Am I the only one whom thinks lock picking should have been seperate from rogue class?
#1
Posté 10 janvier 2010 - 10:06
#2
Posté 10 janvier 2010 - 10:11
#3
Posté 10 janvier 2010 - 10:15
#4
Posté 10 janvier 2010 - 10:17
#5
Posté 10 janvier 2010 - 10:21
TheGriffonsShallRiseAgain wrote...
exactly and that space could have been given to give rogues more weapon skills with dual weilding or just more roguish attacks
Rogues take it on the chin trying to spread their skills all over the trees anyways with their specializations and rogue skills so adding that additional skill tree makes it really tough.
#6
Posté 10 janvier 2010 - 10:43
Also, don't get me started about how frustrating it was to not have put any points into coercion. You basically have to play an evil character and kill everyone you meet unless you take this.
RPG's have done this stuff better in the past and it's a shame they didn't structure the game differently around these two skills.
#7
Posté 10 janvier 2010 - 10:51
The same goes for traps and poisons. If you're playing some sort of Warrior who is mainly a hunter you may want to be able to use traps so restricting traps to Rogues wouldn't make sense. A Mage who would consider himself or herself to be an alchemist would probably invest points in poisons to be able to craft bombs (thus not always using magic or combining both magic and bombs).
If that really annoys you there are mods for the PC that allow Warriors and Mages to break locks.
#8
Posté 10 janvier 2010 - 11:09
#9
Posté 10 janvier 2010 - 11:12
#10
Posté 10 janvier 2010 - 11:13
Modifié par RobotXYZ, 10 janvier 2010 - 11:13 .
#11
Posté 10 janvier 2010 - 11:13
#12
Posté 10 janvier 2010 - 11:13
I think it's necessary to do something to make rogues feel like rogues. Unlocking stuff is right up there with that. But to bombard you so early on in the game with all these locks you have no access to, made for very frustrating play. If they want to fill your intro area with locks everywhere, give you some way of opening them. Let you add a rogue to your party from the get go.
The fact that I was bombarded by this from the first few minutes of game play made it very frustrating. They made a similar mistake with Neverwinter Nights 1, where it took like 30 seconds to break open a chest if you weren't a rogue. Watching my guy hack at a chest for 30 seconds just isn't fun game play.
Maybe they'll get it right on their next game.
#13
Posté 10 janvier 2010 - 11:39
#14
Posté 10 janvier 2010 - 11:49
#15
Posté 11 janvier 2010 - 12:00
If you play a human noble warrior you may not consider it compulsory for your character to open all the chests to get a few goodies (elfroots in chests? What were they thinking?) what I mean is that if you play a mage or a noble warrior, looting chests may well be beneath your character.
Of course, playing a dwarf commoner warrior would make it less satisfying in that respect except if you think of such a character to be lacking the finesse required for picking locks (which makes sense given the fact that the dwarf commoner is more of a thug and a bully).
Later on you can have an NPC to do the looting and if you're disatisfied you can use a mod like this one: http://social.bioware.com/project/873/
I like the way the system works and I think that stealth shouldn't be available for other classes (although it wouldn't be so bad for a Dalish warrior). You need to be able to separate rogues from warriors so as it is the fact that rogues and warriors have their own abilities make for more variety.
Modifié par Kalcalan, 11 janvier 2010 - 12:05 .
#16
Posté 11 janvier 2010 - 12:22
yes especially in the dalsih origin or human noble ugh so frustration, not to mention tower of Ishal. And the breaking locks open Idea is right on u can do it to dwyn if he doesnt open the door.dragonageman wrote...
@Kalcalan...
I think it's necessary to do something to make rogues feel like rogues. Unlocking stuff is right up there with that. But to bombard you so early on in the game with all these locks you have no access to, made for very frustrating play. If they want to fill your intro area with locks everywhere, give you some way of opening them. Let you add a rogue to your party from the get go.
The fact that I was bombarded by this from the first few minutes of game play made it very frustrating. They made a similar mistake with Neverwinter Nights 1, where it took like 30 seconds to break open a chest if you weren't a rogue. Watching my guy hack at a chest for 30 seconds just isn't fun game play.
Maybe they'll get it right on their next game.
Also the weapon skills being seperate from mages kinda sucks I wish they had at least let the mages choose what type o skill set they could use like if u want to do magic and swords with shield u get the shield tier added or something seems useless to be an arcane mage other wise
#17
Posté 11 janvier 2010 - 12:25
no see healing is magic, and taunt is more of a battle skill were as stealth and lock picking only have one use stealth hides u lockpicking only works outside the field of battleRobotXYZ wrote...
but then healing spell and taunt could be skills
#18
Posté 11 janvier 2010 - 12:55
Modifié par RobotXYZ, 11 janvier 2010 - 12:56 .
#19
Guest_LordReinhart_*
Posté 11 janvier 2010 - 12:59
Guest_LordReinhart_*
#20
Posté 11 janvier 2010 - 01:15
#21
Posté 11 janvier 2010 - 01:15
Also, on the console version, you can't use mods, so you're basically screwed if you play a warrior. I found class balance very frustrating on the console as the only viable warrior you can make for playing as your main character is a tank, and if you play a rogue, you can get a huge amount of money at the beginning by sacrificing next to nothing.
Mind you, I like the game. I just wish they'd gotten class balance better. It would have been great if they'd not stuck WoW mechanics in and kept an even more classic RPG feel than even what they ended up with.
#22
Posté 11 janvier 2010 - 01:29
I also think backstab should be a talent that the rogue has to put points into in order to make it more and more effective.
#23
Posté 11 janvier 2010 - 03:35
#24
Posté 11 janvier 2010 - 04:04
Besides, from an RP standpoint, it makes sense. If I was a warrior, I'd spend more time focusing on my combat skills, as opposed to tampering with locks. If I was a mage, I'd be focusing on my magic, not messing with locks as mentioned above. Sure, a mage or warrior could steal and plant traps (but not disarm them), but a rogue would be a lot more viable for the role, even if you were going from the whole RP standpoint thing.
Even then, you're not really missing much. I think the best loot pre-Lothering from any chests are elemental arrows.
@ dragonageman, keep in mind that no matter what, balance will always be an issue. Change one thing, and people will shift to another, and it'll repeat itself. Nothing can be balanced properly.
And seriously, I don't know what about this game that everyone likes to tack "WoW mechanics" onto it, but WoW isn't the first to have such mechanics, and DA isn't going to be the last.
#25
Posté 11 janvier 2010 - 04:12





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