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#51
Redwolf Skydragon

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Allan Schumacher wrote...

I can't really answer definitively (or even really speculatively) on what we'll be doing for DAI, as that is outside of my coverage, but it did lead me to a question.

If all classes have the ability to unlock locked items, is there much value in even having locked chests?


That is an interesting question to pose, yes. I can understand the concern. The purose of my request comes down to certain things. Lore is the main one. Freedom of choice is the second.

My thought process goes something like: What are the primary characteristics of a warrior? Strength. A Leader. Someone who comes to the defense of others. What are the primary characteristics of a Mage? Intelligent. Physically weaker than most. (In this game's case: Warrior and Rogue). A mage is someone who deals with magic. What is magic? Magic is everything. It can do anything. It is it's own weapon that can be both good and bad. What is a lock? Something that stops people from obtaining access into something. What is a chest? A container to hold something. Common sense and past example show that with enough force, anything will break. Mind, spirit, atoms, and of course physical items. So a warrior's primary attribute that is different from nearly any other class, is their strength. With enough strength applying force, things can break. So then why cannot a warrior break a chest open to obtain items. Next thought: What happens when something breaks? It becomes damaged. It is no longer the same quality it was whole. So if a Warrior uses brute force to open a lock, the item can be damaged and thus considered useless. Mage. A mage uses magic. Magic is a weapon in it's own right. It is powerful. Magic can be anything, do anything. So by this definition, why is magic unable to open a locked chest? And, because magic is so powerful, the item inside has a chance of being hurt by the magic.

Everything just falls into place that it should be possible for the other classes to be able to force open a chest, but with a penality of the item being damaged.

This does not answer your question, I know. I merely wished to explain to you (being whoever the reader is) one of the main reasons why I have suggested such an action to be available. (Freedom of choice, I would hope, is self explanatory to everyone.)

Now to answer the question: If every class can open locked chests, is there a point to having them?

It is a good question to ask. Which leads to the thought process of: What is the meaning of a locked chest? The answer to that is simple, and most likely understood by everyone. A locked chest is a chest that is locked for a purpose. What is the purpose? To keep people from gaining access. Access to what? Items (or loot, as it's called). So if every class has a way to obtain this loot, even with a chance of destroying/damaging the items within, why should it exist? Why should it not then be an open chest that everyone has access to?

It's a good question. And I have another.

What is the point of a locked chest, if a rogue can open it?

It is even stated in DA2, among one of the loading screens: "Rogues are the only class that can unlock locked chests you may have on your travels. So, having a Rogue in your party is a near essentiality."

So even among the loading screens it is stated that if you wish to obtain what is in a locked chest, you must have a rogue in the party. And, to top it off, there is a locked chest during the start of DA2 that when clicked on, informs you that only a rogue can open this chest. So, right from the start, you missed out on loot because of your preference for a Warrior or a Mage. (Now, I am using DA2 as it's been so long since I have played DA:O as my PS3 has broke and no longer wishes to play any blue-ray disk. But, fortunately, I got DA2 on the computer.)

So, it is not by being mistaken that Warriors and Mages miss out on loot within locked chests; it is because it is programmed that way. If you do not wish to have a Rogue in your party, you are punished by not being able to obtain loot from locked chests. It is your choice, yes. But it is not your choice to miss out on loot, that is made for you. Warriors do not have such a special purpose. Neither do mages. It is benefical to have such classes within your party, but it is not "near essential". You can go through the whole game without just Rogues and Mages or Warriors and Rogues, and you would not be at a disadvantage in obatining anything. Rogues have been made "special" by being able to be the only ones capable of unlocking a chest or disarming a trap.

Now, the trap part is fine. Well..., the disabling part anyway. You'd think a certain Warriors and Mages would be able to tell the signs of a trap, but in this game's case those types of people do not exist, thus nollifying the whole point. But anyone can open a locked chest. Just not as easily as a rogue.

