The Three Classes. (Warrior, Rogue, Mage)
#51
Guest_KproTM_*
Posté 19 juin 2013 - 02:21
Guest_KproTM_*
#52
Posté 19 juin 2013 - 02:34
So all 3 classes switch between their melee and ranged weapons during combat.
#53
Posté 19 juin 2013 - 04:01
Sylvius the Mad wrote...
Why must the rabbit envy the eagle? Can't he just be content with being a rabbit, secure in the knowledge that the eagle's place is above him?
Dutch sez "Hi!" to the Predator.
#54
Posté 19 juin 2013 - 04:21
Something like:
Warrior- Soldier/Templar/Reaver
Rogue- Ranger/Assassin/Fighter
Mage- Spellcaster/Arcane Warrior/Cleric
#55
Posté 19 juin 2013 - 04:36
Warrior - weapon expert
Knight - tank
Wanderer - high dexterity warrior
Bandit - high strength fighter
Hunter - archer
Cleric - healer and fighter
Sorcerer - mage
Pyromancer - fire mage
Thief - high dexterity, sneaky fighter
Deprived - crazy
There are many classes can be made and not just the holy trinity
In Oblivion
Spellsword - warrior mage use magic as back up
Battlemage - mages use magic as primary but wearing armor and weapon as back up
Sorcerer - using magic as primary, armor as prootection
Nightblade - mage-assassin, assassin using magic
Crusader - Paladin archetype
Barbarian - light armored two handed weapon warrior
Mage - simply magic user
Warrior - standard warrior
Archer - ranged warrior
Scout - rogue type, light armored warrior
Bard - rogue type, non combat, excellent in speech
Agent - rogue type, stealth
Thief - sneaky thief, non combat
Acrobat - mix of rouge types
Healer - healer mage
Monk - unarmed fighting priest
Witch-hunter - ranged anti-mage
Pilgrim - mix of bard and monk
Modifié par Qistina, 19 juin 2013 - 04:38 .
#56
Posté 19 juin 2013 - 04:41
iOnlySignIn wrote...
- Rogue
Rapiers/Whips.
The ability to set traps.
Better animations for Dual Wield Rogues - you should not be facing your target all the time.
If a Rogue in the party is capable of detecting traps, other companions should avoid traps automatically.
WHIPS!!! OMGosh yes please! A whip would be AWESOME! Extremely useful and durabled too! It could go the same upgrades as the leather armors, It could be used to attack, to bring enemies closer, used on surrounding area to avoid attacks... SO MANY RPGs are missing out by not having whips for rogues. Lots of opportunities with that kind of weapon.
#57
Posté 19 juin 2013 - 09:21
Character classes are roles to be played.
When we play as a Paladin, we are playing the role of the Paladin in the game, a character who is religious, blessed by God, cleansing the world from evil and unholy things. Paladin is a Warrior of course but Paladin is a role we play.
Dexterous and stealthy character being simplified with Rogue class, but it is actually not true, Rogue it self is a role. From my understanding of English, Rogue means "outlaws" isn't it? Some kind of "bandits" or a person who disregard the law. I don't know why "dexterous fighters" being put into Rogue class while the character maybe a lawful citizen?
I think the whole thing must be redesign, get rid of the holy trinity of classes and open more class that based on role
Templar can be a class-role to play, Berserkers can be a class-role to play, Blood-Mage also and so many more
#58
Posté 28 juin 2013 - 09:29
Probably though you shouldn't be able to be the highest in more than one order I would think. And these titles and positions would have rewards as well as responsibilities.
If there are specialties within classes, then there should also be significant recognition or implication of those specialities in game.
#59
Posté 28 juin 2013 - 02:37
#60
Posté 28 juin 2013 - 07:13
iOnlySignIn wrote...
- Warrior
Polearms/Bows.
More party buff talents such as Rally.
More talents which do not depend specifically on weapon choice, such as Assail.
- Rogue
Rapiers/Whips.
The ability to set traps.
Better animations for Dual Wield Rogues - you should not be facing your target all the time.
If a Rogue in the party is capable of detecting traps, other companions should avoid traps automatically.
- Mage
Summons/Shapeshifting.
More short range attack spells such as Cone of Cold.
Spirit Healer should be more offense oriented but less indestructible.
I had no idea I wanted this so much
#61
Posté 28 juin 2013 - 08:25
It made Hawke a master of healing abilities, but also gave mage Hawke durability.
If you lose your healer in battle, you're in a pickle, so it makes sense to make them very tough defensively.
As for offense, you can just go for primal or elemental.
#62
Posté 28 juin 2013 - 11:11
#63
Posté 29 juin 2013 - 12:16
#64
Posté 29 juin 2013 - 06:18
TexasToast712 wrote...
