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What Balance means in single player


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#276
JaegerBane

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Faerell Gustani wrote...
Why does mage have to be synonymous with "raw power"?  Why can't mages just be an alternative artillery class with an emphasis in crowd control?  Conceptually the new patch makes this more-so the case rather than having mages be OP.


For the same reasons that warriors use big swords and rogues pick locks and de-trap. It's part of their archetype.

Trying to suggest it's possible to depict someone who can blast a mob of thugs to cinders just by waving their hands but simulataneosly make them no different to warriors and rogues just demonstrates that you don't understand  what you're talking about. It's logically no different to saying that there are two men in the street and each is taller than the other.

They're artillery and crowd control. Big guns. Being powerful is part of the allure, and part of their role. I have yet to hear anyone from the mage-hater crowd actually suggest a realistic implementation of how to make a guy with a dagger and a lockpick somehow equal to a guy who calls down thunderstorms and clouds of death on his opponents. So far, the best one I've heard is make mages just alternative archers with pretty FX. If that's your thing than, at the risk of resorting to cliche, mod it.

The new patch is actually not bad. I frankly don't see what it is about the new patch that makes mages comply with your definition of balance. They still stun and wipe stuff out and generally make enemies their playthings. The only reason I'm not using it is because of Bioware's rather dubious methods of modifying equipment in game without noting it down.

The sheer availability of potions and whatnot places fewer limits on them than really should be, but the end of the day this is a single player game. If you're finding it too easy than it's because you've made it too easy. Mages don't have all the advantages. They're still squishy, which is why they need warriors. They're still useless in non-combat tasks, like lockpicking and trap-clearing. Granted, it is possible to make a mage that isn't squishy - but to do this you really need to go out of your way to make a powerful mage - to bill a powerbuild as 'overpowered' is a bit like saying that grass is too green. What do you expect?

Modifié par JaegerBane, 11 décembre 2009 - 05:12 .


#277
Godeshus

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JaegerBane wrote...


The new patch is actually not bad. I frankly don't see what it is about the new patch that makes mages comply with your definition of balance. They still stun and wipe stuff out and generally make enemies their playthings. The only reason I'm not using it is because of Bioware's rather dubious methods of modifying equipment in game without noting it down.



I haven't really noticed a difference, but that's because I'm not the type of person to spam cone of cold then start complaining that it can be done (I'm not saying you are, I'm just adding to this thought). I never spammed it prepatch, and I still don't spam it. Sure, it's a nifty spell, and can pull me out of tricky situations, but really. I've got like 30 other spells to choose from that are all really cool and unique. Things I've never seen before in other games, like spell combinations that have super crazy results. Why would I waste my time spamming the same spell over and over again?

Another thing is, there are a lot of people out there crying out "as intended by the devs", or most frequently "AS INTENDED BY THE DEVS".  The thing is, I'm not saying there aren't any, but I haven't seen any one of the Dev's post "We intended for the Mage to be powerful", nor have I seen "We did not intend for the mage to be powerful". If there are posts like this, and I haven't read them, then I'll apologize in advance, but who the hell are YOU to say what the devs intended or didn't intend. From EITHER side of the argument.

In game Lore suggests, however, that mages are something to be seriously feared, because of the Tevinter Imperium. It would be my guess that they were intended to be powerful, but i just don't know. I'm not a Dev.

Most other rpg's I've played, the warrior was the "simple" class. Meaning you just made your warrior, and you could blast through the game without worrying too much about the details. If you picked a mage, you could make him prety badass, but you had to plan it out a little more intelligently. Now it's the opposite. If you know the mechanics of the game a little, it doesn't take much to make a mage that can make the battles relatively easy. But if you pick a warrior, now all of a sudden you really need to think ahead. And if you play your cards right, you can have a prety devastating swordarm.

