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Dragon age 3- Possible Specializations


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#76
cindercatz

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Auintus wrote...

My response was out of line. I apologize.
Looking at your suggestion, it seems that it's suggesting narrowing each class down to two specs made up of previous specs. That is not the way to do this. Most specs have a workable backstory and should not be fused together like that.
If I misinterpreted what you said, again, I apologize. If so, could you clarify your suggestion for me?


I'm saying that if we're going to get a lot of story out of each spec, and hopefully we will, you can't have seven seperate specs per class, because that translates to seven entirely different stories per class, 21 in the game, 42 for gender, potentially 98 for race selection (since dwarves can't be mages), 294 accounting for three different story branches within each spec story. That's unfeasible.

So you've either got to have cursory story, or you've got to have less overall specs with greater story. I choose less specs with more story, but at the same time, I don't want to give up the ability to play those specs we have, or relegate them to simple skill trees like DA2. So instead, I choose to combine multiple specs into super spec groups, with a starting story, and then allow the player to choose which further specialization you would make as part of choosing your story path. Also, since these are larger umbrella type specs, you would still have some skills available from the related group, no matter which focus spec (and story branch) you chose.

So, the Apostaste spec, for example:
You start out with some talents toward the basic spec tree, along with all your regular talent trees that every mage gets to choose from. As the story progresses, you will come to forks in the road where you'll make decisions that will open up one spec path or another. So if you're an elf, you might already have more towards Keeper. If human, more towards Shapeshifting, both toward Spirit Mage a bit. But then, you come to a point in your story where you can choose to further specialize toward Keeper/Spirit/Shapeshifting, or you can start to spec Bloodmage/Spirit Mage, and that would go along with a branching story path, and then you'd get another branch and you'd develope further.

So in essense, the skill tree story progression would be:
Mage ->Apostate/Chantry ->if Apostate: Human/Elf ->if Human: Spirit Mage/Shapeshifting (along with the regular mage trees, elemental, etc.) ->human story branch: Bloodmage/adv. Spirit Mage or adv. Shapeshifting/Spirit Healer ->Bloodmage story-> effects main story options, ending

..if you chose Bloodmage, for example. Every choice along the path opens up more skills and a different story branch, along with differing interactions throughout the game, and no spec is watered down. You choose the starting story spec at the start, which would clearly lay out what the potential final specs could be. You get more skills, more story, more character customization, not less.

Edit:
Concerning the existing specs and their existing backstories: I suggested each companion have a unique version of different existing specs, and you work the regular spec sidestories into your companion sidestories. So all the cool stuff is covered in the story and playable, but your PC, with a longer ongoing spec tied sidestory, would also be unique and add something new to the lore, not just be another of whatever existing faction.

Modifié par cindercatz, 10 septembre 2012 - 09:38 .


#77
Auintus

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Combine arcane warrior and battlemage. Add a few more abilities like hand of cold and elemental chaos that affect an area around the mage. Maybe when combat magic is active, channel spells through the weapon rather than projectiles.

#78
Auintus

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@cindercatz
They never said each spec was going to have its own story, just that specs would have a bearing on the plot, that it would be recognized.
Sub-plots, in my mind, would be something like "A Trial of Crows" or "Crime Wave." Just a small questline that advances as you play through the story and expands you spec skills.

#79
cindercatz

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Well, that's the cursory story option. Personally, I prefer them to have more of an impact on story, and I always prefer a storyline that branches more and more, so I want whatever gets me the most story. That would be my preference.

#80
Auintus

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I think I understand what you mean. That is certainly one way to do it, though I prefer mine.
I'd like the spec to have an effect on the story without drastically altering it.

#81
formaristarry

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Auintus wrote...

Combine arcane warrior and battlemage. Add a few more abilities like hand of cold and elemental chaos that affect an area around the mage. Maybe when combat magic is active, channel spells through the weapon rather than projectiles.


Agreed. I've wanted this ever since Awakening.

#82
Todd23

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That would make an epic boss battle with an arcane warrior Warden... epic.

#83
Auintus

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I think the best part about an arcane warrior would be that you could conceal your status as a mage(which will apparently be recognized). Everyone would think you're just another warrior until they're struck by a lighting bolt.

#84
LinksOcarina

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Auintus wrote...

Combine arcane warrior and battlemage. Add a few more abilities like hand of cold and elemental chaos that affect an area around the mage. Maybe when combat magic is active, channel spells through the weapon rather than projectiles.


Id rather they differentiate those two more, make one defensive (battle mage) and one offensive (Arcane Warrior) so that you can go to town and make things more unique. Battle mage already was more defensively inclined as it is, but the problem was almost all of it's effects were a variation thereof of close-combat AoE. 

My suggestion is to keep Stoic and maybe tweak Elemental Chaos, while changing up the gifts a bit to give it more defensive spells like cleanse or heoric auras to aid combat prowess on themselves or to hinder enemies, or to augment physical attacks (making it a good gift for staff attacks or regular weapons if they are equippable again instead of class restricted)

Modifié par LinksOcarina, 12 septembre 2012 - 02:18 .


