Why is the rogue the only one that can open locks?
#51
Posté 07 décembre 2009 - 09:52
#52
Posté 07 décembre 2009 - 09:53
#53
Posté 07 décembre 2009 - 09:58
As for bashing, you are going to be beefing up your strength stat for your warriors anyway, and bashing things works in combat just as much as in opening chests, whereas a rogue has to dedicate points solely for picking locks, therefore costing them alot more. Sure, you could add in the possibility that contents get damaged but considering that most contents is just vendor trash or extra money you'd still be coming ahead alot more than you would without the ability, thereby reducing the rogue's lockpicking usefulness.
Beside, have you seen how tough those medieval doors were? There's a reason why you often see battering rams being used by six stout men to do so, and chests were not much easier, often requiring them to lug it up to the top of a tall tower (and those babies aren't light!) so that they can then drop them off the top...
#54
Posté 07 décembre 2009 - 10:01
#55
Posté 07 décembre 2009 - 10:21
FlintlockJazz wrote...
Regarding why there is no knock spell: This game uses mana. In BG if you used the Knock spell it meant using one of your alloted spell slots for it over using it for a more useful spell, and using it more than once meant using more than one memorisation slot. In DA:O, you have mana that regenerates rapidly outside of combat, which is when you most likely will try to open a locked chest, and so there isn't much cost to using the spell over lockpicking, in fact it would be cheaper as the rogue has to buy skills and pump up his cunning score whereas a mage would just learn a single spell...
As for bashing, you are going to be beefing up your strength stat for your warriors anyway, and bashing things works in combat just as much as in opening chests, whereas a rogue has to dedicate points solely for picking locks, therefore costing them alot more. Sure, you could add in the possibility that contents get damaged but considering that most contents is just vendor trash or extra money you'd still be coming ahead alot more than you would without the ability, thereby reducing the rogue's lockpicking usefulness.
Beside, have you seen how tough those medieval doors were? There's a reason why you often see battering rams being used by six stout men to do so, and chests were not much easier, often requiring them to lug it up to the top of a tall tower (and those babies aren't light!) so that they can then drop them off the top...
All perfectly valid but again, why the hell did they implement via the two options to knock doors down in Redcliffe and the whole scenario of the fade. And then stopped?
Edit: Oh and im sure shale is a perfectly acceptably battering ram
Modifié par SharpneI, 07 décembre 2009 - 10:23 .
#56
Posté 07 décembre 2009 - 10:34
SharpneI wrote...
All perfectly valid but again, why the hell did they implement via the two options to knock doors down in Redcliffe and the whole scenario of the fade. And then stopped?
Edit: Oh and im sure shale is a perfectly acceptably battering ramMaybe a few hard knocks to the head will stop that obession with our feathered friends finally
I do wonder about those doors: maybe Dwyn's door was rotten from all the zombie attacks? In which case, how the hell did he think he would survive by himself there anyway? One kick by my character and his home was open for looting...
And I doubt banging on Shale's head is all that good an idea, it could go the other way and make him think he is a chicken...
#57
Posté 07 décembre 2009 - 12:10
#58
Posté 07 décembre 2009 - 12:32
#59
Posté 07 décembre 2009 - 12:36
You can.Aldandil wrote...
I think I'd like to see rogues being able to pick all locks without spending any talents on it.
#60
Posté 07 décembre 2009 - 12:37
#61
Posté 16 décembre 2009 - 03:52
FlintlockJazz wrote...
Regarding why there is no knock spell: This game uses mana. In BG if you used the Knock spell it meant using one of your alloted spell slots for it over using it for a more useful spell, and using it more than once meant using more than one memorisation slot. In DA:O, you have mana that regenerates rapidly outside of combat, which is when you most likely will try to open a locked chest, and so there isn't much cost to using the spell over lockpicking, in fact it would be cheaper as the rogue has to buy skills and pump up his cunning score whereas a mage would just learn a single spell...
As for bashing, you are going to be beefing up your strength stat for your warriors anyway, and bashing things works in combat just as much as in opening chests, whereas a rogue has to dedicate points solely for picking locks, therefore costing them alot more. Sure, you could add in the possibility that contents get damaged but considering that most contents is just vendor trash or extra money you'd still be coming ahead alot more than you would without the ability, thereby reducing the rogue's lockpicking usefulness.
Beside, have you seen how tough those medieval doors were? There's a reason why you often see battering rams being used by six stout men to do so, and chests were not much easier, often requiring them to lug it up to the top of a tall tower (and those babies aren't light!) so that they can then drop them off the top...
Put a lock on a chest and I can show you how to bash it off with the pommel of a huge sword.
I do agree with the knock spell and mana vs. spell slots. That makes sense. But the way around that is to have a long cool down time on the knock spell probably. So that you could say knock every 120 sec or something. Then you couldn't technically spam knock spell. Cool down is how they get around the spell slot effect in a way.
But there is so much that BW can add to this game in DLC besides this that should give it room to grow. That is if they add stuff like this.





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