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Two-handed Warriors returning?


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#51
MillKill

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BrotherWarth wrote...

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?


The DW Rogue makes a variety of acrobatic leaps while attacking.

#52
Arthur Cousland

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MillKill wrote...

marshalleck wrote...


It would be awesome to see the duelist spec fully fleshed out as a proper swashbuckler/fencer. And Orlais with its nobles and courtliness is a perfect opportunity.


I am completely in favor of a rapier-wielding swashbuckler rogue.  Here's hoping plumed hats are available as rogue headware.

Plumed hats reminds me of Final Fantasy's Red Mage and their "pimp hat".

I'm sure many people who first hear of "duelist" think of fencing rather than just a melee fighter with higher accuracy and evasion.  Hopefully Bioware gives this spec more attention with DA3, and possibly let duelist rogues use rapiers.

While it didn't bother me that warriors couldn't dual wield in DA2, as I like playing rogues anyway, not being able to equip bows for ranged attacks was a glaring omission. 

#53
Guest_BrotherWarth_*

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MillKill wrote...

BrotherWarth wrote...

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?


The DW Rogue makes a variety of acrobatic leaps while attacking.


Hence why I suggested using the Origins DW animations. And I would argue that it's the rogues defying gravity by moving through the air at the speed of sound.

#54
Asch Lavigne

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If they put dual wielding warriors back in I hope they make them very different from dual wielding rogues. Maybe it was the way I played them but the two were too alike in Origins for my tastes.

#55
MillKill

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BrotherWarth wrote...


Hence why I suggested using the Origins DW animations. And I would argue that it's the rogues defying gravity by moving through the air at the speed of sound.


Origins had terrible animations. Giving one a slower, but otherwise identical, set of animations than the other wouldn't make the classes feel significantly different. It will just make the warriors feel like sluggish warriors and the rogues feel like warrior who've had too much coffee.

I'll take the Lightning Bruiser warriors and ninja rogues of DA2 over the awkward, shuffling, slow, half-hearted rogues and warriors Origins.

#56
Guest_BrotherWarth_*

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MillKill wrote...

BrotherWarth wrote...


Hence why I suggested using the Origins DW animations. And I would argue that it's the rogues defying gravity by moving through the air at the speed of sound.


Origins had terrible animations. Giving one a slower, but otherwise identical, set of animations than the other wouldn't make the classes feel significantly different. It will just make the warriors feel like sluggish warriors and the rogues feel like warrior who've had too much coffee.

I'll take the Lightning Bruiser warriors and ninja rogues of DA2 over the awkward, shuffling, slow, half-hearted rogues and warriors Origins.



You're conflating non-attack animations and things that have nothing to do with actual animation with the attack animations. The speed is not the animation. The shuffle is not the attack animation. Only the attack is the attack animation.

#57
MillKill

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BrotherWarth wrote...

MillKill wrote...

BrotherWarth wrote...


Hence why I suggested using the Origins DW animations. And I would argue that it's the rogues defying gravity by moving through the air at the speed of sound.


Origins had terrible animations. Giving one a slower, but otherwise identical, set of animations than the other wouldn't make the classes feel significantly different. It will just make the warriors feel like sluggish warriors and the rogues feel like warrior who've had too much coffee.

I'll take the Lightning Bruiser warriors and ninja rogues of DA2 over the awkward, shuffling, slow, half-hearted rogues and warriors Origins.



You're conflating non-attack animations and things that have nothing to do with actual animation with the attack animations. The speed is not the animation. The shuffle is not the attack animation. Only the attack is the attack animation.


The attack animations are still awkward, half-hearted, dull and visually uninteresting. They'd also need to either put back the shuffle or add in an animation for attacking from a difference like DA2 did with rogue leaps or Warrior charges.

Even if you did one of those and didn't find the Origins animations to be horrible, you'd still have two classes that have similar combat roles and animations. They wouldnt feel any different to play, negating the main point of classes.

If you wanted the devs to make a whole different set of animations for dual-wielding rogues and dual-wielding warriors,  adding new weapon styles might be a better use of time. 

#58
AppealToReason

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So I just thought about it while on the toilet, where I think most people do their best thinking, and it would be awesome to have back again. It'd be awesome to get more combat classes in general. Like a spear guy, a sword rogue, DW warrior, throwing knife rogue, arcane warrior or some other melee mage thing.

The spear guy could be an ace in crowd control, but has lower single target damage. Slide a bit more to the middle and you have the 2H warrior who has CC but greater single target DPS. Move over again and you have a DW warrior who has great single target DPS but no CC and then to the far side a SnS warrior who has good single target DPS and kickass tanking.

The DW rogue could be the top DPS, slide to the Swordsman rogue who is tanky (for a rogue) with good DPS, then to the "Tallis" rogue where they are jack of all trades, and then an archer who has great crowd control but ****** all for melee.

Mages would be largely the same. Your standard damage/healer mage who stays the hell away from bad guys, then you have your mage like Merrill who has all those talents for getting close to the enemy but still isn't that great at CC and then your Arcane Warrior who is boss of all everything in close and has range.

