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


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42 réponses à ce sujet

#26
Girtuoklis

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For mage I would create  magic spec that actually are different from one onother  for example one for control (weaken, drain and dominate enemies), other for pure damage, third for healing and support (healt and buff), fourth for summoning.



#27
Arvaarad

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Rogues. The biggest improvement I can think of: gaining access to a harlequin spec. Or, failing that, an armor set. I want to play a fancy Orlesian death-clown.

Nothing says "I am a master of stealth" like wearing bright yellow-and-purple patterns while sneaking up on people. Culturally, they seem to have a different flavor than Antivan assassins, and one that might be interesting to explore in more depth.

Having a harlequin companion might actually be more interesting. Though of course that would probably give access to the spec as well, so win-win.
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#28
goofyomnivore

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The return of the Blood Mage. It would be such a shame to play in Tevinter and not be able to spec into Blood Magic. i wouldn't care if all my companions hated me and it locked me out of certain endings because of the stigma. It would be worth it and an excellent roleplaying opportunity.



#29
Arvaarad

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The return of the Blood Mage. It would be such a shame to play in Tevinter and not be able to spec into Blood Magic. i wouldn't care if all my companions hated me and it locked me out of certain endings because of the stigma. It would be worth it and an excellent roleplaying opportunity.


In Tevinter, they might be able to get away with making it a standard tree. The blood magic / not blood magic line is a lot blurrier over there.

#30
KumoriYami

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I'm totally biased for mages, but for making combat classes better:

  • undo the nerfing for the KE... alternatively bring back arcane warrior specialization
  • bring back secondary weapons for all classes. I liked switching between arrows and daggers in DA:O... and nothing says "fun" like when you only do 1 damage per attack because of what element your weapon type is...
  • bring back dual wielding warriors!
  • bring back blood magic and pretty much all the schools of magic from DA:O and force mage from DA2
  • Shapeshifter, Arcane Warrior, Keeper, and Battlemage specializations!
  • have multiple specializations. both DA:O and DA2 gave your pc the opportunity to select two...


#31
AntiChri5

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I'm totally biased for mages, but for making combat classes better:

  • undo the nerfing for the KE... alternatively bring back arcane warrior specialization
  • bring back secondary weapons for all classes. I liked switching between arrows and daggers in DA:O... and nothing says "fun" like when you only do 1 damage per attack because of what element your weapon type is...
  • bring back dual wielding warriors!
  • bring back blood magic and pretty much all the schools of magic from DA:O and force mage from DA2
  • Shapeshifter, Arcane Warrior, Keeper, and Battlemage specializations!
  • have multiple specializations. both DA:O and DA2 gave your pc the opportunity to select two...

 

Eh, KE is fine as it is.

 

Definitely agree.

 

Definitely agree.

 

Eh, could take it or leave it.

 

Wouldn't mind that at all.

 

Oh hell no. Origins approach to specialisations was ridiculous. By the end of the game plus all DLC you had four or five of the ****** things. That isn't specializing. Inquisition finally got it right. Limited to 1, but it offers very powerful abilities that change how the character is played.


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#32
Forsythia77

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I really only miss mana clash.  I can do without healing spells.  And though I enjoyed hexes and glyphs and stuff.. I just miss mana clashing the hell out of other mages.  Nothing gave me more joy.



#33
Cobra's_back

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Weapon swapping would love to have access during a fight. I hate the inventory being locked. I would also like to be able to distribute points in dex,cun,con,str,magic and will upon leveling up. That was a nice customization feature I really miss.


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#34
leadintea

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All Classes:

* Introduce the physical attributes (blunt, slash, pierce) to the DA series. I'm baffled that a Tolkienesque WRPG of all things could go 3 games without having them in it. Not only does it expand equipment depth and combat strategy, but it also allows Warriors and Rogues to have more talents similar to the Primal tree for Mages, using attributes instead of elements.

* Decide whether you're going full action or full strategy with the series. This half-and-half nonsense needs to go. DAI was clunky and nowhere as fluid as most action RPGs or as strategic as older CRPGs. Defensive skills had too much of a startup time and some awkward hitboxes, and the tactical camera was cumbersome to use.

* Bring back weapon sets. TBH, I never used this feature much in DAO, but playing a number of older CRPGs afterwards made me see how valuable weapon switching is, especially from melee to ranged combat.

 

Warrior & Rogue:

* Include more weapon types and have branches in their wielding tree that gives specific talents for each weapon, similar to the one in Skyrim. For example, the Weapon and Shield tree will start of with a basic talent shared by all weapon types, which'll then branch into three talents for the sword, axe, and mace, each with their own specific properties, before either converging back into a shared talent again or staying split. This'll add more variety to each weapon and make them more unique, instead of being interchangeable and having no differences.

* Make all weapon trees (Weapon and Shield, Two-Handed, Dual Wield, and Archery) accessible to both Warriors and Rogues. Weapon and Shield and Dual Wielded weapons include Swords (Slash+Pierce, faster attacks), Axes (Slash, broader attacks), and Maces (Blunt, slower, more powerful attacks), with Dual Wield getting Daggers (Slash+Pierce) as well. Two-Handed will have Greatswords (Slash+Pierce, wide, sweeping attacks), Mauls (Blunt, AoE damage from smashes), and Spears (Pierce, accurate, piercing attacks). Archery will get Bows (AoE talents like Rain of Arrows and Leaping Shot), Crossbow (fast, accurate attacks), and Arbalests (slow, powerful shots). For those wondering what Arbalests are:

Spoiler

* Give both Warriors and Rogues the ability to guard and evade, but change the properties depending on the class. Warriors can sustain more damage/heavier blows before their guard breaks, while Rogues can only block against a single attack before they're worn out. Similarly, Rogues can evade longer distances and have shorter recovery time for their rolls, with Warriors having shorter evades and longer recovery time. In either case, make the actions faster to act than in DAI.

