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Dev Question: Warrior class


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#201
Lord Phoebus

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Victor Wachter wrote...

  • What do you like and dislike about the Warrior?

I'm not sure if there's anything I like about the class; it feels like Rogue lite. You have a couple of alternate weapon lines, but if you're playing an Archer or a Dual Weapon character you feel like a rogue missing some talents.

I dislike the concept of aggro management. I know where it comes from but it's really bad AI. The player isn't going to attack a target because the target taunts him, why should the AI? I would prefer it if Warriors could control an area; i.e. act as a road block. Maybe an ability that would let act as a glyph of repulsion, or an ability to hobble an opponent (slow movement speed so another character could get away).

I also dislike how defence is increased by dexterity. Defence and Attack both balance each other equally, but you can increase defense by 1 point per ability point, while you can only increase attack by 0.5 points per ability point. Since you can use dexterity to increase defense, attack, damage and physical resistance, there really isn't any point in putting points in any other attributes, except to unlock equipment.

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


Defense and Dexterity are overpowered. The use of attack speeds wasn't too well thought out either. Weapons with faster attack speeds do less damage than weapons with slower attack speeds, but runes, poisons, mage weapon enhancements do the same damage regardless of weapon. The game would probably benefit from equalizing the attack speeds. Momentum is also a little on the strong side (though the cooldown is way too long).

I found sword and shield and two-handed weapons underpowered. With the two-handers they are just too slow. Sword and shield needs an AoE attack and a few more single target special abilties. Also why is the physical resistance check against Riposte based on cunning instead of strength or dexterity?

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


My favorite is Champion. War Cry and Rally really add something to the warrior class, in the form of an AoE buff and debuff.

My least favorite is Templar. For starters, the real life Templar were bloodthirsty SOBs (And the worlds first international bankers), and naming a specialization after them is a bit like having a N*zi specialization (even worse the ****s were only fascists, the Templars were bankers). Their abilties pale in comparison to mages and the only good thing about them is access to the high magic immunity gear (which I'm not sure should be in the game, since there really isn't any other immunity to a class gear).

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


I liked the dual wield talents, they had two stuns (Riposte and Punisher), a debuff (cripple), two AoEs (Sweep and Whirlwind), a pair of combat modes (dual striking and momentum, though it might have been more interesting if one mode was defensive and another was offensive) as well as the standard improvement line. It was the line that gave you a taste of everything.

I'd have to say my least favorite was the two-handed line. The talents weren't bad, it was just too damn slow.

Modifié par Lord Phoebus, 16 janvier 2010 - 07:40 .


#202
Balthazars55

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I played as a sword-and-shield warrior, so here is some feedback:

- The warrior talent lines need to be extended. Unlike with Rogues or with Mages, there is no real incentive to invest in more than one talent line because unless you can max out the second talent line, there is simply no benefit in chopping and changing weapon sets. As such, finishing the game on level 20+ means you are sinking points into useless talents you will never use.

- I found the sword-and-shield chain to be well balanced and useful, my character was pretty powerful by the end of the game on normal.

- Two-handers are quite slow, which makes them difficult to use early in the game. They can be powerful later in the game, but tend to be the weakest. A tweak to attack speed would probably help.

- Stat allocation feels unbalanced. You either end up sinking points into strength or dex, basically either avoiding being hit altogether or killing everything really fast. Initially I tried spreading things out (bit of con, bit of wisdom) but found that was wasteful. This is a problem across all 3 classes, too easy to just stack certain stats.

- Champion is by far the best specialisation. Reaper seems very underwhelming, Templar is ok, and Beserker also was underwhelming. This tends to mean all the warriors in the party end up as Champions...

- The warrior class could use with more 'swordplay' talents (something along the lines of the Assault talent). Right now, very very of the talents seem to take advantage of swords, there feels very little skill is wielding the blade, it's mostly just used as a big sharp stick.

- Dual-wield and Archery talents should be different for Rogue and Warrior. Currently, these talents appear weighted towards being used by a Rogue.

#203
Guylus

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I like the warrior for its sheer directness in combat, but it felt more restrictive than a rogue. While I never had to worry much about my stamina as a rogue, it seemed that the warrior needed a great deal of stamina and time (for recasts) to do anything other than attack. With the warrior having half of the "class" talents that the rogue did, it felt a little limited. The damage is good, but when enemies resist stuns or shield bashes and the like, it feels as though there's nothing to fall back on. With mages, if something resists a spell, you can use a different spell. With rogues, your position and the enemies' status mattered a lot more, and made me think and reposition.

