Dual-Wielding Warriors without undermining rogues (and other cross-classing notes)
#1
Posté 15 mars 2013 - 05:12
But I am saddened by complete compartmentalism. Everything was divided into its own little box without any elements that could be considered cross-class capable.
Taking ME as an example (yes I know people hate that, but more people will be familiar with this example than others I can probably think of):
Technically, the classes are three - combat (warrior), tech (rogue), biotic (mage). But there a six classes, because three are a mix of two of the categories. They are however, not 'watered-down' copies, but have their own roles. Combat/tech is not a hardy engineer or a squishy soldier, they are an infiltrator for long-range spike damage. Tech/biotic is favoured for their flexibility regarding enemy defenses and squadmates. And combat/biotic is about high-risk, high-reward close-quater combat.
So, why can't Dragon Age have elements common to two different classes, that yet perform different roles?
Templars are already warriors with their OWN role in magic influence, so the system isn't impossible. DAO's arcane warrior was supposed to be a mage with warrior influence.
Dual-wielding in DAO was very AoE-oriented, along with cripples and debuffs. (I always chose it for its AoE, any attempt to join others were met with frustration and respec.) One can dual-wield any one-handed weapons, though a talent unlock is required for dual-wielding full size weaponry in each hand.
In DAE, dual-wielding is rogue-only - and rogues are single target only - and also, daggers only.
So, why not different varities of dual-wielding? A warrior's tree would focus on heavy AoE, so they could hold threat and attenttion from numerous enemies at once, extending their AoE angle wider than two-handed, but with less reach, good for clusters (which, imo, DAE had waaay too many of - hopefully DAI is different). Would work well as a bezerker/reaver - focusing on dealing hurt and living through damage rather than mitigating it. If we're still going sword/dagger only weapon locks as DAE did, would be swords only, with possible support for axes and/or maces.
As for the rogues, the tree would operate similarly to as it did in DAE: focused single-target assassination at close range, spike damage, battle-field mobility, strike speed, single-target debuffs (cripples and such). If we're going weapon locks, then daggers - but without locks, stick to swords (no maces or axes) to avoid the uhh.. backstabbing animation weirdness, as well as to keep animations similar.
TL;DR: Warriors dual-wield is AoE damage (potentially) for bezerker tanking, rogue dual-wield can be single-target damage and cripples for crowd-control and debuffs.
#2
Posté 15 mars 2013 - 05:24
I'm all right with the idea of having separate Dual weapon talents for rogues and warriors as you've proposed; well, assuming for a moment that they are actually bringing back dual wielding for warriors.
#3
Posté 15 mars 2013 - 05:33
They've mentioned they're doing a lot more with 'customisation' and options, but that's all I can attribute to them. Customising your combat style MAY be included, but it wasn't stated, so I don't put much hold in it.
We'll know when they're ready to announce.
Modifié par Karsciyin, 15 mars 2013 - 05:40 .
#4
Posté 15 mars 2013 - 05:44
#5
Posté 15 mars 2013 - 06:19
If rogues can have a new style exclusive to them, then I see no problem with warriors and rogues sharing duel wield.
- Shadow Fox aime ceci
#6
Posté 15 mars 2013 - 07:10
As for three each... well, why? In DAO, mages had six trees, warriors five, and rogues three (if I remember right). For combat styles, that was mages one, warriors four, rogues two. In DAE, combat styles are one for mages and two for warriors and rogues.
Even if you gave rogues a new tree (like, say, FISTICUFFS, wot-ho), so that warriors and rogues each have three, mages would still only have one combat style. Options are good, but classes do not need to be homogenous to be fair - simply balanced. For variety in play is probably supposed to come from the augmentation trees, not the combat styles trees - otherwise they likely wouldn't have stripped them out.
Modifié par Karsciyin, 15 mars 2013 - 07:12 .
#7
Posté 15 mars 2013 - 07:35
Modifié par Plaintiff, 15 mars 2013 - 07:36 .
- Treacherous J Slither et Gustave Flowbert aiment ceci
#8
Posté 15 mars 2013 - 08:55
I'm falling for you again and again, m'dear! 'twas a delicious design! =)Plaintiff wrote...
My personal solution would be to categorize "Weapon" skill tress separately from "class" skill trees, and have them level up independently of each other. Then every class could equip every possibly weapon category and develop skills in them, while still maintaining the class abilities that make them distinct from each other. Or at least the players could. Companions might have in-game reasons for choosing to use a specific weapon.
