Remove weapon restrictions
#101
Posté 15 décembre 2013 - 01:05
#102
Posté 15 décembre 2013 - 07:57
#103
Posté 16 décembre 2013 - 02:32
Angrywolves wrote...
not going to happen.
Well aren't you a ray of sunshine!!
#104
Posté 16 décembre 2013 - 03:14
Mages should be required to sacrifice their mages for this. (here comes the entitled whining)
Warriors and Rogues should have a specialization that opens them to the magical world.
Modifié par Medhia Nox, 16 décembre 2013 - 03:14 .
#105
Posté 16 décembre 2013 - 03:51
Medhia Nox wrote...
Warriors and Rogues should have a specialization that opens them to the magical world.
Given the whole state of the world with the Veil tears, this is very likely to happen.
#106
Posté 16 décembre 2013 - 05:49
The Qunaris are often depicted dual-wielding "normal-sized" swords and axes anyway, and I would like to test out a dual-wielding Qunari warrior.
And what's to prevent a mage from carrying a sword and shield? Not all mages are thin and built like Finn.The DA;O mages can cast spells after sheathing the weapons, which is logical.
#107
Posté 16 décembre 2013 - 06:57
Angrywolves wrote...
not going to happen.
It's not over until Gaider sings.
#108
Posté 17 décembre 2013 - 01:41
Limited to robes.
Limited to a staff.
Unable to perform any melee attacks.
Only able to cast spells.
I'm not sure I entirely agree. I like hybrids of warrriors, rogues and mages.
Mixing and matching abilities and equipments of classes to create new classes.
Perhapes Dragon Age's specialisations can make this possible.
Or we can restrict classes to their associated weapons and armour.
Modifié par Abraham_uk, 17 décembre 2013 - 04:18 .
#109
Posté 17 décembre 2013 - 11:19
I think , that it is a question of class balancing catering to the game system and the difficulty levelAbraham_uk wrote...
There are some people who think that mages should be the most restricted in terms of weapons and armor.
Limited to robes.
Limited to a staff.
Unable to perform any melee attacks.
Only able to cast spells.
I'm not sure I entirely agree. I like hybrids of warrriors, rogues and mages.
Mixing and matching abilities and equipments of classes to create new classes.
Perhapse Dragon Age's specialisations can make this possible.
Or we can restrict classes to their associated weapons and armour.
scaling.
Mixing and matching works well if the system is geared up towards same rule for all as opposed to class specific rules.
So for exemple, if you want to snipe a guard in a tower at 400 m. If your game system is geared towards result. all uses the same mechanism,
i.e. it is a matter of having the gear a projectile that has range, and a good enough aiming device.
So if sniping is a game feature open that always works the same for every one. You only need a heavy crossbow/ powerful (strong race or Elvish or heroic) bow/high power rifle/a missile spell/or a spell
a scope/a spell/mutation/natural abilities.
but if your game system is based on a very generic system modified by class talent/ability/perks. For it to be generic either each class needs to have their version that works with the class specifics combat mechanisms which usually are geared toward a specific functions, and that makes trade off and finding the right balance with the class whose main function very difficult.
A generic system makes it trivial to have an ability open to anyone with the right gear and perform at a very good level. as well, it is much easer to preserve class flavor via class feature that makes it easier/cheaper to use for the class to use class abilities
phil
Modifié par philippe willaume, 17 décembre 2013 - 11:22 .
#110
Posté 28 décembre 2013 - 12:55
Medhia Nox wrote...
If they did this - it should be a specialization.
Mages should be required to sacrifice their mages for this. (here comes the entitled whining)
Warriors and Rogues should have a specialization that opens them to the magical world.
Technically the warrior did. It was known as the "spirit warrior" spec in Awakening.
#111
Posté 28 décembre 2013 - 01:44
Unless you want it to be enabled with, like, an 80% miss penalty on something you aren't proficient with.
I did like the idea that came up of a sacrificial system; dumping in some of your attribute points or skill/magic points into a proficiency for a single type of weapon/armor.
#112
Posté 28 décembre 2013 - 03:35
how often do you change weapons anyway.
#113
Posté 28 décembre 2013 - 03:52
jncicesp wrote...
If you wanna use a certain weapon just choose that class it doesnt really change anything about the game, just combat and stuff.
how often do you change weapons anyway.
I switch weapons nearly every encounter in Origins, especially when switching from melee to ranged. It was facilitated by the fact that you could have two different weapon sets equipped at any given time.
#114
Posté 28 décembre 2013 - 03:57
jncicesp wrote...
