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Dev Question: Warrior class


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#226
Ninomir

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1. What do you like and disslike about Warriors?

Well out of my 7 runs 3 of them were warriors, 2 were 2h and 1 was tank. Was never really eager about trying out DW since i played a Rouge and were just too similar. But i don't know i just like 2h warriors, tho there are some imo useless talents. So i chould say i like everything but SW built, jsut too similar to Rogue.

2. Is there anything you feel is underpowered or overpowered?

Well the 2h beeing too slow many replays i saw I can't agree, there is always the abilty from Warden's Keep, yes it drains your HP but a Regenaration should bring it even, and plus if combined with Blood Frezy (increases dmg as health goes down) it can provide a quite interesting effect, and since 2h are not tanks u shouldnt be tanking too much dmg from any other side.

Tank built just seems to have to much passive abilties, and tanks and tanks are quite hard to build. U got to have at least 42 str. for Massive Armor, u got to have decent Constitution for HP, u got to have lods of Dex. to improve your Defense and u got to have decent Willpower so u dont run out of Stamina i 1 Shield Bash, and seening as a tank Warrior needs to have 2 least 2 Active Mods at all time (Treaten and Wall Shield) u're stamina is already almost half empty, so in a longer fight if u lose aggro u'll rarly have enough Stamina for a Taunt. So i think whould be wise that Attributes have diffrent effects on diffrent classes (yes, i know it's an idea from WoW, but it's good :D), so that a tank Warrior dosnt have 4 neccessary Attribitues to boost while a Mage has like 2 (Magic, Willpower), Rogue also has 2, possible 3 (Dex, Willpower and Cons. which isnt neccessery). For example Strenght whould increase Warriors chance to Block with his shield, puting strenght as main tank warriors attribute.



3. What are your favorite Specs.?

I'd have to say Chambion, War Cry is just too awsome, having 3 warriors with Champ. Spec. and aligning their tactics right on War Cry can end a fight without enemy even getting of the ground, tho i find Rally kind of useless, just consumes stamina.

Reaver is also great. Frighting Apearnce is just great, I mean u'r able to scare an Ogre how cool is that? Devour saved my life cople of times when i used it right....on Nightmare with 34+ HP per Corpse with a cople of Corpse around can bring u up to 80% HP from 10%. Blood Frezy as I said before is quite good when combined with Blood Thirst. And there is Aura of Pain which is...well uselss.

Berserker is well just...too short on abilties and puts a too much effect on stamina...ye Final Blow is good but when used in middle of fight will put u out of Berserker as well as ever other stance active at time, and for example Intobidable has a too much cooldown to be shut in middle of a big fight.

Templar, well expect for tank is pretty much useless for anything else. Focus is good and Cleansing Aura.



4. What are your favorite telent trees, and your least favorite?

Favorite as u might already know 2h. jsut seems right for a warrior... And i don't find it too slow, used good can be powerfull.

Least favorite is probobly DW, as i said just to much like Rogue...and that's not how i see a Duel Wield Warrior. I think DW Warriors should get to equipt 1h Swords in bhouth hands like from the start, since they are about piercing thure enemies armor, they to me seem more like dude that wield 2 sword and they do it quicly, but rather then looking for enemies weak spots they bring him down with their strenght and head on combat.

#227
Viglin

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Victor Wachter wrote...



  • What do you like and dislike about the Warrior?
  • Is there anything that you feel that is underpowered or overpowered on the Warrior?
  • What are your favorite Warrior specializations? What are your least favorite?
  • What are your favorite Warrior talent trees? What are your least favorite?

Be sure to answer the poll on Warrior specializations as well!

    
[*]Like most=combat animations
[*]Dislike most=just a swing and kill machine
[*]Favorite Specialiaztions=Templar and Champion, especially combined
[*]Favorite Warrior talent trees=2Handed
[*]What ld like to see in the future is if the Warrior was given to more then just kill kill kill, such as more Commander like Talent Trees/Skills/Specialization, where their presence instills confidence, directs combat, etc.

#228
tomas819

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Warrior is an OK class, though it is the weakest and least fun of the three, imo.

(1) Archery for warriors? Huh?

For one thing, I could not for the life of me see why the archery stuff is even there; if you're going to play an archer, rogue seems like a much more natural and logical fit.

(2) Sustained vs. Activate skills

My biggest frustration with my sword-and-board warrior was the large number of "sustained" skills versus "activate" skills. It just seemed like I didn't have as much to do during fights compared to my rogue and mage characters.

(3) Dual wielding

If I could change just one thing about dual-wielding for both rogues and warriors in DA:O, it would be to offer "matched weapon sets", say dagger sets for rogues and axe/sword/mace sets for warriors. A matched weapon set would have combined stats like you were equipping a two-handed weapon but would visually appear as 2 weapons during combat.

Guild Wars did this with their assassin class ("katanas"), and it was very cool, allowing players choosing to dual wield to have matched weapon sets. While I think it's fine if a player want to wield, say, and axe and a sword, I think it looks really odd. It would have been nice to at least have had the OPTION to obtain matching dagger, axe, sword, etc., sets in game.