I think I went off point there so let me try this again. Why should there be locked chests if anyone can open them?
And the answer is simple. Because it should be the player's choice as to whether or not they wish to open them. I can just as easily, as a rogue, go right past a chest, and not open it. The only reason why I do open it, is because I can. I mean, why not? But it is the fact that Rogue's are being made special, a "near essentiality" that is limiting the player to include a Rogue or miss out, that is upsetting. That is the purpose of having any class open the chest. And by putting penalties on Mages and Warriors for forcing their way into something, it shows you that it might be in your best interest to include a rogue in the party. I have also concluded (based on interactions with one of the other postets) that this should be limited to chests of lesser value. That only a Rogue can open Master level chests and that as the chests's levels increase, the penalties become more severe on the Warrior and Mage.

It is, well somewhat, essential to have locked chests in a type of game such as this, because it gives the player something to look for. It gives a sense of wonder and slight excitement to want to know what could be inside. The fact that DA also gives experience for opening chests is also an appeal. (Though Warriors and Mages would be denied this XP as they used brute force to open it, and learned nothing). It is not a guarentee, certainly no, that I am asking that Warriors and Mages be allowed the items within a locked chest. I am only wishing to state that the option to be able to, though with a penality, would be a greater way, in my opinion, of allowing different classes the opportunity to obtain loot. That no class have a special purpose.

Another way I have thought of, just recently after reading this quoted post, is that there be special chests that only a Mage or Warrior can open. Perhaps have magical chests that only a Mage is able to open and have special cashes that only a Warrior can obtain, such as have chests behind objects that only a Warrior can get rid of; or maybe have Warriors have to interact with certain people where they must prove their strength to obtain an item or two. Just something, that makes it appealing to have everyone on equal grounds in obtaining loot. Something that makes each class special outside of combat.

I merely mention having all classes able to open chests as (though unfortunately I have no knowledge yet as to if this is true or false) it seems like it would be easier to program and include, than adding class specific chests or events.

So in final answer: Yes, there is a point to locked chests as they are as much a part of an RPG experience as quests. It is viable as it is not as easy or as viable for anyone beside a Rogue to unlock them. The option is there for the other classes to try their luck at forcing open a chest, but it does not guarentee that they will get the item. Yes, there is some people's fear that people will save before trying and just reload over and over until they get the item, but if they wish to waste their time on such an activity then more power to them. But if you were actually in the game (which is the point of an RPG; to bring you into the game) you would not be able to "reload". So the only people who would do so are people on a playthrough other than their first, or people who do not have a wish to experience a full RPG experience.

Those are my thoughts on the matter. I apologize that it is so long, but once I start writing, this happens. It is the reason why I do not post things anywhere unless I truly feel that it is important.

*And don't think I didn't notice most people's failure to comment on my "Talkative Man" idea. Which means they either don't care one way or another, or they think it has potential. :P (Or it's such a rediculous idea that they don't feel it worth their time to comment about.... I hope that's not the case. D:  )

#52
Redwolf Skydragon

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I notice some grammar errors in my super long post... please forgive them. ^.^

#53
nightcobra

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Redwolf Skydragon wrote...

Allan Schumacher wrote...

I can't really answer definitively (or even really speculatively) on what we'll be doing for DAI, as that is outside of my coverage, but it did lead me to a question.

If all classes have the ability to unlock locked items, is there much value in even having locked chests?


*Great read, a shame i have to snip it for lenght reasons*


How do you like this idea for example:

have a chest with an intricate lock for rogues to unlock
a chest with a magic seal for mages to unlock
a sturdy chest with "dwarven magic resistant chains, i don't know invent something that stays in the lore but with a similar effect" for warriors to bash open


any class could unlock any chest type but if a class tries to unlock a chest not "made" to that archetype, there would be a penalty.

example:

a warrior or rogue that unlocks a mage chest receives magic damage due to the seal
a warrior or mage that unlocks a rogue chest receives poison/gas/trap damage due to an intricate trap in the lock
a rogue or mage that unlocks a warrior chest receives a debuff on strength/constitution due to high physical exertion.


