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Broganisity sits here and comes up with Characters: The Thread.


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#26
Broganisity

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This class suggestions topic... Seems familiar...

http://forum.bioware...-thread-updated

You don't seem familiar and I never was a fan of big parties anyways. :lol:



#27
Angelus_de_Mortiel

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You don't seem familiar and I never was a fan of big parties anyways. :lol:

 

Who's not a fan of parties? I mean, birthday parties... retirement parties... no-pants parties? Eh? Eh?


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#28
Broganisity

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Who's not a fan of parties? I mean, birthday parties... retirement parties... no-pants parties? Eh? Eh?

 

"I'm Red! I don't like parties! Because I'm a big bald party pooper!"


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#29
Broganisity

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Anyways. . .

I really find myself coming up with more and more ideas for warriors, but given how hilariously blank the other two groups are, I really wanna come up with something else. . .the thing is though, I'm not a mage-lover (gameplay-Wise, Virtuoso excluded) So I just have no idea what would be fun in that regard for people who do like magic-y. . .stuff.

So. . .why do people like mages, from a gameplay standard, anyways? :huh:



#30
themageguy

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Hmmmm how about a Disciple agent?

Maybe if the next SP DLC involves the deep roads, wardens and darkspawn, we will get to see these guys again.

Mostly i see a warrior type with regen passives and health gain on kill and be able to poison his strikes with the taint or something.

#31
Broganisity

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Hmmmm how about a Disciple agent?

Maybe if the next SP DLC involves the deep roads, wardens and darkspawn, we will get to see these guys again.

Mostly i see a warrior type with regen passives and health gain on kill and be able to poison his strikes with the taint or something.

 

My problem with a Darkspawn faction is that the Darkspawn enemies in the game are just reskinned Venatori, as are most humanoids.

As for Wardens. . .well, I don't see much that a Warden could do save for, as a Warrior (or really any class) having auras to buff the team (like the Spirit Warrior Idea I have in the OP) because. . .well, Wardens inspire people. Yeah. :huh:


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#32
Pistolized

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For a Mage, bring back some old Origins spells.  Choose any 4 through 8 of these spells per character:

Cone of Cold

Fireball

Earhquake

Petrify

Crushing Prison

Death Cloud

Glyph of Repulsion

Glyph of Paralysis

Repulsion Field

Grease + Fire

Mass Paralysis

various hexes

Sleep + Waking Nightmare

Hand of Winter

Elemental Chaos

Thornblades

 

Blood Magic toggle

Blood Control

Blood Wound

Blood Sacrifice, but on enemies instead of allies

 

Shapeshifter  - two chosen shifting talents and two active talents per shift

Bear Shape - natural resistances and armor

Rage - additional attack and guard for nearby enemies

Slam - auto crit, bleed, knockdown

 

Spider Shape - poison auto attack, chance to induce fear

Overwhelm

Web and/or poison spit

 

Flying Swarm

The shapeshifter's body explodes into a swarm of stinging insects that inflict nature damage on nearby foes, with the damage increasing based on the caster's spellpower and proximity. While in this form, the caster gains Divide the Swarm, and any damage the shapeshifter suffers is drawn from mana instead of health, but the caster regenerates no mana. The swirling cloud of insects is immune to normal missiles and has a very good chance of evading physical attacks but is extremely vulnerable to fire. With Master Shapeshifter, the character gains health whenever the swarm inflicts damage.

 

Wildcat / Phoenix / Wolf / Others


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#33
Pistolized

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Specifically:

 

Old Mage.  Old in years and in talents.  Learned his/her magic in the olden days and hasn't followed the newer magic trends, hence the old spells like Cone of Cold and Grease.  And was a highly ranked member of one of the Fraternities of Enchanters, such as Aequitarians or Loyalists.  This would be a contrast to Rion, Necromancer, and Keeper,  being devoted to the Chantry, and approving of the Circle.

 

Cone of Cold - AOE freeze / detonator setup
Fireball
Grease - guaranteed knockdown every few seconds in an area
Crushing Prison - paralyze/slow with high damage over time
Glyph of Repulsion
Glyph of Paralysis
Glyph of Fire - possibly the 3-count version like the Venatori mages
Glyph of Ice - possibly the 3-count version like the Venatori mages
Glyph of Warding - large aoe benefit for players in area

 

Unique gameplay mechanics:

->Can set multiple of the same glyph at once.  So could set a glyph of repulsion around itself and also one in the enemies path.

