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Will lockpickers and healers be mandatory?


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#51
StrangeStrategy

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Last time lockpicking was brought up, they said that lockpicking is still a rogue ability. Unfortunately despite it being a great way to give you the option to not have a rogue in your party at all times, bashing locks is not an option (like it was in baldur's gate). Sad because that bashing locks option was in DAO, it just wasn't activated in the end (you can with mods).

 

An ideal for this would be to bring the lock picking skill tree back from origins, but make it available for all classes. Any class that wants to lock pick would be able to do so if they can spare the skill points once they level up.

 

As for mages that provide healing I'm guessing they are going to be very valuable, especially with the limited healing we're going to have this time around. Can't see a way around this unless there is a way around the health potions carry limit that they've said will be in DAI.

 

I only hope that they buff the self-healing of classes so that dedicated healer is not required. I felt gimped playing DA without Wynne/Anders, especially Anders since Merill has no party healing.

 

Reaver can probably self-heal, Mages can heal and protect with the spirit tree and possibly the necromancy tree, Rogues probably have no self-healing, since they shouldn't be taking damage in the first place.

 

I don't mind healing being necessary, I just dislike having to bring the tank (Alistair/Aveline) healer (Wynne/Anders) and any rogue for every playthrough.

Ya hear that, RPG developers across the world!?



#52
Fishy

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No .. Lockpicking should be class specific. if you don't like any of the rogue companion. Than make a rogue yourself. if you don't like the rogue class and you don't like any of the thief companion. Than too bad. Nobody force you to pick a rogue anyway. You want one because of the completionist attitude a lot of player have. If so .. If you're a completionist type. Than you're not roleplaying at all. Than why should you care about bringing or not a rogue ?

 

That what RPG are all about . You can't do everything with just one class. Maybe RPG aren't for you. Why should a whole genre change just because some player hate some of the mechanic of these game ? Should I complain that in god of war I can't make my own descision ? Should God of War V implement RPG element like tree dialogue ?  Just to make me happy ?

 

Maybe they should remove class or tree dialogue. What about the next dragon age become an action game ? It should not be diverse. It's what make RPG unique. You should not be able to do everything in the game without the right tool.

 

Sorry , but some of us still roleplay and we're not trying to min/max everything we touch.



#53
Gtdef

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They always are, but shouldn't be. This is a flaw in a lot of games, actually, they tend to optimize there scenarios with the presumption you have both a lockpicker and a healer in the party. It really should be diverse enough to allow you to solve the same problem different ways, be it finding a key hidden near the door to using medical knowledge to heal wounds over magic. Stuff like that would give us more options mechanically, instead of the cookie cutter, DnD-style game people are accustomed to. 

 

 

You do understand that dnd wizards can open locks better than rogues right? Simple spell "Open Lock". Also DnD doesn't need healers. It has controllers, buffers and spontaneous casting plus a Heal skill that any class can get if they want to. You can prepare healing spells but if you are a seasoned player you know that healing is very weak in this game. I think it's the latest version that made healers a thing, but I'm not sure cause I don't play it.

 

I get what you are saying, but that's not a problem with dnd ruleset translated into video games. The cookie cutter style is because turn based rpg developers want to do it. It makes sense to them, everyone having their role and caring more about the bigger picture. Action rpg developers tend to go the other way with minigames and stuff.



#54
Schreckstoff

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I only hope that they buff the self-healing of classes so that dedicated healer is not required. I felt gimped playing DA without Wynne/Anders, especially Anders since Merill has no party healing.

Reaver can probably self-heal, Mages can heal and protect with the spirit tree and possibly the necromancy tree, Rogues probably have no self-healing, since they shouldn't be taking damage in the first place.

I don't mind healing being necessary, I just dislike having to bring the tank (Alistair/Aveline) healer (Wynne/Anders) and any rogue for every playthrough.

Ya hear that, RPG developers across the world!?


Yeah you hear that, don't listen to him.

Parties should be diverse, with only 3 classes it is even more important to make every class unique in one aspect at least.

#55
LinksOcarina

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You do understand that dnd wizards can open locks better than rogues right? Simple spell "Open Lock". Also DnD doesn't need healers. It has controllers, buffers and spontaneous casting plus a Heal skill that any class can get if they want to. You can prepare healing spells but if you are a seasoned player you know that healing is very weak in this game. I think it's the latest version that made healers a thing, but I'm not sure cause I don't play it.

 

I get what you are saying, but that's not a problem with dnd ruleset translated into video games. The cookie cutter style is because turn based rpg developers want to do it. It makes sense to them, everyone having their role and caring more about the bigger picture. Action rpg developers tend to go the other way with minigames and stuff.

 

Caveat to all of that, if the GM lets you do it, then go for it. It is also tricky because the rogues in most tabletop games become completely irrelevant outside of their skill-stacking and maybe a backstab or two. Much like a straight up warrior, they become too weak as time goes on, which is an imbalance issue that was sort of fixed with 4th edition, you know, the one that no one liked because...reasons.

 

Turn-based also never had the need for rogue skills, healing being designated to one type of mage however is a common trait found in old school dungeon crawlers. It's mostly a mechanical trait at this point. 



#56
Killdren88

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I don't understand. Why do you hate rogues?

#57
In Exile

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Caveat to all of that, if the GM lets you do it, then go for it. It is also tricky because the rogues in most tabletop games become completely irrelevant outside of their skill-stacking and maybe a backstab or two. Much like a straight up warrior, they become too weak as time goes on, which is an imbalance issue that was sort of fixed with 4th edition, you know, the one that no one liked because...reasons.

 

Turn-based also never had the need for rogue skills, healing being designated to one type of mage however is a common trait found in old school dungeon crawlers. It's mostly a mechanical trait at this point. 

 

Ah, D&D. Those low-level parties of Mage, Meatshield and Talking Lockpick. Always a fun time. 



#58
Guest_Avejajed_*

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I'm the only lock-picker I need! I always take Varric but it's so annoying to switch to the rogue to unlock every goddamn lock so I just roll one when I do a completionist play-through. As for a healer I'm hoping my baby D will take that role because unless he does I'm going to have to go without. I'm not taking Viv anywhere if I have any choice in the matter.



#59
ladyoflate

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I will say it is annoying if only one mage companion even has the capacity to heal, which was a major issue in DA2. Sure, have a prioritized healer character, but don't force people to always take that specific character. At least give one other the ability to put on a damned band-aid.



#60
Innsmouth Dweller

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rogues were never mandatory. chests always have crap loot anyway.

as for healing... with the right combo of buffs/equipment/potions/tactic scripts/micromanaging you could tell Anders/Wynne to gtfo.

 

also, i want a minigame for lockpicking!

just started Metal Age, so don't pay me attention