Dev Question: Warrior class
#176
Posté 15 janvier 2010 - 09:10
Enjoyable warrior gameplay isn't acheived by making the gameplay so simple as "watch him hit things with a peice of metal" or simply being a meatsheild for a caster. They need to have interesting options, unique things they can do that are actually fun to use. To some extent, this effects all melee in the game.
Some special, perhaps speudo magical, attacks, would go a long way. But a big part of it is feedback: IE, sure, you just weakened that guy's armour, but how do you KNOW? There's no graphical feedback on some of these abilities.
Sword'n'board is very fun to play, in part because of the way it's animated. You can tell very easily that Sheild Bash knocked someone down, even though there's very little sense of impact. Assault especially faces this issue - it works well enough, but you don't really get a sense of force out of it - it just doesn't SEEM like you hit someone all that hard.
The 2 hander tree, though, has this worse than anything else, as there's no visible sign that the sunder abilities are actually dooing something. IT just looks like you swung the weapon a little different.
And dual-wield warriors really need more differentiation from rogues. They play largely the same, though depending on biuld your weapon and armour sedlection may very.
The class-unique abilities need some more punch, too. Some impressive techniques, or something. Perhaps consider adding an Intimidate line, too, abilities keying off of Coercion and whatever formula is used to find the score used to successfully intimidate NPC's, and using that to put some debuffs on the enemy.
On that note, perhaps there should be some variation in their dual wield and archery abilities, and the rogue's. Maybe the difference between a close range archer, gaining benefit from being in closer, and a sniper, more able to fire from a range. Under this, you might want to consider a talent that lets archer rogues get backstab damage.
Adding more variety to the talent trees in general is good, but especially if the level cap is going up, they need to be longer. Forcing players to pick and choose amongst talents more than they do now can only introduce a greater degree of variety and replayability to the game.
Perhaps a reason other than stat requirements to use lighter armour, too - which needs more variety in models and textures, a subject I suspect you'll also hear quite a lot about in the rogue and mage threads, too.
#177
Posté 15 janvier 2010 - 09:46
[*]I love being able to soak up damage as any of the specs! I have to say that I play warriors the most because they feel the most heroic. Being a mage standing in the back (or even tanking) feels kinda lame as a hero. The class is fun, don't get me wrong, b ut as a big time fan of mythology, I'm used to the hero taking a beating and fighting back through will power (or god(s) given gifts), not lightning bolts. Rogues sorta suffer the same issue, though not quite as much since they can be dodgey. [*]I kind of feel like beserker and templar are a tad weak, as is 2h weapons being far too slow. Beserker is cool as a concept, but execution just feels a bit dull. Templar isn't too bad when mages are around, but even then their mental resist probably should be a straight up magic resist, as a few mods seem to do. As well, even if 1/2 the game were mages, the other 1/2 isn't. Perhaps templars could also deal extra damage to demons/undead/darkspawn as well as mages? 2h weapons just need to be faster, perhaps gaining speed w
#178
Posté 15 janvier 2010 - 09:47
What do you like and dislike about the Warrior?
Well i like melee classes, powerful ones at that, though i do have to agree it's too similar to Rouge, proberly my main grief with warrior
Is there anything that you feel that is underpowered or overpowered on the Warrior?
Hmm no, not really, i don't really notice anything horribly slow like most exagerate about
What are your favorite Warrior specializations? What are your least favorite?
Champion is great for buffs, Berserk is good for power, Reaver is in the middle of those two, so i'm so-so bout it & Templar would be my least fav as i find it generaly useless
What are your favorite Warrior talent trees? What are your least favorite?
2-Handed, i'd REALLY like to see more weapon skill trees (POLEARM YES PLEASE!) duel weild is good but too similar to Rouge, Least fav is Archery &sword & shield the before is not my cup of tea & the later is for tanking which my charecter never does
#179
Posté 15 janvier 2010 - 09:49
- 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?
1) Warriors have always been my favourite class. I specially love big swords so Greatswords are the ones for me. In so many different games, they are my main char and big guns are their main weapon. Especially because they can take the fight to the enemy, face to face, instead of hidding themselves behind spells or stealth.
I'll say that for DA:O I love all classes and have played them all with great pleasure! But my "main" char even here is a 2handed warrior which I'm very fond and proud of.
2) Not underpowered but the attack speed could be slightly improved. It doesn't make that much difference in the end, compared to other classes. I could play my 2-hander without any mages in the party, with another 2chars of the same class and a rogue and it was pretty fun.
In the end, the amount of damage dealt by a 2hander is likely the same as other classes since 2-handers are the only ones who are never stunned or knocked down. So they may not be the highest DPS but I wouldn't be surprised if they are indeed among the top DPM since their DPH is the best.
Here's my Two Hander at its best - Solo "Jackie Chan" And although other classes/builts can do it easier, none has given me this much fun!