I don't think anything is particularly overpowered or underpowered, except perhaps for the lack of abilities to fall back on if one line of talents doesn't seem to work very well. Of course, the glitch with Rally continually raising defense with every zone would be "overpowered," though I know that wasn't intended. Just rather annoying to have to turn off and on through every zone, especially with the recast on it.

My favorite specialization is the Champion, despite the Rally glitch. I didn't get to try the Reaver specialization, and templar is only really useful when being assaulted by mages. I only know Berserker from making my NPCs take it, and I'm pretty satisfied with that too.

I love the threaten warrior tree, but it confuses me why threaten, taunt, and disengage aren't part of the same. The shield-bashy-bashy tree is also a lot of fun, but eats a ton of stamina. Honestly, if the taunt talent wasn't in the precise striking tree, I wouldn't have put any points into it for my warrior, since I wanted him to be a tank above all else.

Modifié par Guylus, 16 janvier 2010 - 05:26 .


#204
Erlemar

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What do you like and dislike about the Warrior?



It's interesting, but has a lot of problems. If main hero is warrior and uses all books possible, he can take all the talents by 22 level and than points of talents are nowhere to use.

The armor of warrior is lower than possible for AW. And max armor of warrior is nearly 40 points, which isn't so good as defence of Rogue 150+.



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



Armor is low, defence is low.



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



Champion - is nearly the best specialization. Templar - possibly the worst. Warriors usually have high dex/str, so he last talent using willpower is crazy. And other talents of templar aren't very good.



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

Best favourite - 2h-weapon, it has different interesting talents. Least - sword and shiled - to much passive talents.

#205
newmanchris

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Since I almost always play as a warrior, here's my take on what's missing:
  • The specializations lack all luster outside of the Templar. I figured out how to use the first Reaver ability purely on accident, Beserker and Champion are very bland; I usually don't realize if my abilities are on or off.
  • The two hand weapons should swing much faster and do damage compariable to their size, at this point they feel like a slow-motion one hand attack; same damage, half the speed.
  • Warriors should be better able to resist being stopped in place/knocked down. For example; at mid to higher levels you still take the damage from crushing prison, but you are still able to move and attack.
  • A passive ability to define a warrior would be nice. Maybe something that increases damage and attack speed based on the number of enemies around you (like bravery does for your critical modifier, I think). That ability could also parley itself in boss battles; higher the boss difficulty, stronger you are.
  • The weapon/shield tree is too repetitive. The defensive stances don't feel any different, the activated talents lack a sweep technique and an atrribute damager like crippler or sunder arms/armor.
What's good:
  • The Dual-Wield tree is fairly well set-up with a balance of sweeps and the like.
  • The same goes for the Two Hand tree, just raise the attack speed and damage a notch.
  • In general, the animations are good. I would like some variety in the fatality animation, as they do get repetitive and are very bland if you don't use a sword (I prefer axes, but can't lop off a baddies' head if I do).


#206
Guest_RaidenIshii_*

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What do you like and dislike about the Warrior?

Best looking armor in the game...

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

2-Handed Weapons are slow

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

I like Champion with either Berserker or Templar. Reaver was completely useless.

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

I liked the Sword and Shield and Dual the best. Didn't care for 2-Handed too much.

#207
Elanareon

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UGH! Some of the advices given are too wowish! I mean, cmon! A talent to wield 2 handed weapon in 1 hand? WTF?

#208
Elanareon

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The problem with Warriors, (arguably for rogues as well, but not as terrible like warriors) is that they don't have "Warrior" skills, or very little. That's why you don't see the difference between a warrior and a rogue sometimes. That's the reason why mages are the most fun to play as well, because they have tons of abilities.

#209
Raven152

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The Shield tree would really benefit with a skill that allows you to break free from Overwhelm! It drives me nuts when a hound jumps on my shield and still manages to ravage my warrior, surely I'm strong enough to heft a hound off of me!

#210
Walkerzz

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My main character is a protection warrior (tank) and i loved playing it.

#211
philippe willaume

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Hello



It is hard to say I like or I dislike the warrior in DA. (Or the rogue for that matter)

For me each tree, have some very nice talent and some utterly useless one and they do not seem to complement each other even in a same line of talent.

