I really like playing Dragon Age: Inquistion and enjoy the multiplayer part of the game. What we have now is very good start but there is room for more. So I started to think what could work in multiplayer for maps and characters lorewise.So we have crafted a list that will be updated each week.
Here is some music to play while reading through the thread enjoy.
Watch "All 10 Tavern Songs - Dragon Age: Inquisition OST" on YouTube
All 10 Tavern Songs - Dragon Age: Inquisition OST:
♤------------------♡----------------------♢-----------------♧
Possible New Maps
Spoiler
Maps
The deep roads
The once beatiuful unground cities of the dwarfs now infested by a plague known only as the darkspawn. The heroes have found a new passage way in from the storm coast . They have been tasked to find out what remains of this section of the deep roads and report back the heroes are up for the challenge.
Rooms:
Forgotten passages
Caves
Lava tubes
Darkspawn camps
Dwarven Thaig
Boss room: Legion of the Dead Fort and bridge over lava flow (from DA:O)
Cemetery heavy fog
Heroes make there way through a broken and deserted Cemetery. Fog is all around them as they progress through the never ending Cemetery on a mission.
Forrest like maze
A maze not carved by man but created by the Forrest. In the distance you can hear the wildlife as the heroes make there way through on a journey far beyond the edge of the maze.
Carta's hideout
Reuse the one from single player it seems a new type of enemy has come to claim this hideout as there own.
The dense wilds
Also called the Korcari Wilds the heroes must druge through swamp infested wilds who knows what awaits.
The Korcari Wilds are a cold southern expanse of forest and swamp, the extent of which is not truly known. Its native Chasind Wilders tell of a wasteland of snow and ice further to the south, filled only with desolate tundra and nomadic barbarians.
Dragons den ( More of a gaint cave like in Dao with the crazed andraste cult)
The heroes have come across a small town upon searching around find a hidden passge way. Who knows where it may lead but the heroes are eager to look.
An old cleared out thaig
Once home to the dwarfs and then the darkspawn this thaig still holds alot of beauty. The heroes have come in search of a rumor and what they find is much worse.
Abandoned Fortress
Long since abandoned this mighty fortress now stands as a warning sign of what war brings. The heroes are on there way to see what secrets it still holds lets hope that is all that remains.
Slaver Caverns
Im every nation there still lies a form of slavery as long as there is gold to be made. The heroes have stumbled upon an old slavers cavern who knows what has taken resident here.
Underground temple lost to time decticated to the old gods that Still has signs of blood sacrifice. With the chaos about the inquisition cannot let this go unchecked. They have sent agents to find out who or what has reopened the path to this temple.
Volcanic area wrought with destruction and signs of new life growing. With the signs of new life growing and reports of travelers avoiding the path. The inquisitions has sent agents to see what is making them keep there distance.
A village destroyed by a rift now closed with dead villagers about. House pulled apart and signs of people leaving in a hurry. Once a peaceful village now wrecked by the chaos the agents have been tasked to check for survivors.
Ostagar:
Representing the furthest point of encroachment by the ancient Tevinter Imperium into the barbarian lands of the southeast, the fortress of Ostagar was once one of the most important defensive Imperial holdings south of the Waking Sea.
(Maybe signs of the warden passing through)
Dark forest: Spiders have set up nests within this dark part of the forest. There is also a large number of corpses and cocoons scattered in this area.
Dragonbone wastes: Far to the south of Thedas, nestled between high, foreboding mountains, is a place where they say dragons go to die. There, in that harsh and wild land, a dragon at the end of her days would lie down and allow the bitter cold to take her. The Tevinter Imperium believed the tales, and imagined that the bones of these great and ancient beasts must be suffused with power—power they could take for themselves. And thus they sought out the place that their legends spoke of. This place is the Dragonbone Wastes.
Therinfal Redoubt is a fortress which formerly served as a training facility for the Seekers of Truth, but has fallen into disarray
The Blightlands are a barren region in southern Ferelden that were overwhelmed by darkspawn after the fall of Lothering during the start of the Fifth Blight.
The Bone Pit Mines are part of The Bone Pit quarry outside of Kirkwall. A maze of half mined tunnels, the miners have become wary of opening new passages due to a series of highly lethal accidents that have resulted.
The Brecilian Ruins are old ruins of presumably Tevinter origin in the Brecilian Forest.
The deep roads
The once beatiuful unground cities of the dwarfs now infested by a plague known only as the darkspawn. The heroes have found a new passage way in from the storm coast . They have been tasked to find out what remains of this section of the deep roads and report back the heroes are up for the challenge.
Rooms:
Forgotten passages
Caves
Lava tubes
Darkspawn camps
Dwarven Thaig
Boss room: Legion of the Dead Fort and bridge over lava flow (from DA:O)
Cemetery heavy fog
Heroes make there way through a broken and deserted Cemetery. Fog is all around them as they progress through the never ending Cemetery on a mission.
Forrest like maze
A maze not carved by man but created by the Forrest. In the distance you can hear the wildlife as the heroes make there way through on a journey far beyond the edge of the maze.
Carta's hideout
Reuse the one from single player it seems a new type of enemy has come to claim this hideout as there own.
The dense wilds
Also called the Korcari Wilds the heroes must druge through swamp infested wilds who knows what awaits.
The Korcari Wilds are a cold southern expanse of forest and swamp, the extent of which is not truly known. Its native Chasind Wilders tell of a wasteland of snow and ice further to the south, filled only with desolate tundra and nomadic barbarians.
Dragons den ( More of a gaint cave like in Dao with the crazed andraste cult)
The heroes have come across a small town upon searching around find a hidden passge way. Who knows where it may lead but the heroes are eager to look.
An old cleared out thaig
Once home to the dwarfs and then the darkspawn this thaig still holds alot of beauty. The heroes have come in search of a rumor and what they find is much worse.
Abandoned Fortress
Long since abandoned this mighty fortress now stands as a warning sign of what war brings. The heroes are on there way to see what secrets it still holds lets hope that is all that remains.
Slaver Caverns
Im every nation there still lies a form of slavery as long as there is gold to be made. The heroes have stumbled upon an old slavers cavern who knows what has taken resident here.
Underground temple lost to time decticated to the old gods that Still has signs of blood sacrifice. With the chaos about the inquisition cannot let this go unchecked. They have sent agents to find out who or what has reopened the path to this temple.
Volcanic area wrought with destruction and signs of new life growing. With the signs of new life growing and reports of travelers avoiding the path. The inquisitions has sent agents to see what is making them keep there distance.
A village destroyed by a rift now closed with dead villagers about. House pulled apart and signs of people leaving in a hurry. Once a peaceful village now wrecked by the chaos the agents have been tasked to check for survivors.
Ostagar:
Representing the furthest point of encroachment by the ancient Tevinter Imperium into the barbarian lands of the southeast, the fortress of Ostagar was once one of the most important defensive Imperial holdings south of the Waking Sea.
(Maybe signs of the warden passing through)
Dark forest: Spiders have set up nests within this dark part of the forest. There is also a large number of corpses and cocoons scattered in this area.
Dragonbone wastes: Far to the south of Thedas, nestled between high, foreboding mountains, is a place where they say dragons go to die. There, in that harsh and wild land, a dragon at the end of her days would lie down and allow the bitter cold to take her. The Tevinter Imperium believed the tales, and imagined that the bones of these great and ancient beasts must be suffused with power—power they could take for themselves. And thus they sought out the place that their legends spoke of. This place is the Dragonbone Wastes.
Therinfal Redoubt is a fortress which formerly served as a training facility for the Seekers of Truth, but has fallen into disarray
The Blightlands are a barren region in southern Ferelden that were overwhelmed by darkspawn after the fall of Lothering during the start of the Fifth Blight.
The Bone Pit Mines are part of The Bone Pit quarry outside of Kirkwall. A maze of half mined tunnels, the miners have become wary of opening new passages due to a series of highly lethal accidents that have resulted.
The Brecilian Ruins are old ruins of presumably Tevinter origin in the Brecilian Forest.
Possible New Enemies
Spoiler
Enemies
Darkspawn
They are a plague and a blight on the world always looking to spread. With new openings from the deep roads opened. Many are crawling out into the open. Can the heroes stop them from spreading any further or will they become to much to handle.
Undead
Demons pouring through the rifts in there true forms. But some still wishing to take possession of a host maybe because there not strong enough to enter the world in there true form. They are called the undead but dont take them for weak. Most undead go insane attacking all on site once they learn there host will not last for ever. Some of these undead still control some of the powers in the form of magic.
Trolls and wild life
Once a place is abandoned mother nature starts to take over again. And wild life works with her to claim the land back as there own.
Carta
Not to fond of the inquisitions intrusion into there work. Do not take kindly to finding agents in there new hiding spot expect a fight.
Crazed slyvannes and spiders
Nothing worse than a spirit trapped inside a tree it does not take them long to go insane. Can the heroes stopped the insane spirits or will they fall into a spider trap.
Dragons and wyvern
Some forces should not be distributed but when there is no other choice mind the teeth. Seems some winged monsters have taken a new lair and have some friends. Can the heroes stand against the heat or will they crumble under the weight.
Rogue templars and mages still fighting
Many broke into bands and there hatered for each other out weighs the worlds conflict. They dont believe in the inquisition and each think there siding with the other side.
There are many demon types that are not been touched on atm maybe second and a third set of demons should be considered
(Varterral ,Spiders ,Deep stalkers)Instead of one type of enemy why not three that have been seen with each other. The location has become over runned by these creatures with a varterral acting as boss.
Abominations and blood mages a cult that wants the world to burn. Only to rebuild it themselfs and is turning fleeing mages into abominations.
Raiders of the Waking Sea:
Raiders and bandits seize control of every opportunity. With the world falling apart many have taken to claim what they wish. Anyone that stands in there way are not alive long to tell the tale.
The Raiders of the Waking Sea is a loose confederation of ships and piratical raiders who ply the numerous seas and coasts of Thedas. The organization has no known leadership. It is instead a collection of ships, each its own sovereign vessel with its own rules, people, and leader.
Darkspawn
They are a plague and a blight on the world always looking to spread. With new openings from the deep roads opened. Many are crawling out into the open. Can the heroes stop them from spreading any further or will they become to much to handle.
Undead
Demons pouring through the rifts in there true forms. But some still wishing to take possession of a host maybe because there not strong enough to enter the world in there true form. They are called the undead but dont take them for weak. Most undead go insane attacking all on site once they learn there host will not last for ever. Some of these undead still control some of the powers in the form of magic.
Trolls and wild life
Once a place is abandoned mother nature starts to take over again. And wild life works with her to claim the land back as there own.
Carta
Not to fond of the inquisitions intrusion into there work. Do not take kindly to finding agents in there new hiding spot expect a fight.
Crazed slyvannes and spiders
Nothing worse than a spirit trapped inside a tree it does not take them long to go insane. Can the heroes stopped the insane spirits or will they fall into a spider trap.
Dragons and wyvern
Some forces should not be distributed but when there is no other choice mind the teeth. Seems some winged monsters have taken a new lair and have some friends. Can the heroes stand against the heat or will they crumble under the weight.
Rogue templars and mages still fighting
Many broke into bands and there hatered for each other out weighs the worlds conflict. They dont believe in the inquisition and each think there siding with the other side.
There are many demon types that are not been touched on atm maybe second and a third set of demons should be considered
(Varterral ,Spiders ,Deep stalkers)Instead of one type of enemy why not three that have been seen with each other. The location has become over runned by these creatures with a varterral acting as boss.
Abominations and blood mages a cult that wants the world to burn. Only to rebuild it themselfs and is turning fleeing mages into abominations.
Raiders of the Waking Sea:
Raiders and bandits seize control of every opportunity. With the world falling apart many have taken to claim what they wish. Anyone that stands in there way are not alive long to tell the tale.
The Raiders of the Waking Sea is a loose confederation of ships and piratical raiders who ply the numerous seas and coasts of Thedas. The organization has no known leadership. It is instead a collection of ships, each its own sovereign vessel with its own rules, people, and leader.
Possible New Classes
Spoiler
Classes
Blade Warrior
Dalish archer/assassin
Demon hunter
Void walker
Tevinter Fugitive
Avaar:
Warlock:
Revenant:
Ranger :
Champion:
Duelists
Spirit healer:
Spirit warrior:
Guardian:
Legionnaire Scout:
Force mage:
Swashbuckler:
Golem
Sentinels
Chevalier:
Ash Warrior:
Dreamer:
Magister:
Fog warrior:
Silent sister:
Shadow:
Tranquil:
juggernaut
The 4 mage elemental team
Lifestealer:
Samurai
Nightblade:
Bandit:
Compassion, Valor, Justice, Faith and Hope
Saarebas:
Bards:
Berserker:
Templar archer:
Seeker:
Shapeshifter:
Blood mage:
Grey warden:
Senior Enchanter
The Sniper Ranger:
Saboteur:
Mystic:
Demolition:
Jack of trades:
Dragon knight:
Slyvanne protector
Mabari war hound
Awakened darkspawn
Werewolf
Ghast
Knight enchanter
Emerald knight
The undead
Trickster
Arcane Archer
Titan
Pit Fighter
Warlord
Bounty Hunter
Copy Cat or Master Mimic
Tempest
Spirit Archer
Dreadnought
Antivan Crow
Blade Warrior
Spoiler
Race: human male
Class: warrior (Duel wielding tank)
Personality: sad but angry at those who would take what is not theres to take. Protective of his party members and does not wish to lose anyone else.
Growing up as a black smith's son is a hard life. But every free chance he had to spare he would pratice his blades. By the time he was a young adult no one could match his skill duel wielding his swords. When the chaos struck his family was taken away from him by the events that followed. Lost and angry he was found by cullen and joined the inquisition to seek justice.
Class: warrior (Duel wielding tank)
Personality: sad but angry at those who would take what is not theres to take. Protective of his party members and does not wish to lose anyone else.
Growing up as a black smith's son is a hard life. But every free chance he had to spare he would pratice his blades. By the time he was a young adult no one could match his skill duel wielding his swords. When the chaos struck his family was taken away from him by the events that followed. Lost and angry he was found by cullen and joined the inquisition to seek justice.
Dalish archer/assassin
Spoiler
Race: eleven
Class type: Rogue (archer cross assassin)
Personality: pride for the clan and the dalish
disgusted by the way elves are treated. Not fond
of Humans wishes to restore the dalish to there
former glory.
The Dalish seek to recover, inherit and preserve
the knowledge and sacred treasures of the two fallen elven kingdoms, the Dales and Elvhenan. They lead nomadic lives, wandering throughout Thedas. Their clans date back to the independent kingdom of the Dales and the Dalish themselves are their descendants. Many Keepers are descended from the nobility who governed the Dales. The Dalish are considered to have the "purest" blood from the time of Arlathan. They still revere the elven pantheon and each member of a tribe will tattoo the symbol of their chosen god on their face.
Class type: Rogue (archer cross assassin)
Personality: pride for the clan and the dalish
disgusted by the way elves are treated. Not fond
of Humans wishes to restore the dalish to there
former glory.
The Dalish seek to recover, inherit and preserve
the knowledge and sacred treasures of the two fallen elven kingdoms, the Dales and Elvhenan. They lead nomadic lives, wandering throughout Thedas. Their clans date back to the independent kingdom of the Dales and the Dalish themselves are their descendants. Many Keepers are descended from the nobility who governed the Dales. The Dalish are considered to have the "purest" blood from the time of Arlathan. They still revere the elven pantheon and each member of a tribe will tattoo the symbol of their chosen god on their face.
Demon hunter
Spoiler
Race: any but dwarf
Class type: mage cross rogue (hunter)
Personality: serious and the weight of evil pouring
Into thedas is weighing them down. Wishes to end
Demons and unholy creatures once and for all.
Demon Hunters are dark, shadowy warriors who are shunned by greater society. They made a pact, long ago, to fight against the forces of chaos using its own terrible powers against it. These mysterious warriors ritually blind themselves so that they develop 'spectral sight' that enables them to see demons and undead with greater clarity.
Class type: mage cross rogue (hunter)
Personality: serious and the weight of evil pouring
Into thedas is weighing them down. Wishes to end
Demons and unholy creatures once and for all.
Demon Hunters are dark, shadowy warriors who are shunned by greater society. They made a pact, long ago, to fight against the forces of chaos using its own terrible powers against it. These mysterious warriors ritually blind themselves so that they develop 'spectral sight' that enables them to see demons and undead with greater clarity.
Void walker
Spoiler
Race: any but dwarf
Class type: mage
Personality: power is everything but does not believe in the old one nor his promise for power. He knows he will only enslave mages and wants to stop him before its to late.
Class type: mage
Personality: power is everything but does not believe in the old one nor his promise for power. He knows he will only enslave mages and wants to stop him before its to late.
Tevinter Fugitive
Spoiler
Race: any
Class type: warrior
Personality: hatered of magic and slavers will fight against anything they deem evil.
Former slaves that were forced to endure a rite in which their skin is cut open in patterns that follow the leylines of the body, during which the magic-rich mineral Lyrium is ground into the wounds as a powder. The effect is a slave who is at first only stronger than they were before, but as they live with the markings day by day, they become able to tap into the power hidden in the Lyrium more and more until magic frequently washes over them and does nothing.
Class type: warrior
Personality: hatered of magic and slavers will fight against anything they deem evil.
Former slaves that were forced to endure a rite in which their skin is cut open in patterns that follow the leylines of the body, during which the magic-rich mineral Lyrium is ground into the wounds as a powder. The effect is a slave who is at first only stronger than they were before, but as they live with the markings day by day, they become able to tap into the power hidden in the Lyrium more and more until magic frequently washes over them and does nothing.
Avaar:
Spoiler
One joined the inquisition and would make a perfect mp character.
Class type: warrior
Race: Avaar
Personality: pretty clear if they use the one that joined the inquisition very interesting fellow talking about his gods.
They were one of the tribes of the Alamarri. Although often referred to as a single entity, the Avvars are actually groups of small tribes who operate independently of each other. The only unifying concepts that the Avvars share are their beliefs and culture.
Class type: warrior
Race: Avaar
Personality: pretty clear if they use the one that joined the inquisition very interesting fellow talking about his gods.
