A 4th class?
#1
Posté 07 décembre 2012 - 12:50
Mage: magic sensative individuals; <breaks down to> wizard and battlemage
Warrior: non-magic sensitive:<breaks down into> soldier and rogue
the wizard is a complete caster and ranged class where as the battlemage is a melee, instant casts and personal auras type of class
*the soldier is your previous warrior I just like organizing things nicely
many DA:O and DA:A talents can be used to make up the mage this is my organization on the classes
remember within all the disciplines an ability tree exists and disciplines make up schools
Wizard
Arcane- Mastery, Attunement, Telekinetic
Primal- Fire, Frost, Earth, Lightning
Creation- Healing, Glyph, Summoning, *Lifeward
Spirit- Alteration, Drain, Death
Entropy- Debilitation, Hex, Sleep
Forbidden- *Blood, *Demonology, *Shapeshifter
Battlemage
Arcane- Field, Force, Combat, Aura
Primal- Fire, Frost, Earth, Lightning
Creation- Healing, Rejuvenation, Enhancement, Summoning
Spirit- Anti-magic, Drain, *Fade
Entropy- Debilitation
Forbidden- *Blood, *Fearmonger, *Soulbrand
*means it;s a specialization in the sense where you need to go out of your way to discover and learn it
the same discipline doesn't mean they have the same abilities; abilities for the battlemage consists of close range and improving on their melee for example
mage-> fire: fireball
battlemage-> fire: flaming weapons
The amount of specializations should be eliminated and all discplines should fall into the schools of magic. This is more of a Origins take on the issue. I've added another school called Forbidden which really comes from a codex and the study of blood magic. I've decided just to add all the shady disciplines inot this category such as our beloved shapeshifter.
I've only completely made up one which is Fearmonger for the battlemage (which is a control based discpline and blood is more dps oriented for the battlemage unlike the wizard)
Lifeward- it's spirit healer
Demonology- well we know what this would be since many people wanted this as an extension to blood magic but it should be it's own discipline
Rejuvenation- the rejuvenating skillls that fell into healing in DA:O has its own ability tree
Fade- it's simply the arcane warrior idea where you can be half within the fade as you fight creating that ghost look
Soulbrand- it's the spirit warrior specialization that the warrior gained in DA:A where a spirit blesses/fuses with the character (a very shady thing to do since where not supposed to make any dealings with any spirit thus is forbidden)
If you didn't recognize some of disciplines that i didn't mention there in origins fyi
Theres plenty of good stuff in the other games why not just reuse ability concepts and animations to save time and resources? And just tidy it up a bit for that next gen look?
So what do you guys think? Isn't this all categorized so nicely?
#2
Posté 07 décembre 2012 - 01:32
#3
Posté 07 décembre 2012 - 02:06
#4
Posté 07 décembre 2012 - 02:18
Soldier
Combat
Discipline
Medic
*Runic
Archery
Weapon and Shield
Two-Handed
Battlemaster
Warmonger
Champion
*Berserker
Guardian
*Templar
*Reaver
Rogue
Combat
Discipline
Medic
*Runic
Archery
Dual Weapon
Subterfuge
Sabatoge
*Shadow
*Duelist
*Assassin
*Ranger
Scout
In this you can see that I've also added the medic talent tree
I strongly believe that every class should be able to fulfill any role, however there should be classes that fullfil that role better such as when it comes to healing the wizard tops the charts.
I also strongly believe that rogues shouldnt be the only class that is capable of using the ability of lock opening and it shouldn't be a talent or automatic but a skill like stealing in origins. Mages can have some sort of spell that they can cast like in elder scrolls and warriors can bash there way in the treasure chest.
#5
Posté 07 décembre 2012 - 02:28
#6
Posté 07 décembre 2012 - 02:30
#7
Posté 07 décembre 2012 - 02:42
#8
Posté 07 décembre 2012 - 03:00
#9
Posté 07 décembre 2012 - 03:08
For example
Rogue could have three subclasses, melee type, archer type,bard type emphasis on using magic
Rogues could share same skill trees that include sneaking, trap setting, poisons, bomb making.