It really fell that it is there to feel the gap so to speak.

The most disappointing being the warrior talent line in itself.



Now it is nice to have Missile DW, TH and S&W, the specialisation are good as well but at the same time it is almost crippling. When I say crippling it is regarding the options open to play. In a way those specialisation are monolithic hence the comment about being dull

And I think really the rogue or the warrior would gain an awful lot in being more versatile in the choice open to a given player regardless the specialisation he has chosen.

In other words the warrior and rogue should be multy role.

Both rogue and warriors would have to talents in the 5 branches regardless.

The branches would progress like skills in 4 tears and they all stacks together



Crowd control = prevent people to flank

Aiming= longer attack cycle but bonus to hit , damage and armour piercing

secondaryDamage= bleeding, ongoing damage

Wounding effect = penalties to move+ hit +defence

Infiltration= ability to by pass crow control

Moral.= bonus to allies



Each specialisation or base speciality (ie rogue or fighter)

Specialisation

Canny fighter (use half cunning to hit

Berseker (bonus to hit and damage but penalties to defense and armour.

Fighting armoured opponent= bonus to armour penetration

Sniper =bonus to hit when aiming)

Fencer Fighting non armoured open= bonus hit vs non armoured opp

Assassin (bonus to hit when attacking from the back)

Multiple opponents (bonus to ground control, and reducing the flanking/backstab area)



Expert thrower (quick draw, Pathian shoot, extra range, aiming bonus)

Expert archer (quick draw, Pathian shoot, extra range, aiming bonus)

Expert DW (quick draw, two single handed weapon, parrying weapon, aiming bonus)

Expert S&W (quick draw, hold 3 thrown missile in shield hand, can throw in charge, aiming bonus)

Expert TH (quick draw, extra attack with first, pommel or haft, throw two handed thrust, aiming bonus)

Anything with expert in the name can take the talent in any order





Regardless of specialisation combat style or specialisation weapon and fighting style does work the same for all.



DW=2 attacks (based on cunning and dext)

S&W=1 attack +bonus def see shield (based on strength and dext)

TH==1 attack + bonus to wounding effect and damage (based on strength , dex and cunning)



Thrown weapon light =2 attacks small range

Throw weapon heavy =1 attack medium range (base on strength and dext

Projectile weapon =1 attack long range) (dext and cunning)



Shield= can be used a weapon to bash, and add bonus to defense against missile and mele weapons according to the size

Small bukler = (based on cunning

Medium shield (based on dex)

Large shield (based on strength)



Slicing chopping weapon should give a bonus to bleeding and secondary damage and have penalties against medium and heavy armour.



Thrusting weapon should give a bonus to bleeding and armour penetration.



Crushing should give a bonus against medium armour and secondary damages, hand have a penalties against heavy armour



Light one handed weapon, penalties against medium and heavy armor



One handed weapon penalties against heavy armour.



Two handed weapon. no armour penalties



Light armour= bonus to infiltration

Medium armour= bonus to def when used with shied

Heavy armour bonus to crowd control and can bash, button and cover)


#212
Haplose

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[*]What do you like and dislike about the Warrior?
[*]

[*]I like going head-to-head with the enemy and smashing their skulls. I love the combat animations. i greatly enjoy the finishing moves. I like being active in combat, using activated abilities and enjoy watching the cool moves.
[*]What I dislike the most is that the enemies can pass right through a Warrior blocking a doorway or other bottleneck area. This should not happen. Combat positioning should have much more meaning. You should be able to use your characters as "meatshields" blocking access to more squishy characters. I'm also not sure about the whole "threat" system. It feels artificial and out of place. It is clearly a MMO legacy. I guess however it will stay with us - for better and worse. Oh and I dislike that when a tank tauts and is shielded with forcefield, he keeps all the aggro.
[*]

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

[*]Underpowered? My main gripe is that active runes (damage/paralyze) and damage buffs (Flame, Frozen, Telekinetic Weapons) are not processed when activating active combat skills. This hurts the most a 2H Warrior. Also I guess it depends on the weapon you choose, but I definately feel that runes, damage buffs (Flame, Frozen, Telekinetic Weapons) and damage Talents (Berserk, Blood Frenzy) should scale with weapon size/speed. It's wrong that all these effects add the same amount of damage but a dagger dual-wielder will apply them maybe 4 times as frequently as a two-handed warrior.
[*]Overpowered? Perhaps the fact that with enough Defence stacked you become unhittable except for a few special moves that always hit.
[*]