#9
Posté 15 mars 2013 - 09:19
One of the 2 reasons why I didn't "import" any of my DA:O / DAA playthroughs, even so I was looking forward to that (for different reasons then ME imports, so not going to go into it here). I can understand the reasons behind the changes from DA:O to DA2, just didn't agree with the "taking them out completely" part.
My two main characters were a DW warrior and a Arcane Warrior. Personally, and that is just me, DW rogues felt more cumbersome to me then it was worth it. So I generally left Zevran out and only took Sigurn (left it AI controlled) because I liked the character. So something in the line of high "single target" vs "AoE" (which is how I generally imaging my DW warrior vs any DW rogue companions from an RP perspective anyway) or "precision" vs. "brute force".
Modifié par FDrage, 15 mars 2013 - 09:24 .
#10
Posté 15 mars 2013 - 09:58
#11
Posté 15 mars 2013 - 10:11
#12
Posté 15 mars 2013 - 11:03
As I said to give Warriors duel weild, or even in your case of the warrior getting an additional fighting style than so should the rogue. If warrior has a type of duel weilding, sword and Shield, and two handed and Rogue only has Archery, and Duel weild type it is still unfair. I think us fond of warriors just have to accept that the rogues get a wonderful fighting style that we can't have, but they can't have ours either so all is fair
- Shadow Fox et Zehealingman aiment ceci
#13
Posté 15 mars 2013 - 11:22
If I was going to have a 3rd warrior weapon talent tree, I'd rather have crossbows - actually I'd personally give crossbows to rogues and longbows to warriors - or polearms.
#14
Posté 15 mars 2013 - 02:10
Personally, as long as the rogue skills fits the theme of a rogue and the warrior skills fits the theme of a warrior, it doesn't really matter to me that their functions can be similar. Probably not a popular opinion around here, but I prefer that each class be similarly capable in all aspects of gameplay. The primary reason is so that there can be enemies that can challenge the player strategically without forcing the player to bring that particular class or have that particular skill. Even though I enjoy the freedom of playing my character however I want, I've begun to enjoy games that forces me to play a certain way for that particular scenario, to adapt and change in the heat of battle.It shouldn't be the case where if I play my build efficiently, the enemies didn't matter. If the classes are too restrictive, then certain enemies would just be too difficult for certain classes and the designers would be forced to reduce the strategic depth and variety of enemies.
Modifié par kheldorin, 15 mars 2013 - 02:13 .
#15
Posté 15 mars 2013 - 02:12
The weapon trees just need to have individual flair and fluff. But it’s more work that way and whatever vision for DA doesn’t seem to be set yet with the experimenting that has been done. We’ll see one day what happens I guess…soonish. lol
#16
Posté 15 mars 2013 - 03:05
It was also the build I enjoyed in DA:O. I didn't like DA2 and the gameplay simplification is still one of my major gripes (no dual wield, no quick weapon swap, less skill customization, etc). So I hope they bring back OPTIONS in inquisition. I really think that is what people are looking for as long as it doesn't destroy some core mechanics that need to be respected.
#17
Posté 16 mars 2013 - 12:17
#18
Posté 16 mars 2013 - 03:33
Eyerock wrote...
As one who enjoyed playing a duelist rogue in DAO I support this wholeheartedly. DA2's duelist disappointed me greatly, as my image of a duel doesn't consist of doing a lot of flipppedy-dos and cartwheels with tiny daggers. I always saw it as more of an Errol Flynn character, with sword and dagger in offhand, serving as a rogue-tank. Also, I think swords looks cooler than daggers.
Agreed; here's hoping that rogues in DA3 get rapiers, with proper lunge, parry, and riposte animations. A fighting style with rapier/dagger (not short sword) would be sweet.
Making the role of the rogue unique does not require artificial restrictions on weapons but rather building the game where his/her unique talents and skills are necessary (i.e., locked chests with loot worth having, traps that can kill, secret passages that only he can find, missions where stealth and theft is essential for an optimum outcome, etc.). In Orlais, I can imagine numerous duels being fought in city streets/back alleys, etc., where this kind of fighting would showcase a truly unique fighting style for rogues. How cool would it be to have assassination missions, or quests where your rogue has to infiltrate a heavily fortified building, steal precious documents, but have to avoid fighting?
But to do that, the game has to be developed with the idea that a Rogue play through is going to be significantly different than a Warrior or Mage play through - that we will have to play the game at least three times in order to see all the content - which apart from the people on this board, is sadly, something that most players will never do.
It just seems to me that some people want to make rogues into fighters which really isn't their traditional role because the game itself has very few options for him/her to do what they have always done.