#85
Renmiri1

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randomlycosmic wrote...

Auintus wrote...

Combine arcane warrior and battlemage. Add a few more abilities like hand of cold and elemental chaos that affect an area around the mage. Maybe when combat magic is active, channel spells through the weapon rather than projectiles.


Agreed. I've wanted this ever since Awakening.


+100 :wub:

#86
Auintus

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LinksOcarina wrote...

Id rather they differentiate those two more, make one defensive (battle mage) and one offensive (Arcane Warrior) so that you can go to town and make things more unique. Battle mage already was more defensively inclined as it is, but the problem was almost all of it's effects were a variation thereof of close-combat AoE. 

My suggestion is to keep Stoic and maybe tweak Elemental Chaos, while changing up the gifts a bit to give it more defensive spells like cleanse or heoric auras to aid combat prowess on themselves or to hinder enemies, or to augment physical attacks (making it a good gift for staff attacks or regular weapons if they are equippable again instead of class restricted)




Personally, I think it'd be easier to combine them. Between Shimmering Shield, Fade Shroud, Draining aura, and Stoic, I'd say both classes are balanced offensive/defensive. In addition, trying to integrate two seperate specs into the game while maintaining uniqueness in all aspects would be difficult.

#87
Iron Star

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I sincerely hope they'll bring back arcane warriors. DA2 just wasn't the same without them.

If not AW's then at least give us spirit warriors!:P

Modifié par Get fired up, 12 septembre 2012 - 03:26 .


#88
Auintus

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Yeah, I want spirit warriors to return as well, although the description states that they are often treated as mages by templars. That would give them an interesting place in the conflict.

#89
Huntress

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Duel wield swords have to come back for warriors in DA universe if not then I'll head back to Skyrim and wait for new DLC from them.

#90
Auintus

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Huntress wrote...

Duel wield swords have to come back for warriors in DA universe if not then I'll head back to Skyrim and wait for new DLC from them.


Dual wield full-sized swords for warriors, without the massive attack speed bonus's, and daggers for 
rogues, then maybe. The devs said they seperated them to make classes more distinct.

#91
Huntress

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... rogues can duel wield swords, axes, maces.. whatever.. check DA2 DLC
If not well thats a good reason to use mod's, am I right?

I only ask for Bioware to bring back duel wilding for warriors, the big difference btw a rogue and warrior is, rogues can open locks and be sneaky, warriors hit harder and uses heavy armors and thats all the difference I need it in DAO.

#92
Auintus

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They removed warrior's archery and dual-wielding to make the classes more distinct. If they were going to add it back, there would probably have to be a pretty big difference between a dual wielding warrior and a dual-wielding rogue.

#93
gonzalez.melissa53

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Okay so, I don't know if anyone has mentioned this or not but (spoiler) in the recent movie a little girl magey person was able to CONTROL animals! DRAGONS!!! And she was a mage!!!! I want to toss out fire balls and freeze my enemies sold while my pet dragon smashes and BBQs any trying to flee!!!! Please? XD

#94
Auintus

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What movie? Tell me now, I have to know!

#95
hexaligned

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Auintus wrote...

Would a necromancer fall under blood magic?


I made a necro in DAO, Entropy+Blood+ (whatever school Vwalking bomb is in, Spirit I think)+summons.  They really need to brign back summoning for DA3. 

...and yes bring back AW.  The classes in DA2 were too streamlined for my taste, At the very least let mages use melee weapons if they have the stats to do so. I like to mash my own skills/abilities together and make my own classes.

I'd also like to see a machinist/alchemist or something as a specialization.  DA isn't really a steampunk setting, but the Dwarves and Qunari at least have some tech based disciplines.  As a for instance:  Alchemist would primarily use flasks/weapon coatings as a means of doing damage.  They would get a few baseline ones you don't need to spend $$ on as spam abilities, as well as getting passive buffs to the crafted ones. 

Modifié par relhart, 15 septembre 2012 - 02:12 .


#96
Auintus

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Additional companion/pets based on specialization? Like a blood mage can summon lesser demons or shades, while a Reaver gets a dragonling. It may unbalance the specs since some may not have an appropriate pet.

#97
ImperatorMortis

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I hope they bring back Force Mage. I'm kind of over my previous appeal of Blood Magic, and I'm slightly against it as well.

Force mage is my all time favorite specialization in both DA:O, and DA2.

Manipulating the laws of physics > Everything else.

They also need to bring Shapeshifter back, and make it more powerful. 

Modifié par ImperatorMortis, 18 septembre 2012 - 07:55 .


#98
nightcobra

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spirit warrior for me :)

i would have liked it to be a little different, like having a sustained ability that increases the range of your melee attack and deals spirit damage (like a ghostly wave slash extending from your normal slash), a weak ranged spirit attack similar to spirit bolt but more useful to pull enemy's aggro rather than damage, and a "spirit form" mode that allows the spirit to materialize and fight at your side (kinda like nero's in DMC4 devil trigger) at the expense of your stamina, slowly draining until it's gone.