[*]What are your favorite Warrior specializations? What are your least favorite?
[*]

[*]My favourite is Templar, even though I do not like the execution of this class. Has a strong place in the lore of the world, is a holy warrior who fights maleficarum. That's a very cool concept. Unforunately the implementation dissapoints. Taking the specialization is indeed a very smart move, but sadly not due to it's skills. The most important aspect of the specialization is... being able to wear a few special suits of armour that offer strong magic resistance. This is wrong! The skills of the specialization should be innate, rather then rely on equipment. Let's have a look at the Talents:
[*]Righteous Strike - drains mana on-hit: 1/4 of the weapon damage - useless! The mage will long be dead before he's out of mana. Add to this the fact that other party members might damage the mage also, hee will be dead even faster! Draaining a tiny amount of mana is truely useless! I won't even go to the Mana Clash discussion... Righteous Strike should probably drain mana at the rate of 2 x weapon damage to be of any use.
[*]Cleanse Area: Ok. Though I would like to have the option to use it as a single-taget dispell as well. Stripping entire party of buffs isn't that helpfull.
[*]Mental Fortress: + 20 Mental Resistance. What? With the Knight Commander Armour and a few other trinkets I already have 100% Magic Resistance! What do I care about +20 Mental Resistance? My suggestion would be to remove the large equipment Magic Resistance boosts (small bonuses, like Keys of the City with +4% are fine) or make them not stack with each other and make the Mental Fortress count for something - make it give +20-40% Magic Resistance that stacks with gear. Overall most characters should be able to reach maybe 40% Magic Resistance, Dwarves 50% and Templars some 80%. More is overkill, I feel, as it removes any threat that magic has.
[*]Holy Smite: It's a bit weird Talent. It's an ok skill, but considering the lore, I would rather have it be more anti-mage. Maybe a single-target Talent, effective only against mana-users, that stuns, drains mana and deals serious damage. To give the mage-killer profession some meaning.
[*]Champion I also like very much. It is made very well.
[*]Berserker: Another cool concept, the implementation not that great. Like some have written, you do not FEEL the rage, the primal warrior that this specialization is supposed to be. From a more practical standpoint, the damage bonus should scale with weapon size/damage/wind speed. And the Final Blow Talent is just weak. Should maybe do 2x as much damage as it does.
[*]Reaver: I haven't played, can't say too much. Seems to be a bit strange mix however and the Blood Frenzy seems way too weak for the price you pay for using it. Same deal Aura of Pain. Now that is a truely useless ability.
[*]

[*]What are your favorite Warrior talent trees? What are your least favorite?

[*]The trees are pretty good I feel, except archery.
[*]Archery has nothing to offer overy it's Rogue counterpart and in general feels weak.
[*]Dual-Wielding is pretty similar to Rogue, but that probably can't be helped. Overall it's a good tree with a nice mix of active and passive abilities which are all usefull. The fact that for pure auto-attack DPS daggers are the best weapons is a problem, I think. At least runes, buffs and poisons should scale with weapon speed/damage.
[*]Sword and Shield is a typical tank. I don't really like MMO tanks, but oh well. He works well enough. Like I wrote before, I hate the fact that enemies can pass right through a Warrior to attack the characters behind him. He'll even move out of the way! Another problem is that there is too much redundancy in his Talents. Shield Cover becomes obsolete very early. Shield Defence isn't different enough from Shield Wall to make it worth using once you have Expertise and Mastery. Make each of these 3 modes count for something, their unique bonuses usefull. Shield Cover could provide +30 Defence and +10 Armour vs ranged attacks plus Stun (Scattershot) Immunity (with all masteries).  Shield Defence could give +25 Defence plus Knockdown Immunity (with all masteries). And Shield Wall could give +15 Armour, +5 Defence with Knockdown Immunity.
[*]Two handed Warriors are perhaps my favourite. That being said, there are some problems with that tree. Why runes and damage buffs (probably poisons too) do not process on active skills? Again, these things should also scale with weapon damage/size/swing speed.  Also there are some useless or too weak Talents:
[*]Critical Strike: make the "instant-kill" range 40% for white mobs. Maybe 30% for yellow. Should also work on bosses, for them 20% is fine.
[*]Destroyer? A Tier 4 Talent? Really? -5 Armour for 3 seconds on Critical hit, not-stackable? That's the ultimate 2H Talent? Common, you can do better. My suggestion would be to apply splash damage to adjacent enemies, maybe 1/4 of the original damage. I mean, you are swinging a large weapon, it's not unreasonable that your swings can affect multiple targets.
[*]Powerfull Swings is too weak to be worth the Stamina and Fatigue cost. Make the damage bonus at least +10.
[*]Two-Handed Strenght should negate the disadvantages of Powerfull, not reduce them. An even better idea is to make it increase the splash damage from a changed Destroyer Talent (see above).
[*]
[*]Overall I like the DA:O Warriors a lot, perhaps the most from all cRPGs I have played. But there is certainly plenty of room for improvement.