Dual Wielding Warriors are pretty fun to play too and very powerful.
3) Berserker / Champion is my favourite combo. But I think any well built combo can work just fine. I don't particularly liked the Reaver specialization but it is as powerful as the others and probably as much fun too for those who liked it.
4) I don't have a least favourite. With a Two Hander I always take all talents and although now always in the same order, all talents are fine. The best talents, for me, are Indomitable with Precise Striking and damage enhancer like Rage and Rally. They all working together allow me to deal some huge percentage of sequential critical hits while hardly being disabled from combat.
There are some cool talent moments in this one, particularly the counter warcry after resisting the same by the opponent.
Same for a DW warrior. I like the whole list of talents with Momentum being the best for the attack speed it provides
All my vids are in NM difficulty and while they may not show much of a finesse or fastest combat as other classes might, they were a hell of a fun in the making!
#180
Posté 15 janvier 2010 - 09:49
Q: What do you like and dislike about the Warrior?
A: Dislikes –
Dual wield feels very weak compared to the rogue variant of dual wield. Rogues bring unique dual wield options like backstabs, lock picking, stealth, and lethality builds to the table. Warriors bring less damage and far less utility. Why dual wield as a warrior instead of a rogue? Honestly I’d be happier if rogues and warriors had completely different versions of dual wield trees, each with 12 talents tailored to their own style.
Reaver is a really terrible specialization that costs the player as many as two party members. With that much of a drawback there should be a better return than a 4 point talent that’s worse than berserker’s 1 point talent.
The only way for a warrior to effectively close on a group of ranged targets is to take templar for holy smite or get group support. Every warrior should have an ability that allows them to close to melee range, either a ranged AoE stun or a charge like ability, without requiring them to take a specific specialization.
Threat mechanics are too simple. Taunt is really all there is to tanking, keep it on cooldown and targets rarely if ever wander even with very high DPS party members. Personally I’d prefer a positioning based agro system where enemies picked targets based on who they could get to easiest instead of a hidden number that denotes how threatened they are by each party members.
This brings me to my next gripe, lock of body blocking. If an enemy wants to target someone on the other side of a warrior they can just beeline straight for them. If a warrior, or any character for that matter, is standing in a door enemies should not be able to push past them. If anything make this a passive talent in the warrior or weapon and shield line although preferably just a universal constant for everything.
Constitution is a useless stat. No warrior with level appropriate armor can ever have so little life that they’re in any danger of being one-shotted by anything. Grab and overwhelm deal damage over time and not all at once which makes them very easy to heal through without any serious risks or, if need be, countered with crowd control. Ram from the ogre in the Tower of Ishall is pretty much the last time in the entire game where a warrior has even the slightest risk of being one-shotted. Removing this stat entirely might be a better way to go than any other other than maybe buffing all the reaver abilities in overall damage and tying them to this stat and making armor have fairly high constitution AND strength requirements like 42 strength 40-50 constitution for massive tier 7.
Gear homogenization is perturbing. There’s not enough variance in the appearance of warrior gear and maximizing utility or DPS places to many limits on what characters can look like. More customizable armors and weapons would be nice.
Likes – Two-hand tree is very satisfying to play and to have as a party member. Sunders add damage and debuffs in one package, auto stuns, knockdown immunity, and two auto-crits. It has something for every party and enough to solo the game with a two hand warrior on nightmare difficulty. To top it off there are quite a large number of end-game two hand weapon options. Two-hand tree feels the most balanced and the most fun out of all the warrior trees in my opinion. Anyone that complains about the auto-attack swing speed is doing it wrong.
Tanks are a fun mechanic that is oddly liberating for party talent builds. With a strong tank more defensive options can be skipped. Tanking is a good paradigm that simply poorly implemented in this game. I also like that the tanking talents are mostly passive and sustained, I think this fits the goal of the build rather well.
Q: Is there anything that you feel that is underpowered or overpowered on the Warrior?
A: Underpowered – Dual Wield, for reasons listed above, and archery. If archery is not intended to be a DPS line then why is there a 12 talent tree devoted to it? If it is not meant to be a good DPS investment then the number of talents should be trimmed. As with dual wield I’d love to see warriors and rogues get different archery talents, perhaps 4 for each class. This would more closely mirror the stated goal of archery being a once or twice a fight support option.
Reaver is massively underpowered not only for the cost of unlocking it but just for the abilities itself. If a warrior is to be in melee range close to death all the time they should get more out of it than an extra 2 points of damage relative to berserkers. The talent line conflicts with itself as well. A self heal and a threat buff (tanking talents) doesn’t seem to match an AoE damage with self damage sustain and a damage bonus with self damage (DPS talents). It doesn’t make sense for either a tank or a damage dealer to take this specialization with split talents like this, especially when they’re all so weak relative to the other specializations.