Mages: Arcane warrior, Summoner/conjuror, heavy Offense only mage,
Mages could share same trees skill trees that include healing, defesnse, rune making, and even blood magic tree.
Warriors: Beserker (no heavy armor, damage focus, faster), Paladin (or templar, allow healing and defensive magic), and Champion (balanced approach to armor and attack)
Warriors still should retain tanking abilities but Board and shield, two handed, duel wield, should be general trees that can be used by the Beserker, Paladin, or Champion.
These are just examples, names can be changed to whatever fits better. The idea would be to expand the differences within the classes of Rogues, Mages, and Warriors by delving deeper between the specializations by providing more options and negating duel specializations. Also bonus skill trees learned from companions, the world, etc. should be a general skill tree instead of a specialization.
Modifié par HTTP 404, 07 décembre 2012 - 03:10 .
#10
Posté 07 décembre 2012 - 03:38
vortex216 wrote...
eh, it's seems complicated. i dont like franchises that add things on to "improve". i think it just ruins things. folllow KISS, keep it simple stupid.
Simple's good to a point, DAO went with the standard warrior/rogue/mage, human/elf/dwarf fantasy staples. Where it gets interesting is where it gets more complicated - qunari, old gods, blood magic, arcane warriors, tranquility. You need complexity for depth, especially in RPGs where you usually have a long game with a lot of replay value.
#11
Posté 07 décembre 2012 - 03:44
vortex216 wrote...
eh, it's seems complicated. i dont like franchises that add things on to "improve". i think it just ruins things. folllow KISS, keep it simple stupid.
How is it complicated? many of the abilities are in DAO for the battlemage its just close up and personal magic that already exist. Some of it is new but not a whole lot. It categorizes everything nicely and has the ability of making all classes versatile in fullfilling any role. Or is that too complicated too? So we should simplify everything to the bone and have no meat? Is that what your saying? And by the way the best music is the one with many layers thats harmonious in its subparts and flows with unquestionable melody and or direction.
#12
Guest_Puddi III_*
Posté 07 décembre 2012 - 03:52
Guest_Puddi III_*
#13
Posté 07 décembre 2012 - 04:10
#14
Posté 07 décembre 2012 - 04:20
I mean you can only obtain so many ability/talent points through the game. And to be effective in what you do people will generally get abilities/talents that complement each other to perform a role. Skills are different from abilities and talents btw.
The main reason that I added the battlemage class because the arcane warrior seemed unwhole incomplete and inefficient in origins. When something so different could be improved on with organizing the abilities. The mage went from caster to melee and it changed everything. Most abilities didn't compliment this change but thank the gods that there were so many abilities in origins in which im also including DA:A.
With the Rune Specialization that i made its only enhancing the warrior or rogues way of fighting. Not changing what they already are.
Bottem line is I've developed a system where people have versatility and choice but at the same time have greatly defined classes by the way they play through abilities/talents they have.
Oh yeah and specializations should open up the possibility of new roles such as the shapeshifter is the tanking tree for the wizard and the duelist for the rogue and so on.
#15
Posté 07 décembre 2012 - 04:22
Direwolf0294 wrote...
Personally, I've always felt archer/ranger should be an entirely seperate class from rogue.
error anomalies detected...... calculating.... solution...... wow hunter class.... questionable
#16
Posté 07 décembre 2012 - 04:28
Anyway, with the Mage-Templar war and mages no longer being restricted in combat lessons, I can see a mage and a magic-melee class, one who is more of a hybrid. Could call it sorceror or apostate. I don't think it is a must, however, and would be fine if it stayed like DA2.
More talent/skill trees would be nice, though.
Modifié par DaerogTheDhampir, 07 décembre 2012 - 04:28 .