I think the game is balanced just fine. It's not forgotten realms. It's an entirely new world with incredible differences. Clearly this new realm is awe inspiring, otherwise there wouldn't be so many passionate opinions about it. We are all here seriously addicted to this new unique twist on fantasy roll play gaming, so then why are people so determined to try and force the game mechanics back to a more D&D style? Because it's familiar, i guess, and humans are creatures of habit.

*sorry if you have a headache from running into this wall.

Modifié par Godeshus, 11 décembre 2009 - 10:58 .


#278
Trajan60

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Balance in Dragon Age means have two Mages in your party or you're screwed.

#279
Godeshus

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Trajan60 wrote...

Balance in Dragon Age means have two Mages in your party or you're screwed.


OR you could think of new tactics.

#280
JaegerBane

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Godeshus wrote...
I think the game is balanced just fine. It's not forgotten realms. It's an entirely new world with incredible differences. Clearly this new realm is awe inspiring, otherwise there wouldn't be so many passionate opinions about it. We are all here seriously addicted to this new unique twist on fantasy roll play gaming, so then why are people so determined to try and force the game mechanics back to a more D&D style? Because it's familiar, i guess, and humans are creatures of habit.


I think that is pretty much the way of things. I didn't understand why people were jumping on the bandwagon of mage-hating and then coming up with pointless requests like 'since the mage is god the warriors need this that and the other'. Culminating with absurd requests such as asking for Warriors and Rogues to be combined into one class.

Much of the shouts and ravings didn't seem to be asking for balance per se - they just sounded like they were demanding loads of buffs due to what I presume is some sort of artificial envy of another class' abilities. As you say, DA is not Forgotten Realms and the same ideas do not apply. Mages were definitiely the poor cousins in the FR universe and all these self-appointed champions of balance were curiously absent from the discussions. Now the tables are switched and suddenly we get all these demands to make it more like D&D. Figures.

#281
jisan74

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Tirigon wrote...


I think we need an old fashioned DnD split between heal magic users and damage mages. CC and damage to the mages and group buffs and buffs targetable on others to the new healing specialised mages. Increase maximum party size to 5 or 6 and we're sorted. People who don't want to use healers and damage mages have got to realise its a fantasy game and therefore not using them is going to make it a lot harder. At the same time a mage with melee presence shouldn't out tank a warrior and there should always be a place for one of every class, but not to the point where there is no overlap so you are forced to take one.

I disagree. The more the classes are limited, the less freedom. I really wish it was like in Oblivion, when you could create your own class and, at least with difficulties, use skills your class doesnt have, too.






To be honest have healer and damagers is a great idea to put in the game and doesn't limit your freedom at all.It's no different than having specializations.Plus it give more balance to the mages.As for your idea to about creating your own class well it already in the game within reason.Take he mage based on your spell and skill choices your making a class already.For example if you only take spirit magic your a spirit mage.if your you a rogue and you take achery and herb skill and survival and the ranger specialization your actually a ranger from dnd.So in truth your skill choices and talents define what your character class really is.

#282
Tirigon

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jisan74 wrote...

Tirigon wrote...


I think we need an old fashioned DnD split between heal magic users and damage mages. CC and damage to the mages and group buffs and buffs targetable on others to the new healing specialised mages. Increase maximum party size to 5 or 6 and we're sorted. People who don't want to use healers and damage mages have got to realise its a fantasy game and therefore not using them is going to make it a lot harder. At the same time a mage with melee presence shouldn't out tank a warrior and there should always be a place for one of every class, but not to the point where there is no overlap so you are forced to take one.

I disagree. The more the classes are limited, the less freedom. I really wish it was like in Oblivion, when you could create your own class and, at least with difficulties, use skills your class doesnt have, too.

To be honest have healer and damagers is a great idea to put in the game and doesn't limit your freedom at all.It's no different than having specializations.Plus it give more balance to the mages.As for your idea to about creating your own class well it already in the game within reason.Take he mage based on your spell and skill choices your making a class already.For example if you only take spirit magic your a spirit mage.if your you a rogue and you take achery and herb skill and survival and the ranger specialization your actually a ranger from dnd.So in truth your skill choices and talents define what your character class really is.




