Also, they should remove class restrictions on equipment. That way on the off-chance someone wants to equip a mage or a warrior with a bow they are able to.
Modifié par wsandista, 29 mai 2012 - 02:58 .
Modifié par wsandista, 29 mai 2012 - 02:58 .
Guest_BrotherWarth_*
Sylvius the Mad wrote...
Ideally, there won't be any.
Or GURPS or Fallout. There are lots of classless RPG systems around.wsandista wrote...
You mean like Shadowrun?Sylvius the Mad wrote...
Ideally, there won't be any.
Modifié par Sylvius the Mad, 28 mai 2012 - 05:50 .
Other than Spirit Healer, which is a pretty defining role, I think you may actually mean Specializations? Because frankly, I can fill a lot of roles with a rogue, depending on what non-specialization trees I take from/max out. Even with that, they opened up a lot of the specializations, as far as I can tell, since a ranged character can now be either a Duelist, or an Assassin.wsandista wrote...
I think they should be closer to DAO, where there are several roles each class can fill, instead of being railroaded into 1(or 2 for mage) role per class.
Also, they should remove class restrictions on equipment. That way on the off-chance someone wants to equip a mage or a warrior with a bow they are able to.
That it wouldn't be an effective build is no reason to prohibit it.robertthebard wrote...
Equipping a mage with a bow is, and should be problematic.
Maybe not to you. But to me, even if I could use one, I wouldn't.Sylvius the Mad wrote...
That it wouldn't be an effective build is no reason to prohibit it.robertthebard wrote...
Equipping a mage with a bow is, and should be problematic.
But the prohibition doesn't gain you anything. Why do you want to prevent players from doing things that you don't want to do?robertthebard wrote...
Maybe not to you. But to me, even if I could use one, I wouldn't.Sylvius the Mad wrote...
That it wouldn't be an effective build is no reason to prohibit it.robertthebard wrote...
Equipping a mage with a bow is, and should be problematic.
However, for the sake of fun, let's look at some things that could be done with it:
DAO allowed some spells to be cast with a non-staff weapon equipped. There's no reason to assume a univeral prohibition on casting while using weapons.If you've got a bow equipped, you can't run toggles, and you can't cast.
A focus isn't necessary, though. In DAO we could cast with no staff equipped.A bow is not a "magic" weapon, and as such, cannot focus your magical energies.
Again, you don't need a staff to cast. Also, why are we limiting ourselves to the designs used in DA2 or DAO? I argues that DAO's weapon-swap button was overly limiting, as you could only swap between two different weapon sets. If they used the hotbar system from NWN, we could have as many different weapon sets as we wanted.Now, when they did away with varying styles, they did away with weapon swap, don't get that either, so in order to cast, you have to manually switch back to a staff.
And that's why the list inventory is bad. I've been saying this for years. The list inventory forces the player to navigate it every time he wants something. A sortablwe grid allows the player to find exactly what he wants right away every time.Now, at the beginning of an adventure, that wouldn't be an issue, since my inventory is pretty clean, but an hour in, and finding the weapon will take a minute, or could.
Modifié par Sylvius the Mad, 28 mai 2012 - 06:24 .
robertthebard wrote...
Other than Spirit Healer, which is a pretty defining role, I think you may actually mean Specializations? Because frankly, I can fill a lot of roles with a rogue, depending on what non-specialization trees I take from/max out. Even with that, they opened up a lot of the specializations, as far as I can tell, since a ranged character can now be either a Duelist, or an Assassin.
Equipping a mage with a bow is, and should be problematic. For one thing, the way the staves work now, it would be both slower, and less effective than just sticking with the staff. For another thing, you are going to have to gimp either your magic score, or your will score to take points in Dex, otherwise, you may as well just sell the bow anyway, because you're not going to hit a lot with it. Even the bows with low Dex requirements, or no dex requirements aren't going to be as effective as a staff damage wise. What is the base bow? 5 damage, with like 3dps? Yeah, that's worthwhile.
I don't know why they did away with warriors using bows, or with dual wielding, for that matter.
brushyourteeth wrote...
It's pretty likely that we'll have a few classes to choose from and we'll only be allowed to choose one, but that one class will have some impact on the PC's story. I'm not sure how it will work, and I usually like to mix and match abilities, but I'm excited to see how it pans out. As long as we leave Bard by the wayside, unless it's given a serious upgrade.
Sopa de Gato wrote...
I can kind of see why they did it, since the DAO Warrior and Rogue had a lot of overlap. One just picks locks and has stealth, but most of the same options. It wasn't an ideal solution and they know that, but how to give the Rogue and Warrior different feels if you open weapons to all classes?
Sylvius the Mad wrote...
Or GURPS or Fallout. There are lots of classless RPG systems around.wsandista wrote...
You mean like Shadowrun?Sylvius the Mad wrote...
Ideally, there won't be any.
Give us skills to mix-and-match. For lore reasons, obviously magical ability will only be selectable at level one (since everyone is either a mage or isn't, and there's no way to change that).
