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People's thoughts on the class specialisations?


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#76
jlb524

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I was going to play mage first but Artificer sounds fun.

 

I just have to think about how a Dalish artificer would fit in the lore.

 

The elf is confirmed Dalish, right?



#77
Spirit Keeper

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I was going to play mage first but Artificer sounds fun.

 

I just have to think about how a Dalish artificer would fit in the lore.

 

The elf is confirmed Dalish, right?

Yep, Dalish.



#78
Dobyk

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I am actually kind of glad Blood Mage is not coming back. I think they removed Spirit Healer out of mechanical issues, since healing will be limited in Inquisition, and Blood Mage would be very hard to implement from a story perspective. Your Inquisitor might be the only one able to close rifts, but I don't think you could push it so far that you are also using forbidden magics,especially since some companions might outright kill you on sight if they found out. Cassandra and Cullen, god, if they found out.... Unless you want to risk losing a battle and an advisory companion, and two romance options, sure. Blood Magic should be, after all, about costs. But personally, not a big deal for me, although I'm a bit sad about Spirit Healer. I've always played a Spirit Healer, the lore about this type of mages is amazing. Easily the only fantasy setting where being a healer is more dangerous than a maleficar, simply because you are running a much higher risk of possession than any other type of mage. Nevertheless, thank the Maker we have Knight Enchanter to save the situation :)  Now we'll have to see how they might incorporate Dalish magic, since your elf mage will always be Dalish, so.... are we gonna have some extra Keeper skills? I'm thinking they might actually add blood magic to the game, maybe a couple of abilities, but quest-related.


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#79
Spirit Keeper

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I am actually kind of glad Blood Mage is not coming back. I think they removed Spirit Healer out of mechanical issues, since healing will be limited in Inquisition, and Blood Mage would be very hard to implement from a story perspective. Your Inquisitor might be the only one able to close rifts, but I don't think you could push it so far that you are also using forbidden magics,especially since some companions might outright kill you on sight if they found out. Cassandra and Cullen, god, if they found out.... Unless you want to risk losing a battle and an advisory companion, and two romance options, sure. Blood Magic should be, after all, about costs. But personally, not a big deal for me, although I'm a bit sad about Spirit Healer. I've always played a Spirit Healer, the lore about this type of mages is amazing. Easily the only fantasy setting where being a healer is more dangerous than a maleficar, simply because you are running a much higher risk of possession than any other type of mage. Nevertheless, thank the Maker we have Knight Enchanter to save the situation :)  Now we'll have to see how they might incorporate Dalish magic, since your elf mage will always be Dalish, so.... are we gonna have some extra Keeper skills? I'm thinking they might actually add blood magic to the game, maybe a couple of abilities, but quest-related.

While i'm still sad to see blood magic go, I agree with what you said about the Spirit Healer. If Bioware did remove it because of the way healing in DA:I is limited then I personally think they have done it in poor taste. To remove an entire playstyle type in the name of 'difficulity' is a big mistake in my opinion. To me it comes off as 'Oh no, our game is too easy! Quick! Limit what healing the player can do so they will die easier and think our game has difficulty!'


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#80
sunnydxmen

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Knight enchanter for me.



#81
Tommy6860

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While i'm still sad to see blood magic go, I agree with what you said about the Spirit Healer. If Bioware did remove it because of the way healing in DA:I is limited then I personally think they have done it in poor taste. To remove an entire playstyle type in the name of 'difficulity' is a big mistake in my opinion. To me it comes off as 'Oh no, our game is too easy! Quick! Limit what healing the player can do so they will die easier and think our game has difficulty!'

 

I will miss the SH aspect as well. But if Bioware did this to make the difficulty higher, then I would hope they remove the healing abilities of the enemies as well. I also hope they do not bring back enemies that can spam drink health potions, like they had in DA2, that was awful. I am curious as how the leveling will work. If it was like DA:O, then when one gets to a high enough level, you become fairly powerful, even on Nightmare setting.



#82
sunnydxmen

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It's just that blood magic is an illegal form of magic in every nation other than Tevinter, so most people who witness or know about it would have a problem with the caster... I don't think the people of Thedas are really that open-minded or pragmatic in this regard.  It's different if the Inquisitor is a normal mage... the people might be wary or not like him/her for whatever reason, but there's no innate hostility like when one encounters a blood mage, a type of mage that they've been culturally conditioned to vilify.  Again, whether that's right or wrong isn't the issue.  The fact that there is a powerful cultural bias against blood mages means that a random person who encounters one is very likely to express disdain for the mage, report them to the authorities, flee, or even become hostile.  If none of this occurs, a gap is created between what the game shows and what the lore us, weakening the narrative overall...  This is basically why I think Blood Mage requires extra attention that the devs simply do not seem to want to put into the game.  I'd rather the experience be seemless than have something this integral to the lore be ignored yet again.

