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Class and Combat Overhaul


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#51
Spellbound7

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Spoiler

 

A templar rogue! Certainly an interesting idea, and some good abilities too. Not entirely fond of the name, but I love that you used the same names for the debuffs :D


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#52
Abraham_uk

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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%

 

 

I'm going to call this class "Witch Hunter". Though "Knight Tracker" seems like an appropriate name too.

 

This is a brilliant rogue version of the Templar that slows down, debuffs and damages enemy mages and foes from the fade. What I love the most is that it brings the Rogue class into the Mage versus Templar war that is so integral to the plot. This is something that I found off putting. As a Warrior I can role play as an Anti-Mage and as a mage I can role play as a "mutant X-Man" being marginalised in society whilst being haunted by daemons from the fade. The rogues don't have any lore specialisation that is relevant to this conflict. This was particularly noticeable in Dragon Age 2.

 

I love your ideas. I tend to prefer rogues over warriors, and having an anti-mage rogue is interesting to me.

 

 

Great lore.

Great abilities.

Great build.

Keep up the good work.


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#53
eyezonlyii

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Thanks guys. I went with the name to tie it to the other Chantry serving roles because Templars have the Knight ranks. And of course there's the Knight Enchanter for mages.
Also, the Red Templars have the Knight Stalker stab guys.
  • Abraham_uk aime ceci

#54
Abraham_uk

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Companions and their Specialisations:

 

Steward (Warrior:): 

Spoiler

 

Spirit Warrior (Warrior): 

Spoiler

 

Dancer (Warrior):

Spoiler

 

Apostate Mage (Rogue): 

Spoiler

 

Bard (Rogue): 

Spoiler

 

Acrobat (Rogue): 

Spoiler

 

Walking Battery (Mage): 

Spoiler

 

Shape Shifter (Mage): 

Spoiler

 

Necromancer (Mage): 

Spoiler

  • Spellbound7 aime ceci

#55
Spellbound7

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Witch Hunter, of course! I'm definitely gonna try to make that one :D


  • Abraham_uk aime ceci

#56
Abraham_uk

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Witch Hunter, of course! I'm definitely gonna try to make that one :D

 

I've handled the back stories of the companions.

I am going to be adding abilities.

 

Your ideas are awesome! I particularly look forward to your Witch Hunter, especially after that exciting suggestion from eyezonlyii. You know what you're doing, which is why I've decided to handle companion specialisations rather than player character specialisations.

 

 

I've done all 9 of them. They are:

 

Steward (Warrior)

Spirit Warrior (Warrior)

Dancer (Warrior)

Apostate Mage (Rogue)

Bard (Rogue)

Acrobat (Rogue)

Walking Battery (Mage)

Shape Shifter (Mage)

Necromancer (Mage)

 

I hope this companions are interesting, fun and complement the player character well.

Each character has their own back story. I haven't decided on names for the characters so for now they're known only by their Specialisations.

So what do you think? [The post I'm referring to is above this one].



#57
Spellbound7

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Oh, I thought you were making specs for the existing companions, not new ones lol. Idk how relevant new companions are to this thread, but new classes are always welcome. Here's what I thought of them:

 

Spoiler

 

UPDATE

 

  • Witch-Hunter Specialisation added. Check it out in the OP or here.
  • Rift Mage Specialisation changed to Fade Lord. Check it out in the OP, or here.

 

I am currently changing Primal and Creation to be more in-line with Origins. Check back for updates.


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#58
Abraham_uk

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Oh, I thought you were making specs for the existing companions, not new ones lol. Idk how relevant new companions are to this thread, but new classes are always welcome.

I was thinking about a future game set long after the events of Dragon Age Inquisition rather than the current one. :)

Okay my review of Fade Lord and Witch Hunter.

 

 

 

Fade Lord: A fast paced defensive mage that can slow down groups of enemies, sap their mana, ward against oncoming attacks and entrap foes. This is a highly useful skill tree with some neat abilities. This is great for mages who specialise as weapon wielding "Invokers". Since mages are more squishy than their rogue and warrior counterparts, this tree will allow the mage some much needed breathing room whilst they tear apart their enemies. Some great ideas here. I can't wait to see what you've got in store for the next mage skill tree.

 

Witch Hunters: For mages; Templars and Witch Hunters are as feared as the spirits and daemons of the Fade. The Witch Hunter has many creative uses of lyrium from rapidly throwing lyrium infused knives, sending out cannon blasts to silence mages, staggering foes with lyrium grenades and flaying opponents causing bleeding and confusion. This anti-mage specialisation is not just powerful set of abilities, it is the literal death sentence for all mages hostile and non-hostile alike. For a mage to face them, they know full well that they don't stand a chance. Brilliant idea! I love it!