They were one of the tribes of the Alamarri. Although often referred to as a single entity, the Avvars are actually groups of small tribes who operate independently of each other. The only unifying concepts that the Avvars share are their beliefs and culture.
Warlock:
Spoiler
Possible race : Male human female human
Class type: mage
Personality: goth or emo style
The Warlock is a "darkened soul" arcanist, who creates "Pacts" with powerful creatures to harnessing their innate magical gift, and perform spell-like feats and abilities. Since they are not users of true spells in the traditional sense, they can use their invocations while wearing armor.
Class type: mage
Personality: goth or emo style
The Warlock is a "darkened soul" arcanist, who creates "Pacts" with powerful creatures to harnessing their innate magical gift, and perform spell-like feats and abilities. Since they are not users of true spells in the traditional sense, they can use their invocations while wearing armor.
Revenant:
Spoiler
Spirit : Judgement
Class type: Warrior cross mage
Personality: Digusted by the events following and seeks justice for this unholy crime
this one i am posting here is because it seems to be the most wanted class so far. Could work with a good spirit trapped in the armor wishing to lend aid. Making it a good idea as a death knight of sorts warrior plus necro class.
Class type: Warrior cross mage
Personality: Digusted by the events following and seeks justice for this unholy crime
this one i am posting here is because it seems to be the most wanted class so far. Could work with a good spirit trapped in the armor wishing to lend aid. Making it a good idea as a death knight of sorts warrior plus necro class.
Ranger :
Spoiler
Race: male/female elf
Class type: rogue
Personality: more joking like sera
Rangers have an affinity for open country and wilderness, but as independent scouts and militia, they are opportunists, not stewards of nature. They exploit every advantage of their environment, and can lure wild beasts to attack their foes.
Class type: rogue
Personality: more joking like sera
Rangers have an affinity for open country and wilderness, but as independent scouts and militia, they are opportunists, not stewards of nature. They exploit every advantage of their environment, and can lure wild beasts to attack their foes.
Champion:
Spoiler
Race: male Qunari
Class type: warrior
Personality: Aggressive and brave but with a good heart
The champion is a veteran warrior and a confident leader in battle. Possessing skill at arms impressive enough to inspire allies, the champion can also intimidate and demoralize foes. These are the heroes you find commanding an army, or plunging head
long into danger, somehow making it look easy.
Class type: warrior
Personality: Aggressive and brave but with a good heart
The champion is a veteran warrior and a confident leader in battle. Possessing skill at arms impressive enough to inspire allies, the champion can also intimidate and demoralize foes. These are the heroes you find commanding an army, or plunging head
long into danger, somehow making it look easy.
Duelists
Spoiler
Race: female elf
Class type: rogue
Personality: thinks there better than the rest with a grudge like no tomorrow
Duelists are deadly combatants who prefer to fight in light armour and strike with light, but precise attacks. Experienced duelists have preternatural reflexes that allow them to evade their opponents' clumsy blows, as well as strike with remarkable precision.
Class type: rogue
Personality: thinks there better than the rest with a grudge like no tomorrow
Duelists are deadly combatants who prefer to fight in light armour and strike with light, but precise attacks. Experienced duelists have preternatural reflexes that allow them to evade their opponents' clumsy blows, as well as strike with remarkable precision.
Spirit healer:
Spoiler
Race: male/female elf
Race type: mage
Personality: kind and caring cannot stand people been harmed
Not all entities of the Fade are demonic. Many are benevolent entities consisting of life energy, which can be called upon to mend flesh and heal disease. Spirit healers focus on channeling the energies granted by these spirits, making them indispensable members of a party of adventurers.
Race type: mage
Personality: kind and caring cannot stand people been harmed
Not all entities of the Fade are demonic. Many are benevolent entities consisting of life energy, which can be called upon to mend flesh and heal disease. Spirit healers focus on channeling the energies granted by these spirits, making them indispensable members of a party of adventurers.
Spirit warrior:
Spoiler
Race: male/female dwarf
Class type: warrior cross mage
Personilty: does not take anything serious
Although spirit warriors employ magical abilities, they are not mages; instead, they flirt with inhabitants of the Fade who agree to augment mortal abilities in exchange for a glimpse of the physical world. Naturally, the Chantry's templars rarely acknowledge that distinction.
Class type: warrior cross mage
Personilty: does not take anything serious
Although spirit warriors employ magical abilities, they are not mages; instead, they flirt with inhabitants of the Fade who agree to augment mortal abilities in exchange for a glimpse of the physical world. Naturally, the Chantry's templars rarely acknowledge that distinction.
Guardian:
Spoiler
Race: male/female humans
Class type: warrior
Personality: very protective and not a joking type
Many warriors foolishly believe that they can control the tide of a battle on their own, but a guardian realizes that an ally's survival is as important as an enemy's death. Guardians prefer to protect party members directly, but if necessary, they are prepared to make personal sacrifices to ensure that their companions live.
Class type: warrior
Personality: very protective and not a joking type
Many warriors foolishly believe that they can control the tide of a battle on their own, but a guardian realizes that an ally's survival is as important as an enemy's death. Guardians prefer to protect party members directly, but if necessary, they are prepared to make personal sacrifices to ensure that their companions live.
Legionnaire Scout:
Spoiler
Race: male/female dwarf
Class type: rogue
Personality: serious and does not understand sarcasm or idle chit chat
Most tales of the dwarven Legion of the Dead are likely minstrels' fabrications, but the trail of darkspawn corpses that the Legion leaves behind proves the efficacy of their training. Legionnaire scouts often travel ahead of their companions, and consequently become renowned for unusual hardiness, able to survive battles that would kill any other rogue.
Class type: rogue
Personality: serious and does not understand sarcasm or idle chit chat
Most tales of the dwarven Legion of the Dead are likely minstrels' fabrications, but the trail of darkspawn corpses that the Legion leaves behind proves the efficacy of their training. Legionnaire scouts often travel ahead of their companions, and consequently become renowned for unusual hardiness, able to survive battles that would kill any other rogue.
Force mage:
Spoiler
Race: male/female human
Class type: mage
Personality: hatered of chantry and templars but does not want to see the world burn
Force mages are a fearsome sight on the battlefield, bending the laws of nature to crush, toss, and debilitate their foes. Kirkwall's Circle houses a higher-than-usual percentage of mages who excel at this specialization, and their combined research has refined the school considerably.
Class type: mage
Personality: hatered of chantry and templars but does not want to see the world burn
Force mages are a fearsome sight on the battlefield, bending the laws of nature to crush, toss, and debilitate their foes. Kirkwall's Circle houses a higher-than-usual percentage of mages who excel at this specialization, and their combined research has refined the school considerably.
Swashbuckler:
Spoiler
Race: male/female human
Class type: rogue
Personilty: All about getting paid no other cares in the world
Pirate type class ( mercenary type background)
A different take on dueling includes a plethora of dirty tricks.
Pirates like spreading terror through raids and plunderings. They are the rulers of the seas and their skills deal with sailing ships, navigating as well as naval combat. They are also very competent fighters that prefer the use of scimitars or falchions.
Class type: rogue
Personilty: All about getting paid no other cares in the world
Pirate type class ( mercenary type background)
A different take on dueling includes a plethora of dirty tricks.
Pirates like spreading terror through raids and plunderings. They are the rulers of the seas and their skills deal with sailing ships, navigating as well as naval combat. They are also very competent fighters that prefer the use of scimitars or falchions.
Golem
Spoiler
expanding on the idea could have multiple types of golems that are well known to dragon age fans. Now you could add all of them as classes or armor skins. I would personally prefer classes and to see what you guys can do with them we all love golems. 
Sentinel Golem
Inferno golem
Ethereal golem
Runic Golem
Steel Golem
Stone Golem
Golems are creatures of hewn stone or sheets of metal animated with a spark of lyrium. A magical, not mechanical, process animates the golem, making it more of a living "iron/stone creature". Most commonly made of rock, they rarely speak. A magical control rod can be used to gain complete command of a golem. A golem which lacks a control rod retains free will.
Sentinel Golem
Inferno golem
Ethereal golem
Runic Golem
Steel Golem
Stone Golem
Golems are creatures of hewn stone or sheets of metal animated with a spark of lyrium. A magical, not mechanical, process animates the golem, making it more of a living "iron/stone creature". Most commonly made of rock, they rarely speak. A magical control rod can be used to gain complete command of a golem. A golem which lacks a control rod retains free will.
Sentinels
Spoiler
This is one class i guarantee many would not expect but maybe the mages or chantry felt like lending a few to the cause 
Sentinel:
Robed Sentinel:
Sentinels are Fade dwellers which possess suits of armor and constantly guard the repository of the Circle Tower and will attack any intruders. Presumably, there is some sort of a password that will prevent their activation, as the repository is infrequently used by the templars or senior Circle mages.
Sentinel:
Robed Sentinel:
Sentinels are Fade dwellers which possess suits of armor and constantly guard the repository of the Circle Tower and will attack any intruders. Presumably, there is some sort of a password that will prevent their activation, as the repository is infrequently used by the templars or senior Circle mages.
Chevalier:
Spoiler
Race: male/female human
Class type: warrior
Personality: pride and looking only to serve
The chevaliers are an elite military Orlesian organization. Only nobles can serve in their ranks. They are addressed as either Chevalier or Dame.
Class type: warrior
Personality: pride and looking only to serve
The chevaliers are an elite military Orlesian organization. Only nobles can serve in their ranks. They are addressed as either Chevalier or Dame.
Ash Warrior:
Spoiler
Race: male/female human
Class type: warrior
Personality: pride and proud to serve looking for there bit of glory
The Ash Warriors are an elite and renowned unit of Fereldan fighters who use vicious mabari war dogs in battle. According to the legend their training is considered to descend from the dwarven berserkers. They are pious mercenaries who work for no pay, instead working for whatever cause they deem just. They are so admired by common Fereldans that wherever they go, they are treated as heroes.
No cause is greater than the inquisitions goal surely ash warriors would fight.
Class type: warrior
Personality: pride and proud to serve looking for there bit of glory
The Ash Warriors are an elite and renowned unit of Fereldan fighters who use vicious mabari war dogs in battle. According to the legend their training is considered to descend from the dwarven berserkers. They are pious mercenaries who work for no pay, instead working for whatever cause they deem just. They are so admired by common Fereldans that wherever they go, they are treated as heroes.
No cause is greater than the inquisitions goal surely ash warriors would fight.
Dreamer:
Spoiler
Race: male/female elfs
Class type: mage
Personality: not much of a talker abit of day dreamer pardon the pun lol
A dreamer (Tevene: somniari), is a mage capable of entering the Fade at will, without the aid of lyrium. A talented dreamer can shape the Fade and affect the dreams of sleeping people, killing or driving them mad. However, dreamers attract demons and most prove too frail of mind to survive a demonic possession. As a result dreamers are rare.
Not your normal type class but this kind of mage could have some interesting abilities. Possible abilities could have him in a dream like state as his controls the mind of an enemy.
Class type: mage
Personality: not much of a talker abit of day dreamer pardon the pun lol
A dreamer (Tevene: somniari), is a mage capable of entering the Fade at will, without the aid of lyrium. A talented dreamer can shape the Fade and affect the dreams of sleeping people, killing or driving them mad. However, dreamers attract demons and most prove too frail of mind to survive a demonic possession. As a result dreamers are rare.
Not your normal type class but this kind of mage could have some interesting abilities. Possible abilities could have him in a dream like state as his controls the mind of an enemy.
Magister:
Spoiler
Race: male/female human
Class type: mage
Personality: thinks there better than the rest and most people are no better than animals still does not want the world to burn
Set them up like the venatori mage hovering there spell book to there side.
Magisters form the "Magisterium": the upper house of the Imperial Senate in the Tevinter Imperium. These coveted seats are split among the Circle of Magi, the Chantry, and the major families- whom are currently all mages. Their edicts rule the Tevinter Imperium.
Not all of them are bad as dorian makes that clear. I sure after hearing of dorians actions more may join the cause.
Class type: mage
Personality: thinks there better than the rest and most people are no better than animals still does not want the world to burn
Set them up like the venatori mage hovering there spell book to there side.
Magisters form the "Magisterium": the upper house of the Imperial Senate in the Tevinter Imperium. These coveted seats are split among the Circle of Magi, the Chantry, and the major families- whom are currently all mages. Their edicts rule the Tevinter Imperium.
Not all of them are bad as dorian makes that clear. I sure after hearing of dorians actions more may join the cause.
Fog warrior:
Spoiler
Race: male/female human
Class type: warrior
Personality: dislike anyone serving the Qun or Imperium, wants to end the wars and see time of peace
The Fog Warriors are a group of freedom fighters native to the jungles of Seheron. They seek to make it independent from both Qunari and Imperium rule. They arrive silently amid a deep and unnatural fog that is assumed to be magical. They paint their armor and skin a pale white to blend into their surroundings. Each group of warriors has its own fog dancer who recites the legends of old.
Class type: warrior
Personality: dislike anyone serving the Qun or Imperium, wants to end the wars and see time of peace
The Fog Warriors are a group of freedom fighters native to the jungles of Seheron. They seek to make it independent from both Qunari and Imperium rule. They arrive silently amid a deep and unnatural fog that is assumed to be magical. They paint their armor and skin a pale white to blend into their surroundings. Each group of warriors has its own fog dancer who recites the legends of old.
Silent sister:
Spoiler
Race: female dwarfs
Class type: rogue
Personality: cannot talk they cut out there tongues but wants to fight
The Silent Sisters is a fighting order of female dwarven warriors in Orzammar dedicated in unarmed combat.
This could be the monk type class of dragon age inquisition.
Class type: rogue
Personality: cannot talk they cut out there tongues but wants to fight
The Silent Sisters is a fighting order of female dwarven warriors in Orzammar dedicated in unarmed combat.
This could be the monk type class of dragon age inquisition.
Shadow:
Spoiler
Race: male/female elf
Class type: rogue
Personality: does not trust anyone, mainly about making gold to survive
Shadows are self-taught elite rogues, masters of concealment and ambush. They strike from darkness, employing personal decoys and hallucinogenic poisons to distract enemies before sliding a dagger between their ribs. They are not organisation but rather freelancers.
Class type: rogue
Personality: does not trust anyone, mainly about making gold to survive
Shadows are self-taught elite rogues, masters of concealment and ambush. They strike from darkness, employing personal decoys and hallucinogenic poisons to distract enemies before sliding a dagger between their ribs. They are not organisation but rather freelancers.
Tranquil:
Spoiler
Race: any race but dwarf
Class type: rogue
Personality: even with there powers back there still emotionless and dont do sarcasm
Before reading further you need to remember a few things. A tranquil can be given there abilities back as casandra shares. The cool thing is they will come back stronger than before been made tranquil. This would be a very interesting idea and would love to see this implemented.
The Tranquil are a group of mages who went through the Rite of Tranquility and belong to the Formari. The Rite cuts off the connection to the Fade, and the Tranquil can no longer dream nor draw on the Fade to perform magic. As a side effect, their emotional center is utterly removed, which makes them undesirable to be possessed by demons in the first place. It should be noted that until 9:40 Dragon, the tranquil were thought to be immune to demonic possession.
Class type: rogue
Personality: even with there powers back there still emotionless and dont do sarcasm
Before reading further you need to remember a few things. A tranquil can be given there abilities back as casandra shares. The cool thing is they will come back stronger than before been made tranquil. This would be a very interesting idea and would love to see this implemented.
The Tranquil are a group of mages who went through the Rite of Tranquility and belong to the Formari. The Rite cuts off the connection to the Fade, and the Tranquil can no longer dream nor draw on the Fade to perform magic. As a side effect, their emotional center is utterly removed, which makes them undesirable to be possessed by demons in the first place. It should be noted that until 9:40 Dragon, the tranquil were thought to be immune to demonic possession.
juggernaut
Spoiler
Race: female/male dwarf,human or Qunari
Class type: warrior
Personality: not afraid of anything and finds pleasure in pain
Now this could be interesting a warrior 2h class that focuses on guard. It could also be able to build barrier on hit the class is all about keeping itself alive dam be the group. Less hp than a tank half tank and half dps.
Class type: warrior
Personality: not afraid of anything and finds pleasure in pain
Now this could be interesting a warrior 2h class that focuses on guard. It could also be able to build barrier on hit the class is all about keeping itself alive dam be the group. Less hp than a tank half tank and half dps.
The 4 mage elemental team
Spoiler
We have the a broad spec of it but what about certain mage types i.e
Races: any race but dwarf
Class type: mage
Personality: varies on each one but could be that these four come out together. By banding as a group in the mage and templar fight so they share a connection.
Pyromancer: all about fire with a possible new look on moves and affects. Frost step becomes fire walker knocks down mobs in its path and sets them alight.
Lighting weaver: all about lighting with new looks and effects on moves once again like frost step you get flash teleports foward paralyzing all in its way.
Cryomancer: all about winter affects you get the idea lol.
Ground breaker: this could be unique as in a mage tank if you bring back the rock armor of da2. Could be a very one of a kind mage and im sure people would love the idea.
Races: any race but dwarf
Class type: mage
Personality: varies on each one but could be that these four come out together. By banding as a group in the mage and templar fight so they share a connection.
Pyromancer: all about fire with a possible new look on moves and affects. Frost step becomes fire walker knocks down mobs in its path and sets them alight.
Lighting weaver: all about lighting with new looks and effects on moves once again like frost step you get flash teleports foward paralyzing all in its way.
Cryomancer: all about winter affects you get the idea lol.
Ground breaker: this could be unique as in a mage tank if you bring back the rock armor of da2. Could be a very one of a kind mage and im sure people would love the idea.
Lifestealer:
Spoiler
Race: male/female human
Class type: mage
Personality: cares little for there team mates and thinks life is a fleeting thing that they can take when ever they please.
Lifestealer is a vicious ranged hero whose abilities give him the power to bring down enemies quickly, while sustaining his health from absorbing the very life of his enemies.
Class type: mage
Personality: cares little for there team mates and thinks life is a fleeting thing that they can take when ever they please.
Lifestealer is a vicious ranged hero whose abilities give him the power to bring down enemies quickly, while sustaining his health from absorbing the very life of his enemies.
Samurai
Spoiler
Race: female/male human
Class type: warrior
Personality: honor bound, very serious and does not show much emotion
the samurai are the entrusted watchmen of their vast and wealthy domains. They are an honor bound and fanatic sort, willing to give their
lives at the mere word of their lieges."