 

As for the Inquisitor's unique ability to close veil tears... tbh, I think that at some point the people would have to decide that the cure is worse than the disease.  Not that this would automatically happen should they start using blood magic, but there has to be some limit to what people are going to tolerate before they decide to figure out a different way to end the crisis...  It probably makes sense to research other options anyway, since if the Inquisitor dies on a mission, they're screwed without a backup plan.  (this isn't really related to blood magic but just the overall idea that the Inquisitor can do anything they want and people have to just tolerate it... for example, civilian killing sprees and other psychotic behaviors that have been listed in other threads..)

 

i dont think cassandra cullen or leliana and other comapnions or people r killing cilvilians they definitely will go after you.


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#83
Gamemako

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If Bioware did remove it because of the way healing in DA:I is limited then I personally think they have done it in poor taste. To remove an entire playstyle type in the name of 'difficulity' is a big mistake in my opinion. To me it comes off as 'Oh no, our game is too easy! Quick! Limit what healing the player can do so they will die easier and think our game has difficulty!'


I think that misses the point. It's a different design goal with different demands. Back in the day, most RPGs used some form of spell charge system. In DnD, you memorized spells and could only use as many as you had memorized. In the original Final Fantasy, you could only cast a certain number of spells from any tier. Once those charges ran out, you were done. Because everything you did meant you were slowly losing, there was a certain tension to every fight, a sting every time someone took a hit. By contrast, regenerating everything means you just aren't concerned with preventing damage. You can bulldoze through every encounter the same way, and you're not considering your resources or your limits at all. Neither design is necessarily better or worse than the other, nor is one necessarily more difficult. They're just different methods with different focuses. The important part is to ensure that the method is appropriate for the game's core design. Just try to imagine Dark Souls with regenerating health. DA:I wants the player to care about the scarcity of resources. The Inquisition has limited resources and hard choices to make, so also must the Inquisitor and his companions. It's a bit of a hard sell when the Inquisition barely scraping by while the Inquisitor is an unstoppable war machine who eats 53,595 heretics for breakfast.

#84
In Exile

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I think that misses the point. It's a different design goal with different demands. Back in the day, most RPGs used some form of spell charge system. In DnD, you memorized spells and could only use as many as you had memorized. In the original Final Fantasy, you could only cast a certain number of spells from any tier. Once those charges ran out, you were done. Because everything you did meant you were slowly losing, there was a certain tension to every fight, a sting every time someone took a hit. By contrast, regenerating everything means you just aren't concerned with preventing damage. You can bulldoze through every encounter the same way, and you're not considering your resources or your limits at all. Neither design is necessarily better or worse than the other, nor is one necessarily more difficult. They're just different methods with different focuses. The important part is to ensure that the method is appropriate for the game's core design. Just try to imagine Dark Souls with regenerating health. DA:I wants the player to care about the scarcity of resources. The Inquisition has limited resources and hard choices to make, so also must the Inquisitor and his companions. It's a bit of a hard sell when the Inquisition barely scraping by while the Inquisitor is an unstoppable war machine who eats 53,595 heretics for breakfast.

 

I disagree. The limits on spells didn't make the fights a tension - they just turned everything into "Hoarder: Extreme Edition". Your mages were basically pack mules for a bunch of high DPS fire and forget abilities if you didn't completely abuse the rest mechanics, or the rests mechanics rendered the whole Vancian magic system irrelevant. In JRPGs you very quickly got 99 health/mana potions to render the casting limiting irrelevant. 

 

That said, I am a fan of limited healing because it forces more creativity to reduce damage entirely. 



#85
luckycooky

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I dont realy care about the taps. More intrest in whit skills the bring. So if did are only 3 i asspect the are verry long and deep.

or we geth some other one's 

 

only thing i realy hope is bioware.Manage to make it intressting and it make's realy a difference not only combat wise but also on how people see you.

 

but i realy hope we geth some new information on this subject soon.



#86
Spirit Keeper

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I disagree. The limits on spells didn't make the fights a tension - they just turned everything into "Hoarder: Extreme Edition". Your mages were basically pack mules for a bunch of high DPS fire and forget abilities if you didn't completely abuse the rest mechanics, or the rests mechanics rendered the whole Vancian magic system irrelevant. In JRPGs you very quickly got 99 health/mana potions to render the casting limiting irrelevant. 

 

That said, I am a fan of limited healing because it forces more creativity to reduce damage entirely. 

'Creativity' orrrrr, people spend the whole game combat rolling everywhere.



