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Evolving from combat class and non-combat classes to a bit of both


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#1
RedIntifada

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Watching the videos and seeing how classes have developed, one thing that I am finding quite interesting is the development of Mages and Warriors having non-combat abilities. If you look back at KOTOR building a soldier meant having a combat expert in fact most of the descriptions for soldiers said things like "Soldiers are the meatheads of Knights of the Old Republic, tending to rely on brute strength to accomplish the task at hand. Soldiers make excellent combatants, but they also tend to lack technical aptitude," where as "Scoundrels get by largely on their sharp wit, using brains over brawn." and had access to a lot of non-combat skills. This meant if you wanted to talk your way through a situation you would play as a scoundrel.

 

Moving on to the first Mass Effect you pretty much needed someone with an engineering (or part engineering class) to open boxes,  biotic powers looked cool but you never got to use those outside of combat. In ME 2 and 3 the Engineering classes are no longer the only ones to access boxes and doors. The engineer cease to be special in terms of having extra plot abilities, with the exception of the Omega DLC where they have one scene different to everyone else.

 

With DA:O, warrior talents are all combat related, where as rogues spread their talents across stealth and lockpick as well as combat related talents (where as warriors would only have combat talents). Mage spells (their talents) were likewise unable to be used outside of combat. There was also a distinction made between "skills" and "talents" with a whole bunch of non-combat skills (persuasion, herbalism, stealing etc.) in the skills section, the rogue getting a new skill every 2 levels where as warriors and mages would only get a new skill every three levels.

 

Given non-combat obstacles had benchmark stat requirements to complete this meant I would always pick a rogue character, sure it made combat harder (and I enjoy a challenge), but you could access all the areas a warrior or a mage could (even if you don't like certain rogue companions), you just had to be even better at combat, plus you could access loot and other things.

 

With DA:I the choice seems a lot harder, warriors can bash down doors and mages can rebuild bridges. Do people think access to areas and plot solutions which don't use combat will still favor a rogue overall or will the other classes be just as vital in the non-combat areas of the game?

 

 

 

 

 

 

 

 



#2
xkg

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When KOTOR came, its core mechanics has been already in developement and constantly polished for more than 25 years, with only 2 major overhauls.

In case of DA franchise it is more like reinventing the wheel. Mayby not exactly. What I mean is - Bioware already had a solid system in Origins but for some unknown to me reason they feel the neeed to redone it almost completely in DA2.

Now it is similar with Inquisition. Not a good idea if you ask me, but that's just IMO.

 

That's how I see it.



#3
Maria Caliban

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Do people think access to areas and plot solutions which don't use combat will still favor a rogue overall or will the other classes be just as vital in the non-combat areas of the game?


I think the idea is that they want to give you a non-combat reason to pick members of every class. The rogue might have more content overall, but I'm guessing whatever exploration you do, the game will make sure you know you're missing something if you don't have one of each.
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