Disengage doesn’t work nearly as well as mind blast, combat stealth, or feign death does for other classes. In terms of relative strengths a warrior is the clear looser here.
Constitution adds to little relative to strength or dexterity or cunning for that matter.
It’s much harder for a warrior to keep stamina high than it is for a mage to keep mana high yet lyrium is supposed to be very rare and mages very powerful but limited in longevity. Adding another stamina restoration talent to warriors or one of their specializations like the death blow talent would help. Removing the requirement that warriors receive the killing blow would help as well.
Overpowered – Taunt makes tanking too easy. There’s not much else I can add on that point.
The combination of tanking stats, defense, armor, spell resistance, and physical resist that a warrior can stack at once is obscene. A templar can be immune to all physical attackers except those with truly massive attack and still maintain very high armor for them while at the same time being 100% immune to spells. At a minimum spell resistance stacking to 100% should make the warrior untargetable so that enemy mages don’t simply spam spells on the one target they don’t work on. This would counterbalance the ability to be spell immune as a tank with the liability that this makes the warrior no longer viable as a spell tank. Adjust the attack vs. defense mechanic to give every target a 5-20% chance to hit a tank regardless of their defense, similarly cap spell resistance at 80-95% or make 100% resistance untargetable and tanking stats will be more balanced when combined. Tripling or quadrupling the magnitude of incoming melee damage from the hardest foes, perhaps on an exponential scale for all foes, while increasing armor by the same magnitude would go a long way toward making constitution a better stat and encourage sustain switching for warriors.
Q: What are your favorite Warrior specializations? What are your least favorite?
A: Templar, Champion, Berserker, Reaver. I’ve listed reasons above for Templar and Reaver. Champion vs. Berserker is simple, Champion offers an AoE stun and a party wide defense and attack bonus, very useful for tanks. Berserker adds a nominal amount of damage, decent for DPS, that requires 3 talent points to really work. Final blow is pretty much a complete waste unless trying to unlock the heavy hitter achievement. There are literally no targets in the game where a one shot with final blow is worth it and for targets that aren’t one shot by it the sunder abilities are a much better use of stamina. It’s a flashy talent that’s largely useless in actual play.
Q: What are your favorite Warrior talent trees? What are your least favorite?
A: Two-hand, weapon and shield, dual wield, and archery. I think I’ve listed reasons above for this ranking that are straightforward. Two-hand is the best balanced, weapon and shield is a good mix of passive bonuses that becomes to static end game, dual wield is wasted on a warrior since rogues are so much better at it, and archery is really wasted on anyone.
Modifié par tetracycloide, 16 janvier 2010 - 12:47 .
#181
Posté 15 janvier 2010 - 10:09
#182
Guest_Maviarab_*
Posté 15 janvier 2010 - 10:11
Guest_Maviarab_*
Do anything, just do something different with it
#183
Posté 15 janvier 2010 - 10:20
Like
1) I love being right in the thick of the action, with the bad guys all around me, I feel like I'm really wrapped up in the story. With a mage, I sometimes feel like I'm watching from the outside, and in fact I'm controlling Alistair on my current run through, with my mage PC, though that admittedly has as much to do with his Tactics being unsuited to adapting to tanking situations as it does with not being enamoured with mage play.
2) Very distinct styles of gameplay. Sword-and-Board feels very different from Dual Wield, which feels different again from 2-Handed. They're all warriors, of course, and they all use the same mechanics (Stamina, autoattack, abilities, etc.) but they genuinely have different strengths and weaknesses (but see point 2 in dislikes).
3) The armour. Maker be praised, warriors look AWESOME!
Dislike
1) Talents too similar to that of rogue. I think warrior 2-weapon fighting should be different from rogue 2-weapon fighting, for instance. Give rogues bonuses to fast daggers, give warriors bonuses to slow swords/maces maybe? Also give them different abilities - it's not exactly fun to play through the game with a different class, only to have the mechanics be almost identical. You may as well make rogue just a talent tree within the warrior class.
2) Strenghts and weaknesses could be more emphasised. 2-Handed could maybe do with being better offensively, but suffer penalties to defence, for example, and using a shield could possibly contribute a lot more to Defense/Armour than it currently does. If I were to go Dual Wield, I don't lose Taunt or Threaten, and the Armour loss is small enough that the extra damage and AOE would more than make up for it, especially if I dumped Dex, which brings us onto point 3.
3) Dexterity is the best stat for tanks. Tanks should make a lot more use of Constitution. Perhaps add a point of Armour for every 8-10 points of Constitution would make it a more attractive tanking stat. Adding a talent in the relevant tree could be a good way of doing this (you could roll Shield Tactics and Shield Mastery into one talent to make room). You could even tie it into having a shield equipped, to make a further distinction between tank and fighter. You could even tie the power and range of Taunt into your Constitution and/or Armour score. There's nothing wrong with letting people tank Dual Wield with dps and avoidance, but ultimately I just feel that Dex is too universally-desirable when even meatshields want to dump it to maximise their effectiveness. Let Sword-and-Board tanking feel different from Dual-Wield tanking by rewarding the damage absorption stats (Str/Con) rather than the avoidance stat (Dex).
