as much damage as, say, a rogue DPS build, but still more direct damage than the fighters.)  Since rogues are primarily focused on single-target damage, they would have some trouble controling large numbers of mobs.  However, instead of being focused on mitigation, their tanking ability comes from having massive amounts of defense, to the point where even boss mobs have a hard time hitting them.  A rogue tank also has minimal stun/knockback resistance.

Mage tank would get threat with AOE attacks.  However, their resistance to damage would be based almost entirely on buffs, so they'd be very suceptible to being suddenly debuffed.

You can do stuff like that, and it makes the game more interesting.

Modifié par PsychoBlonde, 23 juin 2011 - 05:25 .


#9
Huntress

Huntress
  • Members
  • 2 464 messages

Thibax wrote...

For me, specializations for all classes:

Warrior: Champion, Templar, Berseker, Reaver, Guardian, Spirit Warrior, Paladin, Archer (bow), Knight (spear)

Rogue: Assassin, Bard, Duelist, Ranger, Shadow, Legionnaire Scout, Hunter, Saboteur, Illusionist

Mage: Spirit Healer, Keeper, Force Mage, Blood Mage, Arcane Warrior, Arcane Archer, Battlemage, Shapeshifter, Elemental Mage, Warlock


You forget some warriors favor to carry (2) 1 hand swords..
like me :P
Sten: I like swords..
Warden: I like swords too!
Sten: Now I know why I like you.

I like DAO warriors because I was anyhting I wanted and compleatly different build from the companions, now in DA2 you are stuck and looks just the same as any of the companions but archers, only varric has a crossbow.. How unique!:pinched:

#10
Thibax

Thibax
  • Members
  • 657 messages
Huntress, hehehe sorry.

We need some unique characters. It's cool. Because we are unique players, everybody :D

With more variability, the chance to please more players is higher.

#11
Wozearly

Wozearly
  • Members
  • 697 messages

GiggleLooper wrote...

I'm fairly certain that for DA3 there will be the same three classes to choose from, Warrior/Rouge/Mage. This usually occurs in most Bioware RPGs, Melee/Ranged/Magic (or variation there of).
 
I know that this will not happen anytime soon but I believe it would be interesting if Bioware perhaps expanded or mixed this up. Perhaps cross classing, such as a Paladin (close combat with some magic capability).
 
Much of the Bioware universes revolve around the above three choices of class, and has not shown any sign of evolving. Perhaps it’s because this formula had worked so many time before or the writers are not thinking outside the box (though outside this box has been used by many other developers such as D&D). Image IPB


I think it depends on where you draw the line between 'classes' and battlefield roles. 

Arguably there's a distinct niche for characters to fulfill certain battlefield roles, such as the aggro-pulling high hitpoint tank, the glass cannon melee or ranged damage class, those which provide defensive support (e.g. added defence, healing, removing or reducing potential threats) and those which provide offensive support (e.g. crowd control, weakening opponents, etc.)

If you look at MMOs, these are very often built into classes - so if you play a tank, your primary role and abilities are based around threat generation, damage taking and, usually, combined with defensive support and some crowd control. You may or may not be able to spec out of those abilities.

Bioware tends to allow those roles to be filled, or partly filled, by different classes. Warriors are generally melee specialists, but can go down the tank or damage routes (or a hybrid) and have some supporting abilities. Rogues tend to be higher on the supporting abilities (particularly offensive styles) but can also push towards being able to tank or deal significant damage. Mages are often the most flexible, tending to come out as damage specialists or support specialists, but often having the ability to blend damage output with defensive support and offensive support abilities. In DA:O, they were also able to become tanks (although with several drawbacks), which was an interesting twist.

All DA2 did was streamline a few of those alternatives, by forcing warriors to focus on melee, mages to focus on ranged and rogues to pick either melee or ranged. Within those, their abilities tended to fall into what's described in the paragraph above.

There's no reason that you couldn't create more specific hybrid classes (e.g. templar, reaver, spirit healer), but this would logically require those classes to specialise in those areas and give other classes fewer abilities to adopt the same mix of abilities.

The alternative is to offer fewer specific classes, but allow those classes to shape their development into various battlefield roles (or hybrid roles).

Personally, I prefer the flexibility of the fewer classes more options, rather than multiple preset classes and preset role builds. Arguably the logical middle-ground is expanding more on what Bioware has done with specialisms - so that the 'base' Warrior is quite flexible, but if you start pushing yourself down the Templar spec (as in Origins) then it melds well with being an anti-magic tank, whilst beserker/reaver fits better with a glass cannon (although there are, as always, exceptions).

Modifié par Wozearly, 23 juin 2011 - 05:27 .


