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do you want more classes?


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48 réponses à ce sujet

#1
ash the rpgamer

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just wondering what people think about the current warrior/mage/rogue classes and if you'd like more

i think we do need 1-2 more to add more strategy and more alternatives, so people have more options ive pretty much played all 3 and know them inside out, as im sure many more people do, perhaps the ability to build your own class would be good? so some talents/skills from each

#2
Ethical Scabs

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more talents and specializations would be better in my opinion. That way itt allows the same effect as multiple classes, but allows hybrids of styles as well.

#3
Lordwolf89

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yeah, more classes now.. when i started playing Neverwinter Nights i were totaly overwhelmed by the ammount of classes and skills there...and i didnt know what i hsould take so i just put everything on recomended in order to not screw up annything... in dragonage well.. its too few...a few more classes a few more skills would do the job ^_^

#4
bradley02391

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I think theres enough classes because what other classes can you make i think they need more Specializations which more specializations are coming out with the expansion Awakening sweet!

#5
ArathWoeeye

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I think specialization system could use some improvement. Like adding more than 4 skills and/or disallowing other skills; more requirements and/or more benefits etc.

#6
Baksheesh

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Ethical Scabs wrote...

more talents and specializations would be better in my opinion. That way itt allows the same effect as multiple classes, but allows hybrids of styles as well.


What he said....I think classes are balanced and ok. What would you add?
What I would like to see is  more options for specialisation rather than added classes.

Especially ones that allowed some cross class functionality or different playstyles. Like an unarmed damage and defense skill tree that would let you make warrior monks (like the Silent Sisters in the books).
Or a bandit/brigand specialisation for rogues that encourages heavier armors (less stamina drain) and shield utility.

#7
Grumpy Old Wizard

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Three classes is just not enough for long term replayability. 4 abilities per specialization generally does not result in a significant difference in how the character plays.

Of course they should fix certain specializations. Shape shifting for instance.

Mages should be balanced so that if you chose the healing spell or Spirit-Healer you can't select certain offensive spells or their offensive spells should be put on cooldown when you cast a healing spell and vice versa.

Let's see, for added classes, to start with:

Spirit shaman: obtains power from the spirits in the fade. Powers much like a DnD cleric. There could be lines of powers from "good" spirits and from "evil" spirits. Support spells, maybe some summoning.

Monk: Hand to hand unarmored (robes for armor) character with some mental powers, but focuses on melee powers. Knockdown, disarm, circle kick. Basically a martial artist.

Modifié par Grumpy Old Wizard, 09 janvier 2010 - 02:10 .


#8
ArcticZombie

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More classes yes, and more races to choose from as well.  I was expecting a cast as varied as Champions of Norrath when I picked this one up.  I'd have loved to be able to play through as a Darkspawn, or perhaps a Golem or something else.

#9
amrose2

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Ethical Scabs wrote...

more talents and specializations would be better in my opinion. That way itt allows the same effect as multiple classes, but allows hybrids of styles as well.


I agree with this. More abilities, ability trees, and specializations would be awesome.

classes in games with tons of them like Neverwinter Nights meant almost nothing, and had extremely little difference from the 'base' class it was modeled on.

#10
ChaoticBroth

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With a higher level cap, and overall rebalancing of current skills, then more specializations/spec talents would be incredible. Or even just giving one specialization point, but giving a large tree for that specialization (i.e. 8-12 skills). The main concern with more talents/specializations is balance, but that's already an issue anyways.

#11
W_A_M_O

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ChaoticBroth wrote...

With a higher level cap, and overall rebalancing of current skills, then more specializations/spec talents would be incredible. Or even just giving one specialization point, but giving a large tree for that specialization (i.e. 8-12 skills). The main concern with more talents/specializations is balance, but that's already an issue anyways.


I agree, A higher level cap would allow more building on talents and further individuality in classes. I also think that for new classes, combo classes would be awesome such as a paladin (for warrior + mage) that has some healing abilitys and some buffs that change weapon damage, barbarian (for warrior + rogue) that uses lighter armour and is an adept at surviving in the wilds, and finally a shadow caster (for mage + rogue) that focuses on stealth to get in the middle of the enemy lines and then wreak havok with AOE spells, and the could balance it out by not adding specialisations for them. My thoughts anyway XP 

#12
W_A_M_O

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anyone who played mass effect (another awesome Bioware game) would understand

#13
Leyt22

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More and expanded specializations and abilities, but not classes. There isn't much to be added with the roles warriors, rogues, and mages currently fulfill. Any addition would be doing something similar to what these basic three accomplish, rendering the addition needless. More specializations (with more contributing skills) would be welcome.

Also, I don't like the idea of combining classes. That pretty much annihilates any reliance on party members to satisfy necessary roles, and could be overpowered. Eliminates an important piece of strategy in a game which is supposed to rely on strategy.

Modifié par Leyt22, 09 janvier 2010 - 08:38 .


#14
Leyt22

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Whoops.

Modifié par Leyt22, 09 janvier 2010 - 08:38 .