If you wanna use a certain weapon just choose that class it doesnt really change anything about the game, just combat and stuff.
Well that is a game changer.

BlueMagitek wrote...
I imagine the reason is that they don't have the training to use those weapons/armors. There's more to swordsmanship than just holding and swinging a blade, and other weapons have their own styles as well.
Unless you want it to be enabled with, like, an 80% miss penalty on something you aren't proficient with.
I did like the idea that came up of a sacrificial system; dumping in some of your attribute points or skill/magic points into a proficiency for a single type of weapon/armor.
That's correct but an 80% miss penalty is too much. It was fine how it was in Origins. The mage missed more times than the warrior and were weaker with a sword. Obviously there's more to swordsmanship than just swinging a blade but you don't need to be a scientist to work out how to connect the attack to someone.
Warriors (being trained in swordsmenship) would obviously know how to swing a blade with precision and technique which would mean that they'd always be better with a sword than a mage but I don't see why a lack of training should render the mage incapable of thrusting or swinging his sword at an enemy.
Likewise these's absolutely no logical reason why a warrior can't use daggers or why rogues can't use swords as both classes are educated in martial combat with weaponry so there's no excuse there.
#115
Posté 28 décembre 2013 - 04:21
in dao it was possible to make a viable warrior using dual wield skill tree or archery.
It was also possible to make a passible rogue using two handed weapons or weapon and shield if one simply focused on the generic rogue combat abilities. This is especially so with the expanded trees in awakening. Although not optimal dao have us options and not all of us min-maxed to get the most optimal damage output build. So long as it wasn't a complete peice of garbage and wa playable on at least normal difficulty.
without the arcane warrior specialty for mages thier weapon use was limited so I see them restricting that but its asinine to restrict the other two classe who are weapon not magic based.
#116
Posté 28 décembre 2013 - 04:28
Also we are free to pick our character weapons within specifications. For example we can make our warriors be two handed warriors or shield and sword warriors (like in DAO). So we wont have restricitions like in DA2. They are also looking at ways for multiple classes to use some weapons like bows.
However Mike Laidlaw did say that the chances of rogues using swords was slim on twitter. I am ok with this personally because I like the class distinction. Why make classes if they are not different. You say they were diverse enough but the difference between rogues and warriors was almost non existent in DAO. I mean I ended up playing pretty much the same character end game no matter which of those two classes I chose.
#117
Posté 28 décembre 2013 - 07:31
They should differ in their gameplay and pool of skills/talents. Weapons are mostly irrespective of that.Mark of the Dragon wrote...
However Mike Laidlaw did say that the chances of rogues using swords was slim on twitter. I am ok with this personally because I like the class distinction. Why make classes if they are not different.
That's exactly how I felt about DA2. I was much happier with the differentiation in DA:O.You say they were diverse enough but the difference between rogues and warriors was almost non existent in DAO. I mean I ended up playing pretty much the same character end game no matter which of those two classes I chose.
#118
Posté 28 décembre 2013 - 03:05
Why create any limitations at all? Let characters freely evolve. Open worlds demand open characters.
#119
Posté 29 décembre 2013 - 12:08
So the best we can hope for is for some more varied specs.
#120
Posté 29 décembre 2013 - 04:01
#121
Posté 29 décembre 2013 - 05:48
KnightXE wrote...
wait....when did they hint at a melee mage spec?
I know that one of the podcasts mentioned that we'll probably get a melee mage type but I just don't remember exactly which one atm, it was either behind the scenes, art and design, storytelling or tactical combat one.
Though I do remember the context of the conversation which was that someone asked them can I beat up enemies with a sword or greatsword like a paldin type and one of the devs said probably. It was probably said somewhere else to.
#122
Posté 29 décembre 2013 - 11:45
#123
Posté 29 décembre 2013 - 11:49
Now, finding out which one of them it is would potentially take several hours, but if you haven't listened to them before, they're all worth your time. Someone else might know more specifically which one it is.
Modifié par Kurremurre, 29 décembre 2013 - 11:49 .
#124
Posté 29 décembre 2013 - 11:49
oh source amnesia,how i hate you.Spectre slayer wrote...
KnightXE wrote...
wait....when did they hint at a melee mage spec?
I know that one of the podcasts mentioned that we'll probably get a melee mage type but I just don't remember exactly which one atm, it was either behind the scenes, art and design, storytelling or tactical combat one.
Though I do remember the context of the conversation which was that someone asked them can I beat up enemies with a sword or greatsword like a paldin type and one of the devs said probably. It was probably said somewhere else to.
#125
Posté 30 décembre 2013 - 12:02





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