#12
PsychoBlonde

PsychoBlonde
  • Members
  • 5 129 messages

Wozearly wrote...

The alternative is to offer fewer specific classes, but allow those classes to shape their development into various battlefield roles (or hybrid roles).


Yes.  class should not equal role.  class should determine HOW you fill that role.

Edit: y all my sentence not capitalize?  mysterious.

Modifié par PsychoBlonde, 23 juin 2011 - 05:29 .


#13
K2daE

K2daE
  • Members
  • 255 messages
I just want them to fix healing. I love playing healers but in DA2 it was almost pointless. Two healing spells with nearly a minute cooldown and one requiring you to be in a god awful sustained mode. I dont know how the developers like to play but I dont like having my healer duct taped to the back of my tank. Thats just unhealthy! Up the damage of enemies and add more variety of healing spells, heal over time or AOE healing, anything! If they feel the need for a sustained mode to lock out damage spells, make it do something good and not area dependant. The health regen aura may be useful in Insanity mode for after battles but in any others its just a waste.

Modifié par K2daE, 23 juin 2011 - 06:18 .


#14
deatharmonic

deatharmonic
  • Members
  • 464 messages

Huntress wrote...

They HAD DW/archer - warriors, archMage,druid - mages in DAO and they remove them in DA2.

I hate to say it but removing DW-Warriors or arch-mages was a bad move. Yes me..think

If they add any of this old builds or new ones in the future.. well thats a big " IF" isn't?


I agree...  I think the old specializations should have been kept, they were a hell of a lot more creative (IMO), especially for mages. I'd take shape shifting and becoming part of the fade ANY day over force mage. The old specializations for me were much cooler compared to the bland choice of builds given in DA2.

#15
The Baconer

The Baconer
  • Members
  • 5 678 messages
I'd like to see a completely new 'archetype'

...But a rogue/mage cross-class would intrigue me.

#16
Cody211282

Cody211282
  • Members
  • 2 541 messages

Huntress wrote...

They HAD DW/archer - warriors, archMage,druid - mages in DAO and they remove them in DA2.

I hate to say it but removing DW-Warriors or arch-mages was a bad move. Yes me..think

If they add any of this old builds or new ones in the future.. well thats a big " IF" isn't?


They really need to bring them back for the next game, removing them sucked big time.

#17
Serpieri Nei

Serpieri Nei
  • Members
  • 955 messages

Thibax wrote...

For me, specializations for all classes:

Warrior: Champion, Templar, Berseker, Reaver, Guardian, Spirit Warrior, Paladin, Archer (bow), Knight (spear)

Rogue: Assassin, Bard, Duelist, Ranger, Shadow, Legionnaire Scout, Hunter, Saboteur, Illusionist

Mage: Spirit Healer, Keeper, Force Mage, Blood Mage, Arcane Warrior, Arcane Archer, Battlemage, Shapeshifter, Elemental Mage, Warlock


More specs the better - and they do need to provide a different gameplay experience.

#18
Huntress

Huntress
  • Members
  • 2 464 messages

Cody211282 wrote...

Huntress wrote...

They HAD DW/archer - warriors, archMage,druid - mages in DAO and they remove them in DA2.

I hate to say it but removing DW-Warriors or arch-mages was a bad move. Yes me..think

If they add any of this old builds or new ones in the future.. well thats a big " IF" isn't?


They really need to bring them back for the next game, removing them sucked big time.


I hope.. I can't play as a healer ,2h warrior or sword and shield.. it just not my liking... Thats why I prefer DAO warriors, am running this mage but DAO mages are so &^&$# up. It makes me upset to play mages in DAO rofl.

In DA2 I love force mages, enemies have no chance hehe.:lol:

#19
Tirfan

Tirfan
  • Members
  • 521 messages
.. I kind of want to troll this thread by mentioning that in DA2 we only had mages, every class has abilities that are magical in all but descriptions, we don't need any more.

And see what I did. In all seriousness, the fact that you basically could make almost any kind of character out of any class was nice, there was still enough difference to make different classes interesting, because of the different specializations, and they did feel quite different, DW warrior wasn't like DW rogue, my sword&shield mage wasn't like playing a warrior. They could have expanded on this, make them even more varying and different, but well, that probably would have required more work on skills and balancing and all that.

And I want my arcane warrior back.. I just loved that specialization even though it was kind of OP.