Judging by the comments too many people are used to the Skyrim "BE A EVERYTHING BADASS" playstyle. Its fun but it isnt what Dragon Age is about.
Dragon Age is more tactical. You aren't supposed to be a all in one super hero. Thats why we have the party and companion system.
Well said. A classless system makes sence when you're only controlling one character, but for a party based game its better for characters to be more specilized.
#65
Posté 29 juin 2013 - 06:43
FaWa wrote...
Why only 3 classes? Other RPGs have a lot more, or very flexible systems.
Because Dragon Age was designed around the idea of three distinct class archtypes: A physical combatant, a magic user, and a skill/stealth combatant.
It is the same reason we don't have shot guns, or motorcycles, or magical ponies in the game.
The console-ifaction of DA2 and the weapon restrictions were just awful.
#66
Posté 30 juin 2013 - 10:52
mage and non-mage
the diffirense would be in availabe story,dialogues and endings options...so mage will have his own availabe options in his playground and non-mage will have his own options too
Templar ability would be unique for only non-mages and Magic only for mage
all other stuff would be availabe for both classes but they would have some limits for learning...for mage would be easy to learn magic arts when for non-mage warrior/rogue arts...so you will pick arts and create you own class
if you want a battle-mage trained to wear heavy armor and use swords this would not be problem...or mage-assasin....or non mage assasin with heavy armor who use two-swords with bow/crossbow and bombs
Reaver and Grey Warden options would be availabe for everyone like Aventus potion in DAO, but they would be available only by player choices...something like.."we find and kill dragon and choice to drink his blood..and later we kill some darkspawns who attack city and Grey Wardens offered us to join in their order and we agreed"
Lockpicking and pickpocketing would be available for all
Modifié par Dark Korsar, 30 juin 2013 - 10:53 .
#67
Posté 30 juin 2013 - 11:50
Gregolian wrote...
Warrior
-Have more specializations that aren't weapon specific
Rogues
-Some of the attacks were, a bit over the top
Mage
-Arcane Warrior
Considering the war, Mages should have that as automatic skill in beginning of game.
That and I would like all my chracter classes to learn to lock pick, I got tired of always have a rogue in my party for this 1 task.
#68
Posté 01 juillet 2013 - 03:56
#69
Posté 01 juillet 2013 - 11:22
i would say people want to play a role, and if possible one that offers several possible gameplay in the same playTexasToast712 wrote...
Judging by the comments too many people are used to the Skyrim "BE A EVERYTHING BADASS" playstyle. Its fun but it isnt what Dragon Age is about.
Dragon Age is more tactical. You aren't supposed to be a all in one super hero. Thats why we have the party and companion system.
through.
It is not a really due to the class vs classe-less dichotomy.
IE a system like DA:2 end up being repetitive. IE every dam fight you press the same buttons in the same order.
in asystem like DA:0, each char have 2 ways to go about things and with the inherent feature of the game and combat system you had the versatility, both in tactics and in function I am talking about.
and both game are class based, I think the idea is to be able to have a somewhat more open class so that you can have more diverse game play. it does not need to be the badass at every thing but being able to offer different options for ponctual uses or a more long term role.
Phil
Modifié par philippe willaume, 01 juillet 2013 - 11:22 .
#70
Posté 01 juillet 2013 - 01:02
I would say that this seems more of an issue with the combat than classes.philippe willaume wrote...
IE a system like DA:2 end up being repetitive. IE every dam fight you press the same buttons in the same order.
in asystem like DA:0, each char have 2 ways to go about things and with the inherent feature of the game and combat system you had the versatility, both in tactics and in function I am talking about.
There is quite a bit of depth in the DA2 classes, but you never really need a lot of it because the combat is fairly simplistic to facilitate the "action" combat.
#71
Posté 02 juillet 2013 - 07:54
there is truth in that....Ziggeh wrote...
I would say that this seems more of an issue with the combat than classes.philippe willaume wrote...
IE a system like DA:2 end up being repetitive. IE every dam fight you press the same buttons in the same order.
in asystem like DA:0, each char have 2 ways to go about things and with the inherent feature of the game and combat system you had the versatility, both in tactics and in function I am talking about.
There is quite a bit of depth in the DA2 classes, but you never really need a lot of it because the combat is fairly simplistic to facilitate the "action" combat.
#72
Posté 03 juillet 2013 - 11:39
This.Foopydoopydoo wrote...
Give me a rogue mage class and I'd be giddy.
#73
Posté 12 juillet 2013 - 06:04
#74
Posté 12 juillet 2013 - 11:34
#75
Posté 12 juillet 2013 - 11:38
Sylvius the Mad wrote...
I would eliminate any taunting abilities from warriors.
So you would remove tanking abilities from the class with tanking specializations?
Modifié par o Ventus, 12 juillet 2013 - 11:38 .





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