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Class and Combat Overhaul


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#76
Abraham_uk

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Referring to penultimate post on Page 3.

 

I've added racial abilities for all 4 races.

I've also added "Codex Abilities".

 

Codex Abilities adds lore to your codex based on your race, class and specialisation.

However depending on your race, class and specialisation certain dialogue options will be locked out in conversations.

These options will involve asking questions that The Inquisitor should know the answer to.

 

Spooney made a huge fuss when The Avatar asked "What's A Paladin"?

This is no longer an issue. The Inquisitor would never ask such a daft question.

 



#77
Abraham_uk

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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.

 

 

That's fine. I've ditched the actives and kept the others. :)



#78
Abraham_uk

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Seriously OP. What are you doing here?

You should be working for a game developer on the combat design team!

 

I love your ideas! :wizard:

 

 

There is just one slight snag. Two decoys! Jester and Subtefuge both have the decoy ability!

 

Anyway. Duellist says he's going to work on Varric's skill tree.

I had a good go, but it was a bit of a mish mash of Marksman from DA2 and the Artificer passives from DAI.

I'm looking forward to this. Duellist, I think your ideas are amazing too. You also have a soft spot for rogues, so this should be interesting.

 

I'm also interested in what you're going to do for the final Inquisitor Warrior specialisation and the party member specialisations.

Keep up the good work. If you ever want to work for a developer or become your own indie developer I'll personally vouch for you (granted me vouching for you won't make any difference) but hey I think your ideas are that good!



#79
Spellbound7

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I doubt having interesting ideas is enough for me to be a developer. I can't do anything else than graphic design, so that drastically cuts down my usefulness as a dev. I did get into a programming course for C# and learning Unity, so maybe when I'm done with that :P

 

Also I could have sworn I replaced Decoy a while back - turns out I forgot to update it. I'll be updating a bunch of other skills along with it when I do the last spec. I'll mention them in the update notes.


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#80
Spellbound7

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UPDATE (Likely last one)

 

  • Added final Warrior Specialisation: the Vanquisher.
  • Clairvoyance from Fade Lord changed to Coruscating Veil.
  • Correctly updated Subterfuge tree. Decoy is replaced with Hidden Blade (passive)
  • Fade Strike from Spirit Warrior changed from single target and close-quarter to personal so you can use it with ranged weapons.

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#81
Abraham_uk

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That new specialisation looks awesome.

I'll get round to reviewing it soon as I've got to go to work.

 

Anyway. I'm curious. Ranger and Vanquisher have female pronouns in their descriptions and Jester has male pronouns in it's description.

The others have no pronouns in their descriptions.

Are these specialisations supposed to be gender exclusive? If that's the case it's a pretty bald (but interesting) move.

 

I don't personally see the problem with gender specific specialisations. It certainly shakes up the lore.

However I doubt many gamers would be too pleased.

 

If however you did not intend to make them gender specific then terms like "her" and "him" might be misleading.

 

 

Anyway. I'm adding the vanquisher specialisation soon to this very post and I'll be doing overall class reviews. Two of them would be the same as you read in the private message. The Warrior review from the private message will get an update.



#82
Spellbound7

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The him/her is basically to vary things instead of always just using him or her. I think forgotten realms uses her in all their descriptions, which is an interesting twist on descriptive writing, but I'm thought I'd put some equality in there :P

 

And, no, I wouldn't want to have gender-specific specs. That would be bad xD


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#83
Abraham_uk

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The him/her is basically to vary things instead of always just using him or her. I think forgotten realms uses her in all their descriptions, which is an interesting twist on descriptive writing, but I'm thought I'd put some equality in there :P

 

And, no, I wouldn't want to have gender-specific specs. That would be bad xD

 

Don't worry. I was teasing you. :lol:

I don't think any players are going to reach level 12 (the point where you choose a specialisation) and think "oh boy, I think it's time to re-roll my character. Turns out males can't be Vanquishers" or "Ugh. I really wanted to play as a Jester, but I can't because my character is female".

 

I mean if they do think that well I think the best medicine for them is a health dose of common sense. :)

 

That said, there are male and female specific specs in some game. It won't work for the Dragon Age Universe, but in some games there are female only factions and male only factions, so gender specific specialisations would make a lot more sense.

 

 

 

Anyway, as promised my review of The Vanquisher! One of these days you'll be thinking, "damn I've run out of ideas. How am I going to get reviews now?" :P

 

Vanquisher Review:

Spoiler

 

 

Now time for the overall reviews for each class. They are amazing.