#229
Cyansomnia

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I like the warrior class, but I'll put my two cents in since there are definitely some things that bother me.

Champion:
War Cry -  The debuff and knockback are nice.  I found it useful at times for large groups or saving a mage's hide temporarily.

Rally - I think this needs to be a bit more powerful and less a drain on stamina.  We spend so little points in willpower as it is.  Oh, and for the love of the Maker, please change the aura effect and get rid of that maddening sound.

I think Champion should give you some kind of bonus resistance to knockdowns/stuns etc. on top of the bonuses to attack and defense.

Templar:  
Righteous Strike -  I don't really know how effective this is, since I don't pay attention to how much mana it drains.

Cleanse Aura - I've never used this ability due to the fact of possible friendly fire.

Mental Fortress - Magic resistance isn't a bad thing for us, we could use more of it.

Holy Smite - I find this skill very, very useful.  Being able to stun a mage at range for a good portion of time can be a real lifesaver.  The AoE knockback is nice as well.

I'm thinking Templar could use more magic resistance, maybe replace cleanse aura with something that effects your enemies directly.  Another stun or something to keep them from casting temporarily.

Beserker:

I think this specialization is pretty good as is, though it lacks active abilities.  I'd prefer if Beserker aura didn't deactivate every time you leave combat, though.

Reaver:

I have not used this specialization yet, because I honestly didn't find it appealing.  I might go use the respec mod to test it out and post on it later.


Weapon Groups:

Sword and Board -  I actually think this group is pretty decent.  Shield Pummel, Shield Bash and Overpower are useful and impressive looking skills.  All the passive bonuses are quite nice, but I don't really see the point in having a separate shield stance for melee attacks and ranged attacks.  Toggling between them can get tiresome.  I believe the shield skills should cost a little less dexterity as well.

Two-handed weapons - Fairly lackluster skills and your character swings sooooo sloooow.  I actually couldn't take it anymore after a while.  If you aren't having fun playing a certain spec, that speaks in volumes.

Dual Wield -  Powerful and actually quite fun.  I enjoyed using Whirlwind and Punisher.  Combined with Beserker spec, things get quite ridiculous.  Unfortunately you have to either give up some strength or constitution in order to dump the dex into using these skills.  I'm thinking they should be a little cheaper in cost for a warrior.

Archery -  I've never made an archery based warrior, and I really don't see the point.  If I want to use a bow and arrow I'd roll a rogue.


Warrior class skills:

I find the warrior class talents to be quite good, except I don't see the point in Disengage.  The only situation I could see it being useful is if you're getting close to death and want to pass something on to Alistair.  But, you have health poultices and healing spells.. so why would you need to do that?

I also find, even combined, that Threaten and Taunt doesn't generate enough hate to get all the monsters to attack me.  I'll Taunt and half of them just run past or away from me to attack my mages or rogues.  This results in having to blow a War Cry or Holy Smite just to make sure they don't get swarmed right away.  Sure with good tactics set up it's not that big of a problem, but still, I should be able to hold those monsters.


General beefs:

Overwhelm -  I think the shield skills should give you a resistance to this skill, a fairly large one.  I also think if you shield bash, pummel or overpower something eating your friend's face off it should automatically interrupt the skill.  Every time.

Sustained -  I think there are a bit too many sustained skills for warriors, considering we have to spend so many points on strength and con (or dex in the cast of dual wield).  Which leaves us too little stamina to use on actual skills.  This is especially the case when using a shield.  Reducing the cost would help a lot, I think.

Modifié par Aislinn Trista, 16 janvier 2010 - 07:33 .


#230
Ryllen Laerth Kriel

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I like the warrior base class, and a couple of the specializations are useful.



What I enjoy about it:



Big weapons, big armor, it's all about the gear. That's what many expect from warriors in games. You can be tough, on the front lines and take hits plus dish them out. Dual weapon fighting is exciting but, like with others, I enjoy the two handed style. Massive damage is always a good thing and that's what I like about warriors in DA, they can dish it out if properly built and equiped.



As far as specializations go, the Templar's anti-magic abilities are very useful, so a couple of the Berserker talents and the Champion's buffs.





What I don't like about it:



Warriors do feel a touch limited. But I don't know if it's my biased towards playing hack'n slash characters or it's because of the play mechanics. I do think two handed weapon fighting can be frustrating with the slow swing times. I understand they want a significant difference between sword and shield, dual weapon and two handed weapon attack speed to further showcase the fighting styles, that's cool, but nothing is more painful than repeated misses from a two handed weapon. I think a solution is to give the two handed fighting tree another branch that focuses on precision of strikes so they miss alot less often.



The Reaver was enjoyable to play for a specialization to me, but mostly for the roleplay idea behind it. The abilities are pretty weak compared to other warrior class specializations. Perhaps make the fear attack an AoE instead of a single target deal and lessen the recharge time by half on the healing ability to draw health from surrounding fallen enemies.

