Aller au contenu

Photo

Class and Combat Overhaul


  • Veuillez vous connecter pour répondre
108 réponses à ce sujet

#26
b10d1v

b10d1v
  • Members
  • 1 322 messages

The point of classes is that by species or training you are better suited for different weapons or skill sets than others and in DAI tolerance to and utility of lyrium is basically species driven.  The rule of thumb is six months to train a soldier and 10 years to train a diplomat, but never that a soldier can't be a diplomat.  That said you are not supposed to be able to do it all.

 

At the simplest case a mage is brains over brawn -they are educated for many years and have affinity for books over toning their body to armor and heavy weapons.  Those few outside the circle have to look to alternative means to develop their skills.  Alchemy comes naturally to mages as well as enchanting and metallurgy to a lesser degree as the risk of exposure to excessive lyrium forces them to employ dwarves and others immune to it to do the construction.  A mage looks best with his enchanted books that contain their spell class and notes and a walking staff.  I look at the staff as only an amplifier that may be more powerful with enchantments and inquisitions is a bit inconsistent here.  A crafting overhaul would go hand in hand with your work.

 

The rogue really has to rely on skills that "out fox" and "out maneuver" the opponent, as most have little access to training and must rely on keen observation skills, thus they are also good scouts and hunters.  Sera also demonstrates the elven affinity for a bow as she picked up the skill naturally and is more skilled with a blade as a cutpurse.

 

The greatsword only looks reasonable on a big fella or one very stout gal due to its size and qunari do it best justice.  Keeping with some reasonable physical limitations except for people honed from early age to handle them - unlike Hawke's younger brother.

 

This is just to counter the folks that want everything -there is no point to class or species w/o some restrictions.


  • eyezonlyii aime ceci

#27
Spellbound7

Spellbound7
  • Members
  • 142 messages
Spoiler

 

There a certainly some interesting skills there that could be implemented. that being said, I just updated the Mage tree with a v2 that collapses all weapon masteries into 1 tree.

 

UPDATE

 

  • Mage Tree v2 added. Check out the half of the Mage card with inverted to look at it (Or click here). Tell me which version you prefer.
  • Mages now have 10% damage penalty on all non-mage weapons. They can overcome this by learning Ken of the Ancients in Invocation (v2).
  • All Mage weapons are weaker than non-Mage ones, but they confer a X% magic damage increase which would make spellcasting stronger.
  • Lyrium Gauntlets are considered Weapon & Shield (Vambrace) despite being Mage weapons. To benefit from it's blocking capabilities, learn and activate Ken of the Ancients.
  • Grimoires now have short attack cycles and slow attack speed and are 2-handed.

 

With Ken of the Ancients (and later on Secrets of the Ancients) from the Invocation tree, Mages are incredibly versatile. However, before you start shouting, "OP, OP!" keep in mind that it's a Sustained spell, which means a portion of the Mage's mana pool is being blocked off, which reduces his/her damaging potential with spells. 

 

Let me know which Mage tree version you prefer.



#28
Abraham_uk

Abraham_uk
  • Members
  • 11 713 messages

I'm loving the new trees.

Invocation is a nice way of letting mages use weapons, whilst still allowing warriors and rogues to have the lions share of the talents.

 

The simple fact of the matter is that you're not going to please everyone.

 

Some of us (myself included) would like mages to have the ability to use weapons. Just as an option.

Some of us don't want mages to be using weapons.

 

I think Invocation is the closest you're going to get to a compromise. Personally I like the tree. I also like the fact that now all 3 classes have 6 skill trees each.

As long as Warriors and Rogues are superior weapon users to Mages, then I have no problem with mages using weapons. It's a good option. I like it.



#29
Abraham_uk

Abraham_uk
  • Members
  • 11 713 messages

My review of all 15 regular skill trees. (I'll review the specialisations later since you've only posted one).

 

Mage: 

Spoiler

 

 

Warrior: 

Spoiler

 

 

Rogue:

Spoiler

  • Spellbound7 aime ceci

#30
b10d1v

b10d1v
  • Members
  • 1 322 messages

In game there's no reason why someone can't pick up any sort of weapon and over time become an expert in its use but gameplay wise I would restrict the types of weapons that are most effective for a class. 

Warriors-crossbows slower than bows but always hard hitting.

Rogue- dirk and buckler size sword/shield combo to maintain agility.