 

Overall Warrior Review:

Spoiler

 

Overall Rogue Review:

Spoiler

 

Mage Review:

Spoiler

 

Conclusion

Spoiler


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#84
Spellbound7

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Glad you enjoyed them. I intended the Vanquisher as something of a glass cannon that deals in flat damage instead of stacking criticals -  I'd rather leave those to Rogues. Even though, you can still spec her as a tank by focusing purely on the defensive talents. Options, yknow? Your review is spot on :)

 

Anyway, I guess this is it - I don't think I've more specs to make. Sure, this definitely can be improved further (maybe I'll come back for some tweaks), but it was fun while it lasted, and the idea was always to present an alternative to what we got in Inquisiton by inspiring from the previous titles, all the while trying to bring in new mechanics to keep the gameplay fresh. I hope I managed to achieve that.

 

Now we can only hope that Bioware does better for DA4. Or releases modding tool.


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#85
Abraham_uk

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Glad you enjoyed them. I intended the Vanquisher as something of a glass cannon that deals in flat damage instead of stacking criticals -  I'd rather leave those to Rogues. Even though, you can still spec her as a tank by focusing purely on the defensive talents. Options, yknow? Your review is spot on :)

 

Anyway, I guess this is it - I don't think I've more specs to make. Sure, this definitely can be improved further (maybe I'll come back for some tweaks), but it was fun while it lasted, and the idea was always to present an alternative to what we got in Inquisiton by inspiring from the previous titles, all the while trying to bring in new mechanics to keep the gameplay fresh. I hope I managed to achieve that.

 

Now we can only hope that Bioware does better for DA4. Or releases modding tool.

 

They were awesome ideas. I mean it. I had a lot of fun with them.

There are two things I want to do. Since I've already done my take on the 9 companion specialisations, I would like to see what other contributors have to say.

 

 

My suggestions are in the spoiler below, just to give you an idea of what I've done on companion specialisations. No upgrades have been included so far.

Spoiler

 

I look forward to what take on the companions specialisations the forumites have.

Just to let you know I've kept the basic concept of everyone's specialisations the same, with the exception of Varric since the artificer abilities are a rogue skill tree. Duellist might working on Varric...



#86
Abraham_uk

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About Companion Specialisations:

 

I invite you guys to have a go at redesigning the 9 companions. :)

 

They are:

Cassandra (Templar), Blackwall (Champion), Iron Bull (Reaver),

Sera (Tempest), Varric (Cannot be artificer any more since this is a base rogue skill tree), Cole (Assassin),

Vivienne (Knight Enchanter - I altered the mechanics of Spirit Blade to stop it from being redundant), Solas (Rift Mage) and  Dorian (Necromancer)



#87
Spellbound7

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Hmm, speaking of kits, I could share Photoshop files with all the blending modes and such ready for skill-tree making if anyone's interested.


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#88
Abraham_uk

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Yes.

 

I'd love to. I'd go back and re do the Companion Specialisations. :)

I might start a thread similar to this one but just for companions (with companion specialisations in opening post and a hyperlink to the opening post of this thread). 



#89
Abraham_uk

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Duellist 76 said that he wanted to see a re-do of Varric along the lines of a "machine gun" type crossbow build.

I wanted Varric to have that "Artificer" flavour like he did in Dragon Age Inquisition without interfering with the Artificer tree.

The secondary fire module was my way around this. Secondary fire doesn't use stamina, but uses consumables instead.

In order to get the 

 

Here is something I have in mind.

 

 

Marksman: [Varric]

Spoiler

 

Varric's Secondary Ammo Types: 

Spoiler



#90
Spellbound7

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Oh, secondary ammo on Varric sounds sweet, although if it doesn't consume stamina, the secondary ammo resource should be clearly visible and easy to replenish - maybe like healing potions?

 

I see he can fire a Jar of Bees, Antivan Fire, Healing Mist - are there only available if he has those grenades equipped, and does that mean he can carry more of em? Are they stronger than if he just tosses them like any other character? I would suggest removing them since they can already be used (also Grease is just Pitch Grenade, but flamable, right? Unless if it spreads tar in a line or something [therefore making fire wall possible], I vote for removing that as well).

 

The way I picture the secondary ammo type working is how I did the Prime spells: each ammo is it's own sustained ability, with a number on it telling of how much of that specific ammo is available. Activating one deactivates the other, etc.

 

Good thinking :)

 

PS: and here's the template. It's a bit extensive, but it's easier to use than it looks.


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#91
Abraham_uk

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Oh, secondary ammo on Varric sounds sweet, although if it doesn't consume stamina, the secondary ammo resource should be clearly visible and easy to replenish - maybe like healing potions?