#231
MinosFan

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What do you like and dislike about the Warrior?

Likes:
  • Almost all the prestigious gear is for Warriors (grumble), so get by far the most visual customization and a selection of set bonuses.
  • Doesn't matter that companions lag behind at start of fights, since meant to be charging ahead.
  • They get the most passive skills in their attack lines.
Dislikes:
  • Playing them - enjoy having a tank along, but like healer I find it a boring role to play (in single-player games) compared to DPS types.
  • Takes frustratingly long to max Coercion (after maxing Combat Training) relative to a Rogue, and begrudge having to waste points in Cunning.
  • Stepping on traps because the Rogues lagging behind/an archer, and cannot put any points in Trap Making on account of taking an age just to get CT & Coercion.
  • It takes so many sustained & activated skills to perform a team-orientated role competently, that without passing up combat attribute points for Willpower you barely get to do anything else.
Is there anything that you feel that is underpowered or overpowered on the Warrior?

Their loot monopoly! I kid, I kid.

I don't really get how two-handed weapons come out ahead when their stats are only slightly higher, they're so much slower and their rune potential is far less... however I have never given them a great deal of time, since I seldom have space for a damage dealer who is not a Rogue or Mage.

What are your favorite Warrior specializations? What are your least favorite?

Champion by a broad margin; NPCs can handle it well, and I like the AoE knockdown (not best pleased to learn from the wiki that it secretly drain stamina in combat though).

I don't really dislike the others, but I've never found a character defining use for them either (relative to other classes specializations).

What are your favorite Warrior talent trees? What are your least favorite?

My favorite is simply Weapon & Shield for tanking.

Then the Powerful line for Threaten and nice passives.

Get Taunt from the Powerful Striking line, but find the rest of that line useless.

For a played Warrior - whom I might want to DPS with - then Dual Weapon is appealing for the visuals and rune fun, though I tend to get annoyed how long it takes to break the Strength 40 mark for armor with putting so many points into Dexterity.

As stated previously, unless someone can explain the maths sufficiently I don't see how Two-Handed Weapons can compete.

Archery I find completely pointless on Warriors - embracing an archer build would result in a faux-Rogue with few skills and no utility, while a hybrid build surely results in a sub-par archer sitting at the back in needlessly heavy armor?

#232
Guilebrush

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What do you like and dislike about the Warrior?



I love the idea behind the warrior, as in being able to focus into one of four possible martial disciplines while having control over enemy aggro during the heat of battle is a fun concept.



What I dislike about the class though is how all this was executed as it's mostly done through running a large amount of sustained abilities, paired with stamina penalties from large armor leaves you often just autoattacking while you focus most of your attention on your party's magi.



Is there anything that you feel that is underpowered or overpowered on the Warrior?



For overpowered I would say Taunt and the Templar Specialization. Taunt just does its job too well, being an AoE ability that cements aggro for far too long. After clicking the taunt button your warrior can stop attacking and simply chain chug poultices, or even worse be placed under a forcefield, and still maintain aggro the rest of the encounter. I would just like to see a little more effort needed and more tools to manage enemy hate in the game.



Templar: The Templar being OP has nothing to do with the talents that become available to them but more to do with the items that they're allowed to use, as others have already mentioned in this thread. I really think that global resistances should hard cap well before allowing the player to go immune as it can trivialize a lot of encounters.



Underpowered: Constitution is the big one, along with spec talents not found in the Champion tree or named Frightening Appearance.



While they may work in the general sense they don't have any noticeable impact on the "feel" of your character. With Ohgren on my current playthrough I can "feel" it when he's not running indomitable but take no notice to him running berserk or not, let's not even get started with Alistair's mana draining, lol.



What are your favorite Warrior specializations? What are your least favorite?



Favorite: Champion hands down. It has a very telling aura as well as a fun active once you reach superiority. Although hearing the rally sound toggle every time your currently selected character "enters the Rally area" does get annoying at times, specifically while exploring.



Least Favorite: Templar: None of the abilities feel great, they're way too niche and don't even have a discernible impact during said niche encounters, especially when compared to, say Mana Clash. Plus going Templar gives you access to potentially 100% magic immunity, and not through talents simply gear requirements, yuck.



What are your favorite Warrior talent trees? What are your least favorite?



Favorite: Sword and Shield. While being too reliant on sustained abilities to actually get the job, they at least do just that. Flanking immunity, defense bonuses, damage reduction, while still giving you a couple of active abilities with knockdowns and the like makes for a great tree. Too bad you rarely have the stamina to use more than 1 or 2 of the active abilities each fight.



Least Favorite: 2Hand Weapons. It saddens me because this is what I really wanted to use during my second playthrough of DA:O but after spending a little time with Sten and Ohgren I think I won't even bother doing so. Too much attention required for too little reward. The attack speeds are punishingly slow without haste, abilities resetting the autoattack timer, lack of any sort of cleaves or AoEs outside of sweep. Basically Indomitable is the only thing that's keeping this tree remotely viable as Dual Wielding does everything else better.