Maybe I sounded too negative; I´m actually quite fine with the current system.
But I think it could be nice to have really ALL talents available; you could, for example, create a dualwielding Healer who can turn invisible when in danger. Or you could make an arcane warrior who is actually able to use his weapon of choice with the according talenttree. Or you could give your Tank some useful spells (for example, the AoE-Stun from Spirit school or the entire paralyze-tree could come in handy, as well as a heal, or the anti-magic shield). Atm you cant do that.

#283
Lacan2

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Trajan60 wrote...

Balance in Dragon Age means have two Mages in your party or you're screwed.


True. Then again, when you have a toolset and can change anything at any time, and can download mods to do the same, "balance" is whatever you want it to be. You could nerf mages to make them useless to a party, if you really didn't want to use mages.

I like mages and keep them robust.

Modifié par Lacan2, 13 décembre 2009 - 09:51 .


#284
Leather_Rebel90

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2) You can use self-restraint to not run into balancing issues. If you think mages are OP, then don't play them. Easy as pie

That is the most stupid f*cking thing ever said. I want to play a Mage but I also would like a challenge, and right now that just isn't possible. So, according to you, I can either play a Warrior again and do the same sh*t all over, or play as a Rogue, which I f*cking hate.

Honestly, THINK BEFORE YOU POST. All classes should be viable and contain both strengths, and weaknesses. The Mage only has strengths, which is sad really, because I really do want to play one but I don't want to spam the "I WIN" buttons.

#285
NetBeansAndJava

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Leather_Rebel90 wrote...

2) You can use self-restraint to not run into balancing issues. If you think mages are OP, then don't play them. Easy as pie

Honestly, THINK BEFORE YOU POST. All classes should be viable and contain both strengths, and weaknesses. The Mage only has strengths, which is sad really, because I really do want to play one but I don't want to spam the "I WIN" buttons.


Honestly, read before you post.  I was plyaing devil's advocate and summarizing the argument of others who have said balance has no place in single player.

#286
jisan74

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Tirigon wrote...

jisan74 wrote...

Tirigon wrote...




I think we need an old fashioned DnD split between heal magic users and damage mages. CC and damage to the mages and group buffs and buffs targetable on others to the new healing specialised mages. Increase maximum party size to 5 or 6 and we're sorted. People who don't want to use healers and damage mages have got to realise its a fantasy game and therefore not using them is going to make it a lot harder. At the same time a mage with melee presence shouldn't out tank a warrior and there should always be a place for one of every class, but not to the point where there is no overlap so you are forced to take one.

I disagree. The more the classes are limited, the less freedom. I really wish it was like in Oblivion, when you could create your own class and, at least with difficulties, use skills your class doesnt have, too.

To be honest have healer and damagers is a great idea to put in the game and doesn't limit your freedom at all.It's no different than having specializations.Plus it give more balance to the mages.As for your idea to about creating your own class well it already in the game within reason.Take he mage based on your spell and skill choices your making a class already.For example if you only take spirit magic your a spirit mage.if your you a rogue and you take achery and herb skill and survival and the ranger specialization your actually a ranger from dnd.So in truth your skill choices and talents define what your character class really is.




Maybe I sounded too negative; I´m actually quite fine with the current system.
But I think it could be nice to have really ALL talents available; you could, for example, create a dualwielding Healer who can turn invisible when in danger. Or you could make an arcane warrior who is actually able to use his weapon of choice with the according talenttree. Or you could give your Tank some useful spells (for example, the AoE-Stun from Spirit school or the entire paralyze-tree could come in handy, as well as a heal, or the anti-magic shield). Atm you cant do that.