I feel this approach works because of no Health regen in inquisition making you think if you really want to open that chest at that moment or try it later once you're better prepared.

Modifié par nightcobra8928, 13 septembre 2013 - 08:46 .


#54
Wulfram

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Allan Schumacher wrote...

If all classes have the ability to unlock locked items, is there much value in even having locked chests?


There's value in having a very limited number of chests which are locked simply for verisimilitude.

I don't think there's value in having loads of locked chests anyway.  All it does is make you take a rogue, which seems like negative value to me.

Modifié par Wulfram, 13 septembre 2013 - 09:00 .


#55
Deflagratio

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As a series about Party Dynamics, I feel that giving Warriors or Mages a distincitly "Rogue" ability undermines that.

I'm probably in a minority, but I really like the idea of perhaps needing to take a character I don't like because they fill out a role of tactical and strategic necessity. For Example: Wynne the Spirit Healer in Origins.

#56
FeliciaM

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I'd be happy with warriors being able to bash, or a mage being able to pop the lock with magic. But it'd need to be based off stats for more difficult chests. I'd also be happy with my rogues opening up the locks without me having to switch to them. I'm not lazy, by all means! I just hate that. I click on the chest, and they meander on over and get it done.

Or you know... like WoW. The engineering prof allowed me to make explosives so I could blow open chests. And being a blacksmith allowed me to make different leveled keys. I've played WoW, I have 10 different toons (played since vanilla), with all profs maxed out (well not anymore! haven't touched the new expansion.)

#57
Redwolf Skydragon

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nightcobra8928 wrote...

How do you like this idea for example:

have a chest with an intricate lock for rogues to unlock
a chest with a magic seal for mages to unlock
a sturdy chest with "dwarven magic resistant chains, i don't know invent something that stays in the lore but with a similar effect" for warriors to bash open


any class could unlock any chest type but if a class tries to unlock a chest not "made" to that archetype, there would be a penalty.

example:

a warrior or rogue that unlocks a mage chest receives magic damage due to the seal
a warrior or mage that unlocks a rogue chest receives poison/gas/trap damage due to an intricate trap in the lock
a rogue or mage that unlocks a warrior chest receives a debuff on strength/constitution due to high physical exertion.


I feel this approach works because of no Health regen in inquisition making you think if you really want to open that chest at that moment or try it later once you're better prepared.


Yes, that could work as well. And to fit it into the lore there could be a codex explaining how the certain type of chest was made.

I am in no way close-minded about the idea of warriors and mages forcing open chests. I'm quite open to other ideas. I just want the other classes to not be "lower" than the Rogue in concern to out-of-combat play. Though, to your idea, I would add an injury to the rogues and/or mages who try to open a warrior chest. This way all forces of entry hurt health, instead of just the mage chest and the rogue chest. (I guess that is kinda a debuff on constitution, isn't it? I would take out the strength though, as it's not much of a penalty to mages to have a debuff on strength.)

The idea I posed was because it is an idea that has been done, so I know it is possible. Like I had mentioned, I unfortunately have no knowledge of programming, so I am limited by that knowledge to not request things that I do not know are possible or not. I would hate myself if I posed a request that was good but in the process pushed the game's release date back or even worse, caused problems with the game that weren't there before. But I feel like something needs to be done to make all classes more equal in obtaining loot, instead of Rogues having an advantage in things out of combat. (No matter if people find it only a slight advantage.)

Modifié par Redwolf Skydragon, 13 septembre 2013 - 09:25 .


#58
Dio Demon

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Redwolf Skydragon wrote...

Crazy Eyed One wrote...

I say without a reasonable doubt I find the defendant guilty! Now to read the post...