The other two trees while fine, are as mentioned many times before, shared with rogues. Letting each class have certain unique perks (aside from backstab) while sharing these trees would go a long way in justifying the class homogenization.

#233
Loc'n'lol

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Back in my post on page 3 I wanted to start detailing my feelings (like, dislike, up, op) on various talents but realized it would be very very long as I have quite a lot to say, so here goes. My not-so-humble opinion on every talent accessible to the warrior class :

(warning, fairly long)

Warrior

Powerful : it's really good early on but it doesn't scale at all, and quite frankly, I'm not even sure why this is a talent and not something that is included as a core feature of the class. Do rogues need a talent to be able to backstab ? No. They do get talents that improve their backstab though.
Threaten : Mixed feeling on htis one. At first it feels like it does nothing at all and it's quite puzzling. Then you understand that increases the amount of threat you generate through your attacks by a lot. This doesn't help much however because typically you can't attack more than one target at a time and taunt totally outshines it.
Bravery : The bonuses seem a bit shy on this one, especially in the defensive department. Rewarding the warrior for being in the thick of the battle = good, though.
Death blow : Comes a little too late (stamina problems seem to errupt earlier than level 12, then your stamina pool naturally grows as a result of levelling up), sometimes seems to do nothing at all ? Otherwise it's a neat addition.

Precise striking : a zero-sum ability : trade 10% of your damage output and 40 stamina for 10% greater chance to hit and some bonus to critical hits. I find it hardly useful and perfect striking totally outshines it.
Taunt : Does what it says, gets the job done. Not much to complain about except it doesn't make a lot of sense. Maybe if it was coupled with some sort of debuff it would give the enemies a good reason to try and kill the warrior that activates it ? (not to mention improve the survivability of the swarmed warrior)
Disengage : Never used it.
Perfect Striking : Extremely powerful at what it does, indeed. But I never really feel the need to increase my attack rating (except on archers maybe but that's a whole different story and this comes way too late to help struggling archers).

Dual Weapon : Overall, talents feel like they cost too much to activate (or if they're supposed to be used very sparingly, they don't feel like they do enough difference to justify the cost), but are mostly good to very good.

Dual weapon training/Finesse : Two passives that improve your overall ability in the given style, good, nothing to say.
Dual weapon expert : The bleeding lacerations appear to be bugged as they only do 1 damage per tick, rendering this talent mostly useless. Maybe it is absorbed by armor when it shouldn't or it is incorreclty calculated ?
Dual weapon mastery : Would be a good choice if daggers weren't about as powerful as one-handed weapons if not more due to very high attack speed. Still good in a few cases (whirlwind/sweep chains) and just for looking cool in general.

Dual Striking : Animations appear to be glitched, otherwise good for warriors.
Riposte : Stun + Autocrit = good. when it works, that is.
Cripple : Autocrit + debuff = good.
Punisher : 3 attacks + autocrit + debuff + knockdown = very good. Fitting for a tier 4 talent.

Sweep : aoe attack is something warriors typically lack, one that is available at level 1 is a godsend. And it remains useful throughout the entire game.
Flurry : Is meh. The slightly improved damage isn't really worth the stamina, especially when you have...
Momentum : 'almost' too good.
Whirlwind : Adequately awesome.


Archery : Overall weak, but that's more due to the restrictions placed on ranged weapons (no runes, no poisons, no buffs, weak damage...) than the talents in themselves. Additionally, it should be noted that the cost of special arrows and bolts is ridiculously high.

Melee archer
: Practical but renders melee sidearms entirely useless for dedicated archers, which is a shame.
Crippling shot : a mere debuff is okay I guess
Suppressing fire : Unfortunately, it is very difficult to notice that this actually does anything at all (except eat a large chunk of your stamina)
Scattershot : Extremely annoying when used against you by multiple AI archers. Otherwise pretty damn good in the player's hands but typically you won't be using 4 archers to chain spam it like the AI can.

Aim : See precise striking
Defensive Fire : Possibly the best defensive sustainable a warrior can get access to. Why an archer would ever need this is beyond me
Rapid shot : Pretty damn good (the drawback is nearly inexistant since ranged weapon have such low critical chance in the first place), until you innevitably find a bow with "rapid aim", which renders this useless until you get master archer.
Master archer: improves almost everything a little, pretty good, I guess.

Pinning shot: Hurting the target again cancels the effect, rendering this very difficult to use effectively. It would be very good otherwise.
Shattering shot : A pretty brutal but very situational debuff. Very good when used by the AI against you due to the large number of enemy attacks benefitting from it.
Critical shot : Okayish but too expensive to make use of its very short cooldown.
Arrow of slaying : Treads a fine line between godlike and gimmickish. Essentially it's cool but not gamebreaking at all and in fact fairly useless when you really really want to dish out some serious damage. One-shotting those pesky non-boss mages is totally worth it, though.

