Mavkiel wrote...
Rogues have many interesting skills. Having to invest points in lockpicking/stealth/placing-disarming/ traps/posion is point consuming. Yet those are the very skills people think about when playing a rogue. Perhaps some of those trees could be combined.
This would be easily fixed on Bioware's part. Combine Stealth/Device Mastery/Trap-making/Stealing into Theivery skill (not talent), sort of how D&D 4.0 combined sooooo many of the 3.5 rogue skills into 2 main skills. Considering rogues already need combat expertise, and pretty much everyone needs coercion, it wouldn't hurt to combine all these things.
...Or just give rogues more skill points in the skills tree. Worked for 3.5 anyways.
(I realize I'm mentioning d&d alot, but it's fitting)
What A Twist wrote...
Dislike:
The lack of interesting gear, there are so many great
patterns and looks for heavy plate armor, but leather has none that I
can think of in terms of unique patterns. The class when ranged, simply
misses too much. Missing doesn't really stop you from getting through
the game, but it does drive me nuts.
OMG yes....I could get every single warrior and my arcane warrior into top tier heavy setsof pure win, but there isn't jack for rogues except for the 2 drakeskin sets.
I never noticed much accuracy probs with my rogue, but I had really piled on the dex. Either way, from what I can tell archers are more meant for burst DPS, vs the more consistant dual-wield dps. A good arrow of slaying can shut a mage up really quick. I suppose I'm the only one who didn't see too many probs with archery builds. A little buffing wouldn't hurt, however.
Ranger build still = completely useless though >.>
MonkeyChief117 wrote...
. . . apart from the fact that only rogues can open locks/ disarm
traps, meaning i have to take Zev/Lel with me wherever i go if i want
to experience the game properly. Considering there are so many
characters, wasting one of my 3 slots with a rogue limits your
experience of the game. Why the hell are there only two rogues in the
game and about 25 warriors? It makes no sense.
Well, you also pretty much HAVE to have a tanky type, and pretty much HAVE to have Wynne, or a whole lot of potions if you want healing. And Lel/Zev can bring nice dps, something you also pretty much have to have. By the time youre done, you almost have to have at least 1 of each of the 3 classes. classic RPG party building.
It's accepting that fact or allowing bashing of items (and to still make you think twice about having a rogue, you can give chance to broken items like NWN2).
Feraele wrote...
I find on every playthrough on Origins no matter which Origins ..the
locked chests assume that you play a rogue, and certain areas are
blocked impassable after a large game event, such as Ostagar for
instance. So can you guys lower the ability level on those chests, so
for instance, Daveth could open whats there? hehe. This has been
bugging me for awhile now hehe.
This I actually agree with 100%. Even after Kocari and Ostagar, there seems to be a bell curve in lockpicking difficulty until you hit the 3rd in the line, even with Leli/Zev
bconk55 wrote...
3. Play in heavy and/or difficult combat feels like micromanaging:
since rogue is easily automated and mage is not, during my rogue play
through, I found myself doing more with my mage (Morrigan) than my
rogue during difficult encounters. I would switch to my rogue to place
him behind the target, which, over time, feels more like micromanaging
him than playing him.
Same in NWN2, but I think that's kind of the point. You're not just the hero, you're the whole party. Would be nice though if you could stack multiple commands on a char (in NWN2, you can queue up to 4 spells/commands at once).
Seagloom wrote...
My least favorite is assassin. It's a straightforward DPS aiding class
for the most part. To be fair duelist is not much better, except it
skews towards defense instead.
That would be the whole point, but after years of EQ2 it feels like the norm. Assassins ONLY dps and bring NOTHING to the group/raid. Swashbucklers did straightforward dps with slightly better defenses. Troubs/Dirges sacrificed a lot of DPS to be amazing buffbots that you can't do without.
To start putting a bunch of group buffs on assassins and duelists would just be making more bards. If you don't wish to sacrifice buffs, but wish to have Zev in group perhaps, you can make a champion warrior, or if youre playing the rogue, make Alistair's/Sten's/Oghren's second specialization Champion.
QuiTamGogh wrote...
Dislike -- I don't feel that the game really calls for rogue-ishness.
If I didn't need a rogue class for opening chests, I don't see what the
point would be. I don't really poison my blades. I don't really
sneak. I guess I could but
I've never thought, "Gee, if I could sneak here, that would really
help," or "Golly -- I really should start poisoning my weapons."
Another thing I agree on. In 3 playthroughs, I haven't felt the need to bother with poisons or traps.
Palathas wrote...
Underpowered:
Bows and bow abilities. Bows can't have runes and sustained enchantments don't affect them and posions don't affect them. Ammo is extremely rare where a melee weapon is constantly enchanted by runes and sustained enchantments and it's quite easy to get a better armour penetration with a melee weapon than the bow. All bow abilities take far longer to activate than melee abilities. Bows are a fairly important weapon for Rogues as they can be quite squishy.
...Hey yeah, I never noticed you couldn't rune bows. Bioware could consider scrapping PITA to find and overpriced to buy special arrows to rune bows as a means to alter arrow damage/effects. I did, however, highly appreciate not having to buy basic arrows.
As for the bow ability cast time, it's probably intended considering the burst damage they are more/less designed for...ya know a small chance for the mage to interrupt before they get one shotted with arrow of slaying
Lord Phoebus wrote...
The big problem is that you can throw grenades while staying stealthed, that mechanism should be disabled.
....Yeaaaaahhhhh...any hostile action should automatically disable stealth.
Kangaxx628 wrote...
Overpowered:Scattershot, seriously what is the range for the AOE stun,
I've had my party spread out along a corridor and bam everybody riding
the scattershot train to stun town. Even around corners and through
walls.
Since it's a stun, it can't be nearly as OP as Mass Paralysis, or the Explosive Paralysis combo on mages. Explosive Paralysis made me capable of destroying majorities of large groups of minions before they even broke out.
...and 5 pages later of reading everything mentioned seems to be looping. Thus concludes my overly long quoting session





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