For DA:I, perhaps specializations could be more like they were in DA2 but expanded more? That is one thing I'll say was a definite improvement over DA:O in that the specializations were equal to the other trees (the size of the trees, on the other hand, could be increased, but I don't have any suggestions to that myself).
Some potential ideas for applying Force Mage in a main light are having the spec's passives enhance Arcane Shield to become more of a repelling bubble that knocks back physical damage like one too many beers, or maybe an Inferno-style AoE that periodically hurls enemies around with enough force to noticably harm them if they hit something (maybe make walls damage them more than the ground somehow?) Maybe make non physical damage dealt by the Force Mage halved, but tripling the physical force for spells (if we're sticking with that mechanic) to give them potential in constant combat?
Oh, and allowing Force Mages to have a real impact on non humanoid enemies, that always bugged me that shades were magically glued to the floor.
I'm mostly just pleased at mocking the waves after waves of boss's own men being thrown at my party, only to be trapped in a quickly-thickening sea of molasses while my all ranged party just took potshots
Oh, if I can also recommend a spec to never use again, Ranger (yet another mainly: it did this to Morrigan)
http://cloud-2.steam...7AE27FB0321497/
Modifié par Froswald, 24 mai 2013 - 04:47 .





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