The point of having 3 classes is to ensure that they each have their usefulness, their own sets of abilities if we take away lockpicking from 'rouges' they effectively become less useful. There has to be a utility balance within class.

Also locked chests are optional loot content, don't want to take a 'rouge' you don't get the loot.

Lastly why did BioWare replace Rogue with Rouge? I don't wanna be the makeup class!


I never said to take it away. I simply said that Warriors and Mages should be able to open locked chests at the cost of having a chance of breaking the items within. I thought it was naturally understood that "Rogues" (see, I spelled it right that time) would keep their abilities to open chests and would be a far better choice for unlocking them. But you should still have a choice to not have a "Rogue" (two for two) in the party, but still unlock (well, break open) chests.


I know, I was saying you are effectively taking that skill away from the rogue lockpicking becomes redundent because everyone can do it. I've always seen Rogue like character to be the looter characters, I don't think the argument should be giving classes general skills it should be giving classes unique skills which give different rewards outside of combat.

#59
Redwolf Skydragon

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Crazy Eyed One wrote...

I know, I was saying you are effectively taking that skill away from the rogue lockpicking becomes redundent because everyone can do it. I've always seen Rogue like character to be the looter characters, I don't think the argument should be giving classes general skills it should be giving classes unique skills which give different rewards outside of combat.


Please read my post above this post, as well as (or instead) my super long post. That is what I am aiming for. This idea I have used as I know it can be done and I do not think that it would be a very difficult or time-consuming task. I do not wish to make an idea that will be denied flat-out because it will take time and effort. BioWare has stated when talking about the relationships, that they are a bonus. Not something that they put on top of the "to do" list. This idea, concept, suggestion is something that I would like to see, but I also understand that it is not a very top concern for the staff. This would be a bonus, lower than the relationship bonus. So I do not wish to throw ideas that would require time and effort that the staff would be better served putting into other aspects of the game. I do not think my suggestion is wild enough that it would be tossed right away. It is my hope that at least it, and some other ideas that have been shared on this post, would at least catch their attention enough to look at it and give it serious thought. If it cannot be added, so be it. I would like to see it added, but I won't allow myself to be completely distraught if they decide it's not worth their time.

As to seeing the Rogue as a looter character, I must frown at that. I am a primary stealth class user. Rogues are more than looter characters, they are a powerful class that utilizes critical hits and damage to quickly take down high threat targets.

#60
nightcobra

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it doesn't need to even be a chest

it could also be:

locked doors and chests for rogues

bashing walls and doors down for warriors

creating bridges or dispelling magic for mages

all with extra loot on the other side

maybe even mix together, bash a wall, behind the wall theres a gap then create a bridge with the mage, and there's a locked chest at the end, use the rogue.

#61
metatheurgist

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Allan Schumacher wrote...
If all classes have the ability to unlock locked items, is there much value in even having locked chests?

Maybe the answer is to not have classes at all? Image IPB

#62
hangmans tree

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It might work with spec paths. Warrior - forcing lock test; if failed content is broken. Mage - open lock spell... or any other spell to manipulate the lock or the case itself. If failed the content is melted/whatever by magic. Resonably: those traits would be outside of given class specialization - that is why tesst sould be (heavily?) penalized.
Rogue - well, obvious, aint it?

#63
Boycott Bioware

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Simple solution is there is "Skeleton Key" that can open all chests and locks as rare loot, quest item, sold in special shops or quest reward (or even DLC item duh)

Second solution is "scroll of open lock"

Third solution is "tome of open lock spell" for mages only

Modifié par Qistina, 13 septembre 2013 - 11:03 .


#64
Direwolf0294

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I think it's fair to allow all classes to unlock things, but to have it based off a tier skill system like it was in DA:O. If a warrior wants to bash open a lock they need the tier 2 or higher bash lock skill, for example. It might not make a whole lot of sense lorewise, but it keeps the gameplay fair.