 

I see he can fire a Jar of Bees, Antivan Fire, Healing Mist - are there only available if he has those grenades equipped, and does that mean he can carry more of em? Are they stronger than if he just tosses them like any other character? I would suggest removing them since they can already be used (also Grease is just Pitch Grenade, but flamable, right? Unless if it spreads tar in a line or something [therefore making fire wall possible], I vote for removing that as well).

 

The way I picture the secondary ammo type working is how I did the Prime spells: each ammo is it's own sustained ability, with a number on it telling of how much of that specific ammo is available. Activating one deactivates the other, etc.

 

Good thinking :)

 

PS: and here's the template. It's a bit extensive, but it's easier to use than it looks.

 

I'm going a bit extreme here, suggesting that Varric is the only character with this utility.

So no other character can use this, since they are a secondary module for Varric.

Each follower has their niche and with Varric it's as a medieval version of a machine gun commando.

Thanks for the template.



#92
Spellbound7

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Doesn't sound extreme to me. I mean he already has a weapon only he can use, why not skills as well? DA2 has specs that were exclusive to the companions, so why not give DA:I companions exclusive abilities? I like it.


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#93
Abraham_uk

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Companions Redone: I'm moving the discussion on companions to a new thread.

 

http://forum.bioware...anions-re-done/



#94
Spellbound7

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UPDATE

 

  • Updated some values from Vanguard and Weapon and Shield to be a bit more useful (Bodyguard, Barbed Armour, Shield Mastery, Shieldthane)
  • Tutelary reworked. Now applies invulnerabily on taking damage for 0.5 seconds, with 4 seconds cooldown. Upgrade changed.
  • Ascendant replaced with Beacon of Dreams.
  • Ritual of Glaciation upgrade reworked to be more in-line with the Ritualist's role as support.
  • Anoint has been updated to now channel-transter Heat Mana to another Mage.

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#95
Spellbound7

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UPDATE

 

  • Added specialisation items for each specialisation. Check the Fundamental Changes section for a list of them. Also added the items to the specialisations' descriptions.

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#96
Abraham_uk

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UPDATE

 

  • Added specialisation items for each specialisation. Check the Fundamental Changes section for a list of them. Also added the items to the specialisations' descriptions.

 

 

This is awesome! They add a nice unique flavour to each specialisation.


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#97
b10d1v

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I noticed the auto scaling and ...

 

I'm sure you've done this: buddy asks you to try an MMO and you wait and wait ... until they are done creating their character or maybe you're the other guy -no judgment here.  The point is some folks pay a lot of attention to detail and others not so much and character attributes are no different.  You need the option for automatic, but also let folks manually edit character attributes.



#98
Abraham_uk

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I noticed the auto scaling and ...

 

I'm sure you've done this: buddy asks you to try an MMO and you wait and wait ... until they are done creating their character or maybe you're the other guy -no judgment here.  The point is some folks pay a lot of attention to detail and others not so much and character attributes are no different.  You need the option for automatic, but also let folks manually edit character attributes.

 

Hmm. Certainly gives some food for thought.

I think there could be options like that.

 

You could be asked a question at the start of the game before the story starts.

 

Do you want to manually level up your characters?

 

Yes: Let me customise my builds.

No: You handle it.

 

If you pick no, the game automatically picks abilities and attributes to make each character versatile.

If you decide mid game that you don't like the way the game levels up your characters, go to the menu, switch off the feature and then respec your characters.

Sorted. :)



#99
Abraham_uk

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I've finished the companion specialisations.

Feel free to check them out! :wizard:

 

Companions Redone



#100
Nicholai999

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Hey, so my computer's been wonky but I finally was able to look at the posts and well, here I am. I'll just place my ideas here with some new ones I came up with.

 

So let's try bringing the bard from dao back. This specialization focuses on distractions and debilitating attacks.

 

opening number) [AOE] taunts the enemies in the specific area, the bard making them self the primary target. ( a skill that can be used to draw attention away from the party's warrior or mage). curtain call [Upgrade] three seconds after the bard taunts the enemies in the area, the bard slips into stealth. (the skill basically lures enemies to a specific spot for massive aoe damage while the bard safely sleps away.

 

Ballad) [AOE] the bard sings a song that causes enemies in the aoe to fall asleep (enemies will wake up upon being hit). Song of death [Upgrade] The enemies take longer to wake up and suffer damage while asleep.

 

Charm) [Passive] The Bard's Charm makes them less likely of being a seeked out target.