#20
San Diego Thief

San Diego Thief
  • Members
  • 63 messages
You should only be able to access any of these special classes through a quest

Warrior classes -

Good = Defender, Paladin
Neutral = Barbarian, Ranger, Dragon Slayer
Evil = Death Knight, Pirate

Magic classes -

Good - High order, Healer
Netural - Druid/Summoner, Shapeshifter, Illusionist
Evil - Warlock/Witch, Blood Mage

Thief classes -

Good - Bard, Archer
Neutral - Mercenary
Evil - Assassin

Modifié par San Diego Thief, 23 juin 2011 - 07:52 .


#21
Wozearly

Wozearly
  • Members
  • 697 messages

PsychoBlonde wrote...

Yes.  class should not equal role.  class should determine HOW you fill that role.

Edit: y all my sentence not capitalize?  mysterious.


Definitely my preference too, both in MMOs and in SP games - and credit to Bioware, I think they've generally done this pretty well in the past. There are no class decisions where your character screen selections force you into one specific battlefield role, its all reliant on how you develop the character as you level up.

In this regard, Origins was slightly better because of increased flexibility - I personally liked that the options were:

Warrior:

Tank:  Self-defence, aggro-magnet, defensive support
=> Sword/Shield, warrior core abilities (threat build), champion spec, templar spec, guardian spec

Damage:   High damage output, threat avoidance, offensive support
=> 2H (melee) or DW (melee) or Archer (ranged), warrior core abilities (threat reduction), reaver spec, beserker spec, spirit warrior spec

Hybrid options:
=> Damage trees have the opportunity to use warrior core abilities (e.g. Threaten), specialisms (e.g. Reaver's Frightening Appearance) and requirements (e.g. High strength = high armour, or High dex = good evasion) to successfully off-tank and bring a mix of offensive and defensive support abilities.

Rogue:

Offensive Damage:  High damage output, threat avoidance, offensive support
=> DW (melee), assassin spec, duellist spec, rogue core abilities

Defensive Damage:  High damage output, threat avoidance, defensive support
=> Archer(melee), ranger spec, bard spec, rogue core abilities


Hybrid options:
=> Several. Archers could push towards an offensive damage build (esp. in Awakening) by focusing on auto-attack and a couple of archer talents. DW could make use of various abilities and both the Legionnare Scout and Shadow specs to throw in defensive support talents. Either were able to make hefty use of support abilities in preference to damage abilities, or vice versa...most are capable of off-tanking in a pinch due to high Dex, and DWs could move to a very "jack of all trades" class by gearing up enough strength to wear medium armour.

DA:O rogues were arguably the most flexible class in terms of adapting a) their core battlefield role and B) their ability to step in and temporarily fill a different battlefield role on the rune, and had the most options for shifting how they assigned their ability points to support either of those aims.

Mage:



Damage:  High damage output, offensive support
=> primal, spirit (some), entropy (some), blood mage, core mage spells (arcane tree)

Tank:  Self-defence, defensive support

=> arcane warrior, keeper, battlemage, spirit, creation, core mage spells (arcane in awakening)

Defensive support:
=> spirit healer, creation, spirit (some)

Offensive support:
=> entropy, spirit (some), core mage spells (arcane in awakening)



Hybrid:
=> Most mage builds tend to hybridise two of the above, as most trees contain a mix of types (in some cases, this was the cause of negative player feedback). The shapeshifter spec was also a very unusual way to allow mages to flex into melee damage or melee support roles in certain situations / emergencies.

Generally, mages tended to lack threat control mechanics which meant that they played very differently as tanks (ie, a need to keep up damage output as well as defence) or as damage-dealers (ie, needing others to pull aggro, or needing to use abilities to delay enemies charging in for the kill) compared to warriors and rogues, who were much more self-sufficient as part of a group.

Definitely the most flexible class in terms of ability to select any battlefield role - and as they were slightly on the OP side, tended to excel at almost all of them.



Whilst DA2 didn't wreck that balance, the streamlining did tend to railroad certain classes into certain roles to a greater extent, and it was less straightforward (IMO) to be an effective hybrid.

#22
thesilverlinedviking

thesilverlinedviking
  • Members
  • 196 messages

San Diego Thief wrote...

You should only be able to access any of these special classes through a quest

Warrior classes -

Good = Defender, Paladin
Neutral = Barbarian, Ranger, Dragon Slayer
Evil = Death Knight, Pirate

Magic classes -

Good - High order, Healer
Netural - Druid/Summoner, Shapeshifter, Illusionist
Evil - Warlock/Witch, Blood Mage

Thief classes -

Good - Bard, Archer
Neutral - Mercenary
Evil - Assassin


The only thing I don't like about that is the Good/Neutral/Evil. Not all pirates are evil, not all Bards are good, etc.

#23
element eater

element eater
  • Members
  • 1 326 messages
i dont think they need new classes they just need to make them more flexible