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#59
Spellbound7

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UPDATE

 

  • Primal tree overhauled. Now includes lightning spells to be more lore-friendly. Due to the nature of the new Primal tree, it only contains 9 skills. Check Fundamental Changes section for additional details.
  • Creation tree updated to include healing, glyphs and augmentors to fill up the void left by the removal of lightning spells.
  • Healing Stream moved from Spirit to Creation. Spirit tree now has Mind Blast.
  • Arcane Blast replaced with Arcane Weapons in the Evocation tree.
  • Repulsion Field replaced with Overwhelming in Fade Lord tree. Repulsion Glyph in Creation tree made it redundant.
  • New status effects added to list on OP.

  • Abraham_uk aime ceci

#60
Abraham_uk

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Primal Tree: Sacrifices had to be made in order to condense fire, ice and lightning into one tree. Despite this, the tree is an exciting use of spells. Precision, Wave, Tempest and Flow, each applying damage in different ways and then freely switch between elements as you cast the same 4 spells but with vastly different results. The primal tree is a flexible tree with highly destructive results to anyone who dares challenge the mage.

 

Creation: Same as before, but with the addition of two brand new glyphs, an aura to buff your allies and a mode that will speed them up. Now the Creation tree is the healing, buffing, crowd control machine that it was always meant to be. Add to this a sand cloud and  a wall of damaging brambles and you turn your nature themed mage into a highly versatile defender.

 

Other Changes: Mind Blast is a useful ability, I'm glad it's made a come back. Arcane Weapons is another nice ability. Overwhelming fade is a highly risky ability. Damn. The Fade Lord is a very powerful glass cannon for a brief period of time. I love it. Great changes. I look forward to your next skill trees.

 

Game Mechanics: There is a long section of your post where you talk about mechanics. Expect a review of that soon. I'm loving those mage gauntlets by the way. Monk mage for the win!

 

 

The Specialisations:

 

I assume that the Player Specialisations and the Character specialisations will be separate and distinct. In which case my next post will look at ways to make their abilities fit your new ideas. Don't get me wrong, the Dragon Age Inquisition specialisations are exciting, it's just that in this thread they will need changing to prevent overlapping with your other ideas.

 

As for Rift Mage. Don't worry. I have it covered. Thankfully you've missed out 2 elemental types.

Regarding Knight Enchanter, I reckon I can make Spirit Blade work. But it's probably not going to be what you think it might be...


  • Spellbound7 aime ceci

#61
Abraham_uk

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Specialisations: Each party member will have their own unique specialisations.

 

Iron Bull [Reaver]:

Spoiler

 

Cassandra [Templar]: 

Spoiler

 

Blackwall [Champion]: 

Spoiler

 

Cole [Assassin]: 

Spoiler

 

Varric [Story Teller]: 

Spoiler

 

Sera [Tempest]: 

Spoiler

 

Dorian [Necromancer]: 

Spoiler

 

Vivienne [Knight Enchanter]: 

Spoiler

 

Solas [Rift Mage]: 

Spoiler

 

Inquisitor [Player Character]: 

Spoiler

 

 

So what do you think?



#62
Brainfist

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While I think that the fighting sytem in DA:I has its flaws my changes wold be more conservative. I have some ideas. I.e. new (or old xD) weapon-stats on every weapon such as strength-multiplicator, armor piercing and crit damage. (same thing for armor) Changing your weapons in fight would possible and usefull again.
Furthermore I would give the player the opotion to distribute ablitiy-points, while I would also change the effects of those, so it is actually usefull to spread your points a bit(So no warriors with 100 Strength but zero agillity).
The overall classes would be pretty the same, but adding the ability for warriors to use bows (and maybe crossbows) and dual wield one-handed weapons. Daggers can be used by all classes. But since they will be pretty crap weapons without skills mages are still bad in melee combat.
Rogues also can dual-wield, but they don't get the abillity to use two swords at once. The dual-dagger tree would be completley removed, but some skills could go into the other rogue-trees.
Maybe I will specify a bit more in an other post but I`m hungry now.