Your ideas sound great if you like to customize like crazy.but there 4 problems with your idea.
first it make the idea of a class system useless.
2 it can lead to very powerful characters.(making the game too easy)
3.it would hard to gear the game to everyones powers and abilities.so some players may find the game to easy others to hard based on the abilities choosen.
4 well this problem is last i can think at the moment is if you can do what your suggesting there would be no point to having a party of 4 characters.since the character you can make up can do everything all by him self.
Which in truth turn the game into oblivion solo adventurer type game.

On a final note to much freedom to customize can lead to bad things.I'm glad to have some restriction in making my character.That is the game is called roleplaying.It's not about your powers,skill and talents.it's about how you can play in your character.

Modifié par jisan74, 14 décembre 2009 - 01:16 .


#287
Faerell Gustani

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JaegerBane wrote...

Faerell Gustani wrote...
Why does mage have to be synonymous with "raw power"?  Why can't mages just be an alternative artillery class with an emphasis in crowd control?  Conceptually the new patch makes this more-so the case rather than having mages be OP.


For the same reasons that warriors use big swords and rogues pick locks and de-trap. It's part of their archetype.

Trying to suggest it's possible to depict someone who can blast a mob of thugs to cinders just by waving their hands but simulataneosly make them no different to warriors and rogues just demonstrates that you don't understand  what you're talking about. It's logically no different to saying that there are two men in the street and each is taller than the other.

What's the different between a mage blasting the area and a warrior using some Anime styled sword technique to kill 10 enemies at once?  Functionally, not much.  They managed to implement some silly warcry that does an AoE knockdown for the Champion spec, and include Scattershot which is a grenade like stun attack that somehow has no friendly fire...
It's not too much of a stretch to have warriors dealing wide area AoE damage as if they were Kratos (God of War series) swinging around those chain-blades in a wide arc that covers a good 20 ft radius.
Or perhaps a charging attack that damages a 30ft line of enemies while moving the warrior forward.

My point is that power comes in different forms and quanities.  Just because mages should be "powerful" doesn't mean that warriors and rogues should be less powerful.
A skilled swordsman should be as much as a threat as a skill spellcaster.  A threat in a different sense, but a threat none-the-less.   CC powers are incredibly powerful and useful in of themselves, there's no need to grant mages the increased survivability that rogues and warriors have, yet the option is present via Arcane Warrior.

They're artillery and crowd control. Big guns. Being powerful is part of the allure, and part of their role. I have yet to hear anyone from the mage-hater crowd actually suggest a realistic implementation of how to make a guy with a dagger and a lockpick somehow equal to a guy who calls down thunderstorms and clouds of death on his opponents. So far, the best one I've heard is make mages just alternative archers with pretty FX. If that's your thing than, at the risk of resorting to cliche, mod it.

See, you're talking about realism and magic here.  We're not looking for realism.  We're looking for game balance.
I suppose a good "balance" would be to completely nuke a mage's ability to defend or wear armor.  Have them drop in 1-2 hits.  Have them actually be fragile and glass cannons, currently they easy survive a small swarm of enemies.  Thus applying a drawback.  If your spells are resisted you're effectively dead/useless.  More immunities and elemental resistances on enemies as well.

Or if you want to go for a "lore" answer, see my signature.  Let's apply the potential for demons to possess your mage.

The current arguments for having mages not get nerfed generally revolve around people who don't care, or people who want power without the associated drawbacks.

The new patch is actually not bad. I frankly don't see what it is about the new patch that makes mages comply with your definition of balance. They still stun and wipe stuff out and generally make enemies their playthings. The only reason I'm not using it is because of Bioware's rather dubious methods of modifying equipment in game without noting it down.

Definitely, I like the patch.  Mages still fulfill a critical support role in their numerous amounts of CC abilities and healing and stam/mana regen abilities.

I'm very glad that the power of a mage is no longer a result of using the same attack over and over again.  If you want to stunlock an enemy, you have to work at it.  Alternate between CoC, mindblast and Paralysis cooldowns and the likes.  That's fair to me.

