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
[/list]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.
[/list]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 Stamina\\Mana.
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 can find more useful and effective system for attr, especially for difficult one, like Str for Mages, but still it will enchance the system and replayability.
Modifié par Cultist, 21 septembre 2012 - 07:12 .





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