#15
darkshadow136

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yes we need more classes. there is already a mod for cleric class. but I would like to see some official stuff from Bioware.

#16
ChaoticBroth

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I thought about what I posted up there, and I came up with this, since the point (no pun intended) of a specialization is to hone your growth in one direction.



You're given the 2 regular points, possibly more with a higher level cap, and maybe raised to every 8,9, or 10 levels. Each specialization is given 8-12 skills, but to access the last 4-6 skills (3rd and 4th tier), you'd have to invest a secondary point into that specialization. This means that you're more "specialized" in that role, as opposed to being a jack-of-all-trades by mastering two "specializations." The more spec points given, the more this would end up being adjusted, of course.

#17
Liliandra Nadiar

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I think Warrior/Rogue/Mage covers everything well enough, though Mage is broad enough that it could be divided again, a Spirit/Entorpy focused class,(magic deals with the Fade/Spirits/Demons) and a Primal/Creation one (magic that effects the physically perceived world) maybe?



I do, however, think there should've been more to the specializations. Both more then just one branch and 'cross classing' like Arcane Warrior.

#18
Red.Murder1

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I really think that all the classes are fine right now, but what I really want to see is more talents per specialization. I would prefer if it was 12 skills per specialization instead of 4

#19
NRG-OptimaL

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pirates and ninjas

#20
khevan

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In my opinion, the base classes cover the spectrum. Warriors can either be "barbarians" (2h sword/berzerker/etc) "paladins" (SnS/Templar/Champion) or what have you, rogues can be rangers (archery line/ranger), etc, Mages can be clerics (AW/SH anyone?), elementalists, "shamans/witchdoctors" with the hexes and blood magic, etc.



I would prefer instead of coming up with more of the broad base classes, to having a better specialization system. 4 skills in a specialization really doesn't do much to change the base class when all's said and done.



I would prefer to be able to take just one specialization, and have that specialization have 8-12 talents specific to that specialization (which, of course, brings up the topic of balance, but that's a different discussion). That way, a "berzerker" is quite different from a "reaver," although both fall under the "warrior" class.




#21
Haventh

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I'm fine with the current choices available. I think it is enough. Feels good for once not to have too many choices (i used to play d&d games alot before).

#22
Nymrohd

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No need for more classes. Just add a lot more talents. Restrict characters to a single specialization and beef those up (multiple lines per specialization perhaps 3 for each one). I'd like to see all trees get extended (5 abilities in each line, extend combat styles to 4 lines, perhaps add a couple more spell schools) and more thought given to character role as well as more versatility.

Healing should be spread around the classes (perhaps champions, templars and bards could gain some healing talents and spells; healing does not need to be magical after all), we could have 2H weapon warrior tanks if there was mitigation there (currently all mitigation is in the sword and shield tree), and perhaps even duelist tanks. Also it would be nice if different builts could match up to different armors more clearly so there would be more of a use for medium and heavy armor; perhaps there could also be small trees for weapon styles (sword/mace/axe).

Finally I'd love to see casters toned down. Perhaps casters should only be truly devastating when using spell combos.

#23
Freezingfire

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Nymrohd wrote...
Healing should be spread around the classes (perhaps champions, templars and bards could gain some healing talents and spells; healing does not need to be magical after all).

I would love that, sort of like a combat medic.

#24
biomag

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No additional classes... lets not make a step back in rpg-development. classes are just the most lazy way to keep power gamers in check. There are more interesting ways how to keep the characters balanced, but they are also a lot harder to develop.

BioWare made a good decision to keep the number of classes low. While there are background/story-reasons why you have to make a difference between a mage or a non-mage, you will have a very hard time to argue why a mage will never be able to learn how to use a weapon properly, except for the argument: class-balance. You also won't be able to explain why a rogue can learn how to duel-wield, but he will never be smart enough to use a basic shield-skill.

So please, keep this stupid class-systems to a minimum and simply add skills and talents so that players can create more unique characters and are not forced to play rpg-archetypes.

I am already very disappointed that unarmed monks have been added to the lore... don't push this as far as a class of its own. Make it a warrior specialization. I doubt there was ever a wartime monk who went to battle unarmed. Weaponless fighting was always meant as side skill for worst case scenarios, but fantasy-settings and films perverted it into bs-wannabe-gods, that can't be harmed...

Modifié par biomag, 10 janvier 2010 - 12:41 .


#25
Grumpy Old Wizard

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I am already very disappointed that unarmed monks have been added to the lore... don't push this as far as a class of its own. Make it a warrior specialization. I doubt there was ever a wartime monk who went to battle unarmed. Weaponless fighting was always meant as side skill for worst case scenarios, but fantasy-settings and films perverted it into bs-wannabe-gods, that can't be harmed...




I doubt anyone ever went to battle casting spells. I doubt anyone ever fought an actual dragon or dark spawn.



No one ever suggested that a monk be a god.



There are already combos that are gods however.



Oh yeah, if a another class is introduced, you can always limit yourself to playing only the rogue/warrior/mage classes if you don't like the variety.No one would be forcing you to play a monk or whatever.