Class type: warrior
Personality: honor bound, very serious and does not show much emotion
the samurai are the entrusted watchmen of their vast and wealthy domains. They are an honor bound and fanatic sort, willing to give their
lives at the mere word of their lieges."
Nightblade:
Spoiler
Race: female / male elf
Class type: rogue
Personality: does not let anyone get close , shows no kindness to others but is good of heart and caring.
Hunters of the night, they are entrusted with guarding the mortals from those creatures that would choose to prey upon mortal flesh. They are capable of creating multiple mirror images of themselves.
Class type: rogue
Personality: does not let anyone get close , shows no kindness to others but is good of heart and caring.
Hunters of the night, they are entrusted with guarding the mortals from those creatures that would choose to prey upon mortal flesh. They are capable of creating multiple mirror images of themselves.
Bandit:
Spoiler
Race:any
Class type : warrior cross rogue
Personality: ruthless and down right mean but gold is gold and they will do anything for it
Bandits practice their profession of thievery by force, rather than by stealth. They operate in the open countryside, making them somewhat similar to rangers. Bandits develop wilderness survival skills and certain criminal abilities to enable them to further their ends. They are typically involved in highway robbery, raids on small villages or isolated habitations, kidnapping for ransom, and similar sorts of activities.
Class type : warrior cross rogue
Personality: ruthless and down right mean but gold is gold and they will do anything for it
Bandits practice their profession of thievery by force, rather than by stealth. They operate in the open countryside, making them somewhat similar to rangers. Bandits develop wilderness survival skills and certain criminal abilities to enable them to further their ends. They are typically involved in highway robbery, raids on small villages or isolated habitations, kidnapping for ransom, and similar sorts of activities.
Compassion, Valor, Justice, Faith and Hope
Spoiler
Race: spirit
Class type: depends on the spirit
Personality: based on the type of principle they embody
Such spirits characteristically do not wish to cross the Veil. They may instead comfort visitors of the Fade by dreams that strengthen the soul, or visions that promote epiphanies.
With the rifts these spirits would be honored to help the inquisitions goal. Could be they have been pulled through to our side.
Class type: depends on the spirit
Personality: based on the type of principle they embody
Such spirits characteristically do not wish to cross the Veil. They may instead comfort visitors of the Fade by dreams that strengthen the soul, or visions that promote epiphanies.
With the rifts these spirits would be honored to help the inquisitions goal. Could be they have been pulled through to our side.
Saarebas:
Spoiler
Race: male/female Qunari
Class type: mage
Personality: because they have came to a truth and left the qun. They are not friendly to those who are still under the quns effect. There Personality matches that of someone who figures out there life was a lie.
Saarebas is a Qunari word for a mage, as well as a title given to all Qunari mages. Literally it means "dangerous thing" in Qunlat.
Class type: mage
Personality: because they have came to a truth and left the qun. They are not friendly to those who are still under the quns effect. There Personality matches that of someone who figures out there life was a lie.
Saarebas is a Qunari word for a mage, as well as a title given to all Qunari mages. Literally it means "dangerous thing" in Qunlat.
Bards:
Spoiler
Race: female /male human
Class type: rogue
Personality: matches that of varric but without the honor therefore willing to kill on a dime
Bards follow an Orlesian tradition, acting as assassins, spies, saboteurs and following other secretive pursuits in the constant, and sometimes petty, struggles between nobles. Having taken the minstrel's art to new levels, bards are skilled performers and master manipulators; bards can inspire their allies or dishearten their foes through song and tale.
Class type: rogue
Personality: matches that of varric but without the honor therefore willing to kill on a dime
Bards follow an Orlesian tradition, acting as assassins, spies, saboteurs and following other secretive pursuits in the constant, and sometimes petty, struggles between nobles. Having taken the minstrel's art to new levels, bards are skilled performers and master manipulators; bards can inspire their allies or dishearten their foes through song and tale.
Berserker:
Spoiler
Race: male/ female dwarf
Class type: warrior
Personality: matches that of oghren and loves nothing more than grog and fighting
The first berserkers were dwarves. They would sacrifice finesse for a dark rage that increased their strength and resilience. Eventually, dwarves taught these skills to others, and now berserkers can be found amongst all races. They are renowned as terrifying adversaries.
Class type: warrior
Personality: matches that of oghren and loves nothing more than grog and fighting
The first berserkers were dwarves. They would sacrifice finesse for a dark rage that increased their strength and resilience. Eventually, dwarves taught these skills to others, and now berserkers can be found amongst all races. They are renowned as terrifying adversaries.
Templar archer:
Spoiler
Race: male/female human
Class type: warrior cross rogue (archer)
Personality: with a family member as a mage they have always shown a kindness towards them. When the war broke out they helped mages to safety.
Mages who refuse the Circle's control become apostates and live in fear of a templar's powers--the ability to dispel and resist magic. As servants of the Chantry, the templars have been the most effective means of controlling the spread and use of arcane power for centuries.
Class type: warrior cross rogue (archer)
Personality: with a family member as a mage they have always shown a kindness towards them. When the war broke out they helped mages to safety.
Mages who refuse the Circle's control become apostates and live in fear of a templar's powers--the ability to dispel and resist magic. As servants of the Chantry, the templars have been the most effective means of controlling the spread and use of arcane power for centuries.
Seeker:
Spoiler
Race: female/male human
Class type: warrior
Personality: seekers are in the chaos and they have followed casandra. They are just worried about the world and hold high hopes still in the maker.
Seekers are trained differently to templars.
The Seekers of Truth is an Andrastian order that answers directly to the Divine in Val Royeaux.
The organization acts as a check on the power of the Templar Order, acting in a secretive, investigative and interrogative capacity to root out corruption and protect the Chantry from internal and external threats. They also may become involved in the hunting of particularly cunning apostates. Templars fear and despise the Seekers, as they must usually involve themselves when the templars are failing in their duties.
Class type: warrior
Personality: seekers are in the chaos and they have followed casandra. They are just worried about the world and hold high hopes still in the maker.
Seekers are trained differently to templars.
The Seekers of Truth is an Andrastian order that answers directly to the Divine in Val Royeaux.
The organization acts as a check on the power of the Templar Order, acting in a secretive, investigative and interrogative capacity to root out corruption and protect the Chantry from internal and external threats. They also may become involved in the hunting of particularly cunning apostates. Templars fear and despise the Seekers, as they must usually involve themselves when the templars are failing in their duties.
Shapeshifter:
Spoiler
Race: all but dwarf
Class type: mage
Personality: been hunted most of there life they harbor alot of hatred towards most. With the chaos they come to terms with the enemy of my enemy is my friend and joins the inquisition to stop the world of coming to an end.
(Caring, curious, hatered towards anyone not in favor of mages freedom)
Rumors speak of barbarians that hold secrets of transforming the body into the form of animals. The Circle of Magi denies such rumors, but this rare art survives in the forgotten corners of Thedas. Mastery of their bodies allows shapeshifters some protection, even in human form, making them durable opponents and staunch allies.
Class type: mage
Personality: been hunted most of there life they harbor alot of hatred towards most. With the chaos they come to terms with the enemy of my enemy is my friend and joins the inquisition to stop the world of coming to an end.
(Caring, curious, hatered towards anyone not in favor of mages freedom)
Rumors speak of barbarians that hold secrets of transforming the body into the form of animals. The Circle of Magi denies such rumors, but this rare art survives in the forgotten corners of Thedas. Mastery of their bodies allows shapeshifters some protection, even in human form, making them durable opponents and staunch allies.
Blood mage:
Spoiler
Race: Any race but dwarf
Class type: mage
Personality: matches early merill and believes blood magic is not all that bad if used correctly.
(Funny,nice and very upbeat)
Every mage can feel the dark lure of blood magic. Originally learned from demons, these dark rites tap into the power of blood, converting life into mana and giving the mage command over the minds of others. Such power comes with a price, though; a blood mage must sacrifice their own health, or the health of allies, to fuel these abilities.
Class type: mage
Personality: matches early merill and believes blood magic is not all that bad if used correctly.
(Funny,nice and very upbeat)
Every mage can feel the dark lure of blood magic. Originally learned from demons, these dark rites tap into the power of blood, converting life into mana and giving the mage command over the minds of others. Such power comes with a price, though; a blood mage must sacrifice their own health, or the health of allies, to fuel these abilities.
Grey warden:
Spoiler
Race: any race expect dwarf for warden mage
Class type: one of each
Personality: each has there own Personality
but the warden warrior could have something like this.
Warden warrior:
Race: Human male
personality: serious about his oath to protect and fight the blight. Has a strong sense of duty but also the silent type. Wants to protect his party members as best he can even if it costs him his life to do so. Using a sword and shield he is one of the best fighters in all of Thedas and few match his skill and intelligence.
3 different Grey Wardens, 1 for each archetype (similar to the N7 characters for ME3)
The Grey Wardens are an order of warriors of exceptional ability dedicated to fighting darkspawn throughout Thedas. They are headquartered in the very place of their founding, the Weisshaupt Fortress in the Anderfels, but maintain a presence in most other nations as well.
Class type: one of each
Personality: each has there own Personality
but the warden warrior could have something like this.
Warden warrior:
Race: Human male
personality: serious about his oath to protect and fight the blight. Has a strong sense of duty but also the silent type. Wants to protect his party members as best he can even if it costs him his life to do so. Using a sword and shield he is one of the best fighters in all of Thedas and few match his skill and intelligence.
3 different Grey Wardens, 1 for each archetype (similar to the N7 characters for ME3)
The Grey Wardens are an order of warriors of exceptional ability dedicated to fighting darkspawn throughout Thedas. They are headquartered in the very place of their founding, the Weisshaupt Fortress in the Anderfels, but maintain a presence in most other nations as well.
Senior Enchanter
Spoiler
Race: old man, human
Class type: mage
Personality: patient, understanding,fatherly, Brings back the glyphs, or has a similar skill setup to the Keeper as a support mage.
Class type: mage
Personality: patient, understanding,fatherly, Brings back the glyphs, or has a similar skill setup to the Keeper as a support mage.
The Sniper Ranger:
Spoiler
Race: any
Class type: rogue (archer cross hunter)
Personality: very quite hates idly chit chat
This version is totally reliant on archery, but usually does higher damage because of it. May have a variety of status-inflicting arrows to slow or otherwise annoy enemies. Keeps to the back of a battle.
Class type: rogue (archer cross hunter)
Personality: very quite hates idly chit chat
This version is totally reliant on archery, but usually does higher damage because of it. May have a variety of status-inflicting arrows to slow or otherwise annoy enemies. Keeps to the back of a battle.
Saboteur:
Spoiler
Race: male/female human,dwarf,elf
Class type: rogue
Personality: crafty,intelligent and a fast talker
The Saboteur is a cunning Rogue who uses explosives and other incendiaries to cripple opponents and control the battlefield. With proper preparation, a Saboteur can destroy enemies without ever giving them a chance to join battle.
Class type: rogue
Personality: crafty,intelligent and a fast talker
The Saboteur is a cunning Rogue who uses explosives and other incendiaries to cripple opponents and control the battlefield. With proper preparation, a Saboteur can destroy enemies without ever giving them a chance to join battle.
Mystic:
Spoiler
Race: male/female human
Class type: mage
Personality: in tuned with the fade and very peaceful Acts always in a calm manner.
Mystics are a strong support class with skills to protect and enhance their party through buffs and auras. They also summon mighty thralls to assist, heal, and aid them in battle.
A mystic's skills prepare them for any situation, with a good balance of offense, defense, and support options.
Class type: mage
Personality: in tuned with the fade and very peaceful Acts always in a calm manner.
Mystics are a strong support class with skills to protect and enhance their party through buffs and auras. They also summon mighty thralls to assist, heal, and aid them in battle.
A mystic's skills prepare them for any situation, with a good balance of offense, defense, and support options.
Demolition:
Spoiler
Race: male dwarf
Class type: rogue cross warrior
Personality: crazy like a mad hatter and has a really warped view of things. Think of the dwarf demo from the awakening expansion of dao but slighty more nuts.
slow or average speed, able to use a variety of explosives, typically rockets, grenades, and mines.
"If the blast yield isn't big enough then you dont have a crazy enough dwarf"
Class type: rogue cross warrior
Personality: crazy like a mad hatter and has a really warped view of things. Think of the dwarf demo from the awakening expansion of dao but slighty more nuts.
slow or average speed, able to use a variety of explosives, typically rockets, grenades, and mines.
"If the blast yield isn't big enough then you dont have a crazy enough dwarf"
Jack of trades:
Spoiler
Race: any but dwarf
Class type: mage cross rogue cross warrior
Personality: Apostate mage dabbling in its abilities with great skill. Lived amongst bandits and a time among some elfs became very adapt at swords and bows as well.
(Good heart but will do what ever it takes to get the job done)
The Jack of All Trades: The Jack can do a little bit of everything, but not as well as any of the character classes that specialize in it. Theoretically, their flexibility makes them ideal for adapting to an unexpected situation.
Class type: mage cross rogue cross warrior
Personality: Apostate mage dabbling in its abilities with great skill. Lived amongst bandits and a time among some elfs became very adapt at swords and bows as well.
(Good heart but will do what ever it takes to get the job done)
The Jack of All Trades: The Jack can do a little bit of everything, but not as well as any of the character classes that specialize in it. Theoretically, their flexibility makes them ideal for adapting to an unexpected situation.
Dragon knight:
Spoiler
Race: male/female human
Class type: warrior
Personality: Im sure bioware can find a pentaghast willing to take on the role. Could be a brave knight and honored to fight along the inquisitions.
The Dragon Knight: Other Names: Dragoon (though that term originally meant a mounted infantryman). A Fighter who either is in the employ of, powered by, owns, or who specializes in hunting, dragons. A Dragon Knight usually has a variety of extra abilities that mimic or relate to dragons in some way — flight or high jumping ability, fire breath, and dealing extra damage to dragons are all common. In many lucky circumstances, they may own a dragon as a pet ( a small one).
Class type: warrior
Personality: Im sure bioware can find a pentaghast willing to take on the role. Could be a brave knight and honored to fight along the inquisitions.
The Dragon Knight: Other Names: Dragoon (though that term originally meant a mounted infantryman). A Fighter who either is in the employ of, powered by, owns, or who specializes in hunting, dragons. A Dragon Knight usually has a variety of extra abilities that mimic or relate to dragons in some way — flight or high jumping ability, fire breath, and dealing extra damage to dragons are all common. In many lucky circumstances, they may own a dragon as a pet ( a small one).
Slyvanne protector
Spoiler
Race: slyvanne
Class type: warrior
Personality: came to terms with his place and found a sense of peace and only wishes it to return that way before the tears and demons.
These spirit possessed trees are typically mindless rage filled monsters, but occasionally a more rational spirit can enter this plane, and a Sylvan capable of reason and logic is born. Normally concerned with tending to their seeds, these creatures can be convinced or provoked into action, bringing their long reach and innate power over plant life to the fore.
Class type: warrior
Personality: came to terms with his place and found a sense of peace and only wishes it to return that way before the tears and demons.
These spirit possessed trees are typically mindless rage filled monsters, but occasionally a more rational spirit can enter this plane, and a Sylvan capable of reason and logic is born. Normally concerned with tending to their seeds, these creatures can be convinced or provoked into action, bringing their long reach and innate power over plant life to the fore.
Mabari war hound
Spoiler
Race: mabari war hound
Class type: warrior
Personality: friendly and playful will protect his group even if it means he might die
The intelligent and faithful Mabari; a breed famous and revered throughout Ferelden; are a welcome sight on the fields of battle to their allies, but an absolute nightmare for their enemies. While the canine form prevents Mabari from wielding weapons or armor, only a fool would consider the dogs to not be a threat.
Class type: warrior
Personality: friendly and playful will protect his group even if it means he might die
The intelligent and faithful Mabari; a breed famous and revered throughout Ferelden; are a welcome sight on the fields of battle to their allies, but an absolute nightmare for their enemies. While the canine form prevents Mabari from wielding weapons or armor, only a fool would consider the dogs to not be a threat.
Awakened darkspawn
Spoiler
Class: one of each type
Race: darkspawn
Personality: strong and fearless they might not apologize for been what they are. But they wish to help and change things.
Given sentience by a mysterious ritual these new Awakened Darkspawn are thrust into a world that fears and hates them. Most turn to evil acts, and more still seek to hide away from the world, but a very select few actually seek to aid the people of Thedas. Asking for no forgiveness for their race's deeds, and offering no apology, these intelligent Darkspawn stand as an enigma on the battlefield.
Race: darkspawn
Personality: strong and fearless they might not apologize for been what they are. But they wish to help and change things.
Given sentience by a mysterious ritual these new Awakened Darkspawn are thrust into a world that fears and hates them. Most turn to evil acts, and more still seek to hide away from the world, but a very select few actually seek to aid the people of Thedas. Asking for no forgiveness for their race's deeds, and offering no apology, these intelligent Darkspawn stand as an enigma on the battlefield.
Werewolf
Spoiler
Race: werewolf
Class type: warrior
Personality: trouble controlling the rage within and will do what it takes to survive.
Wild beast men that exist perpetually between the red rage of the wolf and the cold logic of the mortal world, werewolves are a dangerous foe to anyone that crosses their path. With the fate of the entire world at stake, these ferocious fighters have joined the Inquisition to help save it.
Class type: warrior
Personality: trouble controlling the rage within and will do what it takes to survive.
Wild beast men that exist perpetually between the red rage of the wolf and the cold logic of the mortal world, werewolves are a dangerous foe to anyone that crosses their path. With the fate of the entire world at stake, these ferocious fighters have joined the Inquisition to help save it.
Ghast
Spoiler
Race: ghast
Class type: one of each
Personality: scared of monsters of the fade and not to fond of straight walkers. But wants there protection so willing to stand side by side there talk is close to a child trying to talk for the first time.
Assorted tribes or clans of the small creatures know as Ghasts are typically avoided or purged upon discovery. However as the Veil between worlds becomes thinner, most people have forgotten about such small annoyances, and the Ghasts themselves have begun to fall prey to the terrors emerging from the Fade. Most tribes have broken and fled, but a small band of the creatures have taken notice of the straight walker with the green fist, and how the mean things from the dark places go away when the 'In-qis-atr' passes. Co-operation among the Ghasts themselves is tenuous at best, and co-operation between them and other races of Thedas is so rare as to be nonexistent, but in the face of the greater threat posed by the Tear these small goblin-like monsters have come offering their services to the Inquisition in return for protection.