Modifié par Haplose, 16 janvier 2010 - 12:34 .


#213
BlarkW

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Perhaps it's been said but I would like to see a single sword tree. Having a free hand could be useful for a warrior. He could reach out punch someone or grab some one, hold them and beat them in the face with his sword pommel. Could be a few really cool moves there.

#214
HippeusOmega

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What do you like and dislike about the Warrior?

[/list]I like the Shield and Sword tree probably the most out of the warrior class. As it is one of my favorite builds so far for the Warrior class as it has some nice skills. I also like the fact that Warrior is pretty easy to play. Also i've been wanting to make a berserker 2hd build but i find the weapon speed way too slow for it.

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

[/list]I would probably say the tanking talents could use some work. When i'm like playing a mage or or a different build then my tank build I find it very easy for Alistair to lose hate or go DUH! maybe i won't do nothing while the party gets killed even with his AI on Aggressive and his tactics set up good.

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

[/list]My favorite specialization and i'll probably take some heat from this is the Templar. With the right gear you can have nearly 100% SR. My least favorite has to be not sure too really. Probably would have to say Berserker and that is only cause of my listed reasons on 2hnd weapon swing speed.

What are your favorite Warrior talent trees?

[/list]Covered these in the first question. Favorite = Shield and Weapon, Least Favorite = 2hnd weapons

Modifié par Panznerr, 16 janvier 2010 - 12:41 .


#215
Saturn21

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Sorry double post

Modifié par Saturn21, 16 janvier 2010 - 02:05 .


#216
Saturn21

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What do you like and dislike about the Warrior?
What I dislike is the armor set bonuses are underwhelming compared to mixing your armors to get the stats bonuses which can really ruin the way you wanted your Warrior to look.
Is there anything that you feel that is underpowered or overpowered on the Warrior?
Balanced
What are your favorite Warrior specializations? What are your least favorite?
Sorry to say I found them to be really underwhelming while mage specialisations open up unique spells and are obtained in evener better ways. Warrior ones have nothing really fantastic about them. I was expecting magic resistance with templar spec but only got mental resistance which will do nothing when a mage hits you with fireball or cone of cold? I would say only cleanse aura is useful but you can't dispel misdirection hex which  is something that it should do right? Holy smite doesn't really do enough damage Why do you drain mana when normal mages can be killed quickly by all classes and bosses just seem to never stop casting spells . Champions are fine they are pretty much warrior bards though . Reavers and Berserkers just increase damage so they suit two handed warriors fine to me
What are your favorite Warrior talent trees? What are your least favorite?
favourite would be Sword and shield for the amount of knockdowns and stuns you get with the 4 tier really increasing your stances benefits. Least favourite would be dual wield which rogues have as well I would have done polearms or spears instead which would suit the game as well

#217
MprezdNZ

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What do you like and dislike about the Warrior? I both like and dislike the 2h tree. For me it is the most fun, but is frustrating due to a combination of slow swing speed and lowish damage. a DW warrior can do far more damage with each of their two swords for a large part of the game which is just plain wrong. While I would like to see a slightly faster swing speed (and perhaps some more animations) I would prefer first and foremost for a damage increase.Personally I think (like many others) that the rogue and warrior are far too similar, but Warriors do not have a lot that distinguishes them. The problem is that with a warrior you pick a tree (2h for example) and you max it almost purely because there is nothing else to pick. What would I like to see? Possibly weapon specialisations. A more brutal outlook on the tree. I don't agree that there should be bleed damage or secondary damage. The warrior should be there to inflict as much hurt as possible and move on. Some kind of rage line would be good. Anyone played Borderlands? Brick's rage running around just pummeling is something that could be used. I also wouldn't mind something like pommel strike where your character can actually grab them with 1 hand and then pommel them repeatedly - that would be awesome to see. As someone else mentioned destroyer is a pretty poor top skill. Again there should be more brutality. Cleave would be a great option - the ability to either cleave an enemy in 2 (if using a sword/axe) or to basically disintegrate them into a pile of red with a maul. Even with a small % chance to work it would just look awesome.