Weapon and shield : For some reason the talents on this tree have fairly low activation costs when compared to the other trees, which makes it that much more enjoyable for me.

Bash: The bread'n'butter of the shield user. A good talent that remains useful throughout the game.
Pummel: 2 attacks and a stun = good
Overpower : 3 attacks + autocrit + knockdown = pretty damn good. It doesn't quite render shield bash useless because the kd takes more time to come out.
Assault : 4 weakened attacks and no special effect makes this very meh and not worthy of the activation cost IMO.

Shield Defense: Defensive self-buffs are quite rare as is, making this a good investment, but the effect is really very very weak. Also zero-sum ability, until...
Shield balance : Removes some of the penalty to another talent. The penalty wasn't very important in the first place, making this a questionable investment for a talent point...
Shield Wall : Arguably better than shield defense (especially with shield mastery and shield expertise). Having a partially overlapping effect with shield defense, it's questionable why this is in fact a sustainable on its own. The effect "out of the box" is also pretty weak for a tier-3 talent, but it gets good with additional talents.
Shield Expertise : The knockdown immunity is mighty useful in quite a few situations, and more defense is never bad.

Shield block: A good idea and useful talent. It would be nice if there was some visual hint that AI enemies have this talent, by reducing the "flanking arc" on the chaacter's circle (this is mostly for rogue player-controlled characters, though)
Shield cover: Effect overlaps with both shield defense and shield wall. It's only slightly better than both at what it does, without any of the additional benefits. Overall, could have been a passive and/or more powerful. Hell, even with shield mastery it's not even as good as the heroic aura spell.
Shield tactics : see Shield block
Shield Mastery : improves everything, ok, good.

Two-handed : Overall weak due to too slow attack speed on base attacks, the talents in themselves are a mix of good and terrible, and a little costly to activate.

Pommel Strike : Very useful, nothing to say.
Indomitable : The immunities are almost too good, but pretty much necessary at times. Why, of all things, make it a two-handed talent is beyond me, though. (Could very well have been a warrior core talent). The damage bonus is ridiculous and unnecessary, though.
Stunning blows : Good, I guess. Too bad it only works on critical attacks.
Critical Strike : "possibly killing non-boss opponents outright if their health is below 20%" is not a noteworthy feat (chances are pretty good they are 1 hit away from death anyway) and is definetely not what I expect from a tier-4 talent.

Sunder Arms : "Hidden" effect making this attack twice in the time it takes to strike once is the main reason this talent is actually good. Not that the debuff is a bad thing, but it's pretty much a side effect when it was supposed to be the main thing of this talent.
Shattering blows : VERY situational.
Sunder armor : See sunder arms, except this time the debuff is incredibly poweful. Especially when used against you by the AI (armor loss matters more when you receive attacks from a truckload of opponents)
Destroyer : Too short duration, too small effect and too rare to make a real difference. Not to mention that you don't even have any visual cue of what it does, making this look like it does absolutely nothing (see threaten, suppressing fire)

Mighty Blow : Autocrit = good. Activation cost is bull**** though. Fun fact, this tier-1 talent is pretty much a clone of critical strike, a tier-4 talent.
Powerful swings : A negative sum ability, I'll stay away from this, thanks. +5 damage per hit would be a pretty good bonus for dual daggers but is ridiculously low for any two handed weapon. Meanwhile the penalties are pretty big. I'd consider activating this if it had a negative stamina cost...
Two handed strength : Makes powerful swings suck a little less but still not worth activating. The bonus to armor penetration is good and in-line with the "flavor" of the weapon style though.
Sweep : Great talent but a little late...

Templar : Useful but not as good against mages as it "should". ie: it's merely slightly better than another warrior against mages, not really a "counter".

Righteous Strike : The effect seems weak. You have no visual indicator of what it actually does (Enemies don't have visible mana bars !). For all we know enemy casters could have infinite mana. See threaten, suppressing fire, destroyer...
Cleanse Area : Very very useful. Too bad it doesn't work on the templar himself.
Mental fortress : Too situational to feel actually useful, but it doesn't cost anything at least... Now, if it was giving some spell resistance instead of having to rely on that overpowered and underpriced knight-commander plate...
Holy smite : The damage is crap and so is the mana drain. The AOE stun and knockback is very nice though. and to quote a fellow forum-user "calling in an air-strike from the maker" is just great to look at =]


Champion : a Great specialization that improves the survivability of the entire party without real drawback.

Warcry : Good. Becomes awesome with superiority.
Rally : A little expensive out of the box, but worthwile nontheless.
Motivate : Good improvement to rally, nothing to say.
Superiority : Let me say it again : awesome.

Reaver : Overall feeling : the benefits (moar damage !) don't seem to justify the cost (getting yourself killed quickly)

Devour: Pretty good, if a little difficult to use effectively (you need to have almost won a battle to use it effectively, but you need it most a little earlier than that)
Frightening Appearance : A little too limited for a level 12 ability (single target, resistance check). The passive boosts to threaten and taunt are nice though.
Aura of Pain : It would be really nice if it didn't kill yourself so quickly...
Blood Frenzy : Fixed damage bonus makes this pretty good for dual wielders (especially dagger users...) but meh for two handers... and once again it's a good way to get yourself killed.