4) Autoattack. The best thing about mages and rogues is the interactivity they offer, whether that be directly through spells, or indirectly through positioning and quickness of their attacks. Warriors seem more about autoattacking with a few auras up and a slow active ability thrown in only occasionally. It'd be nice if autoattack damage was toned down for warriors, and a few buttons to press thrown into the mix, maybe through just adding stamina pots or increasing in-combat regen. I think it says something that times I most enjoy my tank are those few times I get a nice string of killing blows and actually have the stamina to use my abilities. It can get a bit dull in that respect when the rest of the party gets the killing blows, which is most of the time.
5) No smashing open chests and doors. It was great in KOTOR that we didn't need a smuggler around to open all the chests, and it was a really nice touch that sometimes you'd ruin what was inside it if you took such a blunt force trauma route to opening chests. It's less of an issue than everything else, especially for me since I take my Leli everywhere I go, but it would be nice if I could show off my muscles in front of her by busting open a locked door with only my fists now and then.
Is there anything that you feel that is underpowered or overpowered on the Warrior?
As many people have said, 2-handed fighting feels weak, and boring, compared to the other two styles. I've played mainly sword-and-board on both Alistair and an abandoned first PC, but very quickly gave up on using Sten and Oghren beause they just felt useless, especially when they get a small string of misses. They feel next to useless sometimes (though undoubtedly that's just me remembering only those bad times)
What are your favorite Warrior specializations? What are your least favorite?
I haven't really played around with the specialisations yet, but I found Oghren's Berserker to be lacklustre, but that might have been because of his 2-Handed talents. I've read good things about Dual Wield Zerkers. Champion seems pretty good though, but I can't help but feel it's too similar to the Bard, which just emphasises how similar the Warrior and Rogue classes really are.
What are your favorite Warrior talent trees? What are your least favorite?
I love Sword-and-Board. The trees might not be arranged particularly intuitively, and I don't see the need for Shield Tactics and Shield Mastery to be separate talents, but I do love the abilities you get (even though they do feel too expensive, and I swear that the really usefil stuns and knockdowns are resisted half the time, even on white enemies). Smashing people with my shield or whipping off a few quick hits are kinda fun.
I dislike 2-Handed. It just doesn't excite me at all, especially given the over-reliance on autoattack. Also I guess Archery, but it's not because it's a bad tree in and of itself; it's just yet another tree that is identical to that of the rogue.
tl;dr version - what we can do is fun, fun enough that I can't imagine not buying the expansion when it ships, but too often warriors are left autoattacking, the stat allocation for tanks seems disingenuous, and the talents make warriors and rogues far too similar for my tastes. Oh and please let us smash open locks, even if we don't get XP for it.
Modifié par Big Mikey Mike, 15 janvier 2010 - 10:35 .
#184
Posté 15 janvier 2010 - 10:41
What do you like and dislike about the Warrior?
My first toon was a warrior and the first thing that strike me was no doubt the feel of combat. Shield bashes, last-hit kills, the slashing sounds... I had no clue and built a very bad warrior talent-wise, but I had fun anyway.
Is there anything that you feel that is underpowered or overpowered on the Warrior?
Well... For overpowered... I think that tanks get -too- strong on defense. I know they are supposed to tank, but most of the time, I don't have to worry about the tank because even without healing, he does fine. And if I somehow miss a heal, I can always get a potion since I can't be knocked down.
Versus spells however, it's a different issue. They are kinda defenseless against them. There are 3? shield talents and from what I gather, Shield Wall will always have the upper hand since it gives Arrow deflect+more defense+KNOCKDOWN immunity. Instead of that, maybe one of the sustained talents could give some spell resistance (maybe a slight chance to reflect personal-targeted spells with shield expertise and lower all spell damage with shield mastery). So you could switch between skills versus whatever you are fighting.
For damage-dealing... I think they are fine but seeing how rogues can become VERY effective in single damage and mages have crazy aoe, I think that warriors could use a boost there. Maybe an earlier or not-just-2h cleave (with a more than 2-target cleave on 2h maybe) and/or better single target dps.
I know that specs can get warriors some very good talents, but wizards are powerful without specs; don't think warriors should need one either.
What are your favorite Warrior specializations? What are your least favorite?
Honestly, haven't really tried them enough. But I liked Champion on Alistair for tanking. Only thing that interested me as a templar was dispel. Reaver, never tried. Berserker, I also liked it on Oghren for dps. So 2likes vs 1 dislike vs 1 unknown.
What are your favorite Warrior talent trees? What are your least favorite?
Don't have much to say about them in that sense. Don't think they are too bad.