#59
Joy Divison

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MillKill wrote...

One of the many reasons Origins had terrible combat was that Rogues and Warriors felt the same. classes should remain distinct. Two melee dps classes make both dual-wielding Warriors and dual-wielding Rogues feel less special.


Why should the class define the player rather than the other way around?

If I'm a mage, why must I wear a pointy hat?

If I'm a warrior, why must I encase myself in metal and use "warrior" weapons?

Boring -_--_--_-

Modifié par Joy Divison, 24 octobre 2012 - 05:45 .


#60
Guest_BrotherWarth_*

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Joy Divison wrote...

Why should the class define the player rather than the other way around?

If I'm a mage, why must I wear a pointy hat?

If I'm a warrior, why must I encase myself in metal and use "warrior" weapons?

Boring -_--_--_-


Listen to the poster with the awesome forum handle.

#61
Nashimura

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I dont care about duel Welding warriors, but i wish my rouges didnt have to use 2 daggers...at least 1 full sized sword would be nice.

#62
Guest_BrotherWarth_*

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Yeah, a duelist using a dueling style would be grand.

#63
TheJediSaint

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DominantDjDark wrote...

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.


Yeah, I just never found dual wielding to be that apealing, at least when it comes to swords.  Guns on the other hand?  Well, double the gun, double the fun!

Modifié par TheJediSaint, 24 octobre 2012 - 06:27 .


#64
DarkKnightHolmes

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DAO way please. Warriors are pretty useless if they can't carry all types of weapons.

#65
philippe willaume

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Joy Divison wrote...

MillKill wrote...

One of the many reasons Origins had terrible combat was that Rogues and Warriors felt the same. classes should remain distinct. Two melee dps classes make both dual-wielding Warriors and dual-wielding Rogues feel less special.


Why should the class define the player rather than the other way around?

If I'm a mage, why must I wear a pointy hat?

If I'm a warrior, why must I encase myself in metal and use "warrior" weapons?

Boring -_--_--_-

^that^
Beside if you do not have the choice betwen tactical options, the build regardless the class will be a one trick percheron and game play will become more like a rinse and repeat.

Yes it is a class based game, but the more versatile the classes are the easier it is for people to play the concept they had in mind.
Besides classes the role they play role you play should define your class not by weapons and equipement.

phil

#66
WhiteThunder

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Honestly, if you think that DW rogues played similarly to DW warriors, you were playing your rogue very, very strangely; as in you weren't even trying to backstab.

My DW CE Warrior (My canon playthrough) was an area of effect guy who constantly used his talents. 2 Longswords: Starfang and either Keening, Duncan's or Maric's depending on the situation to maximize talent damage. I got Medium Dragonscale Armor for him for the fatigue bonus so that I could keep spamming DW Sweep, Whirlwind, etc. I didn't even use momentum due to the fatigue.

My DW DE Rogue had a completely different playstyle. He was an auto-attacking backstab machine. The only times I was using my talents were to put a mark of the assassin on a boss or lieutenant or to use flicker in Awakening. Momentum was my bread and butter and I loaded up on +Backstab damage equipment. Usually Rose's Thorn, Crow's Dagger, Red Jenny Seekers etc. Added voice of velvet in awakening and used the Felon's coat exclusively. I was regularly dealing over 100 damage per hit by the end of origins.

It was completely different gameplay. Obviously you can't play an RPG wrong, but I'd appreciate if you stopped making misinformed statements based on your clearly suboptimal playstyles.

#67
Wulfram

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I'd rather have archery. Or crossbows, to distinguish it from rogues. Dual wielding would be nice but wouldn't add a great deal.

#68
Boss Fog

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WhiteThunder wrote...

Honestly, if you think that DW rogues played similarly to DW warriors, you were playing your rogue very, very strangely; as in you weren't even trying to backstab.

My DW CE Warrior (My canon playthrough) was an area of effect guy who constantly used his talents. 2 Longswords: Starfang and either Keening, Duncan's or Maric's depending on the situation to maximize talent damage. I got Medium Dragonscale Armor for him for the fatigue bonus so that I could keep spamming DW Sweep, Whirlwind, etc. I didn't even use momentum due to the fatigue.

My DW DE Rogue had a completely different playstyle. He was an auto-attacking backstab machine. The only times I was using my talents were to put a mark of the assassin on a boss or lieutenant or to use flicker in Awakening. Momentum was my bread and butter and I loaded up on +Backstab damage equipment. Usually Rose's Thorn, Crow's Dagger, Red Jenny Seekers etc. Added voice of velvet in awakening and used the Felon's coat exclusively. I was regularly dealing over 100 damage per hit by the end of origins.

It was completely different gameplay. Obviously you can't play an RPG wrong, but I'd appreciate if you stopped making misinformed statements based on your clearly suboptimal playstyles.


+1

#69
WhiteThunder

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But yeah, all I really want is to play as a DW Elf Warrior again. That's all!