- What do you like and dislike about the Warrior?
I enjoy playing the warrior because it allows me to be in the 'front row' of combat. For me, they are fun to play, develop, and watch.
I dislike that so many companions are also warriors. With my main character as a warrior, I usually only have room for one other warrior, which eliminates many party combinations.
- Is there anything that you feel that is underpowered or overpowered on the Warrior?
I have only really played a 2-handed warrior. I enjoy it a lot, though it frustrating to often deal about 85% of the enemy's HP in damage to have a weaker companion steal my kill. Maybe I'm just in it for the glory, I guess.
Somewhat related, the way sustained talents interact with alternate weapons can be frustrating at times. For example, I may switch to a crossbow to fight at range while the enemy closes distance; when he gets to me and I switch to melee, though, I'm still waiting for Indomitable and other talents to recoup from cooldown. Why not allow the stamina to stay committed when switching weapons, even if I don't gain the benefit?
I feel like Warriors would greatly benefit from additional Attributes per level or increased derived statistics per level, balanced against the rogues getting a new Skill every 2 levels. There are just so many areas they need to develop; a rogue or mage can get away with less Constitution, Strength, etc., but I need to spread my points really thin to be able to deal damage, take damage, and use my abilities. It gets worse when you also want your warrior to be proficient in social situations without resorting to the Intimidate option.
- What are your favorite Warrior specializations? What are your least favorite?
I use Champion/Berserker on my favorite character, and I enjoy it. Thematically, I think Berserker should have something that increases movement/attack speed, perhaps in relation to the warrior's kill count in the current scene, but it doesn't suffer terribly from its absence. I had a warrior, since deleted, who used Champion/Templar to good effect. I made Sten a Reaver just to try it, and I can't say I'm terribly impressed with it.
- What are your favorite Warrior talent trees? What are your least favorite?
As indicated, I enjoy the 2-handed sword tree most. I wish there was a wider selection of unique 2-handed swords in Origins. The Talent Sunder Armor seems somewhat redundant with Destroyer, and Shattering Blows is really only useful against maybe 5% of the total "monster" population of the game, so it doesn't seem terribly beneficial (in other words, I never concluded a fight and said "Wow, it's a good thing I have Shattering Blows; otherwise, I might not have survived that fight!")
The warrior's basic tree is pretty lacking, in my opinion. I didn't even want Threaten/Taunt/Disengage, but I needed them to access the tier-4 talents. Also, since I used every skill book I could buy, I actually ended up with extra points to put in talents I had no interest in using, just to get rid of the level-up indicator (this is an end-game character).
I don't think the warriors really need to have access to the Archery talent tree. The other talents they have access to, including those provided by specializations, do not support it, often in mechanics but almost universally in theme. Archery doesn't seem to satisfy the bloodlust intrinsic to the Berserker or Reaver. A Champion Archer would be too far from fray to really do anything, and I don't think I've ever seen a Templar equipped with a bow.
The warrior, more than any class, would probably benefit most from more passive abilities like Powerful and Death Blow, and it would fit their thematic more than the other classes, in my opinion. For example, a passive resistance-based tree would help warriors who didn't want to be constrained to the Juggernaut armor set (Going across, +Physical Resistance, +Elemental Resistance, +Increased Health Regeneration, Capped by an upgrade talent that affects each of the prior three; leave Mental Resistance for the Templar). Talents that passively increase damage output, armor penetration, movement speed, attack speed, reduce fatigue/upkeep, increase equipped weapons' Attribute modifiers, or resist sundering and armor penetration might be viable also.
As a side note, and I am probably the minority, but an 'unarmed' Talent Tree might have been a cool alternate combat area to play with, perhaps adding design space for disarm-type abilities. The fighting style could be focused on speed and versatility, perhaps featuring "modes" like Shale; grapples and throws, punches and kicks, etc. with 'weapon damage,' if any, coming from equipped gauntlets and boots. Of course, you would want it to be Fereldian in theme, so the influence would dictate more brawling/boxing than esoteric/meditative martial arts styles (and I would be completely cool with that).
Modifié par HeroicAntagonist, 18 janvier 2010 - 09:19 .





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