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Two-handed Warriors returning?


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#26
PsychoBlonde

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marshalleck wrote...

Direwolf0294 wrote...

FYI, when people say two handed warrior they generally mean a warrior using a 2 handed weapon like a greatsword, not a warrior using two one handed weapons, which is generally known as dual wielding.

That's what I initially thought. I was like "returning? when did they leave?"

The main problem with dual-wielding warriors is they often feel too much like dual-wielding rogues, but with more health and armor at the cost of utility skills which are far from important, let alone essential. It's an easy trade to make when giving up lockpicking means you're only passing on items literally called "Junk." And then you have a balance problem. If Bioware want to place renewed emphasis on lockpicking, stealth, trapping, etc. then rogues will still have a place, and players will have to ask themselves which characters are a better fit for their party. Otherwise there will be no reason to take a lower health, less armored melee combatant around when you could put a dual-wielding warrior in their place. 


I dunno about YOU, but my rogue was a far better tank than any of my fighters ever were, what with the sky-high defense and the LUDICROUS DAMAGE.

The DA vision of the rogue as some kind of caffenated Cuisinart tends to make the warriors look a little . . . limp.

#27
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marshalleck wrote...

A polearm specialist could add a new dynamic to tactical combat as well: area denial. Put a halberdier next to your mage to keep those swarms of pesky footsoldiers at bay while the mage blows them up with fire.


This I would love to see in-game.

#28
PsychoBlonde

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Tancred Of The Chantry wrote...

marshalleck wrote...

A polearm specialist could add a new dynamic to tactical combat as well: area denial. Put a halberdier next to your mage to keep those swarms of pesky footsoldiers at bay while the mage blows them up with fire.


This I would love to see in-game.


Seconded.  We could use a few more styles to add some depth, and polearms are right up the Warrior alley.

#29
The Teyrn of Whatever

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Vulsamee wrote...

Do you guys want the option to hold two longswords as a warrior, or would you all prefer sword and shield or greatsword? The DA II way or DA:O way?


Two-handed in this context means a warrior who wields a weapon like a battle-axe or a greatsword; one requiring two hands to wield.

I think what you mean is Dual-Wielding Warriors.

I certainly hope they will return. I also think that warriors should have a different dual-wielding fighting style and special attacks than rogues. Am I right?

On that note, I wouldn't mind having one of the mage specialization classes (say Battlemage or Arcane Warrior, should they decide that the Warden spread or one of her/his companions spread that lost, ancient tradition) have an ability that allows them to wield both a mage's staff and a sword, dagger, or one-handed axe at the same time (think Gandalf in butt-kicking battle mode in the LOTR films). It would at least allow mages to better defend themselves from swarming attackers when they are fulfilling a support role. This of course depends on whether or not BioWare plans to keep some aspects of the mage combat mechanics from DA 2 or not... Still I'm putting the idea out there.

Modifié par The Teryn of Whatever, 24 octobre 2012 - 01:01 .


#30
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Keeping the same style of abilities for rogues from DA2 and decreasing the attack speed of warriors to something that's reasonable for someone wearing heavy armor and swinging large swords should make warriors and rogues plenty unique.
Keep rogues dual-wielding limited to daggers, warriors limited to longswords.
Give rogues the ability to use a longsword and small shield to have a tankier "in the pocket" rogue with quicker attacks than a sword & board warrior.
Give warriors access to crossbows but not bows.

#31
MillKill

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Tancred Of The Chantry wrote...

marshalleck wrote...

A polearm specialist could add a new dynamic to tactical combat as well: area denial. Put a halberdier next to your mage to keep those swarms of pesky footsoldiers at bay while the mage blows them up with fire.


This I would love to see in-game.


Same here. Polearm warriors have tons of uses:

-Stick them in a chokepoint to ward off enemies.

-Trip enemies from a distance and let your rogues tear them to pieces.

-Attack large enemies such as dragons without getting in range of a wing buffet or tail swipe.

A crowd-control would really supplement the tank and melee AoE we have already.

#32
marshalleck

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This thread inspired me to put a new quote in my signature.