Class type: one of each
Personality: scared of monsters of the fade and not to fond of straight walkers. But wants there protection so willing to stand side by side there talk is close to a child trying to talk for the first time.
Assorted tribes or clans of the small creatures know as Ghasts are typically avoided or purged upon discovery. However as the Veil between worlds becomes thinner, most people have forgotten about such small annoyances, and the Ghasts themselves have begun to fall prey to the terrors emerging from the Fade. Most tribes have broken and fled, but a small band of the creatures have taken notice of the straight walker with the green fist, and how the mean things from the dark places go away when the 'In-qis-atr' passes. Co-operation among the Ghasts themselves is tenuous at best, and co-operation between them and other races of Thedas is so rare as to be nonexistent, but in the face of the greater threat posed by the Tear these small goblin-like monsters have come offering their services to the Inquisition in return for protection.
Knight enchanter
Spoiler
Race: any but dwarf preferably human
Class type: mage
Personality: like Vivien wants order restored and the circles returned.
We have the arcane warrior but not the knight enchanter. The knight enchanter could have a similar but different style to the arcane warrior. We could see different spells to the arcane warrior.
Knight-Enchanters are part of the select few mages who can use melee attacks by summoning a sword from thin air, which is also capable of deflecting projectiles. Other powers that put these mages a cut above the rest are the abilities to phase in and out of existence, weaken opponents, and revive and heal comrades.
According to Solas, their techniques descend from ancient elven mages called Arcane Warriors.
Class type: mage
Personality: like Vivien wants order restored and the circles returned.
We have the arcane warrior but not the knight enchanter. The knight enchanter could have a similar but different style to the arcane warrior. We could see different spells to the arcane warrior.
Knight-Enchanters are part of the select few mages who can use melee attacks by summoning a sword from thin air, which is also capable of deflecting projectiles. Other powers that put these mages a cut above the rest are the abilities to phase in and out of existence, weaken opponents, and revive and heal comrades.
According to Solas, their techniques descend from ancient elven mages called Arcane Warriors.
Emerald knight
Spoiler
Race: ancient elves male or female
Class type: warrior
Personality: Tired and sick of the young races but will put up with them to stop the world from falling apart.
Long forgotton but awoken by the chaos these knights once stood on the borders of Arlathan. Now they seek to end the destruction falling over the world and have joined forces with the Inquisition's.
Class type: warrior
Personality: Tired and sick of the young races but will put up with them to stop the world from falling apart.
Long forgotton but awoken by the chaos these knights once stood on the borders of Arlathan. Now they seek to end the destruction falling over the world and have joined forces with the Inquisition's.
The undead
Spoiler
Race: undead
Class: one of each type
Personality: torn between demon and maker they made a decision that although they are jealous of mankinds gift from the maker. That they did not want to see the absent fathers gift destroyed even if it meant they must help man kind against there own.
As solas has shown not all demons are evil in fact demons and spirit dont really differ. This is a way to allow demons to come into play in a dlc. There could be demons that came through that do not wish to see the work of the maker destroyed. So they came to the Inquisition of course the inquisition is wary but not willing to turn away valuable allies. The inquistor could see something good inside them and allowed them to help. It would not be easy but im sure you guys are up for it after all you did make dragon age and mass effect.
This is the normal description of why the undead are in lore:
The demons of the Fade are jealous of the world they sense from across the Veil. They constantly push against the boundaries of the Fade, and when they finally cross over, they attempt to possess the first living creature they see. They are unable, however, to distinguish that which was once living from that which still is... in fact, a corpse provides an even more tempting target to a weaker demon as it has no will with which to resist the possession. The demon cannot rationalize why this is so; it only sees a target and grasps at the opportunity.
Class: one of each type
Personality: torn between demon and maker they made a decision that although they are jealous of mankinds gift from the maker. That they did not want to see the absent fathers gift destroyed even if it meant they must help man kind against there own.
As solas has shown not all demons are evil in fact demons and spirit dont really differ. This is a way to allow demons to come into play in a dlc. There could be demons that came through that do not wish to see the work of the maker destroyed. So they came to the Inquisition of course the inquisition is wary but not willing to turn away valuable allies. The inquistor could see something good inside them and allowed them to help. It would not be easy but im sure you guys are up for it after all you did make dragon age and mass effect.
This is the normal description of why the undead are in lore:
The demons of the Fade are jealous of the world they sense from across the Veil. They constantly push against the boundaries of the Fade, and when they finally cross over, they attempt to possess the first living creature they see. They are unable, however, to distinguish that which was once living from that which still is... in fact, a corpse provides an even more tempting target to a weaker demon as it has no will with which to resist the possession. The demon cannot rationalize why this is so; it only sees a target and grasps at the opportunity.
Trickster
Spoiler
Race: any but dwarf
Class type: rogue cross mage
Personality: most call them crazy,lunatics and rabid beasts but look closer and you will see a brillant and deadly agent.
Thief + Mage = Trickster: Takes advantage of the mage's utility spells such as shapeshifting, healing, illusion-casting, and invisibility to always come out on top. Nature-based spellcasters are usually this, equipping leather armor and having some degree of melee ability, be it weaponry or Animorphism. Ninja are another popular interpretation, typically favouring magical note traps and teleportation.
Class type: rogue cross mage
Personality: most call them crazy,lunatics and rabid beasts but look closer and you will see a brillant and deadly agent.
Thief + Mage = Trickster: Takes advantage of the mage's utility spells such as shapeshifting, healing, illusion-casting, and invisibility to always come out on top. Nature-based spellcasters are usually this, equipping leather armor and having some degree of melee ability, be it weaponry or Animorphism. Ninja are another popular interpretation, typically favouring magical note traps and teleportation.
Arcane Archer
Spoiler
Race: Half human half elf
Class: Rogue (archer) crossed mage
Personality: Hated by eleven and humans they have had a hard life but this path has made them strong. Learning to survive and dealing with there magical abilities while surviving on there own has made them display great skill but has also made them lose alot of there social skills meaning they prefer not talking with others.
Many who seek to perfect the use of the bow sometimes pursue the path of the arcane archer. Arcane archers are masters of ranged combat, as they possess the ability to strike at targets with unerring accuracy and can imbue their arrows with powerful spells. Arrows fired by arcane archers fly at weird and uncanny angles to strike at foes around corners, and can pass through solid objects to hit enemies that cower behind such cover. At the height of their power, arcane archers can fell even the most powerful foes with a single, deadly shot.
Those who have trained as both hunters and mages excel as arcane archers, although other multiclass combinations are not unheard of. Arcane archers may be found wherever elves travel, but not all are allies of the elves. Many, particularly half-elven arcane archers, use elven traditions solely for their own gain, or worse, against the elves whose very traditions they adhere to.
Class: Rogue (archer) crossed mage
Personality: Hated by eleven and humans they have had a hard life but this path has made them strong. Learning to survive and dealing with there magical abilities while surviving on there own has made them display great skill but has also made them lose alot of there social skills meaning they prefer not talking with others.
Many who seek to perfect the use of the bow sometimes pursue the path of the arcane archer. Arcane archers are masters of ranged combat, as they possess the ability to strike at targets with unerring accuracy and can imbue their arrows with powerful spells. Arrows fired by arcane archers fly at weird and uncanny angles to strike at foes around corners, and can pass through solid objects to hit enemies that cower behind such cover. At the height of their power, arcane archers can fell even the most powerful foes with a single, deadly shot.
Those who have trained as both hunters and mages excel as arcane archers, although other multiclass combinations are not unheard of. Arcane archers may be found wherever elves travel, but not all are allies of the elves. Many, particularly half-elven arcane archers, use elven traditions solely for their own gain, or worse, against the elves whose very traditions they adhere to.
Titan
Spoiler
Race Qunari male or female
Class: Warrior
Personality: very confident in there ability and thinks no one can match there skill.
The titan is a force to be reckoned with after spending many years training to wield two handed weapons in each hand. They have become a terror on the battlefield, watching a titan in battle is like watching a tornado move over water.
Class: Warrior
Personality: very confident in there ability and thinks no one can match there skill.
The titan is a force to be reckoned with after spending many years training to wield two handed weapons in each hand. They have become a terror on the battlefield, watching a titan in battle is like watching a tornado move over water.
Pit Fighter
Spoiler
Race: any
Class: warrior cross rogue
Personality: after years of been forced to fight and living as a slave. They have grown strong and learnt to survive by any means necessary. They apply a plethora of dirty tricks because they know its them or the enemy who will walk away.
Any good pit fighter will tell you, it doesn't matter how well you fight—all the crowd cares about is blood, and they don't care if it's yours or the other guy's. So if you want to survive your time in the pit, make sure the people get their blood, and lots of it. If you're lucky enough, the audience will be on your side, you'll feel the roar of the crowd pounding in your chest, and nothing can stop you.
While pit fighters' lives might seem defined by their profession, some do manage to escape the pits, either by winning their freedom in battle or by breaking their chains in the night. Though they may no longer be pit fighters by profession, they will always be pit fighters at heart, and often long for the excitement of battle and the roar of the crowd years after they've officially retired.
Class: warrior cross rogue
Personality: after years of been forced to fight and living as a slave. They have grown strong and learnt to survive by any means necessary. They apply a plethora of dirty tricks because they know its them or the enemy who will walk away.
Any good pit fighter will tell you, it doesn't matter how well you fight—all the crowd cares about is blood, and they don't care if it's yours or the other guy's. So if you want to survive your time in the pit, make sure the people get their blood, and lots of it. If you're lucky enough, the audience will be on your side, you'll feel the roar of the crowd pounding in your chest, and nothing can stop you.
While pit fighters' lives might seem defined by their profession, some do manage to escape the pits, either by winning their freedom in battle or by breaking their chains in the night. Though they may no longer be pit fighters by profession, they will always be pit fighters at heart, and often long for the excitement of battle and the roar of the crowd years after they've officially retired.
Warlord
Spoiler
Race: any
Class: warrior
Personality: shows no fear nor kindness but cares for his allies.
A Warlord is a leader on the battlefield, standing on the front line, commanding troops and offering aid to allies as the battle rages. They are brilliant tacticians, often spelling the difference between defeat and victory.
Adventures: Warlords are more commonly found in command of units of soldiers, whether a cadre of the city guard, or a horde of barbarian raiders. Those warlords who do seek adventure on their own, though, often appear at the head of a group of adventurers, leading the party through inspiration and courage. They can be a commander on leave from their military order, a minor chieftain looking to make a name for themselves away from their tribe, or a sharp-eyed mercenary wandering between jobs.
Class: warrior
Personality: shows no fear nor kindness but cares for his allies.
A Warlord is a leader on the battlefield, standing on the front line, commanding troops and offering aid to allies as the battle rages. They are brilliant tacticians, often spelling the difference between defeat and victory.
Adventures: Warlords are more commonly found in command of units of soldiers, whether a cadre of the city guard, or a horde of barbarian raiders. Those warlords who do seek adventure on their own, though, often appear at the head of a group of adventurers, leading the party through inspiration and courage. They can be a commander on leave from their military order, a minor chieftain looking to make a name for themselves away from their tribe, or a sharp-eyed mercenary wandering between jobs.
Bounty Hunter
Spoiler
Race: any
Class: warrior cross rogue
Personality: Funny and loves a good joke but takes there job very seriously.
The bounty hunter is a specialized tracker and hunter who hunts down criminals. Many are essentially mercenaries, while others, often called bailiffs or constables, are officers of the local government. Unlike a simple guardsman, the bounty hunter is a relentless pursuer, whether there quarry takes cover in the wilderness or hides among friends and sympathizers. Some bounty hunters are deeply concerned with justice, but most view their work as a practical matter. They leave justice to be judged by their employers. Bounty hunters sometimes dabble in hunting monsters, while the less scrupulous are little more than assassins operating under the thin pretenses of their noble employers. Few bounty hunters will willingly take on a spell-caster, but if the price is right, the most daring bounty hunters sometimes attempt it.
Class: warrior cross rogue
Personality: Funny and loves a good joke but takes there job very seriously.
The bounty hunter is a specialized tracker and hunter who hunts down criminals. Many are essentially mercenaries, while others, often called bailiffs or constables, are officers of the local government. Unlike a simple guardsman, the bounty hunter is a relentless pursuer, whether there quarry takes cover in the wilderness or hides among friends and sympathizers. Some bounty hunters are deeply concerned with justice, but most view their work as a practical matter. They leave justice to be judged by their employers. Bounty hunters sometimes dabble in hunting monsters, while the less scrupulous are little more than assassins operating under the thin pretenses of their noble employers. Few bounty hunters will willingly take on a spell-caster, but if the price is right, the most daring bounty hunters sometimes attempt it.
Copy Cat or Master Mimic
Spoiler
Race: Human male or female
Class: Rogue cross mage
Personality: not of one mind, multiple Personalitys but behind the mask is one of the most brillant minds in thedas.
“I am not you, but I am damn close.” – Copycat.
Mimics adventure because of different reasons. Some want power, others want treasures and interesting items and quite a few wants experience… and a dozen or so do it for fun, because they can help and like it.
Mimics are the masters of doing things they really don’t know how to do, they just do it and in a magical way it usually work. The art of miming is powerful and elegant, do as others and they might do as you one day. A mimic is truly someone who appreciates the knowledge of others, because what others can, you can.
Class: Rogue cross mage
Personality: not of one mind, multiple Personalitys but behind the mask is one of the most brillant minds in thedas.
“I am not you, but I am damn close.” – Copycat.
Mimics adventure because of different reasons. Some want power, others want treasures and interesting items and quite a few wants experience… and a dozen or so do it for fun, because they can help and like it.
Mimics are the masters of doing things they really don’t know how to do, they just do it and in a magical way it usually work. The art of miming is powerful and elegant, do as others and they might do as you one day. A mimic is truly someone who appreciates the knowledge of others, because what others can, you can.
Tempest
Spoiler
Race: any
Personality: cocky and somewhat arrogant.
Tempests specialise in the use of alchemy, coating themselves in elemental chaos to distract and punish foes. They leap where others dare not go, they are the center of the deadly storm, a force to lead and a force to be feared.
Personality: cocky and somewhat arrogant.
Tempests specialise in the use of alchemy, coating themselves in elemental chaos to distract and punish foes. They leap where others dare not go, they are the center of the deadly storm, a force to lead and a force to be feared.
Spirit Archer
Spoiler
Race: any but dwarf
Class: Rogue (archer) cross mage
Personality: barbarian like mind but with a sense of peace and serenity within nature
Similar, but not quite the same as the Arcane Archer. The Spirit Archer arose from the wild lands where barbarian and nomadic tribes roamed the plains and the rocky highlands. They were once nomadic mages, but when the call to war was raised, they picked up a bow and arrow and marched with their hunters, using their farseering abilities and there magic to become a terror on the field.
Class: Rogue (archer) cross mage
Personality: barbarian like mind but with a sense of peace and serenity within nature
Similar, but not quite the same as the Arcane Archer. The Spirit Archer arose from the wild lands where barbarian and nomadic tribes roamed the plains and the rocky highlands. They were once nomadic mages, but when the call to war was raised, they picked up a bow and arrow and marched with their hunters, using their farseering abilities and there magic to become a terror on the field.
Dreadnought
Spoiler
Race: Qunari
Class: warrior
Personality: fearless and the bigger the enemy the more fun it is for the Dreadnought.
Absolutely nothing scares the dreadnought. He is the ultimate weapon, wearing huge armor suits and wielding large weapons, he is a walking tank. He doesn't care about accuracy, or trying to take cover; he just cares about blowing the enemy up.
Class: warrior
Personality: fearless and the bigger the enemy the more fun it is for the Dreadnought.
Absolutely nothing scares the dreadnought. He is the ultimate weapon, wearing huge armor suits and wielding large weapons, he is a walking tank. He doesn't care about accuracy, or trying to take cover; he just cares about blowing the enemy up.
Antivan Crow
Spoiler
Race: Elf
Class: Rogue
Personality: A living weapon who brings silent death by any means necessary
Sold to the Crows as payment for a debt when he was a boy Silaron is trained in the art of death by the legendary Antivan Crows. As payment to the Inquisitor for help with a delicate matter, he uses his knowledge of stealth, poison, potions and knives to quietly remove threats to the Inquisition.
Race: Elf
Class: Rogue
Personality: A living weapon who brings silent death by any means necessary
Sold to the Crows as payment for a debt when he was a boy Silaron is trained in the art of death by the legendary Antivan Crows. As payment to the Inquisitor for help with a delicate matter, he uses his knowledge of stealth, poison, potions and knives to quietly remove threats to the Inquisition.
Possible Changes
Spoiler
Now its nice to get plus one point for promoting a character but im surprised you guys did not go further to make people want this even more.
I.e
1.why not make it so your first ten promotions with said character gives you a special icon
2. The next ten gave you a special name
3. The next ten gave you a special banner
4. The next ten gives you a level 23 class specific weapon
5. The last tier of the promotion for the character gives you a bad ass armor set for achieving 50 promotions with said character
And i dont mean like the horrible armors in there now more like this:
Warrior
http://st.gdefon.com..._(www.GdeFon.ru).jpg
Mage
http://interregnum.h...12/warlock2.jpg
Rogue
http://www.wizards.c...blog_archer.jpg
Or if this does not work for you check out this thread on a really good idea for it : http://forum.bioware...e/?fromsearch=1
The red templar commanders earthquake spam move. he hits you with it, you get knocked down, you finally are able to get back up and he is already hitting you with it again and so on until you die. I get that its super easy to avoid but when he does hit you with it... annoying as frick. A solution to this would be to allow defensive and evasive moves to be used even when knocked down.
If your going to add multiple levels to maps i suggest you do it like this. Make sure you have 10-15 maps and 10 levels to each. Now before anyone claims that is to much work, it really is not see much like the destruction pack you guys gave us it shows how little has to change to be called a level. Not meant to be harsh but no one can defend the destruction dlc.
