B is, I think, the more important aspect of the game. Because the fruits of B impact A. If the non-combat gameplay produces better gear, or more information, that affects how combat plays out. If you pay the combat penalty of having a rogue in the party, perhaps your warrior will be more powerful because he'll have better gear. Or you'll know better which enemies to fight and which to avoid.Wozearly wrote...
Which would be an incredibly appealing answer if,
a) Bioware hadn't decided to make combat a significant focus of the Dragon Age series, including major conflict resolutionThe non-combat gameplay and storyline was as in-depth, challenging and rewarding as the combat version, or couldn't be 'covered' by always bringing one rogue in the party.
Given how well DAO's warriors and rogues worked, individually, though, I would take that lack of differentiation as evidence that Dragon Age maybe should only have one non-mage class.In terms of combat balancing, its one of the areas where I broadly agree with the Bioware dev (Epler or Laidlaw, if memory serves) who said that one of DA:O's challenges was that damage-dealing rogues and warriors overlapped too much.
But given that there are two, each needs to make sense within the setting, no matter how much that makes them overlap.
And I don't think they did overlap that much. The only way to differentiate them further would be to give them class-specific skill trees for each weapon type - so warriors would have access to archery talents that were different from a rogue's archery talents.
That's how to differentiate the classes. Creating these baseless equipment restrictions are not the way to go.





Retour en haut