Mage- two handed staff weapons like halberds, a standard mage weapon with a usable melee bit*.

 

*To become really effective in melee I would ditch the spirit blade part of the KE specialisation and have part of the tree focus on offence/defence weapon use, stances, parries that sort of thing. 

I would argue that point, remember DA2 the brother that couldn't hold his sword -He wanted it, but did not have the physique to use it.  Immersion tries to keep with some degree of logic.  Some of the others you list are simply limitations of the current modeling w/in DAI.



#31
Spellbound7

Spellbound7
  • Members
  • 142 messages

My review of all 15 regular skill trees. (I'll review the specialisations later since you've only posted one).

 

Mage: 

Spoiler

 

 

Warrior: 

Spoiler

 

 

Rogue:

Spoiler

 

A review! Thanks :D

 

You should probably hold off on the specialisations since I have a couple of em lined up.

 

As far as the Creation tree goes, I tried to explain away the presence of lightning by likening it to 'soft' transmutation, ie, manipulate the enviroment to create a propoer pathway that can conduct an electric current. In fact, the Creation tree itself feels like transmuation. In DA:O you could use it to heal, create greasy substance on the ground, draw magical glyphs, and create insect swarms.... what can't it do? My approach was to be a bit more unified in theme by making it a tree where you basically create rudimentary stuff. I could eventually move insect swarm back in there, we'll see.

 

As for Spirit, well, my version is a combination of spirit summoner, and spirit healer, thus the healing spells.


  • Abraham_uk aime ceci

#32
Abraham_uk

Abraham_uk
  • Members
  • 11 713 messages

Damn it BioWare. I can't like your post. Spellbound. Oh well. You gave a good explanation as to why the creation tree allows for lightning.

 

I'm going to look into ways of changing up the warrior and rogue skill trees. So I'm holding off specialisations for the time being.

So in a future post I am going to change things up a bit for Weapon & Shield, Dual Wield and Archery.

 

The reason being is that in Dragon Age Origins people complained that the Warrior and Rogue were too similar. What a lot of people did was focus on the weapon talents and ignore class specific talents. Granted the class specific talents were vastly different, the fact of the matter is that  people wanted there to be a difference in the weapon talents since that is how they played the game.

 

What I have in mind.

 

Warrior:

 

Weapon & Shield: Much the same with the shield being the main weapon. The focus is on the shield being used defensively and offensively. (Same as your suggestions).

Dual Wield: The focus is on the big flashy movements (so the same as what you've suggested).

Crossbow: I'm thinking of giving the Warrior a crossbow. This is slower but has greater knockback potential. The crossbow is limited in range but when it hits a target it can be very powerful. The crossbow will have special bolt types like explosive bolts, armour piercing bolts and shattering bolts.

 

Rogue:

 

Blade & Buckler: This is going to be like my fencing tree. So the focus is on the blade and fencing techniques. The buckler is there to block from time to time, but there is a higher focus on parrying.

 

Duellist: This is more about stealth and technique. There are less flashy moves as I feel that this better suits the blood thirsty in the thick of combat type warrior. Judging by your alchemy, subterfuge and artificer talents, I'm thinking of a weapon style that better suits that style of combat.

 

Archery: Same as you suggested.

 

I will have some more details on this soon. However I think both classes having vastly different talents for similar weapon trees could be helpful to gamers who exclusively use weapon trees (avoiding Vanguard, Battlemaster, Artificer, Sabotage and Subtefuge trees).



#33
Duelist

Duelist
  • Members
  • 5 273 messages
Thought I'd take a stab at my own take on a Rogue specific version of the Dual Wield tree albeit only using daggers.

Certain skills like Twin Fangs, Deathblow and Flank Attack as well as their upgrades will remain the same as the ones that already exist so I won't be including them.
In additions, the passives Dance of Death and Sneak Attack will also remain the same.
  • Defang The Snake (Passive): Not every strike needs to finish the fight. Every critical hit landed inhibits the enemy's ability to fight back by reducing the amount of damage they inflict with each strike by 5%. The effect stacks.
  • Easy Prey (Passive): Few rogues like a fair fight. For every 1% of health any enemy is missing, the likelihood of landing a critical hit on them increases.
  • Flicker (Active, AoE): You become a blur, striking up to four enemies in a small radius. Every strike is a critical hit.
    - Leave A Mark (Upgrade): Any enemy hit by Flicker takes more 15% damage as a result.