I don't agree that s&b should have a sweep attack. The whole idea behind s&b was not to deal damage, but to take it and be the target for enemies. However, one cool ability would be a shield attack that hit multiple targets. I can't remember who had this - perhaps it was the Paladin in D2? But that with the chance to stun would be good.



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



2H damage really is underpowered in comparison. As I said, you need to think of them as savage, brutal killers and have talents that compliment that ideal. Unless you plan to introduce a barbarian as a new character in which case it would negate that requirement.



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



I haven't really played with these too much. I tend to forget about them a bit so won't comment




#218
Upper_Krust

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Hello there! Image IPB

What do you like and dislike about the Warrior? 


I like the idea of portraying a powerful fighter, its a staple of the genre.

However, the warrior is the least tactical of the classes and certainly not as flashy as the mage, although the killing blow animations are pretty cool - more of those please.

I was also disappointed there were no one-handed hammers in the game - a sorry state for us poor Thor fans.

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


I think the time taken to swing a two-handed weapon seems very slow.

Also some of the latter powers in the dual-weapon style tree seemed weaker than their predecessors, which, when coupled with their higher cost in stamina is a bit annoying. I mean Whirlwind is terrible compared with even Dual Weapon Sweep, and seems to have a very short range.

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


To be honest I don't think any of them made a massive difference, though that could have been because I haven't spent enough time with them - I have only played through the game once so far. Also I should note I didn't get the Reaver specialization that play through. 

I was a bit sorry I couldn't get the Duelist specialization for my two-weapon style fighter. In fact, I was also disappointed I couldn't get the Arcane Warrior specialization. How about a more flexible approach to specializations, with maybe some that are set to a particular class, and some that can be accessed by two (or more classes).

Also how about a Dragon Slayer specialization for warriors.

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


I think that the dual-weapon style tree is the best. I did like the sword and board at low levels, but the shield just is not as interesting as a second weapon. The two-handed weapons seem really slow (as I mentioned above).

I was thinking that perhaps magic shields might give new special powers. e.g. A Frost Dragon Shield would give the wielder the chance to 'cast' Cone of Cold. I was also thinking that you could have Tower Shields as the shield equivalent of Massive Armour. 

I think the Spear/Lance would be a good next option for a weapon. One nice idea might be that you could add magic banners/flags to the spear which could have variable effects. After that, perhaps unarmed combat, where maybe the 'weapon' would be magical gloves/gauntlets/cestus. 

Spear - One-handed (Spartan) option row, Two-handed option row, Thrown Spear option row.

Unarmed Combat (Monk): Tiger style (fast) option row; Dragon style (powerful) option row; Crane style evasive) option row.

#219
Upper_Krust

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nmal015 wrote...

Most importantly imo perhaps constitution should have a bigger effect somehow, i find that as a tank it is much more effective to simply invest all your points in strength to get top tier massive armour, at least early on, than to bother investing in constitution. Which considering strength also effects so much else seems a little silly.


I wonder could you combine the Willpower and Constitution ability scores into a single score - 'Stoicism' or 'Fortitude'. I agree Constitution is a bit of a throwaway stat.

#220
Rogue-13

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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 .


#221
philippe willaume

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You see I can live with the damage output as it is if we ,whatever warrior type specialisation we choose, could switch from DPS to interdiction to tying up one opponent.
Basically more about  what you want to achieve than having the weapon based  specialisation.

At the moment that specialisation seems to be more geared towards having the warrior on auto pilot and playing with the mage.
What makes it more annoying for me is that all the option are there in (and kudos for DA: O for that ) and you just kind of stuck with one subset.

phil

Modifié par philippe willaume, 16 janvier 2010 - 05:31 .


#222
Joseph Silver

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About archery and two-handed fighting, Combat Tweaks adds rune slots to bows and an extra rune slot to two-handed weapons.  Combined with its balance changes, this mod makes these two fighting styles a lot more effective.  I have Leliana with Falon'Din's Reach and Rapid Shot activated, and she can take out enemy archers and mages very quickly.