Comment:
I think the problem is, other classes can do what warrior does and better. I'll save tanking (I know AW is a great tank, but that's sort of a specialized build, I'm talking generally).
I mean... As far as I know:
Dual-wield: Rogues are better
Archery: Rogues are better
sword+shield/2h sword: There is noone else that does this so..
Single target damage: Others can do better
AoE damage: mages are the best, plus I believe dual wield gets a sweep attack sooner than 2h and since rogues can be more effective with dual wield...
It could be something like... making two-big-weapon dual-wielding exclusive to warriors... Or give warriors such talents that they can excel at it.. give them another aoe attack or some similar potential.
Save them from the shadow of specs. As I said, from what I see, all good warrior builds include specs. A mage however, can do without any specs. A rogue, I believe, can do without specs but will benefit greatly from specs. A warrior, on the other hand, feels incomplete without a spec.
Modifié par ArathWoeeye, 15 janvier 2010 - 10:47 .
#185
Posté 15 janvier 2010 - 10:41
The simple fact that "Powerful" and the aggro control abilities exist makes Warriors play and feel different from Rogues, even focusing on the same combat specialization.
I dislike that there's virtually no reason for a Warrior to wear anything except Massive Plate late game. It would be nice to see more Warrior-centric heavy armor and the like. (Perhaps a tank will still choose Massive, but a damager/off-tank will be forced to choose between protection and a boost to combat effectiveness.)
-Is there anything that you feel that is underpowered or overpowered on the Warrior?
Two-handed seems relatively balanced for a mature character, but can be rough early on. Strong abilities like Pommel Strike and Sunder Arms don't really counter survivability issues and lack of DPS for a mid-to-early game two-hander. (Contrast with a mage, tank, or dual-wielder who is strong early on and only gets stronger.)
People have mentioned Haste + Momentum + Precise Striking as potentially overpowered, but if this is the case I think the overpowered element is Haste and not the Warrior skills.
I think Taunt/Threaten are very powerful as they are and don't think they need a boost to auto-win levels; characters spamming mass AE damage deserve some aggro.
-What are your favorite Warrior specializations? What are your least favorite?
I like them all, and think they offer a nice balance of choices between offense and defense, party and self. I especially like that (if playing in character as I do, as opposed to just going with profile unlocks) one of the specializations has a very high in-universe price. "Templar Only" equipment is cool, and it would be nice to see more of this sort of thing across the classes and specializations (possibly giving priority to Templar, Arcane Warrior, and Blood Mage, if that was an intentional design decision).
That said, Berserk's auto-shut off combined with its long refresh gets very tedious very quickly. A Berserker will almost certainly use Berserk every time he's in combat. (Compare with Blood Thirst's quick refresh and lack of auto-shut off, even though it's an ability you probably won't use all the time.)
-What are your favorite Warrior talent trees? What are your least favorite?
I'm fond of the Pommel Strike and Sunder Arms Lines. Talents like Indomitable, Shattering Blows, Stunning Blows, and Destroyer are fun for me insofar as they change the fundamental way the character works in a nice synthesis of theme and gameplay. "This guy's so big and tough, he can't be knocked down, smashes golems to bits, and can stun an opponent whenever he hits one."
The Shield Bash line doesn't seem very exciting to me beyond the first talent or two. At the end of a day, it's hitting a guy with a shield more and more to similar effect. Contrast this with the Dual Wield Punisher line, where different situations suggest different talents (Sweep for a group, Cripple for a frozen opponent or debuff, etc.).
Modifié par le_cygne, 15 janvier 2010 - 10:43 .
#186
Posté 15 janvier 2010 - 11:10
[*]What do you like and dislike about the Warrior?
In general, I like the Taunt ability. It works well to keep heat off the rogues and mages.
I would like to have seen an option in the skill trees that allows us to make a non tank, sword and board character in a DPS role on par with a DW or 2Her. This is not to say I want my tank role to also be a massive damage dealer. I just would like to have had an option to use a shield but also be a competant damage dealer when not also the tank. As it stands, having a shield is only really good for the tank role.
I dislike the 2Her role. Reason is that I presume it as a damager role with one crowd control abilty but its damage output is lousy. They hit hard when they hit but attack frequency is so slow that dual welding seems to be much more effecient. Often I watched my 2Her in his wind up for a second or third swing when Leliana, having already dispatched her first target, come in and finish off the enemy I had damaged. Little Lel was the main killer in that party.
2Hers are good vs heavily armored targets but other than that, I cannot think of any reason why I would not rather have a DW warrior or rogue.
[*]Is there anything that you feel that is underpowered or overpowered on the Warrior?
It seems pretty balanced as is except that do not think the warriors skills benefit the archer talent group.
[*]What are your favorite Warrior specializations? What are your least favorite?