The sheer availability of potions and whatnot places fewer limits on them than really should be, but the end of the day this is a single player game. If you're finding it too easy than it's because you've made it too easy. Mages don't have all the advantages. They're still squishy, which is why they need warriors. They're still useless in non-combat tasks, like lockpicking and trap-clearing. Granted, it is possible to make a mage that isn't squishy - but to do this you really need to go out of your way to make a powerful mage - to bill a powerbuild as 'overpowered' is a bit like saying that grass is too green. What do you expect?

True, the potion issue is another breaking point in the game that makes it too easy.
However, I disagree with your statement that the game is too easy because I make it so.  No, the game is too easy because th designers made it so.  I, like many others, am just using the tools available to me (and not using any exploits like Taunt+FF or other forms of AI abuse).
I'm working with in the game rules.

As for a powerbuild and what I expect?  I expected a drawback.  I went out of my way to make a powerful mage, then I expect some aspect to be weak and exploitable by an enemy.  Focusing on one area should lead to the detriment of another, that is an aspect of game balance.
The problem with mages and why they're considered overpowered is because they have no weak points.  Go arcane warrior and you have mages to Tank, DPS, CC, and Heal...and they can do it just as good (or better) as other classes in the game.
So, short story short, I'm looking for drawbacks to mages.  There are none.

Drawbacks to warriors?  They're slow, require good gear and cannot have both survivability and good damage output at the same time.
Drawbacks to rogues?  high vulnerability to CC and other such effects.  Their good damage output depends a bit on tactical positioning (flanking for backstabs).
Drawbacks to mages?  None really.

#288
soteria

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There is a youtube video in which someone solos the game on nightmare with a rogue. I´ve never seen evidence that mages can do that, and my own experience makes me disbelieve everyone who says they can. On lower difficulties we dont even need to argue: If you need a mage to survive, you are doing something wrong.




I don't have a video to prove it, but from what I've read people have soloed the game with every class at this point. I don't know why mages would be any different; they actually have more tools than the other classes. The only thing mages don't have is, uh, stealth and knockdown immunity?



I'm less concerned about balance between the classes than I am each class having balanced abilities within its own trees. Mages do happen to stand out for having the most brokenly overpowered abilities, though (I'm looking at you, mana clash). If you really want balance among the classes, adding some longer crowd control abilities to rogues and warriors would be key.

#289
Tirigon

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jisan74 wrote...

Your ideas sound great if you like to customize like crazy.but there 4 problems with your idea.
first it make the idea of a class system useless.

Well, I dont see why it would be bad not to have a class system.

2 it can lead to very powerful characters.(making the game too easy)

Only if you build your char to be OP, in which case its your right to be immortal, at least as long as you dont cry for nerfs then.

3.it would hard to gear the game to everyones powers and abilities.so some players may find the game to easy others to hard based on the abilities choosen.

Ok, that is a point. Nevertheless, Imo it would be good rather than bad to choose your own difficulty depending on your build. After all, winning a race is easier with the newest ferrari than with a 60 years old car, so if you decide to build the 60 years old car it´s your own fault. You could have had your ferrari.

4 well this problem is last i can think at the moment is if you can do what your suggesting there would be no point to having a party of 4 characters.since the character you can make up can do everything all by him self.
Which in truth turn the game into oblivion solo adventurer type game.

Not really. Because it would be very hard to get enough points to buy all talents, except if you use cheats. Lets calculate: Imagine you want a Dualwielding AW with the ability to freeze your enemies and to stun them, as well as bloodmagic to be able to cast at all. So you need 4 points for AW, 3 points in BM (last spell is useless imo, if you want it too you need 4), 12 points for dualwield, 4 points for cold magic. That is 23 so far. Possible to get.
But you dont have your paralyze yet. 4 more for that. 27 is still possible to get, if you buy some books, but its not easy. And you are still lacking some awesome spells like heals, buffs, FF, CP, archery and the spelltree leading to manaclash; you cant lockpick yet. You cant use effective backstabs yet. Etc, etc....  So while it might of course make Soloing easier, it wouldnt make your party useless.