#223
Tryst

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What do you like and dislike about the Warrior?

I like being a character that throws on heavy armor and charges into the midst of a group of enemies without care.

I dislike that unless you want to be a two handed warrior, it is best to get a minimum of strength needed for armor, put the rest of your points into dexterity, and then use a dagger for your weapon(s). In fact, I will expand for a moment on this. Attack speed, as currently implemented, is by far the most important stat for any melee. The reason is because mage enhancements, poisons, runes, and any abilities that increase damage by a set amount (i.e. berserk, blood frenzy, tainted blade) are all strong and do damage independent of attack speed. Thus a 2 second swing from a two hander nets you +8 damage from Berserk, +10 from your flaming weapons, +15 from runes, +2 from a poison, and say +5 from Blood Frenzy, netting you an additional 40 damage every 2 seconds. 0r you can be a dual wielder with Momentum, Dual Striking, and daggers and get those same bonuses every .6 seconds or so for each weapon, netting you roughly 240 damage every 2 seconds. Becuase of this disparity, two handed warriors and archers cannot compete against a dual wield warrior in damage.  This is further aggravated by the fact that special abilities do not benefit from on hit damage, and since two handers really are best using sunder arms and armor for the double hit, they fall further behind.

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

The templar armor giving 40% spell resistance trivializes any mage or large group encounter. Combined with Spellward and some other spell resist equipment, it is fairly easy to become 100% spell resistant, thus allowing the warrior to ignore any mage and just run into a group, taunt, and let his/her own mages cast aoe spells directly on top of the warrior without fear.

Archery is relatively useless compared to the other talent lines. You do not benefit from haste, because of rapid aim. You do not receive runes, cannot use poisons, and mage enhancements do not affect you.

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

Champion is my favorite. Rally gives you a solid buff that applies to all your melee in most fights, and War Cry, especially once you get the level 4 knockdown, is a nice crowd control with a good debuff.

Least favorite is reaver. Devour is an ok heal, but the radius off effect being only five meters seems small. It feels like one has to be standing atop the corpse to get the benefit. Frightening Appearance is a decent single target cc, but the addition of the taunt and threaten bonus are largely inconsequential, possibly because one taunt is typically enough for most fights to never lose control. Aura of Pain is probably the best reaver ability, but the upkeep cost at 60 stamina is high for an ability that only does 5 dps to each target as well as the same to yourself. Blood Frenzy sounds like a great ability, but then you compare it to Berserk and realize you have to be down around 20% health to get the same damage bonus as berserk always gives you, and that's before counting in the health regen penalty.

Berserker is a decent specialization, but would benefit from berserk not turning itself off or at least not requiring the character to stand there for a second while activating it, similar to momentum.

Templar has one really good ability in Area Cleanse, but Righteous Strike's mana drain is too little to be useful, the mage is dead before it makes a difference and Holy Smite is based on willpower, making the knockdown/stun occur infrequently at best. The best thing about Templar specialization isn't the abilities at all, but instead the access to 40% spell resistance armor.

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

My favorite is the Weapon and Shield line. It is the line that feels the most complete, without bordering on making the warrior so powerful the rest of your team feels like extra baggage. The four shield attack skills are good, though I think Assault should benefit from runes, weapon enhancements, and poisons. The others use the shield so don't need to, plus they offer a knockdown or stun. Shield Defense and Shield Cover both suffer from competing with Shield Wall's knockdown protection. In most situations it is far easier to simply charge the archers and force them into melee rather than rely on some extra ranged defense from Shield Cover, while losing the defense, armor, and knockdown immunity of Shield Wall. Shield Defense's 15 defense against Shield Wall's 5 defense, 5 armor, and knockdown immunity seems, at best, a wash. But when you consider that there are many ways of gaining defense, while armor and especially knockdown immunity are harder to come by, there seems little point to using Shield Defense once Shield Wall is unlocked.