 

->Outdated spells are individually weaker, but can be combo-ed together to generate new effects (like in DA:O)

-Fire spell on top of a Grease field causes a sustained-fire area like an Antivan Fire grenade.
-Glyph of Repulsion on top of a Glyph of Paralysis - generates Mass Paralysis

-Fire glyph + Ice glyph - damage turned to physical, greatly reducing the effectiveness (this is intended as a penalty(like Bad Note for Virtuoso))

-Glyph of Warding + any other glyph - provides specialized resistances to affected players

--Warding + repulsion = detonates giving Guard for all players in the area

--Warding + paralysis = grants additional resistances to magic, knockback etc while in the area, and while paralysis glyph hasn't detonated.
...may require passive skills or spell upgrades to become available

 

**Edit:  Oooh!  Warding + fire/ice = detonates giving fire/ice weapons to players in the area

 

Character playstyle focuses around ability usage exclusively ->

-Reduced cooldown times on abilities (compared to other characters' abilities) - leading to more frequent ability usage

-Reduced auto attack effectiveness - leading to more frequent ability usage

-Old DA:O auto attack animation - leading to more frequent ability usage

-Higher mana pool or lower ability costs- leading to more frequent ability usage

 

Default Spell Wisp - even if only a visual thing - *Spell Wisp is an old spell that summoned a wisp to float around; increasing your spellcasting power

 

 

You're right, it is fun to come up with new characters and abilities.  My only problem is the high chance that anything I think of has already been dismissed by the devs, in one way or another. 



#34
Pistolized

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Specifically:  part 2:

Hedge Mage / Witch.  Focus on Hexes and Blood Magic.  Hedge mage: not trained conventionally and developed its magic by trial and error, or from an unconventional teacher.  Probably from the southern Wilds, or Rivain.  For fun, make it left handed; with all animations reversed.

 

Entropy magic

Miasma - sustained cloud similar to Blizzard

 - 50% chance to Weaken per tick.  Sunder. Reduce speed.  Stacks up to 3 times.  lasts a few seconds after leaving the field.

 - allows enemies in stealth to be spotted

 - Upgrade: Death Cloud - does periodic spirit damage

Affliction hex - resistances lowered in small area around the target enemy, enemy carries the aura with it.

 - Upgrade - Misdirection hex - since there are no attack rolls anymore - reduce attack damage by a large amount

Death Hex - critical chances for attacks on this enemy are greatly increased

 - Upgrade - status and damage over time effects are increased (miasma, bleed, poison, stun, knockdown, frozen, burning, etc.)

Drain Life - the lower the health, the more health is restored.

 

Waking Nightmare

 - "Hostile targets are trapped in a waking nightmare... They are randomly stunned, attack other enemies, or become the caster's ally for the duration of the effect. Enemies that are already asleep cannot resist."

 - Eldritch detonator

 - very high mana cost

 

Blood Magic - Toggle

 - spells consume health instead of mana.

 - Mana regenerates more slowly during this time.  

 - Barrier effectiveness is reduced

 - Magic attribute is significantly increased

 - Drain life damage and healing is greatly increased

 - changes the properties of its other spells slightly

 

Blood Wound - high damage, only available while using blood magic, bypasses armor, guard, and barrier

 

Summon Demon/Spirit  (passive?)

 - Summons a companion spirit to help fight.

 - while not using Blood Magic, stays nearby the caster and attacks a nearby enemy randomly every few seconds - like the current electricity strike passive or Avvar's electricity aura.

 - while in Blood Magic mode, becomes an autonomous player, running off to attack whatever it wants.



#35
Pistolized

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Specifically:  part 3:

Dual Wield Rogue Fighter

 

Dwarven warrior.  Reminiscent of the DA:O dual-wield warriors and dual-wield armored-rogues.  He or she is a highly ranked Provings contender, who left Orzamarr to find real glory and make a real difference.  Was probably exiled for some reason but he'll never admit it.

 

Dual weapon sweep - 180 degree arcing attack.

 - generates guard

 - taunts any enemy hit

 

Riposte - "The character strikes at a target once, dealing normal damage, as well as stunning the opponent... The character then strikes with the other weapon, generating a critical hit if the target was stunned."

 - generates guard

 

Punisher - "The character makes three blows against a target, dealing normal damage for the first two strikes and generating a critical hit for the final blow, if it connects. The target may also suffer penalties to attack and defense, or be knocked to the ground."

 

Parry Stance - like the current Parry ability, except sustainable over several attacks

 - now generates guard

 - chance to stun or knock down

 

Low Blow / Upset Balance - "The character strikes at the legs of surrounding enemies, imposing penalties to movement speed and attack speed for a short time. If an opponent is already..." stunned, "...it slips and falls to the ground as well."

 

Counterstrike - same as Legionnaire.

Evade

Spinning Blades

 

Bravery (passive) - "The warrior's unwavering courage grants bonuses to damage, physical resistance, and mental resistance, as well as a bonus to critical chance that increases proportionally to the number of enemies above two that the warrior is engaging."

 

Complete with standard evasion, stamina regen, and rogue offense passives.  Has the highest armor rating of all Rogues.

 

--

There, you said you wanted more mages and rogues so there you have it.  And if I don't stop now I never will...