#87
Spirit Keeper

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I think that misses the point. It's a different design goal with different demands. Back in the day, most RPGs used some form of spell charge system. In DnD, you memorized spells and could only use as many as you had memorized. In the original Final Fantasy, you could only cast a certain number of spells from any tier. Once those charges ran out, you were done. Because everything you did meant you were slowly losing, there was a certain tension to every fight, a sting every time someone took a hit. By contrast, regenerating everything means you just aren't concerned with preventing damage. You can bulldoze through every encounter the same way, and you're not considering your resources or your limits at all. Neither design is necessarily better or worse than the other, nor is one necessarily more difficult. They're just different methods with different focuses. The important part is to ensure that the method is appropriate for the game's core design. Just try to imagine Dark Souls with regenerating health. DA:I wants the player to care about the scarcity of resources. The Inquisition has limited resources and hard choices to make, so also must the Inquisitor and his companions. It's a bit of a hard sell when the Inquisition barely scraping by while the Inquisitor is an unstoppable war machine who eats 53,595 heretics for breakfast.

The Inquisition barely getting by shouldn't mean they develop a mental handicap that makes them forget how to use healing magic. If they really wanted to limit it then they could just make healing spells run on a  longer cooldown not just remove an entire specialisation. The whole thing just stinks of fake difficulty.



#88
Auztin

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People saying Blood Magic was illegal so it makes sense it's not in this one.You could be a Blood Mage in DA2 during Act 1.I have a feeling they added in as a universal branch like elemental & spirit damage spells.Same with healing spells.If so,awesome.
I think tempest will be somewhat like dualist & bard combined.Temptest like "tempt your enemy" to target you.

#89
In Exile

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'Creativity' orrrrr, people spend the whole game combat rolling everywhere.

 

That terrible roll is a totally different problem from limited healing, but I take your point on how they work together. 



#90
Dobyk

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People saying Blood Magic was illegal so it makes sense it's not in this one.You could be a Blood Mage in DA2 during Act 1.I have a feeling they added in as a universal branch like elemental & spirit damage spells.Same with healing spells.If so,awesome.
I think tempest will be somewhat like dualist & bard combined.Temptest like "tempt your enemy" to target you.

 

Making Blood Magic and Spirit Healer spells universal is a bit cheap to be honest, if they had done something similar. It defeats the purpose of Spirit Healers and Blood Mages being unique in the game. Nevertheless, they might allow players to learn some blood magic maybe through quests.


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#91
Spirit Keeper

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People saying Blood Magic was illegal so it makes sense it's not in this one.You could be a Blood Mage in DA2 during Act 1.I have a feeling they added in as a universal branch like elemental & spirit damage spells.Same with healing spells.If so,awesome.
I think tempest will be somewhat like dualist & bard combined.Temptest like "tempt your enemy" to target you.

You could be a blood mage in DA2 and DAO. You could also be a spirit healer in DAO and DA2. Blood magic may be illegal but that didn't stop the warden mage and mage Hawke from potentially being one. That also doesn't explain why Spirit Healer isn't a specialisation anymore since that's not illegal and is actually desired by most.

 

Furthermore, Necromancy is now a specialisation and while i'm not sure if it's considered illegal i'm pretty certain it's frowned upon. To me it's still coming off as fake difficulty OR pandering to people that don't want anything but more and more damage.


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#92
ReallyRue

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I am actually kind of glad Blood Mage is not coming back. I think they removed Spirit Healer out of mechanical issues, since healing will be limited in Inquisition, and Blood Mage would be very hard to implement from a story perspective. Your Inquisitor might be the only one able to close rifts, but I don't think you could push it so far that you are also using forbidden magics,especially since some companions might outright kill you on sight if they found out. Cassandra and Cullen, god, if they found out.... Unless you want to risk losing a battle and an advisory companion, and two romance options, sure. Blood Magic should be, after all, about costs. But personally, not a big deal for me, although I'm a bit sad about Spirit Healer. I've always played a Spirit Healer, the lore about this type of mages is amazing. Easily the only fantasy setting where being a healer is more dangerous than a maleficar, simply because you are running a much higher risk of possession than any other type of mage. Nevertheless, thank the Maker we have Knight Enchanter to save the situation :)  Now we'll have to see how they might incorporate Dalish magic, since your elf mage will always be Dalish, so.... are we gonna have some extra Keeper skills? I'm thinking they might actually add blood magic to the game, maybe a couple of abilities, but quest-related.

It would be really great if we get a couple of extra abilities based on race. Since our Dalish mage would presumably have been a First of their clan, I'd hope they at least have one Keeper spell, like Velanna's Thornblades, or Merrill's Ensare. 