#63
Spellbound7

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While I think that the fighting sytem in DA:I has its flaws my changes wold be more conservative. I have some ideas. I.e. new (or old xD) weapon-stats on every weapon such as strength-multiplicator, armor piercing and crit damage. (same thing for armor) Changing your weapons in fight would possible and usefull again.
Furthermore I would give the player the opotion to distribute ablitiy-points, while I would also change the effects of those, so it is actually usefull to spread your points a bit(So no warriors with 100 Strength but zero agillity).
The overall classes would be pretty the same, but adding the ability for warriors to use bows (and maybe crossbows) and dual wield one-handed weapons. Daggers can be used by all classes. But since they will be pretty crap weapons without skills mages are still bad in melee combat.
Rogues also can dual-wield, but they don't get the abillity to use two swords at once. The dual-dagger tree would be completley removed, but some skills could go into the other rogue-trees.
Maybe I will specify a bit more in an other post but I`m hungry now.

 

I haven't given much thought to attributes - I was more focused on the skills themselves - but you should check the Fundamental Changes and Skill Tree Distributions sections of the OP as it covers most of what you said.

 

Spoiler

 

Expanding on the Inquisitor's Rift abilities is a good idea and makes him even more unique. There are some pretty creative skills in there (especially Gear From the Rift, which has a lot of potential for unique gear for the Inquisitor). I'm not sure about Eagle Eye - do you go into FPS when you use it? Could be a fun thing to try.

 

Just as an fyi, the specs I design are limited to 8 skills only, with at least 3 passives (something I have to update for the Ranger), so some of these skills would like have to be removed if you want it to match with the stuff I make. Up to you :)

 

Iron Bull

More damage can't go wrong.

 

Cassy

More protective skills work well on a Templar, though maybe it would have been better to have a least 1 skill that works well against Mages. Dunno.

 

Blacky

Honestly I have no idea how Blackwall summons spectral shield guardians to block people's path, but yeah, ok Bioware. Those skills you suggested might need some name tweaking, but they otherwise seem to stick with the idea that Blackwall is more of an impediment to foes than an outright threat. Y'know, a tank. Not sure why you removed Walking Fortress though. Is it an overpowered skill?

 

Cole

Sounds good, especially with Flicker and Hidden Blades, though Ideal Target overlaps with Blindside from the Subterfuge tree. I suggest to bring Gaps in the Armor back, since I'd imagine armour penetration is a helpful talent for an Assassin.

 

Varric

Interesting replacement for the Artificer tree. Fits Varric pretty well, though Opportunity Knocks has already been implemented into the Subterfuge tree. All in all a good tree.

 

Sera

Killer's Alchemy sounds good, but the dodgey skills seem out of place here. They're good skills for a Rogue to have, however.

 

Dorian

Necro seems a lot more appealing now, though Curse of Mortality does stack with Brittle > Canker (Entropy tree). Much better.

 

Viv

Hmmm, not sure about that Spirit Blade. I think it should just be changed to deal BARRIER and GUARD damage, and that's it. It deals normal weapon damage. Arcane Sphere and Fatiguing Fog sound good. Not sure about Ability Drain - could just make that a Focus ability. Battlefield Scan seems more like a Rogue ability, though it work for a KE as well. Will need some sort of way to display all that info, though.

 

Solas

Earthquake and Tornado for Rift Mage sound good! Unshakable sounds super useful too. 


  • Abraham_uk aime ceci

#64
Abraham_uk

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OP's Feedback:

I'll remove two skills per tree.

This will help put them in line with your ideas.

 

As for certain skills being removed. I wanted to limit myself to 10 but still have a few new ideas thrown into the mix.

When you go down that path other skills will be removed.

 

My Thoughts On Fundamental Changes: 

Spoiler

 

 

My Thoughts on Status Effects:

 

 

Spoiler

  • Spellbound7 aime ceci

#65
Uccio

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More spells, direct attack, AEo, crowd control, buffs.

 

It looks good though.  :)


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#66
Spellbound7

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UPDATE

 

  • Warrior specialisations added! The Spirit Warrior and the Undying. Check em out in the OP!
  • Magic Missiles can now be primed with Gather Power to deal AoE damage as a single big projectile.
  • Ambush from the Ranger tree changed to a passive ability.
  • Edited No more weapon and armour restrictions section in Fundamental Changes.
  • Added dodging to Fundamental Changes.

 

---------------------------------------------------------------------------------------

 

 

OP's Feedback:

I'll remove two skills per tree.

This will help put them in line with your ideas.

 

As for certain skills being removed. I wanted to limit myself to 10 but still have a few new ideas thrown into the mix.

When you go down that path other skills will be removed.