#65
Sifr

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You know, having chests that can only be opened by cross-class combos has some merit to it.

Reminds me of those old Harry Potter videogames, which had chests or secret passage ways that could only be opened after acquiring one or more spells, meaning while you did have to backtrack later in the game to find vital loot, it was always fun to explore more areas.

Considering that DA:I will feature areas, locations and enemies you can't fight until you can return after a few levels, it wouldn't be a slog for the player to backtrack to find some previously sealed loot.

With the Templars and Mages at each other's throats, it makes sense that perhaps they might perhaps boobytrap chests against the other side. So while Rogues could potentially open any chest in the game, going in blind will have consequences.

For instance, Magically-sealed chests with a Summoning Circle nearby, without a Mage in the party to unravel it, will end up causing a Demon to spring forth.

As a counterpoint, attempting to open a Templar-guarded chests without a Templar in the party meanwhile will end up causing your Mage to lose all mana and perhaps trigger an ambush, either by Templars or something they've left behind.

Another suggestion that you risk either roasting your party with a grease-fire or a fireball to the face without a Mage or Templar to deactivate the traps.

And Rogues would need to upgrade to deal with larger conventional traps, such as spikes or bear-traps.

Modifié par Sifr1449, 13 septembre 2013 - 06:24 .


#66
Ziggeh

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Redwolf Skydragon wrote...

1. Warriors and Mages being able to open locked chests. I mean really; a Warrior that can't just break open the meager chest or a Mage that can't just open it with magic. It's annoying to be limited to always having to have a rouge in the party (despite how useful they are in combat), just so I can open a chest that might or might not give me junk anyway.

What you have here is confusion between "game" and "simulation". 

The chests in this instance are intended not as a simulation of a treasure bearing box, but as a gameplay rogue based bonus.

And so your question is really either: "Why a warrior can't have a gameplay rogue based bonus?" - To which the answer is in the question or "Why isn't the game more of a simulation?" - To which the answer is essentially developer preference.

#67
Deflagratio

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metatheurgist wrote...

Allan Schumacher wrote...
If all classes have the ability to unlock locked items, is there much value in even having locked chests?

Maybe the answer is to not have classes at all? Image IPB


Maybe the answer is also to turn Dragon Age into a First Person Shooter set in the near future against an Islamic paramilitary organization.

#68
Ziggeh

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Deflagratio wrote...

Maybe the answer is also to turn Dragon Age into a First Person Shooter set in the near future against an Islamic paramilitary organization.

eye sea watt yew did their

#69
Guest_Guest12345_*

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Yeah, leave rogues the only class able to disable traps and pick locks. It doesn't make sense to homogenize every class to be able to do the same things. The fact that mages and warriors can't pick locks is EXACTLY what makes picking locks valuable. If every class could, then why would developers even bother putting locks on chests? The whole idea is that different classes have different skills and abilities that make them useful and distinct.

#70
Maverick827

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nightcobra8928 wrote...

How do you like this idea for example:

have a chest with an intricate lock for rogues to unlock
a chest with a magic seal for mages to unlock
a sturdy chest with "dwarven magic resistant chains, i don't know invent something that stays in the lore but with a similar effect" for warriors to bash open


any class could unlock any chest type but if a class tries to unlock a chest not "made" to that archetype, there would be a penalty.

example:

a warrior or rogue that unlocks a mage chest receives magic damage due to the seal
a warrior or mage that unlocks a rogue chest receives poison/gas/trap damage due to an intricate trap in the lock
a rogue or mage that unlocks a warrior chest receives a debuff on strength/constitution due to high physical exertion.


I feel this approach works because of no Health regen in inquisition making you think if you really want to open that chest at that moment or try it later once you're better prepared.

I had a similar idea, except that instead of a warrior being able to open a mage lock with a penalty, he would be able to open it fine IF he took a specific skill, had a specific specialization, or fulfilled some other criteria.  So, theoretically, you could make one character - no matter the class - your "unlocker," but at some sort of cost.  Or you could have a party with all three classes and not have to spend anything to open everything.