I keep reading complaints that "the classes aren't distinct enough so we have to take things away from warriors to make thr rogue feel special." The reason appears to be that the emphasis has been on combat, rather than all the other things that makes a great RPG.
Perhaps one solution is to allow warriors to spec either for AOE or single person DPS rather than trying to throw this role onto rogues? I want my rogue to be a sneaky, back-stabbing, thieving, assassinating ROGUE, not a specialist fighter.
- Cutlasskiwi aime ceci
#19
Posté 16 mars 2013 - 05:00
Still I think warriors getting 4 fighting styles is unfair to rogues when they have two or if people just want duel weild than 3 and 2. I think it just means that they are going to use the flair of the rogue instead of the warrior. What I think would be important is giving warriors their own flair and things they can do because of it.
#20
Guest_Puddi III_*
Posté 16 mars 2013 - 05:11
Guest_Puddi III_*
This is what I've been asking for too in terms of re-implementing dual-wielding for warriors. I usually call it "Arishok-style" dual-wielding for short.Karsciyin wrote...
So, why not different varities of dual-wielding? A warrior's tree would focus on heavy AoE, so they could hold threat and attenttion from numerous enemies at once, extending their AoE angle wider than two-handed, but with less reach, good for clusters (which, imo, DAE had waaay too many of - hopefully DAI is different). Would work well as a bezerker/reaver - focusing on dealing hurt and living through damage rather than mitigating it. If we're still going sword/dagger only weapon locks as DAE did, would be swords only, with possible support for axes and/or maces.
As for the rogues, the tree would operate similarly to as it did in DAE: focused single-target assassination at close range, spike damage, battle-field mobility, strike speed, single-target debuffs (cripples and such). If we're going weapon locks, then daggers - but without locks, stick to swords (no maces or axes) to avoid the uhh.. backstabbing animation weirdness, as well as to keep animations similar.
TL;DR: Warriors dual-wield is AoE damage (potentially) for bezerker tanking, rogue dual-wield can be single-target damage and cripples for crowd-control and debuffs.
#21
Posté 16 mars 2013 - 05:29
As CaptainBlackGold said yes DW warrior in DA:2 will feed like DW rogue. The only differentiator is combat. so you can have two roles for one job so to speak.
And to make it worse, regardless of how many build you can choose from, each build only have on way to use them through the game. so i was in for 3 act of doing the same thing over and over again.
The game system needs to be designed to support it, but rogue and the warrior don't need to be the same, have variety of build and variety of game play within a build.
That is the point of a RPG. you should be able to play a highly specialised char in a class hence limiting you tactical game play option or something that is less specialised but has more tactical game play option.
I am fine if a rogue can be used like a warrior, In DA:0 I used leliena like that as a stop gap measure the time I reorganised myself or when you just needed two tanks.
It is clear that she could not be used like for too long but at least it was usable.
I am fine will warrior and mage being able to sneak (at least move in silence) but it would be nice to have a rogue only option in most of the case.
for example, you need to get documents from somewhere, you can either mount an assault.
or have the rogue climb a wall and let the re rest of the party in through a rope or by opening the kitchen door. at the very least should be able to use the rogue to scout ahead.
Ideally the rogue should be able to go the sneaky, backstab way, to rogue tank or a bit of both just as the warrior should be able to go Aoe or DSP or a bit of both
phil
Modifié par philippe willaume, 16 mars 2013 - 05:30 .
#22
Posté 16 mars 2013 - 09:27
In DAO, the only talent trees rogues and warriors got were specifically linked to the weapons they used, so if they used the same weapons, they were pretty similar. DA2 however had more variety, so even if a warrior and rogue had the same dual-wielding talent tree, they could still be more diverse because the warrior could also pursue talent trees like 'Vanguard' and 'Battlemaster', and rogues could pursue ones like 'Sabotage' and 'Subterfuge', so they would end up quite different. If DA3 followed the same sort of thing, cross-class weapons and whatnot could work.
#23
Posté 16 mars 2013 - 10:58
#24
Posté 16 mars 2013 - 11:01
#25
Posté 16 mars 2013 - 11:22
karushna5 wrote...
I actually felt it was much less rigid. What with 4 other groups to be able to customize your character.
How so?
In DAO your mage could become a battlemage, your warrior could dual wield/use a bow, your rogue could use a sword & shield. There was a lot of variation in the builds you could create. Yes, DA2 expanded on the specializations but that just gives you more skills to choose from, it doesn't increase build variation. Compared to the last few rpg's i've played (dragons dogma, KoA, skyrim) there's an incredible amount of freedom to mix and match your builds, way more depth and variation than DA2.





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