Berserker : Quite good overall but the main ability's benefits are disproportionately more powerful for a dual wielder than any other kind of warrior.

Berserk : Pretty good, though with a heavy drawback that becomes negligible later on. Like blood Frenzy, this especially benefits dual wielders and not so much for two handers.
Resilience : Need more talents like this.
Constraint : reduces the penalty of Berserk. Yeah, well that's definetly good but doesn't seem to justify a talent point on its own.
Final Blow : Mixed feelings on this one. Probably not powerful enough considering the cost.

#234
Epican

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  • What do you like and dislike about the Warrior?
  •  I love the sword and board tree as well as the 2 hander tree.
  • I dislike the idea that  you have the warrior trees and the rogue trees very similar. If your gonna make two different classes then make sure there tree's are different as well. To me it just seems too alike. Change out abilities, expecially like some sustains so that way they at least feel different. May different animations. A warrior is normally stronger so should have more powerful ending blows while the rogue has more finesse.
[*]Is there anything that you feel that is underpowered or overpowered on the Warrior?
[/list]
  •  I as well as many others feel that when tanking there needs to be some kind of change with the whole willpower thing. One idea would be lower the cost of using the sword and board talents maybe this would offset this problem?
[*]What are your favorite Warrior specializations? What are your least favorite?[/list]
  • I don't rightly know. Although I do feel like all the specializations across the board could use some adjustments. Doesn't seem to make to great an effect.
[*]What are your favorite Warrior talent trees? What are your least favorite?
[/list]
  • Hah the only 2 that are worth playing because its the only thing that seperates them from the rogues. 2H and tanking trees. Oh and of  course the actual warrior tree.
  • Already went over my dislikes enough.

:wub:

#235
TafkanX

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_Loc_N_lol_ wrote...

A massive dissertation on the Warrior with emphasis on specializations and talents.


Well, yeah.  That about covers everything.  Good post.

:happy:

#236
jxd73

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I go attack a darkspawn with my warrior, only to have it brushes past him and he just watches slacked jawed until the darkspawn is well past melee range, only will the warrior think about start catching up to it.



While this isn't specific to warriors, it's a major downside to melee combatants. For the next Dragon Age game, I would expect warriors and rogues can attack and activate skills while moving.

#237
Inarai

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jxd73 wrote...

I go attack a darkspawn with my warrior, only to have it brushes past him and he just watches slacked jawed until the darkspawn is well past melee range, only will the warrior think about start catching up to it.

While this isn't specific to warriors, it's a major downside to melee combatants. For the next Dragon Age game, I would expect warriors and rogues can attack and activate skills while moving.


Oh!  Yes: Stopping power!

Melee characters in this game need to have a way of forcing the enemy to stay in combat.  Maybe melee combat should restrict movement?

Modifié par Inarai, 16 janvier 2010 - 11:40 .


#238
Clovis-

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What do you like and dislike about the Warrior?
[/list]- I dont think there are enough armour types for warriors in the heavy armour/medium armour sets.
- normal axes should be dual wieldable for warriors
Is there anything that you feel that is underpowered or overpowered on the Warrior?
[/list]- Arching is pretty much useless on a warrior
What are your favorite Warrior specializations? What are your least favorite?
[/list]- Reaper is useless, cool story idea though
- Bezerk and Templar are staples, there should be more talents for all specializations though
- Champion isnt interesting
What are your favorite Warrior talent trees? What are your least favorite?[/list]- I dislike the sword/shield talents and the two handed sword talents; they're too slow.
- Dual Wielding is fast enough to be fun.
- Perhaps faster attacking all around and more enemies that take less damage would solve this.


#239
ericsa

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Inarai wrote...
Some special, perhaps speudo magical, attacks, would go a long way. 


I agree! The last templar skill, holy smite, is one of my fav's for just this reason.

#240
Diekid

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Diekid wrote...

My first character was a sword and shield warrior, enjoyed it quite alot. Playing a tank warrior makes the game alot easier if you just want to play without pausing and use tactics for all other members.

I disliked the 2h talent tree because of the attack speed of 2h weapons.

I liked templar, it gives you some really good skills. Berserker seems alright too. Kind of disliked champion, I don't believe the Rally buff is good enough.


To add to my original post. What really got me depressed with Warrior was that before I reached the end of the game I was "full spec". There was no point in me spending points in any other skill since I had filled up Warrior, Sword and Shield + 2 specializations. New points would go into skills I wouldn't use which was abit boring.

#241
RangerSG

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Inarai wrote...

jxd73 wrote...

I go attack a darkspawn with my warrior, only to have it brushes past him and he just watches slacked jawed until the darkspawn is well past melee range, only will the warrior think about start catching up to it.

While this isn't specific to warriors, it's a major downside to melee combatants. For the next Dragon Age game, I would expect warriors and rogues can attack and activate skills while moving.