And one for my favourite spec: the Assassin. For the most part, it will remain the same save for a few new passives and the removal of Hidden Blades (a talent which I actually love) and Gaps In The Armour.
  • Ideal Target (Passive): A skilled Assassin demands everyone present be attentive. Enemies who aren't paying attention suffer an extra 50% from critical hits.
  • Assassinate (Active, Single Target): One shot, one kill is the oft repeated mantra for every Assassin. With a single strike, the Assassin can eliminate most foes outright while survivors suffer a massive critical hit.
    - Perfect Kill (Upgrade): To simply kill a foe isn't enough if one isn't quick enough to get away. When striking from Stealth, the Assassin hits twice as hard and remain stealthed if the attack kills their enemy.
  • Precision (Active, Personal): Even without the safety of the shadows the Assassin is still a dangerous adversary, especially with time to study their target.
    The likelihood of landing a critical hit increases by 10% every second for 10 seconds.
    - Make It Count (Upgrade): While active, critical damage increases by 2% every second.
  • Quick And Clean (Passive): Efficiency is the name of the game for every Assassin. The first attack from Stealth inflicts 15% more damage against an enemy who has yet to take damage while ignoring 50% of their armour.

As you can see, my attempt at adding to the Assassin tree is all about hitting an enemy as hard as possible and then getting back to Stealth.

So that's my worthless contribution to an entirely pointless thread that I nonetheless enjoy a lot. Peace.
  • Spellbound7, DeathScepter et Abraham_uk aiment ceci

#34
Spellbound7

Spellbound7
  • Members
  • 142 messages

I'll see about implementing those. I don't actually plan on touching the Assassin class, but if you think it needs a couple of changes, I don't mind making em.


  • Abraham_uk aime ceci

#35
Duelist

Duelist
  • Members
  • 5 273 messages

I'll see about implementing those. I don't actually plan on touching the Assassin class, but if you think it needs a couple of changes, I don't mind making em.


I forget you're not much for rogues lol.

Personally, I'd rather see your own take on it but if you've no intention of touching it that's cool.
I'm content with the Assassin spec that exists already although I do miss the godly version of it that Rogue Hawke had.
  • DeathScepter aime ceci

#36
Spellbound7

Spellbound7
  • Members
  • 142 messages

I have half a mind to replace the Tempest, to be honest (perhaps only thematically). I'm not entirely sure where in the lore Tempests come from, but it almost feels as though that class was just thrown in for the cool factor alone. Some of those skills sound great, though, so I guess we'll see :P


  • eyezonlyii aime ceci

#37
Spellbound7

Spellbound7
  • Members
  • 142 messages

UPDATE

 

  • BLOOD MAGIC IS BACK! Check OP for details.
  • Rift Mage specialisation updated. Check OP for details.
  • Knight Enchanter removed since it's made redundant with Invocation. Some of it's talents may find their way back to other skill trees eventually.
  • Updated thumbnail images for the Mage skill trees with Dragon Age: Inquisition ones.


#38
Abraham_uk

Abraham_uk
  • Members
  • 11 713 messages

 

UPDATE

 

  • BLOOD MAGIC IS BACK! Check OP for details.
  • Rift Mage specialisation updated. Check OP for details.
  • Knight Enchanter removed since it's made redundant with Invocation. Some of it's talents may find their way back to other skill trees eventually.
  • Updated thumbnail images for the Mage skill trees with Dragon Age: Inquisition ones.

 

 

Looking good.

Detail reviews up and coming.



#39
Megakoresh

Megakoresh
  • Members
  • 610 messages

Look you can say what you want about Inquisition's combat, but I will tell you this: of all the things it did: it did one thing right and better than the previous games - health. Health is JUST right. Having a lot of HP on allies and enemies makes gameplay grindy, annoying and tedious. Having low health, but active ways to avoid damage like dodge, shield, guard or barrier is much more fun.

 

If anything, health should be DEcreased, especially on higher levels and damage output increased for allies, to put more emphasis on CC and dodging, as by that point there are so many ways to actually mitigate damage, that having base health be able to tank it makes little sense. Although to be honest, it's a matter or level and difficulty setting. Past 16, there is little that can hurt you. Before that, there is plenty that can kill you with you not being able to do jackshit about it.