#36
Broganisity

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At least someone can come up with Mages and Rogues. :P

My main problem with bringing over DA:O abilities over to DA:I is that people would expect them to be one-to-tone carbon copies, when they would need to be tweaked and modified to match with the overall different pacing of the combat. . .but that's the only problem I have on that end.

I am, regretfully, doubtful of a character dual wielding one handed weapons. Just as how the Virtuoso still uses a staff (despite not actually using the staff. Never holds it or nothing) I sincerely doubt we will get new weapon equip mechanics but given the size of some of the AoE daggers (which are the size of short swords anyways, and then some!), I like to pretend they are basically swords. This is in general is why I list the Mabari in the OP as a 'two hander'. They'd get the stats but no visual equipment. Perhaps we'd get a similar character for rogues? They have daggers on them, but don't use them in their animations. . .?

 

All in all, I'm not too sad at the loss. I DO, however, like the thought of a tank-rogue. Isabella doesn't cut it for me, and in the single player Parry is my bread and butter skill. Hook and Tackle, Parry, Poisoned Weapons, Mmmph. . .first into the battle, last to leave. :lol:



#37
Pistolized

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Well, the DW Rogue idea could use daggers and not deviate from the archetype too much.  I think the middle ground between a DW Warrior and a DW Rogue is one large weapon and one small offhand weapon.  All three combinations were possible and viable.  I personally liked the DW Warrior with two axes, but its a very small concession to just have two daggers.  

 

And I did tweak the abilities.  I combined several different spells and talents into each other to make them more useful in a 4-talent-only system.  On top of that I spent less than an hour on each one so, given actual development time, they'd definitely come together better...



#38
Broganisity

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I just don't see such a gameplay change being made for the multi-player without transferring to the singleplayer, or vice versa. The game gives you two 'achetypes' to choose from between the Rogue and Warrior class, and while you can take bow skills and be a dagger rogue in the single player, there's no real benefit to it barring the passives. . .a good deal of which aren't useful or usable off-weapon.

 

If they added it in the single-player they'd have to make a new ability tree or else expect the DW Warrior to rely on the non-weapon skills and specialization (which isn't all that hard mind, but still!). In the Multiplayer, they likely have some code or other in place for 'Shield Warrior, Two Hand Warrior, Bow Rogue, Dagger Rogue, Mage' which they then stick each character to. I wouldn't know, I'm just assuming.

Perhaps we'll see more weapon versatility/liberty in a future DA game. . .I mean- Mass Effect 3 gave us Sniper Vanguards, which is a hilarious combination! :lol:



#39
themageguy

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I think alot of the toons in Heroes of Dragon Age could serve as inspiration for new MP agents.

In particular the Solis Dalish warrior looks awesome. Has a sword and shield and two sword on his back. Could be a weapon and shield warrior with talents that use the twin swords on his back.

Also, definitely agree that hexes and more glyphs should make be in new character mage kits.

#40
Broganisity

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I think alot of the toons in Heroes of Dragon Age could serve as inspiration for new MP agents.

In particular the Solis Dalish warrior looks awesome. Has a sword and shield and two sword on his back. Could be a weapon and shield warrior with talents that use the twin swords on his back.

Also, definitely agree that hexes and more glyphs should make be in new character mage kits.

I can see that, given what we have with both Zither! and Isabella. But a full on wouldn't be all that possible. . .

Perhaps a 'tank archer' of some sort who has dual swords for damaging close range moves, but mains a bow? A close combat archer moreso than Thornton the Hunter is?



#41
themageguy

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I can see that, given what we have with both Zither! and Isabella. But a full on wouldn't be all that possible. . .

Perhaps a 'tank archer' of some sort who has dual swords for damaging close range moves, but mains a bow? A close combat archer moreso than Thornton the Hunter is?


Yeah i thought of that originally, it would suit make for a very Dalish Legolas character...but when i saw the Solis Dalish Warrior i just thought wow, awesome.

Also, the Beresaad looks awesome too.

#42
Catastrophy

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Asari Berserkeress (rides bears, eats mushrooms and drinks mead, close friend to Luka)

 

Asari Valkyrie (rides Druffalo, sings Wagner arias)

 

Asari Dragon Rider (rides Dragons and - in speeding competitions - Dragonling Quadrigae, blinds male gamer audience with her stunning looks, wrecks the place regularly, susceptible to ice-cream)

 

Asari Mermaid (is blue, rides Doplhins, kids like them, it's wet work and not very popular on Thessia)



#43
Broganisity

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Also, the Beresaad looks awesome too.

I'd say we could do with another Qunari character, yes. :lol:
 

Asari Valkyrie (rides Druffalo, sings Wagner arias)

One daaaaay the guy on a druffalo. . .wait- it's moreso a girl- but it's really both but its blue and- did those things just moooove! The things on its head! :lol:



#44
Godlovesall1416

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i said  this already in  another thread but ill say it again, qunari black powder specialist,probably as a dagger rogue. utilizing various grenade recipes to be the king  of aoe