Oh!  Yes: Stopping power!

Melee characters in this game need to have a way of forcing the enemy to stay in combat.  Maybe melee combat should restrict movement?


I'd say attacks of opportunity when a character tries to 'push through' a player attempting to melee with them.

I also agree that 2 handed weapon speed needs to increase some. You're already seeing a substantial penalty in choosing not to use a shield and the protection that it grants.

I'd say both 2 handed weapons and archery suffer from an inverse-bell curve. At early levels being caught out by either one is fatal. But through most of the mid-levels, since most of their abilities are either passive or redundant, there's little increase in threat unless you get caught by a mob of either. (Now, historically I would note that a single archer was not a huge threat to a mailed warrior, a mass of archers on the other hand...) but then when both trees get to high levels and have multiple ways to stop anything, they suddenly become lethal again. I think a more...evened progression for both would be in order.

That said, the archery tree for warrior is a bit painful, since to be good at it you have to sacrifice armor. 

I would agree with stamina regeneration potions being made available. Though I do wonder if some people just don't bother to use rejevenation...

I like champions and templars. Berserkers don't do enough for me, and Reavers do nothing for me. I don't have a problem with running out of 'useful' abilties. But part of that is I don't think my character should be inept in every weapon style but my preferred one. So I mix things up a bit.

#242
Nick the Weregoat

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I like the warrior class - it's not my favorite - but it's pretty fun. In the early levels as a Shield Spec'd warrior I run into the problem of keeping threat - especially from other warriors -



I like how the heaviest armored fella is the one that get's beat on ... USSUALLY -



I like the shield spec and dual wield spec especially - the dual wield is way overpowered though. One problem I have with the shield spec is by the time you get threaten/taunt/decent armor - you've got a couple points in shield attacks, and keeping the enemies attacking your character is especially difficult. The biggest problem I have - and I have it every play through on every difficulty - is the Ogre @ Ostagar. Even my pansy tower guard with his crossbow and no tactics enabled (not using abilities) manages to pull the monster off my tank.



I never ended up putting too many points in the specialization trees - I would like them better if there were more points available in the game - but as it is 16 points into a talent tree, 8 into the warrior class, and 4 into each specialization. If you're buying gear from the occaisonal vendor, you might not have the gold required to get enough books to bring your warrior to his max potential.



But I understand not getting every talent.



The Templar Spec - I don't like it. I'm not going to lie, Alistair does use it sometimes to dispel annoying curses like curse of mortality - but aside from that - and stunning pesky casters - it seems rather underpowered.



That's all I've got for now. Thanks guys.

#243
Crell77

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I like the way warriors can dish out the damage as well as take it, i don't like how limited warriors feel when starting as a human or dwarf noble, it seems we don't have much choice but to use a sword and shield from the very start.

i feel that they warriors are a bit underpowered when it comes to use of duel weapons, and they are a bit to slow with 2 handed weapons.

i like the tank specialization the most due to the survivability they seam to have, I'm not to happy with the 2 haded specialization right now.

I'm quite fond of the duel weapon talent trees right now, but not real happy with the 2 handed weapon ones.

#244
Lyriq

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I like the warrior class. My first character and my third character were both warriors. I enjoy the ability to take a beating, and give one too, but I feel some aspects are a bit underpowered. The two handed weapons are just too slow to be useful without dubious use of talents. In regard to specializations, Champion/Zerker are definitely my favorite. War Cry plus the knockdown effect is extremely effective when berserking and using area of effect attacks. My favorite tree is definitely the two weapon tree. Starfang/Keening Blade ftw <3 <3 <3

#245
Jaldaen

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I liked the ability of warriors to be the frontline fighters and pull aggro, but I didn't like that some of their talent trees were exactly the same as rogues (and vice versa). It would have been more work, but I think the Dual Weapon and Archery styles, which were "shared" by fighters and rogues, could have had a particular bonus for being a warrior or a rogue. In this way, even though these were shared talents, there would be something to make them feel a bit different from each other. For example:

The first branch of dual weapon would remain the same, but the second and third branches (starting with Dual-Striking and Dual Weapon Sweep) would have slightly different effects when used by a warrior vs. a rogue.

Warrior Dual Striking: When in this mode, the character strikes with both weapons simultaneously. Attacks generate more hostility and grant a slight attack bonus, but the character cannot inflict regular critical hits or backstabs.

Rogue Dual Striking: When in this mode, the character strikes with both weapons simultaneously. Attacks cause more damage, but the character cannot inflict regular critical hits or backstabs.

Of course you guys could do better, but this is what I would have loved to see in DA:O in regards to warriors (focused more on drawing aggro/defense) and rogues (higher damage).

In general, the Archery talent tree feels underpowered except for the later abilities (such as Arrow of Slaying and Scattershot). I think some of the earlier talents need a slight boost to help even out the progression b/c this tree feels like it goes from being underpowered for most of the game to just right in the late game.