#71
Rpgfantasyplayer

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I don't like the idea for every class to be able to pick locks. What then would really set the rogue apart from the other classes? When I think of a rogue I see them being able to get into things that no one else is able to get into. Also being able to sneak and being stealthy is part of that. As a rogue I should be able to pickpocket also. I liked that in DA:O. To me being a rogue and opening things that other can't (and this includes locked doors) should allow me to do things that will not catch the attention of the enemy. If I can unlock a door or a chest that is being guarded and do it with a rogue that has stealth and not be caught, then that gives me the incentive to have a rogue in my party.

#72
Wulfram

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Rpgfantasyplayer wrote...

I don't like the idea for every class to be able to pick locks. What then would really set the rogue apart from the other classes?


Stealth, single target damage, maneuverability, maybe the ability to open locks more quietly and quickly.

#73
mupp3tz

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It could something be as simple as requiring mages (magic) and warriors (strength) to have higher attribute checks in order to open escalating types of chests/doors, whereas a rogue (cunning) is capable of meeting the minimums for each type earlier. This would still maintain the rogue's status as master lockpicker, while also not locking warriors and mages out of lower-medium level locks earlier on and higher level ones only at a sacrifice to points in willpower and constitution.. while a rogue can maintain levels of good cunning and dexterity and still access high level checks.

Of course that is going by past games where rogues have a distinguishable out of combat advantage that can't be mitigated by potions with mages and.. well, warriors don't have anything do they? Someone correct me if I'm wrong on that.

Also, with the footage of Cassandra shield bashing a door.. different classes might have out of combat perks we don't know about yet. And if they are up to par with rogue's unique chest/door abilities, then perhaps my suggestion is unecesssary. 

I would also suggest a fix to the chests so that they actually give worthwhile equipment.. so that having a rogue still has a great advantage.

Modifié par M U P P 3 T Z, 13 septembre 2013 - 03:41 .


#74
Jaulen

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Redwolf Skydragon wrote...

ScarMK wrote...

I don't know about you, but I can easily carry rouge in a pocket. I'm not limited at all.


You never wanted to have 3 mages and 1 warrior? Have all the buffs split between the mages while they call down Fire Storms and Tempest's while the warrior keeps the enemies attention? You never wanted 3 warriors and a 1 Mage, having the enemies constantly changing targets so they aren't as effective while the warriors buff one another while the mage buffs them as well? No?! You never wanted two warriors and two mages, where the warriors take the front lines holding aggro (threat, w/e) and dealing damage, while the mages focus on damaging the groups and/or the higher ranked enemies? None of this have you ever thought of wanting to do?!



Me?
Nope.

I'd rather have three rogues and a warrior.

Mages can go jump in a lake. ;)
(although I usually side with them over the Templars....they can go jump in a fire)


And as someone who likes to play as a rogue....I don't like the idea of giving non-rogues rogue-like abilities. That's the point of a class.
I could potentially get behind maybe allowing a warrior to bash a chest/door open......with a potential for damaging the loot (making some nice item potentially worthless).......or a warrior/mage combo where a mage freezes a lock and a warrior bashes the lock to break it for higher level locks....but a mage able to open a locked item themselves? No. They are already so overpowered why make then even more godlike?

Modifié par Jaulen, 13 septembre 2013 - 03:45 .


#75
Jaulen

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Wulfram wrote...

Rpgfantasyplayer wrote...

I don't like the idea for every class to be able to pick locks. What then would really set the rogue apart from the other classes?


Stealth, single target damage, maneuverability, maybe the ability to open locks more quietly and quickly.


Then people will be complaining that the warriors and mages can't do that either......

Oh wait.....mages in DA:I look like they can teleport.....there goes the stealth and maneuverability 'bonus' for rogues.