 

Trust no one) [Passive] Experience playing THE GAME has made the bard more perceptive and edgier. (increase critical hit stat)

 

The focus ability can be debilitating song) The bard sings a song that paralyzes all enemies in the aoe (allowing ranged party members to attack them) the bard however cannot attack while this ability is active. 

 

 

Another Idea I had was bring back the duelist specialization and merging it with some of the abilities of the specialist tree (DA2). Calling it the duelist or specialist (DoS). This specialization let's the rogue exploit the full potential of their weapon of choice. regardless of bow or daggers, this skill tree gives both weapons of choice a melee and ranged ability for both weapons.

This idea to me is kind of cool because it focuses on the rogue's primary weapon

the specialization tree splits in two one side focusing on the bow and arrow and one side on daggers

 

                                     (okay so I guess the ability tree can start off with some passive ability)

                                    maybe something like (Rage from da2) granting a strength stat. then the ability tree splits. 

 

Double Arrow (ability is similar to the knight                                                  Triple Blade (this ability is also like double arrow. no  

enchanter's spirit blade. No cool down time, does deplete                            cool down time, does deplete stamina upon activation.

stamina upon activation. As you guessed it, you                                           this specialization will allow the rogue to carry a one handed                       shoot two arrows simultaneously at the same target                                     sword. it will be held in the rogue's mouth. The rogue

(like double damage). Split arrows [Upgrade] if there are                                 will slash the target. Endless dance [Upgrade]

two targets in the path the arrows will split and each hit                                 It cancels the stamina cost of Triple Blade when

one of the targets                                                                                         used in succession after two basic attacks.                                                                                                                

Precision [Passive] grants critical hit stat.                                          Speed [Passive] Grants dexterity stat.

 

Bow inversion (another weapon ability like spirit blade)                                    Dagger Inversion (another weapon ability) The rogue makes use of     The rogue makes use of their bow for melee damage.                                           their daggers for ranged damage. Bull's Eye [Upgrade] The Rogue's 

Melee Archer [Upgrade] the archer's strength stat                                          critical chance stat is raised  (by set amount) when using dagger 

is raised (by whatever set amount) when using bow inversion.                        inversion.

                         then reconnects with a focus ability that grants the stat raise of rage, precision, and speed as a buff.  

 

We can also try out the ranger specialization from dao. a seasoned rogue with the skill of survival that relies on elements of the wild to aid him.

 

Diversion) Trevelyan summons a fennec, lavellan summons a halla, cadash summons a deepstalker, and adaar summons a regular ram. These beast have the same amount of health as their regular counterparts in the wild (dai). when this skill is active, the beast runs around the field causing all enemies to chase and attack them. they disappear once their life points run out. Breeder's best [Upgrade] The ranger summons slightly stronger (Diversion) beasts with better endurance.

 

Camouflage [passive]  The ranger is a master of subterfuge gaining the ability to disappear when fighting in the wild. (has a chance of randomly using stealth, not accessible in the city, near camps or keeps.  

 

Aggressive beast)  trevelyan summons a mabari, lavellan summons a wolf, cadash summons a bronto, and adaar summons a ram that fights back. Seasoned Beast [upgrade] the ranger summons stronger versions of Aggressive beast, each creature having an ability that grants them 3 guard points.

Seasoned Ranger [passive] grants the ranger an attack bonus against beasts.

 

Botany) when this ability is activated it applies the healing affects of the regeneration potion on the ranger. First aid [Upgrade] this upgrade allows the ranger to also pass on the healing affects to another party member but the ranger must be right next to the party member when activating it.

 

Call of the Dragon [Focus ability] The ranger summons a dragonling to fight alongside the party. the dragonling's health is based on the level of focused used to summon it.

 

Now for the Mages

 

We could bring back the Blood Mage. The blood mages use mind control, demon summoning, and manipulate life force to terrorize their enemies.

 

The focus ability can be Blood Magic letting the blood mage use their allies life force instead of mana in order to power their spells. their spells have no cool down time while the focus ability is active.

 

Summoning) Summon a wraith to fight alongside you and your party. Summon shade [Upgrade] Summon a shade to fight alongside you.

 

Blood puppet) you take control of one enemy to fight alongside you for ten seconds. Collateral damage [Upgrade] After ten seconds are up, your blood puppet explodes damaging near by enemies.

 

Blood letting) You use a little bit of an allies life force to heal some of your health. Blood sacrifice [Upgrade] You completely take one of your allies life force to heal yourself completely. 

 

Possession [Passive] When an ally dies, there's a 50% chance a demon will come back in their place. ( Pride demon for warriors. Terro


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