Loot system
Easy fix add two more chests 2400 and a 4800
Then simply do what you guys do best. Me3mp style have each higher chest have a small chance to get better and better gear. Of course a way to make this work would be me3mp again each weapon double can upgrade the weapon to a new tier.
A way to reset the map
There should be a way to reset the level via player vote just incase you run into a problem or etc. This means the host is not punished in order to do a reset. Just make sure it happens like in the migration whete loot does not reset nither does exp so it cant be exploited. But would solve bugs now and future bugs also im sure it has other benefits.
Player check
Nothing worse than having a player level 8 join a threating game right level but gear of a lvl 1. Easy fix allow us to see what armor,items and potions they have on. Also another way to help to figure out if someone is worthwhile to keep is to have there challenge level next to names. This is only to avoid a bad kick say a 200 plus player joins threating probably with good gear.
Increase inventory size alot.
Add the option to make a game private in game.
Add higher difficulty.
Venatori leader need a buff.
Demon commander needs a longer warning before jumping because without been host its easily missed and causes alot of deatha because of lag.
Possible new item tier like in da2 orange for exotic.
More stats
Show individual Damage Dealt after the match.
Show individual stats in general and awards eg; highest crit, most kills, most damage per round, etc. what we have now is too limited.
Sprint needs to be auto.
New chest bosses.
Server stability and auto rejoin should a crash or dc happen to save the exp.
Possible horde mode how many waves can you survive like round 5 but endless or say 25 waves.
A proper day and night cycle inc weather helps when doing only three maps.
Maybe abit of customizations to each class the personal touch nothing fancy.
Maybe a possible new item to a chest that is like a master key to the chest doors and drop in 5s to help when your missing a class.
There should be a male and female versions of each class. Some of us would prefer to play a male templar and a female hunter.
Reduce or remove player collision.
Armors in your inventory should not use up inventory space also if we could have a number so we know how much room we have i.e 23/200.
Necromancer spirit forms should not be able to drink, and thus waste, healing or lyrium potions.
Possible crafting our own weapons say it cost 28/40/28/40 still need the right rng. But would give us something to work towards and it would let us choose a perk to put on said weapon. Possibly adding new tiers by adding more materials.
A way that multiplayer affects single player i.e stats from promotions cross over.
When a dlc or patch is to be released having an email sent to our email linked to our origin account. Would really help alot of us did not know about the dlc for awhile or possibly ingame message.
Latency ping it would be nice to able to see everyones latency. As well as our latency to the host until dedicated servers are used.
Story-driven dungeons and outdoor maps. Maybe with each one centered around each of the twelve playable classes. The background text for the characters are all pretty interesting, but we don't really get to learn more about them in the SP or MP game because they are so focused on the inquisition story. Developing the multiplayer characters would be a great way for adding story and new dialogues to dungeons. In example, Sidony the necromancer joined the Inquisition because she wanted to learn more about the breach and get more power, and a dungeon with story centered around her and three lackeys going on her mad quest for power could be entertaining. Or helping Thornton, the hunter you hear bantering about wanting a dog, house, and vegetable garden, to fight through strange creatures and finally a dragon because he's very sure its lair is where he wants his house to be.
Less disparity between weapon level and DPS, more variety in how weapons work. Right now there is pretty much just 1 best sword, shield, dagger, greatsword, and staff, and everything that comes before you get them are temporary placeholders. This limits customizability and replayability. I really believe there is no purpose of level 1-10 weapons other than to be a grind and to punish people for not winning the RNG game.
Items upgrade-able by getting copies of them similar to ME3 MP. Even if a rank 1 weapon were to be 50% as strong as a rank 10 weapon and a weapon were to take twice as long to get to rank 10 than it is to get the same weapon without ranks in the current system, it would make the grind significantly less painful when people can at least have a decent chance at getting what they want at low ranks. Right now I'm in the top 20 leaderboard and I'm still using a white one-hand sword and white dagger, and even if the white weapons are stronger than rank 1 uniques, at least I won't feel so beaten up by RNG.
No weapon choice limits, but put in buffs and nerfs for cross-class usage as needed for balance. Heck, I doubt people would complain about the same exact animations being used for a 2handed mage, its VARIETY and that's whats fun.
Reduced xp penalty for crashing.
Appearance customization as in ME3 MP and cosmetics. I want to name my character, choose its gender, and play with its looks, even if it requires unlocking these things bit by bit from RNG chest. There's only really two different armor for each of the twelve classes with 3x preset color variations for each of the two armors. Good, keep it that way. Now give us cosmetic items like hats, dyes, armor and weapon appearance transmutes, etc. Some of them could be $$$ only as well, since it should be possible to support a game in more ways than just buying RNG chests.
Make right mouse button hold default so that mouse freelook is always on. This isn't an MMORPG, there is no UI to click while inside a dungeon. Then improve AoE placement to be as linear as if the RMB hold wasn't on, because right now if you try to hold onto it and then place an AoE, how the placement moves can be significantly affected by where the mouse pointer was when right mouse click was first held down. Also FYI to players, autohotkey RMB hold macro and swapping "q" with "a" and "e" with "d" makes the controls significantly better for PC. Link to macro.
Improved GUI. Allow weapons to be selected in inventory in order to craft them. We really don't need separate Inventory, Crafting, Weapon Crafting, Armor Crafting, Weapon Upgrades, Armor Upgrades, etc., because if all of these things can be put into inventory, players can just choose the items they want to modify and do it, not go through 5 different windows. The GUI in ME3 MP is fantastic with everything easy to read with good size, text and background contrast, and easy to navigate, and I would love to see the GUI in DA3MP to be improved.
Text chat. If bioware thinks text chat would detract from the game, minimalistic text chat such as Showing the name, colon, and text a person writes in the middle left of the screen with the game being the background, is extremely unintrusive. Please don't do crazy fancy chatboxes like in some MMORPG's, we need the same kind of small text to the side of the screen you see in online FPS and RTS games.
Give us something to do with all our excess crafting materials. Sell it for gold, make or trade for cosmetic items, give to other players, etc.
Implement target tracking for basic attacks and abilities that target very specific areas but have delays before they hit. Assassin has too many abilities that miss so long as an enemy moves a few inches.
Give us a reason to play our characters as level 20's. I think right now it is difficult for people to justify running their level 20 characters instead of just promoting, which is bad in a sense because it causes people to just constantly promote promote promote and never really get to enjoy their character at their full potential. This can be addressed by giving people an incentive to run their level 20's, but at the same time the incentive must not be strong enough to make promoting seem like a bad option. Divert 30-50% of xp gained by a level 20 character equally among the other classes of the player. If any of the other classes already are level 20, divert all of that to any class not at level 20. If all classes are at level 20, the diverted xp should count towards pool for increasing an attribute point by 1, with the amount of xp required being the same amount of xp required to level a character from new to 20, and the desired attribute point being selected after reaching the required amount of xp. A player can use one of the above-mentioned +x amount of xp tokens in the pool instead of on a specific class.
some sort incentive for tanking or supporting. You would think a smooth run would be enough incentive, but the majority of PuG's seem to be 4 dps or 1 tank/support at most.
Reduce animation delays for basic attacks and abilities. It is painful to see your character stand still for 2 seconds after a basic attack while you are struggling to move your character out of the way of a templar commander about to whirlwind your @$$. Mighty blow for katari is probably the worst offender.. it's just so painfully retarded.
Rotate character outside of dungeon to preview armors and weapons. Ability to view picture of armor before crafting. Very often if not all the time the appearance of tier 1 armor have completely different color schemes than tier 2 armor with the same names. Sometimes they are even highly contradictory, i.e. Assassin tier 2 dawn being darkest, dusk being brightest, and twilight in between. Instead of having armor for twelve different classes cluttering the armor inventory, it would be more convenient to simply allow a player to press arrows to the left and right of the current-selected class to scroll through the different armor and appearances. Some of the tier 1 armor look very nice, it would be good to be able to have the same armor rating on them as the armor rating on the current-highest armor rating a player has for that class (i.e. basic tier 2 armor) so that players will have more options in appearance at end game instead of being limited to the 3 color variations of tier 2.
Reduce volume and brightness for katari earth shaking ability, it is so offensive I reset the katari just to remove the ability. Reduce or eliminate the shaking from elementalist firestorm, it is so bad for the entire team that I only use it as necessary, sometimes less than 5 times a game. The other abilities I have seen are fine in terms of volume, brightness, and shaking.
Increased reward for perilous, and maybe a small increase in reward for threatening. Right now, perilous gives a paltry increase in gold over threatening, while being significantly more stressful and difficult for most people, so that threatening is a relatively much better option for farming gold. Threatening gold increase over routine is pretty good, but at the same time, routine has significantly fewer enemies that do several times less damage than in threatening, and I actually have been farming routine with friends with very good gold/time ratio where one player will run to the end and kill all enemies in a few abilities while the other three will get chests and vases, and all get teleported to the next stage when ready.
Tonics that last through an entire game. I have so many potions that I don't use because I seldom feel they are worth using versus simply paying more attention to the enemies or spamming abilities that have similar effect, and the ones that are worth using are often very short duration. Things like increased damage, armor, resistance, etc., throughout an entire game, would be awesome. Also the ability to craft such tonics or improved potions with existing potions, i.e. a large or concentrated jar of bees or very mighty offense tonic. Also, I have so many lightning, fire, ice, and spirit potions that are seldom used because I don't even have the ability to choose what enemies to fight and slot accordingly, and would love to be able to access them after a game starts, or for them to become active under certain circumstances, i.e. being hit by demon commander spirit damage at round 5/5.
Don't make banter prevent the use of player shouts. Can't shout retreat because some character is whining about dying is bad.
Legionnaire and templar shield and atari and reaver block and slash control are currently extremely poor. If you attempt to use shield wall/block and slash when you are in a locked animation whether due to your own actions or from being hit, the ability simply won't register. In real life, if you are being beaten by a steroid police, you can always keep in mind that you should raise your arm to block and you will keep bringing your arm back up, you don't have to keep on starting from scratch and telling yourself to bring your arm back up unless you are being tasered in which case your muscle control is lost. The way shield works in da3 now is similar to being tasered, you completely forgo trying to raise the shield even though it is WHAT YOU WANT. Please, for the love of god, make it so that when shield wall/block and slash button is pressed, BRING UP THE SHIELD/SWORD, and when the button is released, DROP THE SHIELD/SWORD. Yes, you can make it delayed to account for animation locks, but please... this tasered legionnaire thing is so painful.
The ability to buy specific potions and sell excess stock.
Weekend events are a start what about weekend community goals i.e kill 50,000 demon commanders.
Some people would like a way to pay to respec instead of promoted to. Mainly if they muck up a build and do not wish to start all over.
being able to preview armor's appearance/stats before crafting.
Abilities that use a particular element hit harder if you are using a stave of that particular element. (i.e. frost staff increasing the power of winter's grasp)
Multiple commanders for the factions that play different ways
Makes more in canon sense if the commanders run away from the battle when they lose as the inquisitor is suppose to get them after all
More in-game events
The ability to skip start and end scenes of multiplayer because not only are they very long but after hearing them a few times you dont really need to hear it anymore.
This one is important as it adds new levels to difficulty. First of all add in herioc versions of each difficulty. Then introduce new higher difficultys over time.
Routine: level 2
Herioc: level 4
Threating: level 8
Herioc: 10
Perilous: level 12
Herioc: 14
Soon to come
Nightmare: level 16
Herioc: 18
Disaster: level 20
Herioc: 23
If certain items do not stack mainly rings we need a message when equipping them. Or not been able to equip the two in the first place would really help.
The ability to set up clans for quick matches and maybe a portrait of your clans design.Will make people care more about multiplayer.
Ai pathing needs to be looked at as well as there threat. I am attacking a target and instead of defending itself it chooses to run off to the furthest team mate who is afk.
Blocking now this is a big one the melee units non shield users of course block attacks like crazy. No idea why they can block with a sword over and over especially when they block all shots from leaping shot. It should be changed to less blocking more attacking or just attacking.
When someone revives you in the heat of battle alot of the times you will be dropped again before been able to move. It would be nice that when we revive we have two seconds of been invulnerable before the mobs start back in on us.
More exp for not using the health vase between levels.
This is abit more on the blocking as it really affects reavers. Alot of the melee not the shield users block like crazy. One melee unit blocked me until i died while i massacre demons left right and centre. I do use the horn to help negate this abit but it has abit of a cd and it means death against the melee.
Would be nice if when an enemy dies there collison is removed right away. For the melee guys trying to get to the next mob are forced to move around an empty spot.
When out of combat your hero should put there weapons away.
PRESSING BACK FROM SUBMENUS IN LOBBY SHOULDN'T CANCEL READY-STATE
If I indicate that I'm ready to play, and I peruse some sub-menu such as abilities or inventory, pressing back to return to the lobby cancels my ready-state, which isn't a big deal but it's frustrating. And it would be nice to be able to toggle readiness from any of the menus for that matter.
NECROMANCER'S PETS SHOULD NOT DELAY KEY DROP
It's frustrating when an encounter is over and you're just waiting for your spirit buddy to die so you can unlock the door to the next area.
INCAPACITATED TIMER VISIBLE TO OTHER PARTY MEMBERS
It would be nice if you could see just how long a party member has been incapacitated so you know how much time they have left to be revived. What happens to me on occasion is two party members will go down at different times, and someone comes over and revives the most recently downed party member letting the other character bleed out because they didn't notice who went down first. This would also let players make more informed decisions as to whether they need to aggressively attempt to revive you or if they can afford to give you time to crawl to a safe corner.
SOCIAL ANIMATIONS
This is a big ask, but I love the social animations in Destiny. When you're playing PUGs with people who don't use microphones, it's an effective and fun way to communicate, ease tension, and remind everyone this is a game and we're just having fun. Sometimes when someone is trying to call you over to a secret door and they're spamming "HERE! HERE! COME TO ME! HERE!" it can be aggravating, but if they start dancing when you get there it's a little harder to be mad.
to be able to look at my characters in a 360° veiw in menu instead of having to go into a private game to look at different armors
Double exp weekends and public holidays to help boost the numbers. Does not need to be every weekend just now and then to boost numbers.
Experience should be given on the spot as you get it. Because of the amount of times we get crashes,bugs inc future bugs and lost connection to hosts because there is no servers.
Bunny sometimes spawns way ahead of the group almost half way to the exit before you see it. Would be nice if it was looked at.
Unique potions added to the loot special potions with really good effects rare but well worth it (i.e health potion that gives 8-10 seconds of invulnerability.
We should be able to trade in materials for other materials of equal tier. We do after all work for the inquisition so some trade should be there say 20 leather for 10 cloth of equal tier.
Invisibility and enemies meaning it would be nice if when using invisibility that you drop aggro. Because you can still be shot and pulled out of stealth again if an archer has a shot pre loaded on you. Or if you go invisible the ice witch frost attack not only still goes for you but follows you. It also happens if you go invisible with the red templar boss doing is blade swings it will follow you in stealth.
The ability not to play the destruction dlc meaning runs with animals and runs without. Alot of us would prefer to play without the animals especially when there on the demons side lol.
If you could be able to press down on the pad to swap views to others. When in the fade should be able to spectate team mates and watch them play till your back up.
Possible idea if servers are brought in is spectator mode. It would allow us to show other clan mates different specs and how we use certain classes.
When killing a boss it does not feel like your well rewarded. It would be nice if you were given a random item like the chests at the end of a match for taking down a boss.
Would be nice if there was an invite only option along side the public and private option. Just because people on your psn can still join your game when your trying to be left alone.
We need the ability to buy back items we salvaged. Personally i did not think it was necessary until i pulled apart a rare that was better than my unique. But before i knew it was, i was to late and therefore would be nice to be able to undo such a mistake.
Berserker weapons need to be changed it is nice for the 20 percent more damage. But the 200 percent more damage means you cannot use the weapon. I am not sure why these are in the multiplayer see if you take 600 damage from an archer on threating. Then you would take 1800 damage with the item to my knowledge no one has that much health yet to survive one hit.
The ability to set the map option to random play list.
The ability to choose your enemy only after archers and dc are nerfed and venatori boss is buffed.
Good possible idea because of the low numbers at points. It can be hard to find people alot of people have experienced empty lobbys for long periods of times. So why not have adjusted modes for sets of 2-4-6 people with the amount of enemies and gold adjusted to size. This would allow small to larger groups to be found no matter what time of the day and where you are located.
Once you craft all the armors it becomes a mission to find certain armors. What about adding in a pre selection to the armor tab that lets you choose what classes armor you wish to look at before opening the next tab. As it can take a few minutes just to scroll down the armor page and will only get worse as more are added.
party buff skills like horn of valor and aoe taunts like warcry need to give support exp.
arcane warriors self generated barrier should not give support exp. You get more support xp for the team on AW trying to run ahead and solo then sitting back and trying to work as a team.
If your on a map with the destruction enemies added. Then there should be destruction enemies on wave 5 perhaps a dragon and there dragonlings joining the fight. The aggro problem would need to be addressed first of course.
It would be alot better if instead of three of the same armors. With some silly colours like the red outfit we all know to well. Why not just bring in colour picks this is really important for DAMP as to stop everyone from looking the same. See alot of games adopted this for that reason and you guys should be familiar with it from mass effect. You split the armor shades into three and let us pick a colour for each one.
Add an editor program for pc for the sole purpose of allowing the modders to do there thing. It does seem like you guys are struggling with multiplayer and that is ok but there are alot of people willing to lend a hand like my self. If you brought in such a tool we could submit ideas ready to go right to you guys and if you like the idea you could simply add it in. This would allow us to create maps,enemies, classes,in game objectives, game modes and fix bugs for you guys. Then all you guys have to do is look at what works and tweak the ideas you like to your style and add them in. Alot of us dont mind helping you guys out especially because we enjoy DAMP alot.
Now this idea was given to me and i have to say wow can't believe i did not think of this solution to empty lobbies. We all get them the dreaded 15-25 minute dead lobbies but it was suggest to me why not do this. Why not do what other games have done to solve this problem why not put bot teammates in with different "play styles" and skill levels?. Now they would not be as good as players but would be easy to put it in and the scripts can be done by modders if you wish to use the edit idea.
The music needs a touch up add in some new tracks and combat music.