 

My Thoughts On Fundamental Changes: 

Spoiler

 

 

My Thoughts on Status Effects:

 

 

Spoiler

 

One thing I forgot to add to this list was dodging. All classes can do quick dodges, like you could in ME3. Warriors would roll out of the way, rogues would leap away and mages would fadestep a couple of meters away. Perhaps have that on cooldown to avoid just evading everything all the time.

 

Also, Megakoresh has the credit for the idea of toggleable spells. He mentionned something of the like in his Clickbait title.txt thread where he reviewed the game.

 

More spells, direct attack, AEo, crowd control, buffs.

 

It looks good though.  :)

 

made a small addition to Evocation and Invocation. You can now prime Magic Missiles (Evoke) with Gather Power (Invoke) to turn it into a large single missile that deals AoE damage on impact. This was initially a separate skill, but it felt like it was overlapping too much with existing AoE spells. Now it can exist as a modified version to Magic Missile, which means they share a cooldown.


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#67
Abraham_uk

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Regarding Feedback: I've responded to feedback by removing 2 skills per skill tree. They're leaner and cleaner I hope. It was easier to do with some skill trees (because some skills were added just to make 10) than others (because some skill trees had skills 10 that I thought as essential). I've merged some of the abilities together. Thank you for your suggestions.

 

Spirit Warrior Review: The Spirit Warrior is an oddity in terms of the Warrior since this is a magical warrior that has a spirit companion that decimates their foes. Boost your speed with a channel of energy and send forth a chilling scream from beyond the fade negating magical effects before branding an enemy. Then fade burst your way into the fray and finish with a deadly spirit strike. In addition you gain protection with elemental resistance. I can see the Walking Battery has found it's way into the build. This is a nice way of having an additional resource pool from which to draw your abilities. Great concept great ideas. I love it! I just don't understand how the Soul Brand works...

 

Reaver I mean Undying Review: Jokes aside, this is a really exciting and menacing specialisation. This warrior is a blood thirsty killing machine, but goes about it's business differently to the Reaver. The Reaver is a taunting warrior who actually revels in danger getting stronger as more foes are aggroed and their health is lowered. This is a play style that favours the Leroy Jenkins in all of us, only the Reaver pulls it off and kills the enemies before the enemies kill them. Undying is different. Very different. For starters Undying is all about regulating your health to keep you alive. Halt your stamina regeneration to regenerate your health, then follow up with improvements to your regeneration when health is low. If that wasn't enough your inner rage will increase damage output but at the expense of damage resistance. The Undying can also be a healer sacrificing some of their health to restore the health of allies and then follow up with some blood mage esque abilities causing bleeding with bone shards and spewing blood at melee range for another damage over time. The sanguine wrath is the most reaver esque ability though with the Undying gaining damage output for every missing health. If a Reaver and Blood Mage gave birth to a daemon child, then this specialisation would be the result. I love this filthy abomination of a spec! Awesome ideas!



#68
Abraham_uk

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6 New Specialisations:

 

Is 4 per class pushing it?

 

 

Chevalier [Warrior]: 

Spoiler

 

Survivalist [Warrior]: 

Spoiler

 

Bard [Rogue]: 

Spoiler

 

Fanatic [Rogue]:

Spoiler

 

Spirit Healer [Mage]: 

Spoiler

 

Keeper [Mage]: 

Spoiler


  • Duelist aime ceci

#69
Spellbound7

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Well Origins did have 4 specs, though each had 4 skills, which meant 16 new skills total. What I'm making has 8 skills per spec, with upgrades on active skills too, so 4 might be a bit much.



#70
Abraham_uk

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Not everything is going to be a hit. Which is why I have more ideas.

 

Two of these are based on concepts that Spellbound thought up.

 

 

The Ritualist [Mage]: 

Spoiler

 

 

The Dervish [Rogue]: 

Spoiler

 

 

@Spellbound. I didn't realise you wanted the Ritualist to be a monk. I'll give that a try as well. What do you think of my take on the ritualist?



#71
Duelist

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Specialisations: Each party member will have their own unique specialisations.

 

Iron Bull [Reaver]:

Spoiler

 

Cassandra [Templar]: 

Spoiler

 

Blackwall [Champion]: 

Spoiler

 

Cole [Assassin]: 

Spoiler

 

Varric [Story Teller]: 

Spoiler

 

Sera [Tempest]: 

Spoiler

 

Dorian [Necromancer]: 

Spoiler

 

Vivienne [Knight Enchanter]: 

Spoiler

 

Solas [Rift Mage]: 

Spoiler

 

Inquisitor [Player Character]: 

Spoiler

 

 

So what do you think?

