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Weapons and armor should not be so class restrictive!


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#26
philippe willaume

philippe willaume
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Really? You've seen their skills and progression and know that Warriors are limited? I think we've seen maybe 2 skills thus far. Jumping to conclusions much?

 

Also in DA2 warriors had great progression, just take Reaver and look at all the options you have to kill everything around you.

 

 

I have no idea what it is you are trying to say here. Are you saying there should be 10 classes, and somehow that would make them distinct? I think you're confusing distinct with generic. Any game that has 10 classes is going to have each class overlap severely with at least 3 other classes. Or are you saying something else that I cannot parse out of your statement?

 

 

Lost credibility with that. :P

 

Hello you are kind of both right, you know

 

The problem with class is not the concept it is the implementation. In fact I have seen classless system being more restrictive than a class based system.

RPG are there for you to play something as close as the character you want.

so a warrior can be any thing from a fully armored knight to a loin clothe moon boot and cape Conan.

and a rogue can be anything from robin hood to a sneaky thieve.

 

In role/function based (MMO-like) RPG, the classe is defined by what it is going to achieve in the game and how it is going to achieve it.

 

So if you look at DA:2 with an MMO-like RPG in mind, it works quite well, most of the build works quite well for what they are intended to do. though there as some build that are relay super powerful and put any other combination to shame.

 

if you look at DA:0 with the more classical RPG approach, it kind of sucks; the games does not let you play what you would like and limits your tactical abilities and the once you have chosen a build you are super limited in your tactical choice and really even in the rotation of cool down.

 

a class system based on lore do not need armor or weapon restriction to work, a MMo-like RPG can't exist without it because system wise, the gear is direct  part of the class is implemented game system wise.

for example, in SWtor

if a Sith marauder (DPS)  could use heavy Armour like a Sith Juggernaught (tanks) , that would break the system as it would give the a durability worth several level up.  In short at same level that would be much better than a tank or a dps warrior.

 

if we ere to use a lore base class system,  the ability to tank should come from the Juggernaught class/profession/talent tree.

let say it is giving a Armour bonus regardless the armour (it might be proportional to the armour) and reduce you speed/range.

let say that the maurauder class/profession/talent tree double the range you can move - two time the Armour speed penalties

 

now either call can use any type of armour, it does not have such an impact on the game system.

 

Phil



#27
Guest_EntropicAngel_*

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I actually don't think Red XIII was so bad -- no worse than using unarmed combat at the very least. I wouldn't want to get in a fist fight with a lion. Just sayin'. I'd definitely take a giant humanoid rock animated with a dwarven soul over a caped cat doll perched on a moogle doll and controlled telepathically by a corporate triple agent, though. (Also, didn't Sephiroth attack with both hands when swinging the weapon? And though I never played the titles involving Genesis, he seems to be wielding a weapon styled after a rapier?)

You're right that in FF2 and FF3, you could wield two weapons at the same time. However, in none of these (FF1-6) did you carry a one-handed weapon in one hand with no shield. It was always carried with a shield, a second weapon, or wielded with both hands (doublehand ability in FF5 or the relatively few two-handed weapons). That offhand slot always had to pay rent. Not that it was super-realistic in the first place, but I'm just saying that even in FF, you didn't often see characters wielding swords one-handed with an empty offhand.

Re: Lightning, my knowledge of her weapon stops at the crossover event in FFXIV during the time I was playing that game. :P

 

Animals as party members has always annoyed me just slightly. As for Genesis and Sephie, if you look up the [Crisis Core Genesis Sephiroth Fight Scene] you'll get half a dozen links to a video. While Angeal DOES use two hands when attacking, both Sephie and Genesis only use one.

 

I guess I'd be satisfied with a little more...fluidity in how a blade is wielded. I wouldn't mind a typical longsword where the other hand is used to give additional strength to the attack, but where it's not glued to the handle unlike a two-hander.



#28
JCFR

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Concerning character customization, one of the best parts of DAO was that you had a variety of weapons and armor to choose from. Rogues could weild longswords if they wanted and even dual weild them, which was nice for those rogues who wanted to take a less stealthy route, but in DA2 they were limited to daggers. And in DA2 each class had one armor type, when in DAO you were allowed to pick from five different types no matter what class you were. I understand the need to have a distinct feel to the classes, but there also needs to be enough freedom to make them fit varied play styles. Some games, like Kingdoms of Amalur, have gone as far to make hybrid classes. The specializations could substitute for this by allowing access to normally restricted items, like swords for mages or rogues.

And once again someone compares a 3rd-person-action-RPG to a full party RPG with tactical combat...those kinds of comparisons are never gonna work because the gameplay is too different. If all you control is your own original character, something like Amalur works out fine... but if you control a party and it`s necessary  to use tactics then it's important for the class-system to work out correctly. Stone, paper, scissor - you know.

Means: everly class has it's ups and downs, it's abilities and restrictions... otherwise, if you break that down, classes get FUTILE.

So please no sword wielding, armor wearing mage unless it's because of a specialisation.