Champion is very good for tanks and rally buffs the entire party within range
Least favorite is reaver
[*]What are your favorite Warrior talent trees? What are your least favorite?
Dual Weld - overpowered IMO compared to 2Her but my favorite by far. My least favorite for a warrior would be archery. Rogues make better archers IMO since they bring other talents to the table.
#187
Posté 15 janvier 2010 - 11:14
* Base warrior abilities are odd, and extremely disorganized...almost schizophrenic. Why would I want to get Taunt so that I could get Disengage?
* Boring to control. I always play from the perspective of my mage, partially because mages are difficult to set up in the tactics system, and partially because there's nothing interesting about controlling the tank.
* Maybe I'm alone here, but I feel like Fatigue runs out much too quickly. I'm very used to mana pool systems, quick recharge resources not so much. However, it feels to me like Fatigue recovers very slowly, and is exacerbated heavily by massive armor and ongoing abilities. The end result is that after the opening seconds of a combat, you are doing 90% auto-attack. Boring!
* The ability system MANDATES that you take Combat Training. As a result, your warrior will not have a talent in anything else before level 12. Also, because the warrior class abilities are level-restricted, failure to take Combat Training leaves you in a very awkward position in early levels with picking your talents. (This applies to rogues as well, of course.)
#188
Posté 15 janvier 2010 - 11:14
Even compared to Shale, it's very difficult to even come close to his level of raw power, even with 2h spec and an amazing weapon.
#189
Posté 15 janvier 2010 - 11:47
Victor Wachter wrote...
What do you like and dislike about the Warrior?
I like just about eveything about this class. I think the finishing moves are spectacular and wish there were more of them. My only complaints i guess would be that i would prefer to go deeping into a spec line instead of taking multiple specs. I also think that two hander could use a tiny bump up in speed. I wish that there were a larger variety of swords and not just in the style of the current models. Bastards, Scmitars, etc. Some Polearms would be great too.
Is there anything that you feel that is underpowered or overpowered on the Warrior?
Arcane Warrior is way overpowered in my opinion. I know this is a mage spec but the blending of the two classes cherry picking the best parts of both is just too much. Dual wield seems a tad too powerful as well, when compared to the other melee types. Otherwise i think a good balance has been achieved.
What are your favorite Warrior specializations? What are your least favorite?
Favorite? Champion. Least? Beserker
What are your favorite Warrior talent trees? What are your least favorite?
Favorite would be two handed. As one approaches and reaches the end talents the power of a two hander warrior really seems to shine. Least would be dual wield. Just not my style.
Modifié par VanDraegon, 16 janvier 2010 - 05:49 .
#190
Posté 16 janvier 2010 - 12:50
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.
#191
Posté 16 janvier 2010 - 12:53
#192
Posté 16 janvier 2010 - 01:24
Momentum and Haste shouldnt stack for Warriors. For Rogues, it doesnt.
DW Warrior's makes DW Rogue's combat looks weak. The only good thing about DW Rogue is the backstab.
Modifié par Silensfurtim, 16 janvier 2010 - 01:46 .
#193
Posté 16 janvier 2010 - 01:30
To make it more tactical though, you might give the warrior class a specialization or some other option to behave defensively. I realize that the sword-and-shield tree classifies as this, but a dex-based dual-wielding warrior could
use something warrior-specific to differentiate it from a rogue dual-wielder.
Something like the Rogue's Duelist talent tree - perhaps increasing damage or critical hit-rate bonuses from dexterity, and defense bonuses. In D&D 3.5 you have defense traits for dual-wielding, defense traits based on intelligence, etc., so something comparable would make the warrior even more interesting.
So the warrior seems well-refined, it just needs a little more. More specializations might give the class more life.
Modifié par Alocormin, 16 janvier 2010 - 01:40 .
#194
Posté 16 janvier 2010 - 02:14
Alocormin wrote...
I like playing warriors in RPG's just fine, but this warrior beats all the others.
DA:O's Warrior is entertaining and useful, but Guild Wars has the best Warrior class I've ever encountered. Not only are they heavily armored, but they also deal the most consistently high damage of all the classes. They are are masters of tactical knockdowns and are generally quite mobile. Yet because of their melee range requirement, focused targeting, and gradual buildup adrenaline system, they are fairly balanced and require exceptional skill on the part of the player to reach their true potential.
Increased mobility for the DA:O Warrior would help level the playing field between the
classes. Mages can shut down Warriors fifteen times before the Warrior
even has a chance to reach them and take advantage of their generally low
physical resistance. The Rogue gets around the need for mobility by using Stealth. The Warrior has no such recourse.
#195
Posté 16 janvier 2010 - 02:47
Burningwolf wrote...
Only glaring flaw of the warriors is the whole stamina issue.Yes its *claimed* to be Working as intended,but the pressence of Lyrium potions and the lack of stamina potions is a HUGE disadvantage.Mages can spam spells like an endless font.Warriors and rogues ...one shot thru the bar and they are done.
