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Tell me how would you make your favorite character class better?


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42 réponses à ce sujet

#1
TraiHarder

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For example:

 

  • what new abilities would you give that class
  • what would you change
  • how would they feel
  • would you give them the ability to use another weapon

 

For me it would have to be the Mage

 

Id for one have them go back to the Hand Auto attacks they had in the Pre-Alpha an beta (BIG BIG THING)

     This would allow them to reposition themselves in fights like the archer can. Helping with getting away from danger easier.

 

Id definitely add more spells to each school

 

Id also bring back schools like Arcane an Spells like the rock spells like stone fist an petrify

 

Specializations would be actual specializations an not just trees that were previous schools lol.

 

BIG ONE: Id add me spells that have a weakness to them.

 

      Such as how the barrage spell was before they changed it. It use to have a charge up time which I thought was amazing I love spells that kinda come with a weakness makes them worth the cost of being so powerful.


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#2
Absafraginlootly

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For all classes I would bring back weapon switching. If the enemy closes with my archer I want to be able to draw my daggers, and if I want to only attack from a distance then I want to have my warrior draw a ranged weapon instead of standing there doing nothing.

 

Speaking of warriors and ranged weapons: I'd give them crossbows, not fancy repeating ones like Bianca, the slower kind so they're still distinctive from archer rogues and have their own tree.

 

I'd bring back the Arcane Warrior specialization for mages, allowing them to wear armour and dual wield swords with their magic stat. I'd also bring back the original spells schools that were set out in the lore (primal, creation, spirit and entropy).


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#3
Al Foley

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I'd change the Rogue Assassin up something awful.  Mainly Assassin.  I am glad someone asked this question because I was thinking of starting a thread jsut starting this.  Anyways.  I would bring back Assassinate and Pinpoit Strikes from DA 2.  I mean who has an Assassin without Assassinate?!  

 

Assassinate (replaces comotose thingy): 

The rogue is an expert killer of important targets out of the enemy ranks.  Striking with great impunity and damage for higher leveled bosses.  

  • 100% Critical Chance
  • 1000 % Critical Damage bonus against elites and higher.
  • 100% damage against all others. 

Cloak of Shadows: (upgrade) If the rogue is successfully able to kill the enemy they instantly enter Stealth for a short time.  

 

Pinpoint Strikes:  (Replaces Assassin Focus Talent-Focus Talent).  The Rogue enters a state of heightened awareness and focus in the heat of battle.  ALl of their strikes strike harder, and do much damage.  

 

Tier 1: Fifteen seconds

Tier 2: 30 seconds

Tier 3: 60 seconds.  

(time is negotiable)  

  • One hundred percent Critical Chance.
  • one hundred percent crit damage bonus
  • One hundred percent bonus against guard and barriers
  • one hundred percent armor penetration. 

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#4
Al Foley

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For all classes I would bring back weapon switching. If the enemy closes with my archer I want to be able to draw my daggers, and if I want to only attack from a distance then I want to have my warrior draw a ranged weapon instead of standing there doing nothing.

 

Speaking of warriors and ranged weapons: I'd give them crossbows, not fancy repeating ones like Bianca, the slower kind so they're still distinctive from archer rogues and have their own tree.

 

I'd bring back the Arcane Warrior specialization for mages, allowing them to wear armour and dual wield swords with their magic stat. I'd also bring back the original spells schools that were set out in the lore (primal, creation, spirit and entropy).

Ohhh I really like having Crossbows for Warriors.  Oh and great sig quote.



#5
atum

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I'd change the Rogue Assassin up something awful.  Mainly Assassin.  I am glad someone asked this question because I was thinking of starting a thread jsut starting this.  Anyways.  I would bring back Assassinate and Pinpoit Strikes from DA 2.  I mean who has an Assassin without Assassinate?!  

 

Assassinate (replaces comotose thingy): 

The rogue is an expert killer of important targets out of the enemy ranks.  Striking with great impunity and damage for higher leveled bosses.  

  • 100% Critical Chance
  • 1000 % Critical Damage bonus against elites and higher.
  • 100% damage against all others. 

Cloak of Shadows: (upgrade) If the rogue is successfully able to kill the enemy they instantly enter Stealth for a short time.  

 

Pinpoint Strikes:  (Replaces Assassin Focus Talent-Focus Talent).  The Rogue enters a state of heightened awareness and focus in the heat of battle.  ALl of their strikes strike harder, and do much damage.  

 

Tier 1: Fifteen seconds

Tier 2: 30 seconds

Tier 3: 60 seconds.  

(time is negotiable)  

  • One hundred percent Critical Chance.
  • one hundred percent crit damage bonus
  • One hundred percent bonus against guard and barriers
  • one hundred percent armor penetration. 

