LinksOcarina wrote...
Cultist wrote...
In Dragon Age 2 as well as Dragon Age: Origins we got the same problem where everyone used only some attributes that amtter most for certain classes. Warriors always leveled Str-Vil-Dex, Mages - Mag-Wil-Vit, Rogues - Dex-Cun- Str. Let's see Dexterity
Dragon Age: Origins:
- Increases melee attack score by 0.5 per point above 10
- Increases ranged attack score by 0.5 per point above 10
- Increases damage from piercing weapons (per weapon-specific attribute modifiers)
- Increases defense by 1 per point above 10
- Increases physical resistance by 0.5 per point above 10
Dragon Age 2:
- Increases basic attack damage for rogues by 0.5 per each point above 10.
- Increases damage for rogue abilities.
- Increases attack for rogues
- Increases critical hit chance by 1% per each point above 10.
- Increases force for rogue abilities/attacks.
As we can see the situation worsened considerably as DA2 directly linked attributes to certain classes and removed an element of inventing different builds. So now we have no reason to add Str to Rogue or Cun to Mage, only willpower and const remained a bit versalite a they added to Health and StaminaMana.
In my opinion the system should be reworked completely. Even Dragon Age: Origins system was not nice at all as it resutled in pretty much the same. DA2 dumbed down attribute system to complete primitivism but DA:O still left us little choice than STR-Vit warrior or Mag-Wil mage, just with little variations.
So what i am proposing is the most commonly seen solution - make each attribut provide different benefits for different classes. For example:
Dexterity: Rogue- crit chance, Mage - spell cooldown time, Warrior - attack speed.
Cunning: Rogue - crit damage, Mage - chance to critically hit with spell, Warrior - armor penetration.
and so on
That's just what first came into my mind and I bet someone canfind more useful and effective bonuses to attr, especially for difficult one, like Str for Mages, but still it will enchance the system and replayability.
Congrats on discovering power gaming, a tactic that people use ALL THE TIME. It has little to do with role-playing, and more to do with optimal builds for character loadouts and spells.
The customization aspect became how the loadout would influence your character. If you focused on one-two trees, or cherry picked from each tree to get some nifty bonuses to make you more deadly in combat. The proposal is nice, but then you will have characters spread too thin or so specialized that they are useful for only one type of enemy, versus a myriad of enemies.
A jack of all trades type of character rarely works in an RPG video game, because the type of character becomes severely limited in how effective it can be in-game, especially in later levels because the idea is to either level up the enemies with you to keep it fresh, based on the mechanics of Dragon Age II. Plus, we have grunts, liutenents, bosses and so forth in the mix to keep it fresh as it is.
Well but that is the point of the debate is it?
i wouild agree with cultis in that in DA:2 using optimal build is really the only option unless you like gulping potion and agonizingly long withling aenemic slugh fest.
In DA:0 you could either have nimble THW fencer or a THW tank and they both worked.
Regardless of the system, as long as abilities have a direct effect on performance, you will have what cultist describe.
it is even made more stigmatic as the less usefullness for non combat skill.
One way to make it more role friendly is to disconect abilities from a direct influence on performace.
IE
Having the attack, defence, critical etc linked to the level.
and using abilitie and classes to gives talents and skills.
So instead of spend one point in strengh to get it from 21 to 22. you choose a talent/perks skill/pertainig to Strengh
Sunder for exemple.
Should you need a score for an attribute well you just add the number of talents/skils/perks and eventually a class modifier and here you go.
class talent/perks/skill should be related to what makes that classe unique in terms of potential build not only in terms of game mechanics.
it can be done multiples ways according to mechaincs and game concept, just as an exemple lets say that:
Warrior class feature could be able to use any weapons and any armour and the combat skill/perks/talent can be apllied to the weapons of the same type/shield they are using .
IE each other class when they select a weapons that is not in their class, any talent realated to that weapon type only applies to that specific weapons and not any other weapons of the same class.
so for exemple two handed weapons (talent/skill/preks) can be used with longsword axes pole armes spear by a warrior but any other class it would be linited to the specific weapon, warsword only Zweihanders only guisarne only, voulge only etc.
Rogue class feature could be to be able to stealth in combat with a set of weapons (short blade like knife gladius, Xipos small sax et, buckler , light crossbow light and light composite bow.
if the pick a new weapon it automatically becomes part of that list.
Mage class feature could be to be able to use magic staff. (and i would have the staff being used to store extra mana)
Now you want you mage that can use a sword well you just need to select the skill/talent/perks and that is.
you can use the sword at the char level, and if you chose too you can use the upgrade the skill/talent/perks.
you will do more damage than with the staff but you will not have the extra man.
or you want your mage to use his staff to like a two handed weapons, he can pick up the pole arm skills (under strength)
or if he wants to use it more precision he cand pick up weapon finess (under dexterity)
The same applies to a rogue.
phil
Modifié par philippe willaume, 05 septembre 2012 - 11:26 .