#17
Posté 07 décembre 2012 - 04:42
What made this genuinely cool was each felt superior in it's own ways. There wasn't a class that felt completely overpowered. Equipment was appropriately assigned or class specific often letting it cross classes based on stats. I made a statement earlier about the game that people should at least try. It lead me right back to Dragon Age when I had taken a hiatus. DA has a lot of potential and versatility in it's classes already as the OP has stated so the learning curve or separation of classes wouldn't be an issue. The new dynamic may even open up the classes for greater replay value.
One thing that the game allowed also was the ability to respec or retrain classes. Dragon Age had a superior story and charcters but even with the gameplay 'improvement' in DA2 it still wasn't near as reactive as what you get in Dogma.
#18
Posté 07 décembre 2012 - 06:57
Dethares wrote...
Direwolf0294 wrote...
Personally, I've always felt archer/ranger should be an entirely seperate class from rogue.
error anomalies detected...... calculating.... solution...... wow hunter class.... questionable
Don't you be hating on my hunter. He's not like rogues, at allllll.
#19
Posté 07 décembre 2012 - 07:01
#20
Posté 07 décembre 2012 - 09:08
#21
Posté 07 décembre 2012 - 03:26
If not, I would love to see a forth or even fifth class. A little variation is always great.
#22
Posté 07 décembre 2012 - 05:01
Shevy_001 wrote...
Mike mentionend that they're likely doing a "only one, but more significant specialisation" route. So, maybe they'll play in such a different way that they feel like different under classes. In that case I would be fine with warrior, rogue and mage as major classes.
If not, I would love to see a forth or even fifth class. A little variation is always great.
I had the same thought, hopefully the specs will be flushed out to a degree that they provide some unique mechanics that change how you go about playing the base classes. The class system in both of the previous games was painfully bland, at least as far as my taste in class systems goes. At the very least I would like to see hybrid combinations of the three existing classes.
Those are wants though, an absolute must for me to even consider getting the game, is for them to get rid of the weapon restrictions DA2 had, at least in DAO I could kind of create custom "classes" with some sub-optimal stat distribution. But gimped characters actualy made the game more fun for me.
I'm not against the restrictions in general terms, there are games I play that have worse restrictions than that. They also have alot more going on for them mechanic wise though. DA mechanics are just way too simplistic for me to get any enjoyment from, without being able to tinker around with them a bit myself.
Modifié par relhart, 07 décembre 2012 - 05:05 .
#23
Posté 07 décembre 2012 - 07:45
Dethares wrote...
vortex216 wrote...
eh, it's seems complicated. i dont like franchises that add things on to "improve". i think it just ruins things. folllow KISS, keep it simple stupid.
How is it complicated? many of the abilities are in DAO for the battlemage its just close up and personal magic that already exist. Some of it is new but not a whole lot. It categorizes everything nicely and has the ability of making all classes versatile in fullfilling any role. Or is that too complicated too? So we should simplify everything to the bone and have no meat? Is that what your saying? And by the way the best music is the one with many layers thats harmonious in its subparts and flows with unquestionable melody and or direction.
no, im saying keep it simple. key word- KEEP. whch means stay the same, not scrape off all the deatils to leave paper-thins characters and no plot. adding an entire new class to an aleady good series (in my opinion) is too much. why do you want to change something that is already good? it might make it bettter and improve things, or it might make it worse. i think battlemage would be a better spec. bioware already said they will go more in-depth with specs (i think).
i dont want to start ANOTHER fight which ends in lockdown, so please do not take thiis the wrong way. but i dont think you can interperut all of what you said in my 3 sentences. and some of your comments seemed a bit offensive and rude. next time, please do not go ballistic. i do not not know that what you said was intended in such a manner, but it seemed so.
#24
Posté 07 décembre 2012 - 10:23
#25
Posté 07 décembre 2012 - 10:41
Dethares wrote...
and the rogue a master at unconventional fighting styles such as the use of bombs, explosives, poisons and so on.
None of those have ever been rogue-exclusive things.





Retour en haut