If you do look more into the day and night and weather cycle. You should give control to the players let us choose the map and have advanced options to choose the weather and time of day. See picture the Orlesian map at dusk with rain so fierce you feel like your agent is going to blow over. It makes doing the same map over and over easier and feel different.
Bosses w/o mobs
What can I do to prove myself in MP? There's nothing much going but getting gear to complete the same maps. So I'm asking for more maps and bigger bosses to fight at the end of maps. I don't even care if you guys make a different skin and title of the beasts or bosses, just make a boss fit for a four-man-team to fight alone. That'll make me want to prove my prowess even more. The current bosses have little to no challenge, because it's really the mobs that do all the work.
Environmental Hazardous/ Traps
I'd love to see the fade swamp turned into a part of, or a map. Making the team's obstacles to run past creatures from point A to point B, as zombies just keep spawning more and more; all the meanwhile archers are above shooting. Traps are what challenges my prowess, but I noticed DAI doesn't really bother with traps(aside from the cast trap spells, I mean with the environment). Spikes, ledges seem to work in various ways and situations in the game, etc...
When i want to join a game via quickmatch and somehow the connection fails, i get a loading screen the game freaking saves even before that and i get thrown back to multiplayer menue. I have to wait for ever just to try to connect again. And if then connecting fails again, the whole procedure repeats! omg, no. OMFG, this is so unnecessary! Please change this.
The maximum range of how far you can place skills like firewall should be increased. E.g. in some situations i can hit enemies with my staff but when i want to use a skill i have to walk like 10m to be able to reach the enemy with the skill.
Improve ui sounds
I.e Add sounds to when you or someone else gets a skull on them
To help with supporting the game via platinum i would suggest having sales now and then where you get alot of bonus platinum for buying heaps of platinum or half price deals you get the idea.
The commendation chests should yield or atleast have a better chance at rare and unique items
I would like to salvage inquisition gear. I haven't used any of the inquisition weapons for quite a while and would rather just get rid of it. This should be available for armor too, I have stocked up on a lot of clothing I will never wear again. The stuff I don't use just sits there collecting dust. To add to this post simply just make it so you must always have one of an item in the inventory and this would be easy to implement.
Treasure rooms should reflect the members of your party. I have had to pass up on treasure rooms quite often because I don't have a rogue, warrior, or mage class with me. I think the treasure rooms should be determined in the beginning based on who is actually in your party. This is a good idea as it feels as if you guys are trying to dictate what we play and then punishing us if we try.
I would like to see a feature which allows the players to select the role they intend to play in a multiplayer quick match (tank, support, dps), and the application will group you with a more suitable group. That way you don't get grouped with 4 keepers, or 3 archers and a reaver... etc. I think this would encourage more diversity in the classes you see played and you would be more successful when doing dungeons. This could help pugs with perilous any who would be interesting to see how you guys would do this.
Double the resources gained from salvaging staves. Mage classes only have one weapon type where rogues have 2 and warriors have 3. It creates an imbalance in the resources you gain.
Allow for individual characters to be name-able allowing for a more personal touch.
Physically show the armor upgrades for more individuality
Show a player latency bar due to the fact that lag can kill and excessive rubber banding is a major concern of most players
allow for leadership change ( force a host migration)
remove collision when reviving party members by allowing the player who is reviving to not be able to be pushed from the downed player. Edit: this should not include enemy attacks that have knockdown or status affecting abilities.
Possible storage chest to store items you dont want to salvage but dont want to fill your bags up with.
Add in aoe looting should help speed things up so you can collect multiple loots at the same time.
Environment influence spells during combat (Like electricity in water is stronger)
Improve clarity of spell circles. Like Dispel, or Immolate on grass (can be hard to see because of clipping).
Show elevation on the map with small arrows on enemies and NPCs.
Set more than one active goal at once so you can follow atleast three at once.
Ability to walk over rocks and small terrain elevation without stopping or slowing.
Less damage from falling from 5m or less.
Better jumping reaction.
Either improve characters movement speed just a bit or add some kind of short range dash or temporary sprint. This goes off the sprint idea already added and just to point out holding the sprint button after an hour or so it starts to hurt lol.
Make it possible to remove a mapped ability, making it empty again, without having to map another ability over it.
Add a way to customize the microphones settings when playing online such a volume, press to talk, etc,
An option to adjust fonts size.
More to come
Now its nice to get plus one point for promoting a character but im surprised you guys did not go further to make people want this even more.
I.e
1.why not make it so your first ten promotions with said character gives you a special icon
2. The next ten gave you a special name
3. The next ten gave you a special banner
4. The next ten gives you a level 23 class specific weapon
5. The last tier of the promotion for the character gives you a bad ass armor set for achieving 50 promotions with said character
And i dont mean like the horrible armors in there now more like this:
Warrior
http://st.gdefon.com..._(www.GdeFon.ru).jpg
Mage
http://interregnum.h...12/warlock2.jpg
Rogue
http://www.wizards.c...blog_archer.jpg
Or if this does not work for you check out this thread on a really good idea for it : http://forum.bioware...e/?fromsearch=1
The red templar commanders earthquake spam move. he hits you with it, you get knocked down, you finally are able to get back up and he is already hitting you with it again and so on until you die. I get that its super easy to avoid but when he does hit you with it... annoying as frick. A solution to this would be to allow defensive and evasive moves to be used even when knocked down.
If your going to add multiple levels to maps i suggest you do it like this. Make sure you have 10-15 maps and 10 levels to each. Now before anyone claims that is to much work, it really is not see much like the destruction pack you guys gave us it shows how little has to change to be called a level. Not meant to be harsh but no one can defend the destruction dlc.
Loot system
Easy fix add two more chests 2400 and a 4800
Then simply do what you guys do best. Me3mp style have each higher chest have a small chance to get better and better gear. Of course a way to make this work would be me3mp again each weapon double can upgrade the weapon to a new tier.
A way to reset the map
There should be a way to reset the level via player vote just incase you run into a problem or etc. This means the host is not punished in order to do a reset. Just make sure it happens like in the migration whete loot does not reset nither does exp so it cant be exploited. But would solve bugs now and future bugs also im sure it has other benefits.
Player check
Nothing worse than having a player level 8 join a threating game right level but gear of a lvl 1. Easy fix allow us to see what armor,items and potions they have on. Also another way to help to figure out if someone is worthwhile to keep is to have there challenge level next to names. This is only to avoid a bad kick say a 200 plus player joins threating probably with good gear.
Increase inventory size alot.
Add the option to make a game private in game.
Add higher difficulty.
Venatori leader need a buff.
Demon commander needs a longer warning before jumping because without been host its easily missed and causes alot of deatha because of lag.
Possible new item tier like in da2 orange for exotic.
More stats
Show individual Damage Dealt after the match.
Show individual stats in general and awards eg; highest crit, most kills, most damage per round, etc. what we have now is too limited.
Sprint needs to be auto.
New chest bosses.
Server stability and auto rejoin should a crash or dc happen to save the exp.
Possible horde mode how many waves can you survive like round 5 but endless or say 25 waves.
A proper day and night cycle inc weather helps when doing only three maps.
Maybe abit of customizations to each class the personal touch nothing fancy.
Maybe a possible new item to a chest that is like a master key to the chest doors and drop in 5s to help when your missing a class.
There should be a male and female versions of each class. Some of us would prefer to play a male templar and a female hunter.
Reduce or remove player collision.
Armors in your inventory should not use up inventory space also if we could have a number so we know how much room we have i.e 23/200.
Necromancer spirit forms should not be able to drink, and thus waste, healing or lyrium potions.
Possible crafting our own weapons say it cost 28/40/28/40 still need the right rng. But would give us something to work towards and it would let us choose a perk to put on said weapon. Possibly adding new tiers by adding more materials.
A way that multiplayer affects single player i.e stats from promotions cross over.
When a dlc or patch is to be released having an email sent to our email linked to our origin account. Would really help alot of us did not know about the dlc for awhile or possibly ingame message.
Latency ping it would be nice to able to see everyones latency. As well as our latency to the host until dedicated servers are used.
Story-driven dungeons and outdoor maps. Maybe with each one centered around each of the twelve playable classes. The background text for the characters are all pretty interesting, but we don't really get to learn more about them in the SP or MP game because they are so focused on the inquisition story. Developing the multiplayer characters would be a great way for adding story and new dialogues to dungeons. In example, Sidony the necromancer joined the Inquisition because she wanted to learn more about the breach and get more power, and a dungeon with story centered around her and three lackeys going on her mad quest for power could be entertaining. Or helping Thornton, the hunter you hear bantering about wanting a dog, house, and vegetable garden, to fight through strange creatures and finally a dragon because he's very sure its lair is where he wants his house to be.
Less disparity between weapon level and DPS, more variety in how weapons work. Right now there is pretty much just 1 best sword, shield, dagger, greatsword, and staff, and everything that comes before you get them are temporary placeholders. This limits customizability and replayability. I really believe there is no purpose of level 1-10 weapons other than to be a grind and to punish people for not winning the RNG game.
Items upgrade-able by getting copies of them similar to ME3 MP. Even if a rank 1 weapon were to be 50% as strong as a rank 10 weapon and a weapon were to take twice as long to get to rank 10 than it is to get the same weapon without ranks in the current system, it would make the grind significantly less painful when people can at least have a decent chance at getting what they want at low ranks. Right now I'm in the top 20 leaderboard and I'm still using a white one-hand sword and white dagger, and even if the white weapons are stronger than rank 1 uniques, at least I won't feel so beaten up by RNG.
No weapon choice limits, but put in buffs and nerfs for cross-class usage as needed for balance. Heck, I doubt people would complain about the same exact animations being used for a 2handed mage, its VARIETY and that's whats fun.
Reduced xp penalty for crashing.
Appearance customization as in ME3 MP and cosmetics. I want to name my character, choose its gender, and play with its looks, even if it requires unlocking these things bit by bit from RNG chest. There's only really two different armor for each of the twelve classes with 3x preset color variations for each of the two armors. Good, keep it that way. Now give us cosmetic items like hats, dyes, armor and weapon appearance transmutes, etc. Some of them could be $$$ only as well, since it should be possible to support a game in more ways than just buying RNG chests.
Make right mouse button hold default so that mouse freelook is always on. This isn't an MMORPG, there is no UI to click while inside a dungeon. Then improve AoE placement to be as linear as if the RMB hold wasn't on, because right now if you try to hold onto it and then place an AoE, how the placement moves can be significantly affected by where the mouse pointer was when right mouse click was first held down. Also FYI to players, autohotkey RMB hold macro and swapping "q" with "a" and "e" with "d" makes the controls significantly better for PC. Link to macro.
Improved GUI. Allow weapons to be selected in inventory in order to craft them. We really don't need separate Inventory, Crafting, Weapon Crafting, Armor Crafting, Weapon Upgrades, Armor Upgrades, etc., because if all of these things can be put into inventory, players can just choose the items they want to modify and do it, not go through 5 different windows. The GUI in ME3 MP is fantastic with everything easy to read with good size, text and background contrast, and easy to navigate, and I would love to see the GUI in DA3MP to be improved.
Text chat. If bioware thinks text chat would detract from the game, minimalistic text chat such as Showing the name, colon, and text a person writes in the middle left of the screen with the game being the background, is extremely unintrusive. Please don't do crazy fancy chatboxes like in some MMORPG's, we need the same kind of small text to the side of the screen you see in online FPS and RTS games.
Give us something to do with all our excess crafting materials. Sell it for gold, make or trade for cosmetic items, give to other players, etc.
Implement target tracking for basic attacks and abilities that target very specific areas but have delays before they hit. Assassin has too many abilities that miss so long as an enemy moves a few inches.
Give us a reason to play our characters as level 20's. I think right now it is difficult for people to justify running their level 20 characters instead of just promoting, which is bad in a sense because it causes people to just constantly promote promote promote and never really get to enjoy their character at their full potential. This can be addressed by giving people an incentive to run their level 20's, but at the same time the incentive must not be strong enough to make promoting seem like a bad option. Divert 30-50% of xp gained by a level 20 character equally among the other classes of the player. If any of the other classes already are level 20, divert all of that to any class not at level 20. If all classes are at level 20, the diverted xp should count towards pool for increasing an attribute point by 1, with the amount of xp required being the same amount of xp required to level a character from new to 20, and the desired attribute point being selected after reaching the required amount of xp. A player can use one of the above-mentioned +x amount of xp tokens in the pool instead of on a specific class.
some sort incentive for tanking or supporting. You would think a smooth run would be enough incentive, but the majority of PuG's seem to be 4 dps or 1 tank/support at most.
Reduce animation delays for basic attacks and abilities. It is painful to see your character stand still for 2 seconds after a basic attack while you are struggling to move your character out of the way of a templar commander about to whirlwind your @$$. Mighty blow for katari is probably the worst offender.. it's just so painfully retarded.
Rotate character outside of dungeon to preview armors and weapons. Ability to view picture of armor before crafting. Very often if not all the time the appearance of tier 1 armor have completely different color schemes than tier 2 armor with the same names. Sometimes they are even highly contradictory, i.e. Assassin tier 2 dawn being darkest, dusk being brightest, and twilight in between. Instead of having armor for twelve different classes cluttering the armor inventory, it would be more convenient to simply allow a player to press arrows to the left and right of the current-selected class to scroll through the different armor and appearances. Some of the tier 1 armor look very nice, it would be good to be able to have the same armor rating on them as the armor rating on the current-highest armor rating a player has for that class (i.e. basic tier 2 armor) so that players will have more options in appearance at end game instead of being limited to the 3 color variations of tier 2.
Reduce volume and brightness for katari earth shaking ability, it is so offensive I reset the katari just to remove the ability. Reduce or eliminate the shaking from elementalist firestorm, it is so bad for the entire team that I only use it as necessary, sometimes less than 5 times a game. The other abilities I have seen are fine in terms of volume, brightness, and shaking.
Increased reward for perilous, and maybe a small increase in reward for threatening. Right now, perilous gives a paltry increase in gold over threatening, while being significantly more stressful and difficult for most people, so that threatening is a relatively much better option for farming gold. Threatening gold increase over routine is pretty good, but at the same time, routine has significantly fewer enemies that do several times less damage than in threatening, and I actually have been farming routine with friends with very good gold/time ratio where one player will run to the end and kill all enemies in a few abilities while the other three will get chests and vases, and all get teleported to the next stage when ready.
Tonics that last through an entire game. I have so many potions that I don't use because I seldom feel they are worth using versus simply paying more attention to the enemies or spamming abilities that have similar effect, and the ones that are worth using are often very short duration. Things like increased damage, armor, resistance, etc., throughout an entire game, would be awesome. Also the ability to craft such tonics or improved potions with existing potions, i.e. a large or concentrated jar of bees or very mighty offense tonic. Also, I have so many lightning, fire, ice, and spirit potions that are seldom used because I don't even have the ability to choose what enemies to fight and slot accordingly, and would love to be able to access them after a game starts, or for them to become active under certain circumstances, i.e. being hit by demon commander spirit damage at round 5/5.
Don't make banter prevent the use of player shouts. Can't shout retreat because some character is whining about dying is bad.
Legionnaire and templar shield and atari and reaver block and slash control are currently extremely poor. If you attempt to use shield wall/block and slash when you are in a locked animation whether due to your own actions or from being hit, the ability simply won't register. In real life, if you are being beaten by a steroid police, you can always keep in mind that you should raise your arm to block and you will keep bringing your arm back up, you don't have to keep on starting from scratch and telling yourself to bring your arm back up unless you are being tasered in which case your muscle control is lost. The way shield works in da3 now is similar to being tasered, you completely forgo trying to raise the shield even though it is WHAT YOU WANT. Please, for the love of god, make it so that when shield wall/block and slash button is pressed, BRING UP THE SHIELD/SWORD, and when the button is released, DROP THE SHIELD/SWORD. Yes, you can make it delayed to account for animation locks, but please... this tasered legionnaire thing is so painful.
The ability to buy specific potions and sell excess stock.
Weekend events are a start what about weekend community goals i.e kill 50,000 demon commanders.
Some people would like a way to pay to respec instead of promoted to. Mainly if they muck up a build and do not wish to start all over.
being able to preview armor's appearance/stats before crafting.
Abilities that use a particular element hit harder if you are using a stave of that particular element. (i.e. frost staff increasing the power of winter's grasp)
Multiple commanders for the factions that play different ways
Makes more in canon sense if the commanders run away from the battle when they lose as the inquisitor is suppose to get them after all
More in-game events
The ability to skip start and end scenes of multiplayer because not only are they very long but after hearing them a few times you dont really need to hear it anymore.
This one is important as it adds new levels to difficulty. First of all add in herioc versions of each difficulty. Then introduce new higher difficultys over time.
Routine: level 2
Herioc: level 4
Threating: level 8
Herioc: 10
Perilous: level 12
Herioc: 14
Soon to come
Nightmare: level 16
Herioc: 18
Disaster: level 20
Herioc: 23
If certain items do not stack mainly rings we need a message when equipping them. Or not been able to equip the two in the first place would really help.
The ability to set up clans for quick matches and maybe a portrait of your clans design.Will make people care more about multiplayer.
Ai pathing needs to be looked at as well as there threat. I am attacking a target and instead of defending itself it chooses to run off to the furthest team mate who is afk.
Blocking now this is a big one the melee units non shield users of course block attacks like crazy. No idea why they can block with a sword over and over especially when they block all shots from leaping shot. It should be changed to less blocking more attacking or just attacking.
When someone revives you in the heat of battle alot of the times you will be dropped again before been able to move. It would be nice that when we revive we have two seconds of been invulnerable before the mobs start back in on us.
More exp for not using the health vase between levels.
This is abit more on the blocking as it really affects reavers. Alot of the melee not the shield users block like crazy. One melee unit blocked me until i died while i massacre demons left right and centre. I do use the horn to help negate this abit but it has abit of a cd and it means death against the melee.
Would be nice if when an enemy dies there collison is removed right away. For the melee guys trying to get to the next mob are forced to move around an empty spot.
When out of combat your hero should put there weapons away.
PRESSING BACK FROM SUBMENUS IN LOBBY SHOULDN'T CANCEL READY-STATE
If I indicate that I'm ready to play, and I peruse some sub-menu such as abilities or inventory, pressing back to return to the lobby cancels my ready-state, which isn't a big deal but it's frustrating. And it would be nice to be able to toggle readiness from any of the menus for that matter.