On a final note to much freedom to customize can lead to bad things.I'm glad to have some restriction in making my character.That is the game is called roleplaying.It's not about your powers,skill and talents.it's about how you can play in your character.

That´s your personal opinion. Ill accept it. Just accept that mine differs from yours; I like as much freedom as possible.

#290
jisan74

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Tirigon wrote...

jisan74 wrote...

Your ideas sound great if you like to customize like crazy.but there 4 problems with your idea.
first it make the idea of a class system useless.

Well, I dont see why it would be bad not to have a class system.


2 it can lead to very powerful characters.(making the game too easy)

Only if you build your char to be OP, in which case its your right to be immortal, at least as long as you dont cry for nerfs then.


3.it would hard to gear the game to everyones powers and abilities.so some players may find the game to easy others to hard based on the abilities choosen.

Ok, that is a point. Nevertheless, Imo it would be good rather than bad to choose your own difficulty depending on your build. After all, winning a race is easier with the newest ferrari than with a 60 years old car, so if you decide to build the 60 years old car it´s your own fault. You could have had your ferrari.

4 well this problem is last i can think at the moment is if you can do what your suggesting there would be no point to having a party of 4 characters.since the character you can make up can do everything all by him self.
Which in truth turn the game into oblivion solo adventurer type game.

Not really. Because it would be very hard to get enough points to buy all talents, except if you use cheats. Lets calculate: Imagine you want a Dualwielding AW with the ability to freeze your enemies and to stun them, as well as bloodmagic to be able to cast at all. So you need 4 points for AW, 3 points in BM (last spell is useless imo, if you want it too you need 4), 12 points for dualwield, 4 points for cold magic. That is 23 so far. Possible to get.
But you dont have your paralyze yet. 4 more for that. 27 is still possible to get, if you buy some books, but its not easy. And you are still lacking some awesome spells like heals, buffs, FF, CP, archery and the spelltree leading to manaclash; you cant lockpick yet. You cant use effective backstabs yet. Etc, etc....  So while it might of course make Soloing easier, it wouldnt make your party useless.


On a final note to much freedom to customize can lead to bad things.I'm glad to have some restriction in making my character.That is the game is called roleplaying.It's not about your powers,skill and talents.it's about how you can play in your character.

That´s your personal opinion. Ill accept it. Just accept that mine differs from yours; I like as much freedom as possible.

OK i have one question have you ever played a pen and paper game before?The answer to this question will make me understand were your coming from.And before you ask i've played such games since i was 7.My first game being D&D.So i have a huge love for the class system.With some of the newer games that have to much customization (little or classes anymore) to them rather bore me cause they leave little room role play anymore.
I look at classes as way of life the character your is living much like a career.So lets take a fighter for example is not much different than a soldier or grunt.even then you have different kinds of soldiers such as snipers,heavy weapon specialist etc.each is trained differently.But you don't soldiers though getting into a space shuttle and flying it to the moon.Since that not what there trained to do.ok i know your going to come back and bite me based on thisbut that's ok it's just how i see things and you have your way also.I just feel i needed to try and explain my end if i could i hope i have when it comes to classes.If not then i'm sorry for that.And i'm not i can explain it any better.

#291
Tirigon

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Well I have never played a Pen&Paper RPG. Maybe I should try it some day so I could understand that thing about classes better.

But so far I dont see why you should be unable to roleplay a character whose class you have designed yourself. After all, the class doesnt really affect your character, unless you are a templar or a necromancer maybe. And even then, you can have different motives and all.

Take Alistair for an example.

MINOR SPOILER AHEAD!









Though he is trained as templar and hates forbidden magic or apostates, he will, at a certain point after a certain decision, tell you you should have used blood magic.