But then again I'm sure you guys know all about the negative reaction to that issue.
Exactly! If Fereldan were to experience a severe Lyrium shortage, and Rock Star Stamina drinks for Warriors started being carried by every tavern and vendor, warriors might actually be fun to play...If, however, Rogues could also imbibe those Stamina drinks, it's a different story.
Of course the whole, "Hold on! I require liquid refreshment!' thing during the heat of battle is laughable anyway. "Hey Wynne, you like like you could use a tall cold one - don't overexert yourself there now, ok?"
#196
Posté 16 janvier 2010 - 03:58
Soloed the game on nightmare with the worst possible combination of specializations for the job as a two hand warrior. Indomitable is a huge defensive boon in this game as is auto stuns and the sunder attacks. Relative to dual wield warriors two handers get more survivability, more utility, and in most cases more damage. The math behind the talent trees simply doesn't support the view that two-hand is 'underpowered' in any sense of the word.
It's very dissapointing to see so many posters point to two-hand as being 'underpowered' on a straight damage vs. damage comparison when it's clearly meant to be a support and debuffing style more than a damage style.
Modifié par tetracycloide, 16 janvier 2010 - 04:38 .
#197
Posté 16 janvier 2010 - 04:01
I don't feel like there's a very distinct concept behind each of the weapons styles, or (in some cases) the different branches of their skill trees. Things feel very muddled together, at least from my perspective, such that -- aside from the well-documented gap in effectiveness -- there's not much reason to choose one over another.
What do I mean by concept? Well, if I were to reorganize things, I'd make DW the go-to style for high damage against a single target, with a trade-off of less ability to protect oneself (especially since you'd probably need to wear lighter armor -- this could be rogue-only). 2H would be focused on AoE, as each swing threatens multiple targets within range, and/or high crit probability, as the weapon whacks off heads or chops straight through targets. Weapon and shield would be the most defensive, not just for the warrior, but for others as well; they could dominate the knockdown/stun effects (good for interrupting casters or freeing from grabs), and perhaps have abilities that allow them to protect other characters within close range.
At this point, "effectiveness" would be much less a matter of DPS comparisons, and more the tactical approach you want to go with. Depending on the fight, different styles would be genuinely desirable.
As for the talent trees being unfocused -- why are the talents that manage hostility split over two different branches? Why are the defensive shield talents scattered around? Etc. Sometimes it feels to me like a talent I want is hidden behind one I really don't care about in the least (that has nothing to *do* with the one I want), just to force me to buy it or something. I'd rather see each branch have a clear purpose, and then you can decide whether that purpose fits the tactics you're pursuing or not.
Especially since at that point, it addresses one of the other issues I have, which is that it's well-nigh impossible to max out your chosen weapon style, warrior talents, *and* specializations. That's twenty-eight talents, assuming you don't have any interest in archery -- better hope that character makes it to the level cap and/or gets dibs on a tome. On my first playthrough, I deeply regretted temporarily speccing Alistair for 2H; it just made him that much less effective of a sword-and-shield guy once I went back. If each talent branch had a clear purpose, I could more easily decide that one or more of them don't suit the style I'm aiming for, and put my attention elsewhere (like on a specialization).
#198
Posté 16 janvier 2010 - 04:26
*highfives*lazuli wrote...
DA:O's Warrior is entertaining and useful, but Guild Wars has the best Warrior class I've ever encountered. Not only are they heavily armored, but they also deal the most consistently high damage of all the classes. They are are masters of tactical knockdowns and are generally quite mobile. Yet because of their melee range requirement, focused targeting, and gradual buildup adrenaline system, they are fairly balanced and require exceptional skill on the part of the player to reach their true potential.
Increased mobility for the DA:O Warrior would help level the playing field between the
classes. Mages can shut down Warriors fifteen times before the Warrior
even has a chance to reach them and take advantage of their generally low
physical resistance. The Rogue gets around the need for mobility by using Stealth. The Warrior has no such recourse.
Although it is worth commenting that the Guild Wars warrior is a fairly 'mature' class - it's been expanded and refined over the years that Guild Wars has been out. The DA warrior does strike me as having the potential to match it as the game matures, however. Especially if bodyblocking becomes viable in DA (for those not familiar with GW: The game has literally no 'artificial aggro' abilities, although there are some abilities that are clearly aimed towards controlling aggro as much as GW has aggro control, but the GW Warrior is fairly effective at bodyblocking if positioned correctly - while in DA it often seems as if friendly warriors are always getting in each other's way while enemies waltz right on through the battleline, GW does the opposite - you'll rarely if ever have trouble with allied characters getting in each others way, but you can block off the enemy with the benefit of a chokepoint or simple numbers.)
