I'm a bit bothered by the design of 2-handed Warriors in the last two installments of Dragon Age and I wanted to share my thoughts with the community and see where you guys stand.
First of all, some historical context (I'm gonna limit myself to Europe, for brevity's sake). 2-handed melee weapons could generally be subdivided into the following categories: Pikes, Pole weapons and 2-handed Swords. Since Pikes are applicable mostly to fighting in mass formations we will leave them out. Two-handed swords were generally an evolution of the longsword, so that it gradually increased it's reach until it matched that of other 2-handed weapons. However, while retaining their advantage over poorly armored opponents, they offered less so against armor than other 2-handed weapons. Pole weapons consisted of a long wooden haft, with a metal head of different size and shape mounted on it. They were cheap to make and maintain.
2-handed weapons offered two advantages over one-handed weapons - reach and increased angular momentum, i.e. more force on impact. Thus, they were used mainly by two groups of people - low class soldiers/peasants who could not afford good armor and weaponry and relied on the defensive benefits of extended reach, and by well-armored men-at-arms and knights (i.e. "crack" troops). While the second group did also enjoy the longer reach advantages, their focus was more on the higher offensive value it provided due to its increased kinetic force. They could penetrate armor when swung with enough momentum and in closer distances they were used with a quarterstaff technique with the added options of hooking provided by the metal head of the weapon.
2-handed weapons were not extremely heavy or slow - they weighed generally not more than 4-5 pounds, as opposed to 1.5-2 pounds for one-handed weapons. Considering that one uses two hands to move them, there is not a serious difference in speed. However, most pole weapons were slow on the recovery because of the weight distribution, the same way one-handed axe is more cumbersome than a one-handed sword, even though the weight is about the same.
Worth noting is that the second group of warriors (the elite troops who fought on a regular basis) started using two-handed weapons only when they had access to armor of quality high enough to make them not worry about arrows. The huscarls (wielding Danish axes) were the most heavily armored warriors on the field, later on knights and men-at-arms who wielded poleaxes, halberds and so on were armored with plate mails or a combination of good chainmail and a gambeson beneath or above it. Both variants provided excellent protection against ranged attacks.
What does this mean in terms of gameplay design? Well, for one, we should have a passive or an active skill that sunders armor independent of a critical hit. We did so in DAO (Sunder Armor). We should have some skill representing the defensive advantage of longer reach and some skill reflecting the quarterstaff tactics at closer distances. The former could be for example swinging a weapon in front of you continuously, costing stamina per second and with the enemy taking heavy damage, armor penetration and stun/stagger/knockdown if they enter your arc (but ending your swing, too). The second could be some sort of disabling move, such as stun or knockdown with added benefits for the follow up attack. There should be also a passive representing the fact that your armor offers you serious protection, especially from projectiles. The auto attacks should not take significantly longer to execute than those with SnS and activated abilities should have around the same cooldown, albeit at higher stamina cost. AoE attacks might be reduced to a small cone (and up to only 3 persons) in front of you or removed completely (Cleaving several opponents with one swing was not a common occurrence).
How does DAI stands with regard to this? Well, we have Block and Slash and Whirlwind, which could be very well merged into one defensive skill (the spinning arc I described above). Whirlwind as an offensive talent is not that appealing, I'd rather have something like Onslaught from DAA. Speaking of which , that would be a good ability to add armor sunder on the final hit. We do have a passive for armor sunder, but dependent entirely on criticals (with no other skills affecting critical chance, except one rarely applicable specialization passive). Unless most 2-handed weapons get an (substantially) increased critical chance modifier, this is neither optimal, nor accurate. Regarding armor - SnS should provide higher frontal defense in the passives, but 2-hander should have an overall armor/defense/damage mitigation increase. One of my biggest gripes - in the first two games, the abilities cooldowns were generally in the same ranges, whereas in DAI the activated abilities hit for the same weapon percentages but 2-handers have twice as long cooldowns (without 2-handed weapons having twice as much base damage). In a game as highly responsive as DAI is, this is quite punishing.
Well, we have the stereotype roles of Tank, DPSer (sustained and/or burst), and Controller/Disabler. In DAO/DAA, SnS could handle the first and the third reasonably well, while the second was somewhat more difficult. 2-hander was excellent at the second and third role, and while typical tanking was not advisable, Indomitable ensured that undisrupted damage output made it an excellent off-tank. In DA2, SnS caught up with the DPSing, while 2-hander dropped off further in terms of tanking. In fact, due to the nature of CCCs, SnS surpassed 2-handers in terms of damage output. In DAI (admittedly, I have played around only with the companions, haven't completed a main 2-handed char playthrough yet) the 2-handed tree offers only a small advantage in terms of disabling (actually none, since you have twice as long cooldowns). Tanking or off-tanking is out of the question without SnS passives (which I suspect the devs have not intended to be used without the corresponding weapon loadout). Damage output is less than SnS, unless you choose the mind-numbingly repetitious Dragon Rage/Devour route, complete with an ugly, immersion-breaking, "claws" animation. So basically, 2-handers are reduced to being playable as only one type, while SnS have expanded to all three.
Oh, and concerning bosses, where 2-handers should excel (given the historical aspect of crack troops, specifically designed to deal with the armored enemy elite), they lag behind. Why? Because, bosses more often cannot be stunned or knocked down, and 2-handed burst damage is much lower than SnS (while sustained DPS - auto-attacks exposes you to a lot of hurt coming your way, which only SnS can mitigate).
TL;DR
I feel that the 2-handed Warrior has been hamstrung in DAI.
Thoughts?





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