 

Commenting only on the Rogues, since that's my thing:

  • Varric's Story Teller spec looks like an odd mish-mash of his DA2 and DAI specs only with the addition of Armour Piercing Bolt, which seems to be of kinda dubious value IMO, and Knockout Bomb, which actually worked brilliantly with an Assassin.
    In battle, Varric has always worked best as more of a machine gun than a sniper so his talents usually lent themselves toward overwhelming enemies with consistent criticals.
    Personally I think DA2 talents like Goad or Armistice would be a better. Might do my own take on Varric later on.
     
  • While the Assassin has always been all about delivering damage and it's nice to see my ideas incorporated, it may be a little too damage heavy.
    Knockout Bomb in DAI serves the purpose of both CC and allowing an Assassin to trigger it's own combos.

 

The Dervish [Rogue]: 

Spoiler

 

The Dervish seems to fit a skirmisher role. The spec itself looks fine but the role it seeks to fill is ably handled by the Tempest.

 

Good work though.  :wizard:


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#72
Abraham_uk

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Commenting only on the Rogues, since that's my thing:

  • Varric's Story Teller spec looks like an odd mish-mash of his DA2 and DAI specs only with the addition of Armour Piercing Bolt, which seems to be of kinda dubious value IMO, and Knockout Bomb, which actually worked brilliantly with an Assassin.
    In battle, Varric has always worked best as more of a machine gun than a sniper so his talents usually lent themselves toward overwhelming enemies with consistent criticals.
    Personally I think DA2 talents like Goad or Armistice would be a better. Might do my own take on Varric later on.
     
  • While the Assassin has always been all about delivering damage and it's nice to see my ideas incorporated, it may be a little too damage heavy.
    Knockout Bomb in DAI serves the purpose of both CC and allowing an Assassin to trigger it's own combos.

 

 

The Dervish seems to fit a skirmisher role. The spec itself looks fine but the role it seeks to fill is ably handled by the Tempest.

 

Good work though.  :wizard:

 

 

Thanks for the feedback.

I'm looking forward to your Varric Spec.

Oh and please do your thing. You seem to understand the rogues best. :)

 

Anyway. I have exhausted all my ideas for specialisations.

I've worked through multiple possible specialisations for warrior, rogue and mages not to mention ones for each of the characters.

I'm looking forward to your thoughts on this matter.

 

I'm going to get the ball rolling on unique racial skills.

I don't think skill trees are necessary since we potentially have (if you count ally specific specialisations, Inquisitor specialisations, the Inquisitor skill tree and the 15 regular class skill trees) 34 skill trees. (15 + 9 + 9 + 1 = 34). So I don't think we need any more skill trees. These racial skills will be available to player right from the get go. They are there to give each race it's own flavour and are available to companions too.

 

Let me know what you think.



#73
Spellbound7

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UPDATE

 

  • Ritualist specialisation added
  • Jester specialisation added
  • OP updated accordingly. Specialisations are now displayed like basic skill trees.
  • You can switch directly from class to class from the skill tree/specialisation pages.
  • Fundamental Changes updated with Crossbows and specialisation-specific equipment.

 

I decided to go for the Jester instead of the Dervish for a few reasons. While a Dervish is a cool idea, I felt that the Jester might be a bit more appropriate since it doesn't come with any inherent religious affiliations (Dervishes are middle-eastern ascetics) and is closer to the medieval-European context of Dragon Age and lore (Orlesian Harlequins). While I can imagine a place like Rivain might have Dervishes, I felt like the Jester would make an easier Rogue. Just slightly.


  • Abraham_uk aime ceci

#74
Abraham_uk

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This is going to be another busy post.

 

2 New Specialisations to Review and suggestions for racial skills...

I hope you enjoy.

 

Thoughts on Class Descriptions: 

Spoiler

 

Ritualist [Mage]:

Spoiler

 

Jester [Rogue]:

Spoiler

 

One last specialisation [Warrior]:

Spoiler

 

Racial Abilities [My Suggestions]:

Spoiler

 

Class Based Codex Entries [My Suggestions]: 

Spoiler


  • Spellbound7 aime ceci

#75
Spellbound7

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My, my, such praises! Thanks xD

 

I can't say I'm fond of racial abilities since they thend to influence your class and build, but they do makes sense, and actually add deeper roleplaying qualities to the game. I'm okay with most of those, but I'd argue the active skills should not be there as they tend to confer larger bonuses than passives and as such will influence your decision even more.\

 

All in all, though, good stuff.


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