The 2-H Weapon tree felt a little underwhelming because of how slow the 2-H attacks were. Also, rogues seem to get a lot more benefit from the Dual-Weapon talent tree, then warriors do... primarily because their rogue-based talents mesh well with the Dual Weapon talents.

My favorite specialization was the Champion, my least favorite is Reaver... mainly because I don't usually play evil guys and so I just have not been able to get this specialization to try it out.

My favorite talent tree for warriors is the Sword and Board tree because it just felt right to me and I like the shields in the game. My least favorite was the 2-H... which is sad because my first character was going to be a 2-H, but when I saw how slow the attacks were... I just couldn't continue... I know I should have given it more of a chance, but it was so painful to watch.

Best Wishes,
Joseph

Modifié par Jaldaen, 17 janvier 2010 - 06:25 .


#246
Asurablade

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Seriously tho i doubt any significant changes will be made, this being done as it is now the 'social convention'. Enough said though Warriors need changes..i mean who comes up with terribly unimaginative moves. i also noticed most specialisations played only minor roles compared to most rpg archetypes. That said it is merely what i perceived in the game. As said by other posters a warrior charge move would seem quite adequate as they 'charge through the frontlines'.

Modifié par Asurablade, 17 janvier 2010 - 07:04 .


#247
Diceyy

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2 handers either need a swing timer or special attacks shouldn't be allowed to reset the time until your next normal.

#248
DarkJudg3s

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Templar's +2 magic needs become +2 willpower.
Needs a toggle sprint ability (mostly so at the beginning of battle they can catch up with mages before they are frozen, and then die).
Shields need to do more for close combat. ( like a skill that drains little stamina, high speed recovery, and little damage, but it knocks the target off balance for little less than a second, mainly just another attack)
templars need to interrupt mage spell casting easier
their needs to be an archer specialization for the warrior

but overall, the specs for this class are mainly visual

Edit:  Reiterate my point on the archer; I want to be able to hit an ogre, I should not be able to miss an ogre or the archdemon

Modifié par DarkJudg3s, 18 janvier 2010 - 06:05 .


#249
SphereofSilence

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Likes of warrior class:

- None

Dislikes:

- Too 'generic'.

- Specializations aren't distinct from each other enough

- Specializations aren't compelling enough

- Too few specializations




#250
Dragon Age1103

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# What do you like and dislike about the Warrior?



I do not like that we need willpower,dex, & strength while a mage only needs 34 magic then the res in willpower. This makes it so you have to choose between a hard hitting warrior that misses often with lots of stamina to counter balance the lack of dex to use on talents during the battle or a hid dex & strength warrior who can rarely use talents especially since the original game is in very bad need of stamina potions.

I'm not sure if it is only magic to dictate how much a health or stamina potion helps your warrior but if so this should also be revised. I have a mod for stamina potions that uses magic to dictate how much stamina I will regain & a potent stamina potion doesn't even fill half of my stamina bar. Health potions are much more balanced but this would be something to consider as a set back if you decided to implement stamina potions.





# Is there anything that you feel that is underpowered or overpowered on the Warrior?



The main downfall of a warrior is the lacking of stamina potions. I've played with them via a mod they are not game breaking they only add to the fun. The fun of seeing your warrior execute those talents you worked hard to get. 2H have very low DPS & miss often so it is crucial to have stamina potions to use their talents to better contribute to damage. A high crit of 178 is useless if it rarely happens & my rogue is doing 55% of party damage due to very high dps.





# What are your favorite Warrior specializations?



I would not change any of the specializations for warrior, I get use of all 4 regularly. They are well designed & very useful the only issue I have is that we need more information to see what we are getting for our hard earned talents spent. I feel we shouldn't have to look at our attack, defensive, armor, or damage rating then compare after spending a point in a specialization. ( not the bonus when you first choose the specialization but once you unlock it & start climbing the tree). This part of the game could use work across all talents & skills so we have an idea of damage. I'm sure everyone at Bioware is already well aware a large majority of us would like a combat log! :)





What are your least favorite? do not have one! read above! :)







# What are your favorite Warrior talent trees?



I love S&S you can change between pulling aggro & taking massive amounts of damage & drawing archer fire or lead the lines with devastating combination's of shield & sword. You can black, cover your flank, deflect missile attacks, stun, knock enemies over, this talent tree is very well rounded & all work effectively for some specific situation.



What are your least favorite?



I have unlocked all 2 Handed talents before & while I only played to level 12 I have to say I am not impressed at all. I only found Pummel Strike, Critical Strike, Mighty Blow, & Indomitable to be useful in comparison of S&S where I often use all but maybe one talent.

I also do not care for the animations. I think a majority of the community would disagree with me but that was the main reason I failed to finish the game as a 2H warrior. I did not enjoy my warrior swinging his weapon like a clumsy angry child. I feel the animations need a lot of work if your goal was to make me feel like a powerful warrior. Some swings you used your wait to step into the swing driving more force into the blow but others just seem like your character is working against his body & only losing results.