NECROMANCER'S PETS SHOULD NOT DELAY KEY DROP
It's frustrating when an encounter is over and you're just waiting for your spirit buddy to die so you can unlock the door to the next area.
INCAPACITATED TIMER VISIBLE TO OTHER PARTY MEMBERS
It would be nice if you could see just how long a party member has been incapacitated so you know how much time they have left to be revived. What happens to me on occasion is two party members will go down at different times, and someone comes over and revives the most recently downed party member letting the other character bleed out because they didn't notice who went down first. This would also let players make more informed decisions as to whether they need to aggressively attempt to revive you or if they can afford to give you time to crawl to a safe corner.
SOCIAL ANIMATIONS
This is a big ask, but I love the social animations in Destiny. When you're playing PUGs with people who don't use microphones, it's an effective and fun way to communicate, ease tension, and remind everyone this is a game and we're just having fun. Sometimes when someone is trying to call you over to a secret door and they're spamming "HERE! HERE! COME TO ME! HERE!" it can be aggravating, but if they start dancing when you get there it's a little harder to be mad.
to be able to look at my characters in a 360° veiw in menu instead of having to go into a private game to look at different armors
Double exp weekends and public holidays to help boost the numbers. Does not need to be every weekend just now and then to boost numbers.
Experience should be given on the spot as you get it. Because of the amount of times we get crashes,bugs inc future bugs and lost connection to hosts because there is no servers.
Bunny sometimes spawns way ahead of the group almost half way to the exit before you see it. Would be nice if it was looked at.
Unique potions added to the loot special potions with really good effects rare but well worth it (i.e health potion that gives 8-10 seconds of invulnerability.
We should be able to trade in materials for other materials of equal tier. We do after all work for the inquisition so some trade should be there say 20 leather for 10 cloth of equal tier.
Invisibility and enemies meaning it would be nice if when using invisibility that you drop aggro. Because you can still be shot and pulled out of stealth again if an archer has a shot pre loaded on you. Or if you go invisible the ice witch frost attack not only still goes for you but follows you. It also happens if you go invisible with the red templar boss doing is blade swings it will follow you in stealth.
The ability not to play the destruction dlc meaning runs with animals and runs without. Alot of us would prefer to play without the animals especially when there on the demons side lol.
If you could be able to press down on the pad to swap views to others. When in the fade should be able to spectate team mates and watch them play till your back up.
Possible idea if servers are brought in is spectator mode. It would allow us to show other clan mates different specs and how we use certain classes.
When killing a boss it does not feel like your well rewarded. It would be nice if you were given a random item like the chests at the end of a match for taking down a boss.
Would be nice if there was an invite only option along side the public and private option. Just because people on your psn can still join your game when your trying to be left alone.
We need the ability to buy back items we salvaged. Personally i did not think it was necessary until i pulled apart a rare that was better than my unique. But before i knew it was, i was to late and therefore would be nice to be able to undo such a mistake.
Berserker weapons need to be changed it is nice for the 20 percent more damage. But the 200 percent more damage means you cannot use the weapon. I am not sure why these are in the multiplayer see if you take 600 damage from an archer on threating. Then you would take 1800 damage with the item to my knowledge no one has that much health yet to survive one hit.
The ability to set the map option to random play list.
The ability to choose your enemy only after archers and dc are nerfed and venatori boss is buffed.
Good possible idea because of the low numbers at points. It can be hard to find people alot of people have experienced empty lobbys for long periods of times. So why not have adjusted modes for sets of 2-4-6 people with the amount of enemies and gold adjusted to size. This would allow small to larger groups to be found no matter what time of the day and where you are located.
Once you craft all the armors it becomes a mission to find certain armors. What about adding in a pre selection to the armor tab that lets you choose what classes armor you wish to look at before opening the next tab. As it can take a few minutes just to scroll down the armor page and will only get worse as more are added.
party buff skills like horn of valor and aoe taunts like warcry need to give support exp.
arcane warriors self generated barrier should not give support exp. You get more support xp for the team on AW trying to run ahead and solo then sitting back and trying to work as a team.
If your on a map with the destruction enemies added. Then there should be destruction enemies on wave 5 perhaps a dragon and there dragonlings joining the fight. The aggro problem would need to be addressed first of course.
It would be alot better if instead of three of the same armors. With some silly colours like the red outfit we all know to well. Why not just bring in colour picks this is really important for DAMP as to stop everyone from looking the same. See alot of games adopted this for that reason and you guys should be familiar with it from mass effect. You split the armor shades into three and let us pick a colour for each one.
Add an editor program for pc for the sole purpose of allowing the modders to do there thing. It does seem like you guys are struggling with multiplayer and that is ok but there are alot of people willing to lend a hand like my self. If you brought in such a tool we could submit ideas ready to go right to you guys and if you like the idea you could simply add it in. This would allow us to create maps,enemies, classes,in game objectives, game modes and fix bugs for you guys. Then all you guys have to do is look at what works and tweak the ideas you like to your style and add them in. Alot of us dont mind helping you guys out especially because we enjoy DAMP alot.
Now this idea was given to me and i have to say wow can't believe i did not think of this solution to empty lobbies. We all get them the dreaded 15-25 minute dead lobbies but it was suggest to me why not do this. Why not do what other games have done to solve this problem why not put bot teammates in with different "play styles" and skill levels?. Now they would not be as good as players but would be easy to put it in and the scripts can be done by modders if you wish to use the edit idea.
The music needs a touch up add in some new tracks and combat music.
If you do look more into the day and night and weather cycle. You should give control to the players let us choose the map and have advanced options to choose the weather and time of day. See picture the Orlesian map at dusk with rain so fierce you feel like your agent is going to blow over. It makes doing the same map over and over easier and feel different.
Bosses w/o mobs
What can I do to prove myself in MP? There's nothing much going but getting gear to complete the same maps. So I'm asking for more maps and bigger bosses to fight at the end of maps. I don't even care if you guys make a different skin and title of the beasts or bosses, just make a boss fit for a four-man-team to fight alone. That'll make me want to prove my prowess even more. The current bosses have little to no challenge, because it's really the mobs that do all the work.
Environmental Hazardous/ Traps
I'd love to see the fade swamp turned into a part of, or a map. Making the team's obstacles to run past creatures from point A to point B, as zombies just keep spawning more and more; all the meanwhile archers are above shooting. Traps are what challenges my prowess, but I noticed DAI doesn't really bother with traps(aside from the cast trap spells, I mean with the environment). Spikes, ledges seem to work in various ways and situations in the game, etc...
When i want to join a game via quickmatch and somehow the connection fails, i get a loading screen the game freaking saves even before that and i get thrown back to multiplayer menue. I have to wait for ever just to try to connect again. And if then connecting fails again, the whole procedure repeats! omg, no. OMFG, this is so unnecessary! Please change this.
The maximum range of how far you can place skills like firewall should be increased. E.g. in some situations i can hit enemies with my staff but when i want to use a skill i have to walk like 10m to be able to reach the enemy with the skill.
Improve ui sounds
I.e Add sounds to when you or someone else gets a skull on them
To help with supporting the game via platinum i would suggest having sales now and then where you get alot of bonus platinum for buying heaps of platinum or half price deals you get the idea.
The commendation chests should yield or atleast have a better chance at rare and unique items
I would like to salvage inquisition gear. I haven't used any of the inquisition weapons for quite a while and would rather just get rid of it. This should be available for armor too, I have stocked up on a lot of clothing I will never wear again. The stuff I don't use just sits there collecting dust. To add to this post simply just make it so you must always have one of an item in the inventory and this would be easy to implement.
Treasure rooms should reflect the members of your party. I have had to pass up on treasure rooms quite often because I don't have a rogue, warrior, or mage class with me. I think the treasure rooms should be determined in the beginning based on who is actually in your party. This is a good idea as it feels as if you guys are trying to dictate what we play and then punishing us if we try.
I would like to see a feature which allows the players to select the role they intend to play in a multiplayer quick match (tank, support, dps), and the application will group you with a more suitable group. That way you don't get grouped with 4 keepers, or 3 archers and a reaver... etc. I think this would encourage more diversity in the classes you see played and you would be more successful when doing dungeons. This could help pugs with perilous any who would be interesting to see how you guys would do this.
Double the resources gained from salvaging staves. Mage classes only have one weapon type where rogues have 2 and warriors have 3. It creates an imbalance in the resources you gain.
Allow for individual characters to be name-able allowing for a more personal touch.
Physically show the armor upgrades for more individuality
Show a player latency bar due to the fact that lag can kill and excessive rubber banding is a major concern of most players
allow for leadership change ( force a host migration)
remove collision when reviving party members by allowing the player who is reviving to not be able to be pushed from the downed player. Edit: this should not include enemy attacks that have knockdown or status affecting abilities.
Possible storage chest to store items you dont want to salvage but dont want to fill your bags up with.
Add in aoe looting should help speed things up so you can collect multiple loots at the same time.
Environment influence spells during combat (Like electricity in water is stronger)
Improve clarity of spell circles. Like Dispel, or Immolate on grass (can be hard to see because of clipping).
Show elevation on the map with small arrows on enemies and NPCs.
Set more than one active goal at once so you can follow atleast three at once.
Ability to walk over rocks and small terrain elevation without stopping or slowing.
Less damage from falling from 5m or less.
Better jumping reaction.
Either improve characters movement speed just a bit or add some kind of short range dash or temporary sprint. This goes off the sprint idea already added and just to point out holding the sprint button after an hour or so it starts to hurt lol.
Make it possible to remove a mapped ability, making it empty again, without having to map another ability over it.
Add a way to customize the microphones settings when playing online such a volume, press to talk, etc,
An option to adjust fonts size.
More to come
Reported Bugs
Spoiler
Bugs
Sometimes when using leaping shot it does not make you jump backwards. You still shoot your arrows just no evasive side to it. We noticed it sometimes happens holding foward and doing it.
When using rampage sometimes it does not let you use dragon rage.
Mind blast upgrade needs to be fixed as it is not giving barrier
Invincible enemy bug mainly rogues or beasts dont register there dead
Key glitch well known many threads on it
Enemies knocked down can sometimes become impossible to target.
Red templar boss can sometimes become unkillable in his last moments and just keeps moving around
Sometimes at the end of a match it does not end and just keeps circling around the flag with the agents around it.
Sometimes when joining a game the sound cuts out and can only be fixed by closing dragon age
Sometimes the camera wont let you move it around when starting a match and the camera gets stuck facing foward must restart dragon age to fix
Vases sometimes keep comming back forcing you to break them multiple times
Archers side step move can do more damage than we think there meant to highest noted 1261 damage
Sometimes when joining a game you cannot move but still cast spells seems to happen when joining a game in progress
The forever loading screen or black screen of death this has been reported alot where screen stays on loading screen and wont load
Sometimes when jumping in spirit form it can make your screen go black
loading in with no skills a number of times in , all the previously stored 1-4 options end up blank and inaccessible, and need to be put back in afterwards
Sometimes mana and stamina are not regenerating even using the normal attack
The reaver skill "rampage" just stop working sometimes and only work again in a new game.
Its near impossible to hit some floating enemies as melee, mostly the ranged ice demon.
Same goes for enemies on stairs. stand right next to them and just hit air.
Sometimes when you or a party member picks up a chest and it gives an item it sometimes does not show the card just the message received an item.
Estwatch guard has on hit gain three guard and does not seem to be working as intended. If this is working as intended it needs to be changed as it seems to be useless over other shields stats.
When opening a chest sometimes the item does not show its correct border i.e rare shows as a basic border even had a unique show as a basic item.
Sometimes when trying to open your class door the x button to open does not show so your unable to open it.
For some reason when you get the burning status effect, the damage over time ticks three times every second. Due to that, fire wraiths can ruin your day on Perilous with just a few of their homing projectiles when you don't have a barrier. If this is working as intended please let us know thank you.
Vases can spawn in locations that are impossible to gather the gold.
Sometimes they dont show your objectives on level 2 and 4. By not speaking of it or showing it on the side of your screen. Not that bad really as you can still do it but still needs to be fixed.
This has alot of threads on it so we added it here. Sometimes the level does not load alot call this state "the Narnia level" it can affect multiple party members.
We have experienced this multiple times first hand and been in groups were a player is experiencing this. Where you cannot move from your position when teleported to a door. What happens when you try to move from this spot it teleports you back to said spot.
Sometimes when rezzed by a party member you can be rezzed with very little health instead of the normal half health.
Sometimes when been rezzed and someone hits the door it brings you up with the half health. Also the reviving bar and skull stays on your screen until you ither fall again or finish the map.
Sometimes when buying chests you do not receive the correct amount of items. Not sure why this is happening but alot of people are reporting on this.
Will list more as we find multiple reports
Sometimes when using leaping shot it does not make you jump backwards. You still shoot your arrows just no evasive side to it. We noticed it sometimes happens holding foward and doing it.
When using rampage sometimes it does not let you use dragon rage.
Mind blast upgrade needs to be fixed as it is not giving barrier
Invincible enemy bug mainly rogues or beasts dont register there dead
Key glitch well known many threads on it
Enemies knocked down can sometimes become impossible to target.
Red templar boss can sometimes become unkillable in his last moments and just keeps moving around
Sometimes at the end of a match it does not end and just keeps circling around the flag with the agents around it.
Sometimes when joining a game the sound cuts out and can only be fixed by closing dragon age
Sometimes the camera wont let you move it around when starting a match and the camera gets stuck facing foward must restart dragon age to fix
Vases sometimes keep comming back forcing you to break them multiple times
Archers side step move can do more damage than we think there meant to highest noted 1261 damage
Sometimes when joining a game you cannot move but still cast spells seems to happen when joining a game in progress
The forever loading screen or black screen of death this has been reported alot where screen stays on loading screen and wont load
Sometimes when jumping in spirit form it can make your screen go black
loading in with no skills a number of times in , all the previously stored 1-4 options end up blank and inaccessible, and need to be put back in afterwards
Sometimes mana and stamina are not regenerating even using the normal attack
The reaver skill "rampage" just stop working sometimes and only work again in a new game.
Its near impossible to hit some floating enemies as melee, mostly the ranged ice demon.
Same goes for enemies on stairs. stand right next to them and just hit air.
Sometimes when you or a party member picks up a chest and it gives an item it sometimes does not show the card just the message received an item.
Estwatch guard has on hit gain three guard and does not seem to be working as intended. If this is working as intended it needs to be changed as it seems to be useless over other shields stats.
When opening a chest sometimes the item does not show its correct border i.e rare shows as a basic border even had a unique show as a basic item.
Sometimes when trying to open your class door the x button to open does not show so your unable to open it.
For some reason when you get the burning status effect, the damage over time ticks three times every second. Due to that, fire wraiths can ruin your day on Perilous with just a few of their homing projectiles when you don't have a barrier. If this is working as intended please let us know thank you.
Vases can spawn in locations that are impossible to gather the gold.
Sometimes they dont show your objectives on level 2 and 4. By not speaking of it or showing it on the side of your screen. Not that bad really as you can still do it but still needs to be fixed.
This has alot of threads on it so we added it here. Sometimes the level does not load alot call this state "the Narnia level" it can affect multiple party members.
We have experienced this multiple times first hand and been in groups were a player is experiencing this. Where you cannot move from your position when teleported to a door. What happens when you try to move from this spot it teleports you back to said spot.
Sometimes when rezzed by a party member you can be rezzed with very little health instead of the normal half health.
Sometimes when been rezzed and someone hits the door it brings you up with the half health. Also the reviving bar and skull stays on your screen until you ither fall again or finish the map.
Sometimes when buying chests you do not receive the correct amount of items. Not sure why this is happening but alot of people are reporting on this.
Will list more as we find multiple reports
Possible New In Game Objectives
Spoiler
ingame objectives
At the moment we have three very boring objectives in the game. So here are three that could spice things up expect more soon.
Defend The Area
Marked For Death
Tortured Victim
More to come
At the moment we have three very boring objectives in the game. So here are three that could spice things up expect more soon.
Defend The Area
Spoiler
the group must defend an area marked with a flag in the ground for 2 minutes. As Enemies come in waves to destroy the group.
Marked For Death
Spoiler
a member of the group has been marked for death And must watch out as random enemy encounters. As they try to kill the target (Think reverse of defeat the enemy).
Tortured Victim
Spoiler
the group must beat the clock on a rescue mission. Unlike the pick up the object the timer is longer and starts right away. Think of a mini speed run pick up your game or forfeit the reward.
More to come
Possible New Game modes
Spoiler
Game modes
Battle Arena
Siege offensive
Siege defensive
The great hunt
Prison break
More to come
Battle Arena
Spoiler
The concept of this is a some what a wave of respect back to mass effect 3 multiplayer. This mode would work in an area the size of the wave 5 room or abit larger. Instead of running from room to room this will allow alot of us who are old school me3mp fans to enjoy what we do best. Pretty much recreate the idea of me3mp multiplayer in a game mode.
Siege offensive
Spoiler
This game mode will be focused on the players working together to assault and capture an enemy stronghold. This variant of the siege mode will be structured similar to a Flashpoint as seen in SWTOR or a Raid in other titles; such as the Vault of Glass in Bungie's Destiny. Players will have to co-ordinate with each other to breach the layers of the keep; each one guarded by an elite boss; culminating in a battle with the 'Keep Commander'.
Proceeding to each 'section' of the enemy castle will require the players to do various tasks, above and beyond simply killing all the foes in a particular area. Objectives ranging from utilizing catapults and trebuchets to bring down the castle gates, to holding three points in order to defend NPC mages as they remove a ward, will be a few examples of the tasks required of the team.
Proceeding to each 'section' of the enemy castle will require the players to do various tasks, above and beyond simply killing all the foes in a particular area. Objectives ranging from utilizing catapults and trebuchets to bring down the castle gates, to holding three points in order to defend NPC mages as they remove a ward, will be a few examples of the tasks required of the team.
Siege defensive
Spoiler
This variant of the siege game mode will focus on the players defending a stronghold of the Inquisition from an encroaching enemy army. The structure of the gameplay will be based around the 'Horde 2.0' from Gears of War 3, in that players will be able to set up, repair, and upgrade defenses around the keep in-between waves of enemies.
Common upgrades will be available for all classes, but their will be particular elements that are specific for each class.