Don't remove Specialist, I love it. I take what I need from the whole tree to get Harmony, and then run Power full time on rogue Hawke, and give speed to all other rogues to toggle for combat. I may do the rogue Hawke thing for Isabela on my warrior and mage playthroughs. It worked really well with Assassin/Shadow, and on my current NM run, I'm going to use Shadow/Duelist for a melee rogue, with the Specialist capped at Harmony.wsandista wrote...
robertthebard wrote...
Other than Spirit Healer, which is a pretty defining role, I think you may actually mean Specializations? Because frankly, I can fill a lot of roles with a rogue, depending on what non-specialization trees I take from/max out. Even with that, they opened up a lot of the specializations, as far as I can tell, since a ranged character can now be either a Duelist, or an Assassin.
No I meant roles like Tank, damage, support, or CC.
In DA2, Warriors were Tank
Rogues were damage
Mages were Support(with creation and part of arcane tree) or CC.
All abilities and weapon restrictions railroaded my characters into a role that depended on their class. The method for performing the role might change, but the role does not.Equipping a mage with a bow is, and should be problematic. For one thing, the way the staves work now, it would be both slower, and less effective than just sticking with the staff. For another thing, you are going to have to gimp either your magic score, or your will score to take points in Dex, otherwise, you may as well just sell the bow anyway, because you're not going to hit a lot with it. Even the bows with low Dex requirements, or no dex requirements aren't going to be as effective as a staff damage wise. What is the base bow? 5 damage, with like 3dps? Yeah, that's worthwhile.
For one, I dislike how magic mechanics were changed in DA2. Magic should come from the mage and be independent of equipment, the staff is just an accessory to channel it more efficiently which is why it had a spellpower bonus in DAO).
Secondly, just because something isn't optimal(or even effective), doesn't mean it shouldn't be an option. By that logic, ability trees like primal or specialist should be removed, since they are not as effective as other talent trees.I don't know why they did away with warriors using bows, or with dual wielding, for that matter.
My understanding was that it was to make each class more unique, although from a tactical standpoint, removing ones ability to do ranged attacks is stupid.
robertthebard wrote...
In my first PT, which I had to start over because I was such a noob, my rogue filled all those roles. CC with the flasks, tank with a combination of Scoundrel and Shadow, and sometimes, while I was getting effective tactics worked out, all w/out spoilers I might add, my rogue would be the last party member standing, and sometimes it would be 2 or 3 of the tougher enemies left, and I had to improvise my way through them. This is what's making me replay rogues a lot, there's so many possibilities in the trees, and I want to try them all. Even though I do have that extra little shop DLC, with the pots that would let me do it, it's hard to feel out new abilities towards end game, it's much easier to find what does and doesn't work early, or what situations call for what, anyway. Add to that that I've always preferred rogues and rogue types anyway.
Decoy with Shadow, to give them something else to think about, which is letting the decoy tank, and I may have meant duelist for the other, I was still on my first cup of coffee. With Gauntlet, and the follow up passives, it's pretty easy if you upgrade them. Decoy was especially useful when I was getting my party noob killed all the time. Especially once you get the version that blows up. If you time it right, with one of those exploding potion flasks, it's pretty devastating. Note: Do not do that in Nightmare mode with party members close by, it kinda sucks.wsandista wrote...
robertthebard wrote...
In my first PT, which I had to start over because I was such a noob, my rogue filled all those roles. CC with the flasks, tank with a combination of Scoundrel and Shadow, and sometimes, while I was getting effective tactics worked out, all w/out spoilers I might add, my rogue would be the last party member standing, and sometimes it would be 2 or 3 of the tougher enemies left, and I had to improvise my way through them. This is what's making me replay rogues a lot, there's so many possibilities in the trees, and I want to try them all. Even though I do have that extra little shop DLC, with the pots that would let me do it, it's hard to feel out new abilities towards end game, it's much easier to find what does and doesn't work early, or what situations call for what, anyway. Add to that that I've always preferred rogues and rogue types anyway.
I think we my have different definitions of "Tank".
How did you tank with Shadow or Scoundrel? They look like anti-tanking ability trees to me.
My understanding is that Fallout was originally intended to be a GURPS game, but then Steve Jackson pulled the license. Thus, SPECIAL was born.wsandista wrote...
I haven't played GURPS in a while, but I think that the GURPS system may be a little difficult to implement in a videogame.
If so, I know some seriously strong candidates for DAIII's next protagonist!LolaLei wrote...
brushyourteeth wrote...
It's pretty likely that we'll have a few classes to choose from and we'll only be allowed to choose one, but that one class will have some impact on the PC's story. I'm not sure how it will work, and I usually like to mix and match abilities, but I'm excited to see how it pans out. As long as we leave Bard by the wayside, unless it's given a serious upgrade.
Well, if the protagonist is a really bad singer then he/she could always deafen them... that counts as a skill right?
Sylvius the Mad wrote...
My understanding is that Fallout was originally intended to be a GURPS game, but then Steve Jackson pulled the license. Thus, SPECIAL was born.wsandista wrote...
I haven't played GURPS in a while, but I think that the GURPS system may be a little difficult to implement in a videogame.
If we're going to be sticking with our same three basic classes, I think bringing back the Arcane Warrior would be the best bet for a physical combat mage.Sylvius the Mad wrote...
For lore reasons, obviously magical ability will only be selectable at level one (since everyone is either a mage or isn't, and there's no way to change that).