I
wish DA2 rogues were ninjas. They need 1-handed swords, throwing weapons and more graceful attack animations before it'll feel anything like that, for starters.
I'd greatly like to see the Ranger specialization return, with one branch devoted to an animal companion with a couple upgrades, and another branch devoted to a couple different types of "trap talents" akin to the "flask talents" like Miasmic Flask.
Crafting skills needs to return, including crafting traps. DA2 crafting system is fine, just rename the "ordering tables" to "crafting tables" and re-designate the "ordering cost" as the "material gathering cost" and implement skill requirements, and it would feel like the player has a more character customization options even if the result is functionally identical. Preferably, traps would be worth crafting and using too, unlike DAO's IMO. Other skills could include Diplomacy, Bluff, Intimidate (dominant tone would still exist, but the player would control whether the character is
successful at being diplomatic or intimidating), Survival, Lore (bring on unidentified magical items). class-specific skills could include, for rogues, non-combat Stealth (check based on skill, stats, shade, distraction, like MotA) and Disable Device. For mages, Use Magic Device (create a new class of items, wands, like bombs but reusable and with magical effects, for mages to use) and Coercion (special dialog skill, a la blood magic mind control). For warriors, Combat Training and Tactics. Seems to make sense for them to get passive combat buff skills, since combat is really their only 'niche'. The amount of tactics slots available would have nothing to do with that tactics skill, though.
So basically I disagree with everything the OP said.
Modifié par Filament, 07 avril 2012 - 08:25 .