  • Abraham_uk aime ceci

#40
b10d1v

b10d1v
  • Members
  • 1 322 messages

I would also add that weapon and shield is a very protective move but far slower than a rogue's roll, inertia is a big factor here.  Dual handed is very heavy and carries a lot of inertia or angular momentum, so if they do hit you its a bad day!



#41
Bioware-Critic

Bioware-Critic
  • Members
  • 599 messages
 OP wrote in his first posting

 

 

*snip*

 

"Thoughts?"

 

@OP

 

I totally love it!

 

Of course everyone would have done certain things differently but I would take your system and most certainly your approach over BioWare current one any time! What I will do is ... I will put this in my signature! Just like you did. So that more people will find your threads to support you.

 

 

KUDOS!


  • Abraham_uk aime ceci

#42
Spellbound7

Spellbound7
  • Members
  • 142 messages

Look you can say what you want about Inquisition's combat, but I will tell you this: of all the things it did: it did one thing right and better than the previous games - health. Health is JUST right. Having a lot of HP on allies and enemies makes gameplay grindy, annoying and tedious. Having low health, but active ways to avoid damage like dodge, shield, guard or barrier is much more fun.

 

If anything, health should be DEcreased, especially on higher levels and damage output increased for allies, to put more emphasis on CC and dodging, as by that point there are so many ways to actually mitigate damage, that having base health be able to tank it makes little sense. Although to be honest, it's a matter or level and difficulty setting. Past 16, there is little that can hurt you. Before that, there is plenty that can kill you with you not being able to do jackshit about it.

 

I see what you mean, but the current state of combat is such that by late game, you are invincible. You just stack on Guard and spam Barrier and that's basically it. Increasing health is kinda traditional, but imo it would be better than what is currently available. Maybe something like PoE's Endurance system would be better, but I've not played it so can't tell if it's good or not.

 

Decreasing health makes healing pointless since you won't want your Guard or Barrier to deplete to the point where you would just die outright. I know that makes it realistic, but at the same time, I want healing back into the game (mostly because is consistent with the lore). The more I think about it, the more PoE's Endurance system seems like it would work great here.

 

 

 

 

 

@OP

 

I totally love it!

 

Of course everyone would have done certain things differently but I would take your system and most certainly your approach over BioWare current one any time! What I will do is ... I will put this in my signature! Just like you did. So that more people will find your threads to support you.

 

 

KUDOS!

 

 

Thank you! :D



#43
Masseffectjunkie

Masseffectjunkie
  • Members
  • 4 messages

I haven't read all the posts , but I think mages should get the spirit healer tree, and drop the rift mage. If you want a rift mage you can use solas there isn't a reason for the inquisitor to have the same tree as one of his followers. I'm guessing the same should go for warrior and rogue trees. Also why not have the shape shifting tree back?



#44
Spellbound7

Spellbound7
  • Members
  • 142 messages

I haven't read all the posts , but I think mages should get the spirit healer tree, and drop the rift mage. If you want a rift mage you can use solas there isn't a reason for the inquisitor to have the same tree as one of his followers. I'm guessing the same should go for warrior and rogue trees. Also why not have the shape shifting tree back?

 

I made the Spirit tree to contain the spirit healer spec inside it. Otherwise healing should have been in Creation, which I decided to use as some form of offense-oriented transmutation. As for the Shapeshifter... I personally never used it in DA:O, so it's not something that generally comes to mind. It would be interesting to make one, but then again, I have no plans on having more that 3 specs (I'm not dropping Necromancer and Rift Mage). Perhaps eventually.

 

One thing I would like to know about Shapeshifters, though, is whether they can still cast spells in animal form?



#45
Masseffectjunkie

Masseffectjunkie
  • Members
  • 4 messages

No shape shifters couldn't they got a separate bar of abilities and it was kind of useless in da o but they could definitely fix it up and make it worth while. I don't understand not wanting to drop necro and rift mage seeing as you already have access to those trees with other party members. Doesn't it bother you that your inquisitor is not unique at all and basically only useful in sealing rifts?



#46
Spellbound7

Spellbound7
  • Members
  • 142 messages

It's more a question of practicality than anything (since they already exist and aren't bad specs), but you make a good point. I'll consider changing them.



#47
Abraham_uk

Abraham_uk
  • Members
  • 11 713 messages

Okay here is my stab at class specific versions of the weapon trees.

