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 .





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