#33
TheJediSaint

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I tend to shift between sword+board and two-handed styles in games like Dragon Age. It really depends on which has better gameplay.

For example, I perfered sword+board in DAO. While in DA2 I used greatswords.

#34
DominantDjDark

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TheJediSaint wrote...

I tend to shift between sword+board and two-handed styles in games like Dragon Age. It really depends on which has better gameplay.

For example, I perfered sword+board in DAO. While in DA2 I used greatswords.


mmhm, in Origins, I didn't really go for S+S or 2-handed, i went dual wield for my warrior, and I really wanted that sort of play style on DA2, with luck, a warrior can Dual wield in DA3 and not be stuck with just 2 styles.

#35
DominantDjDark

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BrotherWarth wrote...

Give warriors access to crossbows but not bows.


I'd buy that.

#36
MillKill

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One of the problems I have with Dual-Wielding or Archery warriors is that they can play just like a rogue, reducing distinctiveness. Or the devs have to put resources into differentiating the styles. Instead of making two different versions of Dual-Wielding and Archery that play somewhat differently, I'd rather dev resources went into adding more completely distinct styles. That way: you'll get a very different experience no matter what class and weapon style you choose, increasing replay value.

Modifié par MillKill, 24 octobre 2012 - 01:19 .


#37
Scott Sion

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marshalleck wrote...

This thread inspired me to put a new quote in my signature.


Skyrim Posted Image

#38
silentassassin264

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marshalleck wrote...

This thread inspired me to put a new quote in my signature.

"You're like me.   You don't fancy those clunky two-handed weapons."

Has a prominent greatsword on back.

#39
MillKill

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silentassassin264 wrote...

marshalleck wrote...

This thread inspired me to put a new quote in my signature.

"You're like me.   You don't fancy those clunky two-handed weapons."

Has a prominent greatsword on back.


"This post is boring. Been a long time since we had a good bandit raid."

-Stated immediately after fighting off several bandits.

Modifié par MillKill, 24 octobre 2012 - 02:55 .


#40
silentassassin264

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MillKill wrote...

One of the problems I have with Dual-Wielding or Archery warriors is that they can play just like a rogue, reducing distinctiveness. Or the devs have to put resources into differentiating the styles. Instead of making two different versions of Dual-Wielding and Archery that play somewhat differently, I'd rather dev resources went into adding more completely distinct styles. That way: you'll get a very different experience no matter what class and weapon style you choose, increasing replay value.

Separating DW warriors and rogues is easy.  Have rogues be primarily DPS/critical hit based and give warriors a bunch of AoE sweeps and attacks (and the Arishok charge for lulz).  And for archery, do like someone else said and give rogues longbows that fire faster and give warriors slow bolt loading crossbows that do more damage per hit and more knockback.  

#41
MillKill

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silentassassin264 wrote...

Separating DW warriors and rogues is easy.  Have rogues be primarily DPS/critical hit based and give warriors a bunch of AoE sweeps and attacks (and the Arishok charge for lulz).  And for archery, do like someone else said and give rogues longbows that fire faster and give warriors slow bolt loading crossbows that do more damage per hit and more knockback.  


Instead of giving different talent trees for warriors and rogues using the same weapons, I'd rather they put those dev resources put to use in making more  unique weapon styles for each class.

#42
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MillKill wrote...

silentassassin264 wrote...

Separating DW warriors and rogues is easy.  Have rogues be primarily DPS/critical hit based and give warriors a bunch of AoE sweeps and attacks (and the Arishok charge for lulz).  And for archery, do like someone else said and give rogues longbows that fire faster and give warriors slow bolt loading crossbows that do more damage per hit and more knockback.  


Instead of giving different talent trees for warriors and rogues using the same weapons, I'd rather they put those dev resources put to use in making more  unique weapon styles for each class.


That would be a lot more work though. New animations, more totally unique skilltrees and attacks for each class, new models, new clipping issues to deal with, etc.

#43
MillKill

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BrotherWarth wrote...

MillKill wrote...

silentassassin264 wrote...