 

 

Needs more DA2 Vendetta :)



#6
Donk

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For warrior, it's very simple:

 

Faster, and more slicing for swords (if using one) less bashing. This is probably a little off topic but for the next game it would be great if we had kill animations with gore and severing limbs.. for hammers and mauls it would be different. The enemy would have to be crushed.



#7
Al Foley

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I would also really change up the animations for some of the Archer talents  I would have Long Shot instead of being what it is I would have the character incline the bow as if it was shooting over a distance, and then probably Full Draw be the one that draws it out like how Long shot does now. 



#8
NoForgiveness

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Mages:

Add a healing spell.
Remove group heal from KE because why is it there? Either put it in the green tree or get rid of it.
Moving while attacking, like archer.

Knight Enchanter:

I'd redo this one completely. Make it so the character's armor type switches from light to heavy and same with weapon(2H or s/s). Skills would be based around AoEs and taunting.

Warriors:

Add dual wielding. Add a dwing tree that's completely different than dw rogue tree. Make it so they can only use swords or other 1h. No daggers.

Secondary weapons:
Not the same as weapon switching/2 weapon sets. Everyone would get a ranged/melee weapon. Whichever they don't have. Warriors would get a crossbow. Archers a dagger, dw rogue... a throwing knife? Maybe? Mages have staff blades, just let them use it. Wouldn't be any real skills for any of these. It's just to allow everyone to have both ranged and melee attack.

I think that's kind of it...
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#9
Semyaza82

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I'm with OP, would like more variety with the mage spells available - including bringing back some of the previous schools of magic. My biggest thing though would be to bring back all trained abilities as usable from the radial menu. Having to select just 6 to use was kind of a pain, there are always abilities that you don't use often but would like to use occasionally. 


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#10
AntiChri5

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Reaver. Fire Breath.



#11
htisscrimbliv

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I'd give the templar a ranged smite ability that damages mages and silences them for 15 secs

#12
Gervaise

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I'd like to return to the system where if you clicked on a target your warrior/rogue automatically ran to them before trying to complete the action, rather than standing there slicing at thin air.    May be I was doing something wrong but every time my enemy moved, I had to reposition myself manually rather than my PC following them as a matter of course.  It meant that I quickly fell out of love with dual wield rogue and switched to being an archer, who can actually move while still firing.   This was the complete opposite to the previous two games where I loved playing a dual wield rogue.    My favourite spec in DA2 was shadow/assassin. 

 

Also bring back having two weapon slots.   In Origins everyone could be equipped with a bow of some sort.    Then you could swap to melee weapons when they closed on you.   It made sense doing it that way.   Warriors should be able use a cross bow at least.   In DA2 there was no second weapon slot but your rogue could still swap weapons mid-battle.    This was particularly useful when fighting the high dragon, since my rogue could use a bow on the big one but swap to daggers when attacked by babies.    You never know how a battle is going to develop so naturally you need to be able to adapt as it progresses.   Unfortunately it DAI this was not the case.   You choose you weapon before engaging in battle (so no chance if taken by surprise) and are then stuck with it.    

 

Definitely would like to see a return to the sort of choice we had for mages in DAO.    This meant you could really vary your mages even without the specialisations.    DA2 became more limited but still a better range than we have now.     If the next game is to be in Tevinter then we definitely need a better range of spell options for both the PC and their enemies.    What exactly was the point of the spell binder?      They didn't seem to be doing very much to me.    Oh yes, and bring back Arcane Warrior, if nothing else for an elven NPC, even if only to allow the use of weapons other than a staff.    Despite what Solas said, Knight Enchanter was nothing like the Arcane Warrior I remembered.    In DAO I could have used the sulevin blade.


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#13
Darkly Tranquil

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Warrior - bring back dual wielding. I want to play a crazed dual axe wielding berserker. Sort of like this:

Spoiler

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#14
phishface

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I'd love to have a Dragon Age rogue equivalent of the Piranha GI. It's my absolute favourite class of any game, and I always try to create something close to it. You'd need a damage boosting cloak, damage boost/stagger proxy, and something to blast at enemies from up close. Maybe some kind of hunter mode equivalent too.



#15
Dieb

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The only thing I would change about Archers is to have the Murder Knife™ auto-attack back when in melee range.

 

It was a nice subtle thing (basically every armor design has a random knife attached to it somwhere), and I cannot quite understand why they first game up with it, but then removed it again. Did someone actually complain about that?

 

I'd love to have a Dragon Age rogue equivalent of the Piranha GI. It's my absolute favourite class of any game, and I always try to create something close to it. You'd need a damage boosting cloak, damage boost/stagger proxy, and something to blast at enemies from up close. Maybe some kind of hunter mode equivalent too.

 

Thornton the Hunter in DAMP works exactly this way. Including a unique passive that boosts his damage the closer he is, and relevant Rogue abilities such as Hook & Tackle.


