I like that warriors have a purity/clarity of purpose, you take both warrior tracks, 3 tracks for your weapon style, and 2 tracks of specialisations. If you hit level 23+ then you add a little variety depending on your origin and weapon choice (eg DW Dalish could add some archery, 2-H Human/Dwarf Noble could add some more shield talents). They have good survivability in general, and the good selection of massive armours is nice. Champion works well, but the apparent constant stamina drain of Rally is a pain, Berserker is also nice, but as with others comments, dropping out and cooldown are a pain and Final Blow is rarely worth the cost.
I have no problems with warriors and rogues sharing dual wield and archery, but see below for the problems with those skills for warriors in particular.
So, to the downsides:
Interception/hitting while moving – rogues don’t need to do this, they prefer the enemy to run past them so they can stab them in the back, but warriors should be able to approach a moving target and hit it, not have it bump into them, then run past unopposed to attack your mage, while the warrior stands around wondering where the enemy went (posted about this in tactics thread).
Runes only on melee weapons, ALL items should be enchantable, and with a wider variety of options (I made another post about this elsewhere).
The protection offered by armour does not seem to scale well, the difference between light, medium, heavy and massive is not as defined as it could be, and medium and heavy armours are lacking unique versions, though improving the differences in armour weights and adding enchanting could change that and make them more useful. For now its Light armour for rogues and Massive for warriors. Maybe Wade’s heavy armour, or Evon’s Mail, for a DPS warrior, but the threat difference seems minimal.
Attack speed and/or damage is too low, dual-wielding daggers are the biggest damage dealer, especially with runes and buffs, using 2 full sized weapons just doesn’t have the oomph it should have, especially when rogues get to backstab with their bonused equipment. 2-handed weapons are way too slow for the damage they deal and some of their talents are a little pointless (see below).
Constitution is a neglected stat, I would like it linked to Powerful, to reduce fatigue, eg Powerful: You’re a tough warrior who is used to wearing heavy armours, (CON-10)/2 or /4 reduction in fatigue penalty. You don’t get any extra stamina, but what you have will now last longer.
Defensively warriors are (usually) big powerful characters, clad in massive armour, and trained in battle, it is entirely possible to have
100 physical resist, so why do they walk into a battle and
*BANG* stunned by shattering shot,
*CRASH* overwhelmed and taken down,
*WHALLOP* stunned by a rogues dirty fighting. All should be resisted or mostly resisted, if 2-handed blows to the head don’t stun you, why should an arrow? You should be strong enough to stay on your feet for most overwhelm attacks, and you’re wearing bloody massive armour, if a rogue tries to kick you hard enough to stun you, they’re going to break their foot before they get close to hurting you!
(Wardens Keep)
Power of Blood is weak – Rogues get a passive bonus to movement speed in stealth, nimbleness and defence, and an active ability to trade health for damage. Warriors get no passive ability, they can trade health for movement speed, attack speed, and critical chance, but the cost isn’t usually worth it, and the AoE stun is basically a duplicate of Warcry + Superiority, only it hurts you.
How about “Burning blood – you draw on the power contained in your blood to fuel your prowess: (one-off) -20 health, +40 stamina, and a sustained -2 health regen, + 4 stamina regen.” To counter the warriors tendency to tire easily.
Death Blow does not seem to add all that much to stamina, even with a dual-weapon sweep killing 2-3 enemies at once, it’s a tier 4 talent, please consider improving/balancing.
2-Handed: too slow, too weak. Improve attack speed and damage. If runes and buffs are not being applied during talent moves, please fix.
Replace Shattering Blows with Follow-up, a passive ability to instantly attack the nearest enemy (within a short range) after you hit a killing blow. (+massive attack speed for next attack) and combine that with replacing Critical Strike with Impale (Arrow of slaying for the 2-h user) potential for really high damage, long cooldown, and high chance to kill any white enemy outright, not just if they have <20% health. If they do have low health and you have Follow-up and use this, then the system checks for if a normal blow would kill the enemy, if it will, you kill then enemy with a normal blow, then follow-up on the next enemy with Impale. Result – 2-handed warriors do what they are supposed to – cut a devastating bloody swathe through the enemy ranks.
Archery: too slow, compromised for warriors.
In the Korcari wilds all 4 party members equipped bows and enemies rarely got close enough to hit. No real need for Ser Jorys 2-h sword or Alistairs shield bash. This continued into Lothering, where even without archery talents, attacking from range worked well. After this, it becomes less useful (indoors/tighter quarters, tougher enemies).
Crossbows – please fix them, they really are useless in most cases.
The only reason to really take a Warrior archer compared to a rogue archer is survivability in close quarters, since with master archer you can wear heavy armour. The problem with this is:
1) the defensive fire talent slows your rate of fire further, when enemies close in, you shoot faster, not slower, they’re closer so less aim time is needed, and it’s more important to hit them than make the “perfect shot” - combine Defensive Fire with Rapid Shot so you gain defence AND rate of fire, but lose out on critical chance.
To keep with the “Technical / Damaging / Supporting” nature of the talent trees, replace Rapid Shot with Pinning Shot, and give the Damaging tree a new tier 1 skill such as “Head-shot – short-medium range, small bonus to damage and chance to stun”
2) If you ARE going for a heavy armour melee archer (or even a medium armour one), you are compromised somewhat by the best bow in the game only being available if redcliffe’s blacksmith is replaced, while one of the best heavy armour sets is only available if you keep the original blacksmith. Add to that, the missing ancient elven boots from that set, and good heavy and medium armours are limited.
Dual Wield: Damage increase vs speed decrease is not balanced for full sized weapons
Sword and Shield: focuses on shield moves – you have an actual weapon in your other hand. 3 defensive modes just take up quick-bar space, stick with 1, and have it upgraded.
Templar: Seems to lack effectiveness, doesn’t seem to drain much mana, and getting into melee with a mage is pointless (eg cone of cold stops you dead), dog can do melee faster and with charge or overwhelm and shred is much better, ranged is a much better way to take out a mage, mental fortress provides little use, better to increase willpower and magic for the resist, stamina and holy smite, or at least improve the effects of holy smite. On the opposite side though, the desire demon and her charmed templars in mages circle and the one further on with undead, are always some of the toughest fights I face, with multiple holy smites and cleanses leaving most or all of my party flat on their backs with no buffs.
Reaver: Never used, nor even unlocked, does not feel right as part of the RP, never had a character that was that evil, (same with blood mage) the game just does not seem to fit well with an evil playthrough. I suppose I should at least play through to unlock them and revert to a save to play on within the characters RP.
Modifié par Rogue-13, 16 janvier 2010 - 03:29 .