The Dual Weapon is the most powerful talent line, mostly because of the aforementioned benefits of attack speed and damage bonuses. I find the biggest flaw in the line to be that it is better to use Dual Striking and auto attack rather than use skills. This changes if you decide to go for two large weapons, but then you're already reducing your damage output anyways. Thus a typical warrior really need only get Dual Striking, Momentum, and 2 ranks of the passives, since Dual Striking nullifies the critical boost from Dual-Weapon Expert. Yes, because you end up with a lot of talent points a dagger wielding warrior will pick up Dual-Weapon Expert and Dual-Weapon Mastery, but they are hardly essential for the small dot and the fatigue reduction. The skills themselves are generally good and would be used by any warrior if they gave the enhancement damage. Riposte is probably the weakest, because of its reliance on cunning for the physical resistance check, a stat which most warriors will not increase. Dual Weapon Sweep and Whirlwind are great aoe attacks and Punisher is a great single target attack.

The Two-Handed talent line has a handful of good talents surrounded by a number that are really weak or bordering on useless. Pommel Strike is an excellent, short cooldown interrupt. Sunder Arms and Sunder Armor are the bread and butter activated abilities for a two hand warrior as they give two strikes and the debuffs are simply gravy. Twp-Handed Sweep is an excellent aoe combined with a crowd control and Indomitable is a great sustained ability that I think does not get enough credit for allowing the warrior to ignore stuns and knockdowns.

That said, Powerful Swings with its addition of Two Handed Strength is weak. 5 damage for -5 attack and -5 defense, plus the fatigue cost is simply not worthwhile, especially later in the game. Mighty Blow, since it only does one attack, even with the bonus damage and attack, is not worth the fatigue cost of possibly losing a Sunder Arms/Armor. Shattering Blows sounds great, until you start counting how many golems you actually run into, unless there is some monster type that is counted as a construct that I don't know of. Destroyer only activating on critical hits makes it a weak ability, two handers typically only get 1 attack every 2 seconds and the debuff wears off after 3 seconds. Just make it activate on every hit, it becomes a simple 5 armor debuff that gives the warrior some additional group utility. Critical Strike needs to have the instant death moved up much higher than at 20%. It doesn't work on many tougher mobs and white monsters at 20% health are going to die from a normal swing. Critical Strike is just a 60 second cooldown Mighty Blow.

The Archery talent line is an ok line, but archery in general suffers from no weapon enhancements and not knowing when you're in range to not suffer the attack bonuses. I feel that increasing range would help arrows hit more often and not give the feeling of you standing there just missing a lot. As for specific talents, Aim seems a waste. The attack speed reduction just seems to outweigh the bonuses by a large margin. Rapid Fire does not stack with the rapid aim ability on items. Suppressing Fire is probably the best sustainable ability for archers, though I often do not use it, simply because my dexterity based tanks already have really high defenses.

The basic Warrior talents are in general solid abilities. Threaten seems superfluous when compared to how good Taunt is, but the others are decent passive abilities and Precise Striking is a really good 15 seconds of constant hits, though the fatigue cost seems high at 60. Disengage I've never found cause to use, a warrior is meant to wear some armor, either medium or massive for me depending on role, and so I don't need to drop threat. Precise Striking's attack speed debuff generally makes it not worthwhile to use, unless you're a dual wield warrior using Momentum and getting Haste from a mage, then it allows you to drop below the 50% cap and benefit. But it could become useful if changes were made to enhancements.

#224
Withidread

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I like warriors pretty much as they are. My favorite specializations are champion and templar, with perhaps a little more emphasis on champion.



I've unlocked the reaver specialization, but I have yet to try it out as a main chacter and get much of a feel for it.

#225
SpockLives

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I have two full playthroughs as a warrior, once as a DW and once as a 2 Hander. I loved both just the way they are. 2 Hander was the playthrough on which I didn't fall in combat throughout the entire game. People say DW is to powerful and 2 Hander is underpowered, but I found 2 Hander slightly easier. DA:O isn't an MMO, so the classes are fine as is.



Templar and Reaver seem a bit underpowered, however. For instance, Reaver's fourth tier ability should not be weaker than Berserker's first tier ability. Holy Smite might could use a small bonus to damage, but not too much. My Arcane Warrior had trouble with getting multi-Holy Smited to death in rooms full of Templars, so not too much of a damage increase.



Archery desperately needs a way to know when you're past the weapon's maximum range. Perhaps eliminate the out of range penalty entirely for longbows? Then maybe give a warning when attacking something out of range with a shortbow. Also, Pinning Shot desperately needs to be fixed. Why on earth does it's immobilization switch off the instant you attack the pinned enemy? Otherwise, Archery is just fine. I'd rather not die a horrible death every time I encounter multiple enemy archers. Archery just requires that people use "strategery" (aka strategy).