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#16
phishface

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Thornton the Hunter in DAMP works exactly this way. Including a unique passive that boosts his damage the closer he is, and relevant Rogue abilities such as Hook & Tackle.

 

That's very interesting. I've got 1000+ hours in ME3MP but haven't touched DAMP. Do you think the skills are broadly transferrable, say from GI to Thornton?



#17
Dieb

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That's very interesting. I've got 1000+ hours in ME3MP but haven't touched DAMP. Do you think the skills are broadly transferrable, say from GI to Thornton?

 

Well, most veterans of both compare him to a Drell Shotgun Infiltrator. That's also why Longbow of the Griffon or the Hakkon bow are popular choices, since all three arrows connect at point blank range.

He has fun combos such as Hook & Tackle + Leaping Shot, Stealth + Spike Trap or Throwing Blades (less than 10 m range) and, like I said, On Razor's Edge being his character skill for +25% damage boost within less than 10m range.

 

At the current state of DAMP, you could give it a try. He's my favourite character.

Spoiler



#18
leaguer of one

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Reaver. Fire Breath.

Too much.



#19
TraiHarder

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For warrior, it's very simple:

 

Faster, and more slicing for swords (if using one) less bashing. This is probably a little off topic but for the next game it would be great if we had kill animations with gore and severing limbs.. for hammers and mauls it would be different. The enemy would have to be crushed.

Well the reason why they slowed down the swinging animations was because its more realistic. I mean no ones is gonna grab a great sword an start swinging it like it was a super light stick. There is force behind a great sword



#20
Eyes_Only

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I would give back my mage all the skills that were taken away. Example give her all the skills my hero from DAO had access to. And I would allow her to have access to all of them in one long skill bar. Or allow her to bring up her menu of spells during battle and use ones she did not have equipped.

 

I miss the hex and horror spells. I miss being able to cause a AoE sleep and nightmare combo attacks. Or large fire, ice and death storms stacked upon each other. Those were fun days.


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#21
NRieh

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Crossbow for warriors, plz!

 

And also - make rogue&warrior animations look more...non-magical, so that they don't flash, glow and burst all the time. 


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#22
Roninbarista

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For mages I would have loved for a dedicated entropy spell tree. That was my bread and butter in DA:O and DA2. I would have loved to have full use in DAI. While we got pieces of entropy, pieces didn't cut it.

I also would have loved more buff/debuff spell trees like how ZITHER!'s spells in DAMP worked. If I could have one mage on the SP with those power-ups and debuffs.

As for the specializations, I liked them, but to me at least Rift and Necro seemed to borrow heavily from entropy, but not quite the same thing.

If we could get the warrior to use a bow, or dual wield, that'd be good too.

#23
ottffsse

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Don't look back look forward.

 

BIOWARE please consider expanding the secondary skill selection on all classes for more variety! Trespasser with the upgrade toggles was a great step in that direction. Even if this means increasing the number of levels one can gain to about 35-40 (like witcher) but diminish a bit the hp/attack/stat gains with each level.

 

In the future, it would be cool to have those toggles on passives too to make that 35-40 lvl threshold make sense. 

 

Imagine for examine a reaver who can modify the passive that their damage increases with every enemy killed nearby can add an upgrade to that passive which reads: after an enemy dies nearby the next time you attack an enemy you gain % amount of health of the damage you inflict.  And an additional toggle/upgrade for that passive.

 

Or a ke fade shield upgrade toggle: Fade shield  now protects you from one fatal blow every 30s, etc.or as alternative toggle: you are less likely to be knocked down and any persistent ailments on you only last half as long. stuff like that.

 

Or necro: similicrum upgrade: your spectral form now  inspires fear in your enemies, every time you deal damage to enemy while in similicrum you have a chance to cause panic. 

etc

 

This seems like a great way to expand the uniqueness of each class and offer more ways to specialize. To counterbalance this I would suggest that the masterwork crafting fade touched effects be significantly nerfed in any future DA game as everyone pretty much uses the same effects: hidden blades, guard on hit (prior to HoV), heal on hit, exlode on kill/apply walking bomb etc. 

 

All in all this would add to more variety and unique interesting possibilities to different classes. 



#24
ShadowLordXII

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Warriors: Bring back Dual Wielding and Archery and the Spirit Warrior specialization

 

Rogues: Use of Handaxes and single weapons rather than always using dual weapons and the Shadow specialization

 

Mages: Return Healing; Entropy; Creation; and Spirit Spells along with the Arcane Warrior specialization



#25
ottffsse

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and in general combat needs more fluidity.

 

warriors should be able jump at targets and hit them with hard blows to stun.

 

rogues should be able to pick up random sharp objects (nice hand axe etc idea) and throw them at the enemy

 

mages should be able to maintain movement while casting except for the most powerful spells.