 

Warrior: 

Spoiler

 

 

Rogue: 

Spoiler
 
 
 
 
Finally. You said that the Knight Enchanter wasn't doable since you have Invocation. In addition I was going to consider healing spells but I think the Spirit tree has those covered. I reckon I have a way around that without altering your mage skill trees. That's right. The Knight Enchanter doesn't have the weapon damage or the healing prowess of the Knight Enchanter from DAI. Just bare with me.
 
 
 
Knight Enchanter: The word Knight is associated with protection and the word Enchanter is associated with magic. The Knight Enchanter is a specialist mage who uses spells to protect and defend the party against on coming damage. The name of the game is damage mitigation here.
 
Spoiler
 
So what do you think?

  • Spellbound7 aime ceci

#48
Abraham_uk

Abraham_uk
  • Members
  • 11 713 messages

Review of 3 of the specialisations:

 

I will be posting specialisation suggestions of my own once the OP has finished theirs.

 

 

Blood Mage: The ravenous feast of blood has finally returned to the world of Thedas. Haemorrhaging and dominating foes, whilst snaring them into a glyph and then leaching their bodies afterwards. The cruel malice of the Blood Mage is just terrifying. I love the abilities. This is is amazing. Well done!

 

Rift Mage: Unleash the rag dolling machine that is the Rift Mage, pulling and flinging foes transforming the battlefield into a play field! A nice blend of crowd control and debuffing effects. There are also interesting passives that will increase damage and mana regeneration. All well crafted.

 

Ranger: Using stealth, tracking and animal training the ranger is a cunning and resourceful hunter. The hound and eagle make great companions, but it ultimately the team work between ranger and hound that makes this tree a delight. Which party members should you pick? Doesn't matter. Your stealth, ambushes, flanks, blade wheels and instincts will take care of all foes. The other party members role is to watch and applaud.


  • Spellbound7 aime ceci

#49
Spellbound7

Spellbound7
  • Members
  • 142 messages

Those are some great ideas. I'm a little busy (work, ugh) so I can't guarantee I'll be able to implement them, but I'll see what I can do on Saturday and Sunday. Concerning the Knight Enchanter, it's a nice update, but it's missing what makes the class iconic (the spirit blade). I have plans for new specs, so stay tuned.


  • Abraham_uk aime ceci

#50
eyezonlyii

eyezonlyii
  • Members
  • 1 715 messages

How about a new tree? Introducing...the Knight Tracker

 

"To many, those who hunt mages are the warriors of the Templar Order. The simple Truth is, someone has got to point them in the right direction. Knight Trackers are rogues trained in the takedown of malificarum and apostates alike. 

 

 

 

Skills:

Maker's Breath-Sustained. Tracker moves 50% faster, but basic attacks cost 2 stamina and talents cost 20% more

   Maker's Sigh (Upgrade)- Basic Attacks cost no stamina

 

Punched by the Maker-Activated. Single target version of Templar's Holy Smite

   Maker Preserve You (upgrade)- More effective against fade creatures and mages. Causes STUNNED on those enemy types, and knockdown on everyone else

 

Chant of Light- Active, no Cost. The Tracker recites the Chant, rallying allies and granting an increase to mana/stamina regeneration. Causes MOVE SLOW and ATTACK SLOW on caster

   Remember Your Verse (Upgrade) MOVE SLOW penalty removed

 

Holy Precision-Active. Grants random critical hit chain from 4-8 seconds

 

Judgment Strike-Activated. Breaks Holy Precision Chain, dealing 100% damage multiplied by the number of seconds Holy Precision was active

 

The Order Dictates-Activated. For 10 seconds, Cross Class Combos the Tracker is part of are 30% more effective.

   If I Must (Upgrade)- Cross Class Combos Party wide are 15% more effective.

 

PASSIVES

Andraste Guide Me- If the Tracker falls in battle, party health is restored by (100/party members still standing)%. Available every 60 seconds

 

Annulment- Gain 30% immunity to hostile magic

 

Speak Only the Light- Basic attacks have a chance to SILENCE enemies for seconds

 

Vigilant Hunter- The Tracker's training has granted insight into enemy tactics. Tracker takes 90% damage from basic strikes and critical hits are reduced 25%


  • Spellbound7 et Abraham_uk aiment ceci