 

I agree about the Blood Magic too. I've only taken it once or twice before, but it's not very satisfying, especially when characters like Wynne or Fenris aren't bothered at all by your use of it, even though Merrill's constantly getting raged at, and Morrigan gets plenty of stink-eye for her dubious magic. One of the BM spells even allows you to suck blood right out of them, but not a word is said. The Necromancer spec makes more sense, since it still has that questionable quality to it, but it wouldn't make people like Cullen want to flat out kill you on sight.


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#93
Spirit Keeper

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That terrible roll is a totally different problem from limited healing, but I take your point on how they work together. 

Actually I think it is linked. Take that last bit of what you said "forces more creativity to reduce damage entirely." I'm not opposed to limited healing, but in terms of 'creativity' all it means is that instead of standing your ground you have to run away or "combat roll everywhere". Not inherently bad, just not creative, 



#94
Plato

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It would be really great if we get a couple of extra abilities based on race. Since our Dalish mage would presumably have been a First of their clan, I'd hope they at least have one Keeper spell, like Velanna's Thornblades, or Merrill's Ensare. 

 

I agree about the Blood Magic too. I've only taken it once or twice before, but it's not very satisfying, especially when characters like Wynne or Fenris aren't bothered at all by your use of it, even though Merrill's constantly getting raged at, and Morrigan gets plenty of stink-eye for her dubious magic. One of the BM spells even allows you to suck blood right out of them, but not a word is said. The Necromancer spec makes more sense, since it still has that questionable quality to it, but it wouldn't make people like Cullen want to flat out kill you on sight.

I loved blood mage spec, it was the go to for me in every game as a mage, and I am very disappointed and saddened to see it won't make a return. That said.. I agree it was implemented poorly with no one blinking an eye when you used it. 

As for Necromancer, maybe this is just me being a pessimistic, but I have a hard time seeing how an entire spec can be build up around Necromancy. 

Knight Enchanter, I have no interest in that one at all. But hey people have wanted something like that to come back since Arcane Warrior was removed, so good for them.


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#95
Spirit Keeper

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I loved blood mage spec, it was the go to for me in every game as a mage, and I am very disappointed and saddened to see it won't make a return. That said.. I agree it was implemented poorly with no one blinking an eye when you used it. 

As for Necromancer, maybe this is just me being a pessimistic, but I have a hard time seeing how an entire spec can be build up around Necromancy. 

Knight Enchanter, I have no interest in that one at all. But hey people have wanted something like that to come back since Arcane Warrior was removed, so good for them.

I see the same issue with necromancy. Dragon Age Origins had necromancy as well in the spirit tree. When I think Necromancer, I just think of someone summoning dead bodies...kind of dull.



#96
mikeymoonshine

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I was going to play mage first but Artificer sounds fun.

 

I just have to think about how a Dalish artificer would fit in the lore.

 

The elf is confirmed Dalish, right?

 

Well It could just be something you learned as the inquisitor. I wonder if they will bring unlocks back, because that helped lore wise. 



#97
karushna5

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I was going to play mage first but Artificer sounds fun.
 
I just have to think about how a Dalish artificer would fit in the lore.
 
The elf is confirmed Dalish, right?


Dalish Artificer could easily be a natural hunter who used a variety of traps to catch prey or covered the clans tracks if they were fleeing from someone.

#98
Isabelle

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I'll be honest, I do not like the tittles or "labels" class ... are all warriors (or inquisitors) just because I'm a Knight I can not use a bow ? or learn spells ? or be stealth moments in ambush ?

One things I like much in Skyrim, building a class for survivor.



#99
aTigerslunch

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Grey Wardens used blood magic, and no qualms of it being evil/good or what not, its a tool to be used to dispatch Darkspawn. That is their way of thinking in general.

 

Hawke is an apostate, which apostates during Kirkwall was having issues from Meredith, resorting to blood magic can be seen. Though I dont see how Hawke can get away with it for too long.

 

Inquisitor, doesnt have the luxury that the other two have as they will be leading the Inquisition, too many groups and countries will have issues following them, as well as the Chantry allowing it for them to use. Bit restricted is how I see, so wouldnt anger everyone.

 

Class system is based on the fact that it does take a long time and alot of practice to allow skills to be a true warrior, rogue or mage. A person like a bard would dabble in all three, but is outmatched by a warrior, rogue and a mage.  Skyrim can change, but something is limited in any of those branches as far as those perks are concerned. Bound by Blood allows changing to rogue, warrior or pyro but again, skill points limiting to be fully skilled.

 

Id rather have a specialization than broad skills.

 

Actually, summoning dead and applying a viral bomb to that corpse with its extra imbuing is dangerous if your party is able to be splashed damaged with the enemy. I didnt find them that boring, I had to make sure my people were not going to get blown up along with the enemy when I sent viral undead out.



#100
Isabelle

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Id rather have a specialization than broad skills.

 

Agreed, You can learn karate and jiu-jitsu, but you will never be a perfect fighter.


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