Separating DW warriors and rogues is easy.  Have rogues be primarily DPS/critical hit based and give warriors a bunch of AoE sweeps and attacks (and the Arishok charge for lulz).  And for archery, do like someone else said and give rogues longbows that fire faster and give warriors slow bolt loading crossbows that do more damage per hit and more knockback.  


Instead of giving different talent trees for warriors and rogues using the same weapons, I'd rather they put those dev resources put to use in making more  unique weapon styles for each class.


That would be a lot more work though. New animations, more totally unique skilltrees and attacks for each class, new models, new clipping issues to deal with, etc.


You'd also need to come up with unique skilltrees and animations for Dual-wielding warriors or else they fall into the Origins problem of not feeling distinct. 

You'd still get far more variety and gameplay elements by adding new weapon types.

#44
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MillKill wrote...

You'd also need to come up with unique skilltrees and animations for Dual-wielding warriors or else they fall into the Origins problem of not feeling distinct. 

You'd still get far more variety and gameplay elements by adding new weapon types.


Not necessarily. Animations could be recycled between classes.

#45
MillKill

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BrotherWarth wrote...

MillKill wrote...

You'd also need to come up with unique skilltrees and animations for Dual-wielding warriors or else they fall into the Origins problem of not feeling distinct. 

You'd still get far more variety and gameplay elements by adding new weapon types.


Not necessarily. Animations could be recycled between classes.


Then you'd have ninja warriors in full plate. This means the classes will feel very similar, even if they do have somewhat different underlying mechanics.

Making the classes too similar defeats much of the purpose of a class-based system.

#46
SpEcIaLRyAn

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Honestly in Origins warriors and rogues had a lot in common. It was hard to tell them apart.

#47
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MillKill wrote...

BrotherWarth wrote...

MillKill wrote...

You'd also need to come up with unique skilltrees and animations for Dual-wielding warriors or else they fall into the Origins problem of not feeling distinct. 

You'd still get far more variety and gameplay elements by adding new weapon types.


Not necessarily. Animations could be recycled between classes.


Then you'd have ninja warriors in full plate. This means the classes will feel very similar, even if they do have somewhat different underlying mechanics.

Making the classes too similar defeats much of the purpose of a class-based system.


That would only be the case if the animations were just as quick for warriors as for rogues. And they could potentially import dual-wield animations from Origins for warriors.

#48
MillKill

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BrotherWarth wrote...

MillKill wrote...

BrotherWarth wrote...

MillKill wrote...

You'd also need to come up with unique skilltrees and animations for Dual-wielding warriors or else they fall into the Origins problem of not feeling distinct. 

You'd still get far more variety and gameplay elements by adding new weapon types.


Not necessarily. Animations could be recycled between classes.


Then you'd have ninja warriors in full plate. This means the classes will feel very similar, even if they do have somewhat different underlying mechanics.

Making the classes too similar defeats much of the purpose of a class-based system.


That would only be the case if the animations were just as quick for warriors as for rogues. And they could potentially import dual-wield animations from Origins for warriors.


If they slowed warriors down, they'd just be ninjas in full plate that defy gravity by leaping and falling very slowly.

I'm not sure if importing animations will be possible in this new engine.

Even if they are importable: No thanks. Origins had terrible combat animations.

Modifié par MillKill, 24 octobre 2012 - 03:33 .


#49
Kerilus

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I have always thought that taking dual-wielding and range weapons away from warrior to differentiate the two classes is total and utter bullcrap.
Look at guild wars 2, with each type of weapon(mace/axe/sword/great sword etc.) comes their individual skills, and such skills differentiates between classes too. A rogue with a sword has different skills from that of a warrior. Not to mention the weapon skills also branch out into main hand skills and off-hand skills, adding a lot of variety into dual-wielding and different tactics and weapon sets to deal with different encounters.
And at the mean time, we're discussing bring back dual-wielding. Talk about innovation, or the lack of it.

#50
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MillKill wrote...

If they slowed warriors down, they'd just be ninjas in full plate that defy gravity by leaping and falling very slowly.

I'm not sure if importing animations will be possible in this new engine.

Even if they are importable: No thanks. Origins had terrible combat animations.


Why would jumping and falling have anything to do with attack animations?