For example:
Rogues will have access to secret passageways or teleportation pads that will make traversing the keep easier, allowing the team to react to enemy attacks quicker.
Mages will gain defensive wards that can strengthen the walls of the fortress, or spells that can add elemental effects to the current defensive emplacements.
Warriors will gain the ability to lock off specific areas so that smaller, more manageable groups of foes can be dealt with.
Players will encounter boss characters every few waves presenting an optional objective, killing them will net the players bonus rewards; however, teams must be aware that focusing on the boss will give the lower level mobs opportunity to destroy the keep's defenses. Once the stronghold's inner sanctum is breached, the game will end, so players must be able to juggle attacking enemies vs maintaining the defenses.
Common upgrades will be available for all classes, but their will be particular elements that are specific for each class.
For example:
Rogues will have access to secret passageways or teleportation pads that will make traversing the keep easier, allowing the team to react to enemy attacks quicker.
Mages will gain defensive wards that can strengthen the walls of the fortress, or spells that can add elemental effects to the current defensive emplacements.
Warriors will gain the ability to lock off specific areas so that smaller, more manageable groups of foes can be dealt with.
Players will encounter boss characters every few waves presenting an optional objective, killing them will net the players bonus rewards; however, teams must be aware that focusing on the boss will give the lower level mobs opportunity to destroy the keep's defenses. Once the stronghold's inner sanctum is breached, the game will end, so players must be able to juggle attacking enemies vs maintaining the defenses.
The great hunt
Spoiler
As the name implies, the objective of this game mode is to hunt down and kill a large boss creature (most likely a dragon) that has been threatening some of the Inquisition's holdings.
This mode differs from the standard DAMP dungeon run in that the map would be one large, open area; as opposed to the self contained rooms of the standard MP. Unlike the vanilla MP, there will be no shortcuts or treasure rooms in this game type; players can still obtain items doing the hunt, but only by killing the assigned target or by killing optional min-bosses that roam the map. To make up for a lack of treasure rooms, and for the game mode's inherent difficulty, players will have higher chances at receiving rare items for killing the optional targets, with the main creature dropping a guaranteed rare or ultra rare item.
Players will start the match at one end of the area, with the end goal of the hunt being on the other side. The key to this mode would be in managing the team's resources effectively as there will be roaming packs of enemies between the team and their target. Sneaking past the mobs will let the group advance on the creature they are hunting unhindered, but the team will lose out on any bonus items from the mini-bosses leading the enemy patrols.
The target of the hunt will be a massive boss creature; like a dragon; or a group of super-elite boss characters; such as a clan of giants; that the team must work together to bring down. Just like in SP, these fights will be long and difficult with the target being capable of destroying cover, and having access to several one-hit kill moves. Careful positioning and timing will be the team's best chance at defeating their foe; communication will be crucial when the boss inevitably downs a teammate; and a more diverse party will fare better than a group of four Reavers (for example).
This mode differs from the standard DAMP dungeon run in that the map would be one large, open area; as opposed to the self contained rooms of the standard MP. Unlike the vanilla MP, there will be no shortcuts or treasure rooms in this game type; players can still obtain items doing the hunt, but only by killing the assigned target or by killing optional min-bosses that roam the map. To make up for a lack of treasure rooms, and for the game mode's inherent difficulty, players will have higher chances at receiving rare items for killing the optional targets, with the main creature dropping a guaranteed rare or ultra rare item.
Players will start the match at one end of the area, with the end goal of the hunt being on the other side. The key to this mode would be in managing the team's resources effectively as there will be roaming packs of enemies between the team and their target. Sneaking past the mobs will let the group advance on the creature they are hunting unhindered, but the team will lose out on any bonus items from the mini-bosses leading the enemy patrols.
The target of the hunt will be a massive boss creature; like a dragon; or a group of super-elite boss characters; such as a clan of giants; that the team must work together to bring down. Just like in SP, these fights will be long and difficult with the target being capable of destroying cover, and having access to several one-hit kill moves. Careful positioning and timing will be the team's best chance at defeating their foe; communication will be crucial when the boss inevitably downs a teammate; and a more diverse party will fare better than a group of four Reavers (for example).
Prison break
Spoiler
point of this game mode is to extract the agents of the Inquisition who have been captured by enemy forces. The prisoner(s) possess valuable information on enemy troop movements, battle tactics and long term goals. They must be rescued. Much like The Great Hunt idea I posted earlier, this game type is very punishing and unforgiving; constant communication, and teamwork is a must. Unlike the standard MP matches, where the team is working together in order to cross a dungeon, Prison Break separates the players into two groups the prisoner(s) and the rescue party.
The two teams will be split evenly by default, but the players can decide to alter the amount of people per team to have 3 rescue party members and one prisoner, or even switch it up and have 1 rescue party member (pulling a Rambo into enemy territory) and 3 prisoners. Obviously, giving one team a larger pool of players will make the opposite team's tasks harder to achieve, but there are extra rewards for those players that can pull off the extraction.
The rescue party will start on the outside of an enemy stronghold and must fight their way across the map to extract the prisoner(s). This team will proceed through the enemy castle, clearing each room of enemies; much like standard MP matches. The major difference here is that the rescue party is trying to make as much noise and attract as much attention as possible, as the more enemies that they can draw to themselves the easier it will be for the prisoner(s).
Giving the rescue party more members will allow this team to better combat the enemy defenders, but players must be aware that all of the prisoner team's objectives will be relying on one person. Alternatively, giving the rescue party only one member will mean that the prisoner team must contend with a larger force of enemy combatants. As a reward for the sole attacker's bravery; or stupidity, depending on how one looks at it; the prison garrison commander (second in command to the Prison Warden) will challenge the player. This one on one battle is only available when a 1 to 3 ration is chosen, and should the player succeed they will earn a guaranteed rare item for the whole team, and a special banner or cosmetic item for themselves.
The prisoner(s) will start in the lower dungeons of the fortress, having just escaped from confinement, and re-aquired personal belongings. The enemy interrogators were not gentle; the player(s) on this team will start the match with only 25% - 50% life remaining (depending on team distribution). The name of the game with the prisoner(s) is stealth, lower life means that prolonged, open engagements are incredibly dangerous. And while any party member dying is a major setback, it is even more dire for the prisoner team; should they fall before the two teams can regroup it will result in a mission failure.
Having only one prisoner will leave the team's success standing on a knife's edge, but because of the greater threat posed by the rescue team certain areas of the fortress will be left unsecured, giving the lone prisoner an optional objective. Should the player succeed in gaining access to these areas; places such as the armory, the treasure vault, or the enemy's war room; and make it to extraction the whole party with receive a guaranteed rare item, and the prisoner player will earn a special banner or cosmetic item. If the prisoner team has access to 3 party members, the danger of getting to the rescue team will be lessened, but because of the solitary member of the rescue party, the enemy will have secured the vital areas of the keep, closing out any optional objectives for the prisoner team.
Even though the two teams will start out separate from each other, there will be instances where their paths will intersect; areas where the teams can provide aid to one another despite being unable to regroup at that particular spot. Much like the vent portion of the suicide mission from Mass Effect 2, there will be parts of the map where the two groups will have interaction, as well as serving as a type of checkpoint. If the team makes it to an 'intersection' they will receive a portion of the end mission rewards; thereby ensuring that the teams will receive something for their efforts should they fail to extract.
Different intersections will offer different interactions for the teams. One area could be a barred balcony or elevated walkway overlooking a room the rescue party is passing through, giving the prisoner team the chance to fire down on enemy troops engaging the rescue team. Another intersection could be an area where the rescue party has to operate a series of winches or pulleys in order to close off enemy reinforcements from spilling into the prisoner's side of the map. Etc.
Once the two teams have navigated the enemy stronghold they will both arrive at the 'extraction zone', it is here that the party will join forces and prepare to push through the last obstacle to their freedom; the Prison Warden. This elite boss will function just like the boss of the standard MP matches, and the two teams must work together to bring down this particular foe in order to complete the match. The battle will be tough, as enemies will continually spawn in to aid the Warden, so the team must carefully measure their attacks, alternating between focusing on the boss and defeating the guards. Defeat the Warden and victory is yours; along with a bunch of shiny (and rare) loot.
The two teams will be split evenly by default, but the players can decide to alter the amount of people per team to have 3 rescue party members and one prisoner, or even switch it up and have 1 rescue party member (pulling a Rambo into enemy territory) and 3 prisoners. Obviously, giving one team a larger pool of players will make the opposite team's tasks harder to achieve, but there are extra rewards for those players that can pull off the extraction.
The rescue party will start on the outside of an enemy stronghold and must fight their way across the map to extract the prisoner(s). This team will proceed through the enemy castle, clearing each room of enemies; much like standard MP matches. The major difference here is that the rescue party is trying to make as much noise and attract as much attention as possible, as the more enemies that they can draw to themselves the easier it will be for the prisoner(s).
Giving the rescue party more members will allow this team to better combat the enemy defenders, but players must be aware that all of the prisoner team's objectives will be relying on one person. Alternatively, giving the rescue party only one member will mean that the prisoner team must contend with a larger force of enemy combatants. As a reward for the sole attacker's bravery; or stupidity, depending on how one looks at it; the prison garrison commander (second in command to the Prison Warden) will challenge the player. This one on one battle is only available when a 1 to 3 ration is chosen, and should the player succeed they will earn a guaranteed rare item for the whole team, and a special banner or cosmetic item for themselves.
The prisoner(s) will start in the lower dungeons of the fortress, having just escaped from confinement, and re-aquired personal belongings. The enemy interrogators were not gentle; the player(s) on this team will start the match with only 25% - 50% life remaining (depending on team distribution). The name of the game with the prisoner(s) is stealth, lower life means that prolonged, open engagements are incredibly dangerous. And while any party member dying is a major setback, it is even more dire for the prisoner team; should they fall before the two teams can regroup it will result in a mission failure.
Having only one prisoner will leave the team's success standing on a knife's edge, but because of the greater threat posed by the rescue team certain areas of the fortress will be left unsecured, giving the lone prisoner an optional objective. Should the player succeed in gaining access to these areas; places such as the armory, the treasure vault, or the enemy's war room; and make it to extraction the whole party with receive a guaranteed rare item, and the prisoner player will earn a special banner or cosmetic item. If the prisoner team has access to 3 party members, the danger of getting to the rescue team will be lessened, but because of the solitary member of the rescue party, the enemy will have secured the vital areas of the keep, closing out any optional objectives for the prisoner team.
Even though the two teams will start out separate from each other, there will be instances where their paths will intersect; areas where the teams can provide aid to one another despite being unable to regroup at that particular spot. Much like the vent portion of the suicide mission from Mass Effect 2, there will be parts of the map where the two groups will have interaction, as well as serving as a type of checkpoint. If the team makes it to an 'intersection' they will receive a portion of the end mission rewards; thereby ensuring that the teams will receive something for their efforts should they fail to extract.
Different intersections will offer different interactions for the teams. One area could be a barred balcony or elevated walkway overlooking a room the rescue party is passing through, giving the prisoner team the chance to fire down on enemy troops engaging the rescue team. Another intersection could be an area where the rescue party has to operate a series of winches or pulleys in order to close off enemy reinforcements from spilling into the prisoner's side of the map. Etc.
Once the two teams have navigated the enemy stronghold they will both arrive at the 'extraction zone', it is here that the party will join forces and prepare to push through the last obstacle to their freedom; the Prison Warden. This elite boss will function just like the boss of the standard MP matches, and the two teams must work together to bring down this particular foe in order to complete the match. The battle will be tough, as enemies will continually spawn in to aid the Warden, so the team must carefully measure their attacks, alternating between focusing on the boss and defeating the guards. Defeat the Warden and victory is yours; along with a bunch of shiny (and rare) loot.
More to come
Questions for Bioware
Spoiler
Questions:
Can we please get some clarification on the promotions and the cap if there is one and how does this play out?
On the hq site it shows a helm slot so can we expect helms to come into multiplayer soon?
When can we expect a patch for the bugs to the recent dlc?
When can we expect a proper dlc with new maps,enemies and classes?
Can we get a feedback forum under the multiplayer forum section?
Could we possibly see dedicated servers in the future as alot of the time i get stuck in empty lobbys at night?
Where is the best place to get the latest update on future dlcs and patches and what the devs are working on?
Can we expect new levels to maps like the new levels added in the dlc just added?
Did things get left out that you guys wanted to be put in to multiplayer before launch?
Can we use me3mp as a sort of guidelines of what to expect from dlc?
What can we expect from future dlcs?
What is the deal with the golden nugs and how did that come in? Lol
Can we expect customization options to come into multiplayer as some character look awful (keeper lol)?
Atm dragon age inquisition multiplayer is very basic we have listed possible game modes that could be added. Could we in the future see game modes added or is this direction not the direction bioware has in mind?.
If you have anymore questions for bioware please let us know.
Can we please get some clarification on the promotions and the cap if there is one and how does this play out?
On the hq site it shows a helm slot so can we expect helms to come into multiplayer soon?
When can we expect a patch for the bugs to the recent dlc?
When can we expect a proper dlc with new maps,enemies and classes?
Can we get a feedback forum under the multiplayer forum section?
Could we possibly see dedicated servers in the future as alot of the time i get stuck in empty lobbys at night?
Where is the best place to get the latest update on future dlcs and patches and what the devs are working on?
Can we expect new levels to maps like the new levels added in the dlc just added?
Did things get left out that you guys wanted to be put in to multiplayer before launch?
Can we use me3mp as a sort of guidelines of what to expect from dlc?
What can we expect from future dlcs?
What is the deal with the golden nugs and how did that come in? Lol
Can we expect customization options to come into multiplayer as some character look awful (keeper lol)?
Atm dragon age inquisition multiplayer is very basic we have listed possible game modes that could be added. Could we in the future see game modes added or is this direction not the direction bioware has in mind?.
If you have anymore questions for bioware please let us know.
Special Thanks To
Spoiler
Thanks to :
My dragon age inquisition multiplayer team
(mutt6177,Emriss,recklessness,seppi,black dan,shadow,rpglover, yumi,dyl,joel and levito)
Yumi: alot of help with the thread thanks heaps bud
Miclotov : intro
Vortex13 : serval class ideas and the game modes
Malal Belakor: post in possible changes
Mortiel: gave me the spoiler idea
Gay_wardens: post in possible changes
kintosi: massive help with the thread
Lancane: new class idea
Grondoth: new class idea
Veramis: helped alot with the thread and brought many new ideas to the table under possible changes
Maba987: new idea under possible changes
Flegmon1337: new ideas under possible changes
BoogieManFL: new idea under possible changes
deltaDragon: new class idea
Scraps_in_Wales: reports on bugs
Bocochoco: new ideas in possible changes
WantonWonton: new ideas in possible changes and for helping alot with the thread
Procrast68: new ideas in possible changes
PenguinFetish: for his youtube videos
Shadohz: for his threads to help bioware
DragonRacer: for his threads to help bioware
JRandall308: for the help with his spread sheet
Kujo: for the wonderful job he is doing with the armor thread
Sevazinho: new report on reported bugs
Chade: new bug reports
vChimera: New class idea
GhoXen: for his work on his attribute guide in detail
LandarenRNS: new idea in possible changes
SoulWeaver: new idea under possible changes
SofaJockey: For the title to the thread
Jmb301530: new idea in possible changes
Cirvante: new report in reported bugs
themageguy: new class idea in possible classes
KalGerion_Beast: new idea in possible changes
boatzu: new idea in possible changes
Sliyer: new ideas in possible changes
Amartell44: new idea under possible changes
Vrin: new idea under possible new classes
Shadowson: new idea under possible changes
For helping to support the thread with there ideas and help
My dragon age inquisition multiplayer team
(mutt6177,Emriss,recklessness,seppi,black dan,shadow,rpglover, yumi,dyl,joel and levito)
Yumi: alot of help with the thread thanks heaps bud
Miclotov : intro
Vortex13 : serval class ideas and the game modes
Malal Belakor: post in possible changes
Mortiel: gave me the spoiler idea
Gay_wardens: post in possible changes
kintosi: massive help with the thread
Lancane: new class idea
Grondoth: new class idea
Veramis: helped alot with the thread and brought many new ideas to the table under possible changes
Maba987: new idea under possible changes
Flegmon1337: new ideas under possible changes
BoogieManFL: new idea under possible changes
deltaDragon: new class idea
Scraps_in_Wales: reports on bugs
Bocochoco: new ideas in possible changes
WantonWonton: new ideas in possible changes and for helping alot with the thread
Procrast68: new ideas in possible changes
PenguinFetish: for his youtube videos
Shadohz: for his threads to help bioware
DragonRacer: for his threads to help bioware
JRandall308: for the help with his spread sheet
Kujo: for the wonderful job he is doing with the armor thread
Sevazinho: new report on reported bugs
Chade: new bug reports
vChimera: New class idea
GhoXen: for his work on his attribute guide in detail
LandarenRNS: new idea in possible changes
SoulWeaver: new idea under possible changes
SofaJockey: For the title to the thread
Jmb301530: new idea in possible changes
Cirvante: new report in reported bugs
themageguy: new class idea in possible classes
KalGerion_Beast: new idea in possible changes
boatzu: new idea in possible changes
Sliyer: new ideas in possible changes
Amartell44: new idea under possible changes
Vrin: new idea under possible new classes
Shadowson: new idea under possible changes
For helping to support the thread with there ideas and help
The Reasons Behind The Thread
Spoiler
The reasons behind the thread:
I am a big fan of bioware i think they make the best games out there. I noticed that that some of the people on here have some really good ideas and i wanted to combine them so there easy to be found. So i created this thread with help from other forum users and i will keep it updated every week as well as keeping it on top. If anyone wishes to add only needs to leave a post with there ideas or questions. Or simply to support leave a +1 in your post and lets help bioware make the best multiplayer there is.
I am a big fan of bioware i think they make the best games out there. I noticed that that some of the people on here have some really good ideas and i wanted to combine them so there easy to be found. So i created this thread with help from other forum users and i will keep it updated every week as well as keeping it on top. If anyone wishes to add only needs to leave a post with there ideas or questions. Or simply to support leave a +1 in your post and lets help bioware make the best multiplayer there is.
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Make sure to see the posts below as they continue the thread on as we are running out of room.
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