That said, a couple of ideas that this does spark:
1) A "charge" ability - when activated, the Warrior runs towards a target at higher-than-normal speed, possibly causing a knockdown on impact. (This might require different animations depending on armanent - a W&S or 2H warrior may use the Shield Bash or Pommel Strike animations respectively, while a DW warrior might swing for the legs or just put their shoulder into it.)
2) An ability - possibly Sustained - that allows Warriors to regain some stamina whenever they score a hit. The explanation is similar to that for Death Blow, but it provides its benefit just for hurting the target rather than needing to actually drop them to benefit. This ability should probably be improvable by being a Reaver or a Berzerker (both specialisations that should thematically enjoy and be rejuvenated by hurting their enemy more than usual), but usable without specialising. Come to think on it, it might also make sense for Templars to be able to absorb as stamina the mana they drain using Righteous Strike while in this mode.
#199
Posté 16 janvier 2010 - 04:28
What do you like and dislike about the Warrior?
I very much enjoy the look and overall "feel" of playing a Warrior. Massive Armor goes a long way in this game to make your character feel quite powerful. I also like being able to take a character into a melee situation and really be able to stand up and take a beating, being able to focus on my attacks and less on defensive abilities. Or, in some cases, actually using my offensive abilities (like the knockdowns) to mitigate damage without having to stop clubbing things.
I really dislike the actual flow of combat as a 2H Warrior. It is far too reliant on the timing of ability usage compared to all other classes; accidentally queueing a 2H ability just before your auto-attack strike hits causes a massive drop in damage. Also, the swing speed feels disproportionately slow to the actual damage done per hit. As far as tanking goes, I wish there were more short- to medium-length cooldowns to hit that would temporarily grant larger defense increases, rather than almost all defensive type abilities just being passive. I think it would be more interesting, and would give a "tank" Warrior a type of "OH ****" button, as well as make combat more interactive (since most of tank attacks are not particularly useful).
Is there anything that you feel that is underpowered or overpowered on the Warrior?
Overpowered, not really. If anything comes close it is the DW ability Momentum. This modal seems far too powerful for the penalty incurred. Personally I would expect the stamina drain to be at least double what it is now; it should be an ability that is really only used for short bursts of increased damage, not something you can run passive with a couple items equipped.
Underpowered, again I feel 2H probably comes close to this (especially in comparison to DW/Rogues and Mages). Damage per hit should be very much increased, especially on special attacks. One particular problem the combat system has in this game that makes 2H weaker is the enchanting system. It is foolish that a single rune grants the exact same bonus to a weapon that only strikes once every 2 seconds to one that strikes twice every 1 second, no? Especially when the faster weapon only occupies one hand - not only are runes more powerful in faster weapons, you can equip twice as many runes. A very big downside to using 2H weapons in this game.
What are your favorite Warrior specializations? What are your least favorite?
Berserker and Champion are by far my favorite choices for Warrior. Berserker is a very straightforward and effective talent tree, while Champion gives the Warrior group buffs as well as different utility like the PBAoE knockdown. Both trees add some fun to the Warrior in some way.
Reaver is my least favorite. It seems to lack focus and the descriptions for the abilities are actually not accurate. I do not like that an ability that affects a core aspect of the Warrior class (tanking/threat) only exists in this specialization rather than in one of the Warrior trees.
What are your favorite Warrior talent trees? What are your least favorite?
My favorite tree is a tie between the default "Warrior" lines and the 2H lines. I particularly like the first row of 2H talents - you get a variety of abilities that are all very useful throughout the game (a knockdown/stun immunity stance that adds damage, passive stuns to auto-attack, Critical Strike, etc).
I think my least favorite would have to be the DW line, but this is due to the combat mechanics. The power of auto-attack, enchanting and Haste/Momentum makes active abilities almost completely pointless for DW characters (both Warrior and Rogue) except to spam AoE abilities on groups.
#200
Posté 16 janvier 2010 - 04:34
[*]What do you like and dislike about the Warrior?
Like: Melee combat is a favorite of mine. Dual Weilding is a lot of fun- but the Dex requirement hurts damage output a bit.
Dislike: Archer tree. I'd never, ever use it as a warrior. Never. Personally I've found that 2H makes for a better tank than Sword and Shield and puts out way more damage. Rally, and Berzerk (as mentioned before) keep dropping at almost every turn. It's annoying.
[*]Is there anything that you feel that is underpowered or overpowered on the Warrior?
Underpowered: The attacking abilities of Sword and Shield. Would love to see more creative sword work here. 2H Critical attack often does less damage than Mighty Blow and is essentially the same skill.
[*]What are your favorite Warrior specializations? What are your least favorite?Fav: Champion and Templar. Least: Berzerker and Reaver
[*]What are your favorite Warrior talent trees? What are your least favorite?
Kind of covered above. Favorite trees are Dual and 2H. Shield tree needs a bit of work IMO. Archer tree just doesn't work here for me. I see no point to it here.
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