 

Warrior:

* Give them access to all armor types.

* Make their weapon animations more weighty and powerful.

* Have bombs and other destructive items available to them.

 

Rogue:

* Give them access to only leather and lighter armor.

* Make their weapon animations faster and concise. Maybe allow them an extra hit for most weapons.

* Give them access to all types of harmful items, such as bombs, poisons, and traps.

 

Mage:

* Make Grimoires/Tomes a weapon type. While Staves would be useful for single targets, Grimoires/Tomes would have an AoE attack range.

* Bring back the spell variety as in DAO, but don't add as many filler/redundant spells.

* Make it possible to be a mage dedicated solely to DPS (Primal/Elemental), party support (Creation, Arcane), crowd control (Spirit, Entropy, Creation Glyphs) and even tanking (DAO Arcane Warrior).

* Not a fan of blood magic, but it'd make sense to see it return in Tevinter.

* Make specializations as unique as in DAO, specifically speaking Shapeshifter and Arcane Warrior, instead of just making specializations leaning toward DPS or healing in conventional manners. Maybe add a summoning class?

* The only specialization I'm specifically asking for is a Spellbinder attuned towards support.

 

Companions:

* Give the companions their own specializations as in DAII, but make each of their skills unique instead of just being reworked skills or mix-and-match specializations.


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#35
Duelist

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Oh hell no. Origins approach to specialisations was ridiculous. By the end of the game plus all DLC you had four or five of the ****** things. That isn't specializing. Inquisition finally got it right. Limited to 1, but it offers very powerful abilities that change how the character is played.

The real problem with multiple specs would be rogues.
They're already OP with one spec, never mind giving them access to all the self buffs in the other specs.

#36
AFA

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Give two specialization points like Origins and 2, but change things a bit. You can use the second point to either get a new spec, or open up a second skill tree for your original one. Only liked Blood Mage in the first two games, would have been nice to open up more powers, rather than nabbing a spec I didn't like.

 

For example;

 

Point 1: Blood Wound, Control, sacrifice, etc.

Points 2: Conjuration/Demon Summoning 

 

Or Arcane Warrior

1: Armor proficiency, defensive spells

2. Spirit blade, Battlemage spells



#37
TeffexPope

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Templar: What exactly is the point of spell purge allowing your 'other templar powers' on non-demon mages (read: only wrath of heaven, since spell purge works on dispelling magic already and blessed blades is not an attack power)? It doesn't do any damage to human mages, for example, with that alternate upgrade activated. You still have to use spell purge to do damage to them.

 

It's either bugged or I'm blind as a bat and missed the damage indicators.



#38
squidney2k1

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Mages:

- Bring back the close-range melee hit animation they had in DA2....put that fancy staff blade to use!

- Introduce a new weapon type for Mages: wands. Ir better yet, just let them have swords, cuz mages don't need staves to be dangerous, right? Just give them different traits & stats like a mage's spells do less damage & have a shorter duration if they're not using a staff. But they can also "charge" non-staff weapons for a duration.

- New Ability based on the spell featured in the Dragon Age 2 trailer...the one where two shadow hands bind and eventually rip apart the enemy.

#39
The Baconer

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Dedicated CQC (unarmed) mage spec. Maybe a rogue/mage hybrid spec instead of another warrior/mage spec. 



#40
Neria Surana

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Mage

 

  • Access to all spells/skills instead of only being able to equip a small handful.
  • Bring back Origin's spell combinations. I miss being able to cast Spell of the Century and I'd love to see it brought back.
  • Bring back the original Four Schools of Magic (Creation, Primal, Spirit, Entropy) and Arcane spells from Origins/Awakening. When you go to level up, each school has multiple branches (Primal: Earth, Fire, Cold, and Lightning / Arcane: Bolt, Fade Shield, Repulsion Field) with a wide selection of abilities/spells in each branch.
  • Bring back Spirit Healer, Arcane Warrior, Keeper, Shapeshifter, and Battlemage specializations. Allow Blood Mage to return only if it makes sense story wise.
  • Specializations (especially brand new specializations) have actual unique spells/abilities and are not recycled ones from a previous game's school (DA:I | Rift Mage's Stonefist = DA:O | Primal Earth's Stonefist) or specialization (DA:I | Rift Mage's Pull of the Abyss = DA2 | Force Mage's Pull of the Abyss).
  • Create a rogue version of an Arcane Warrior. I'd love to be able play as an Arcane Archer of some kind.
  • Allow at least two specialization points.
  • Allow secondary weapons that you can switch to.
  • Mages use their staff's blade when enemies get too close or they run out of mana.
  • Shapeshifter has access to a wolf form.
     


#41
Rawgrim

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Warrior is my favorite class. I'd like it better if it couldn't do magic.


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#42
KoorahUK

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  • I'd like Warriors to have access to Spears etc
  • Dual Wield fighting but different skills to the Rogue - focused more on parry and thrust than backstabs and criticals
  • Sword and board not to just be relegated to the Tank role. I know you can make a dps sword and shield (and I have, and I enjoyed it) but I still feel like I'm not 'supposed' to make an S+S dps warrior. The Warden in the Sacred Ashes trailer; thats the kind of swortd and board combat I like.
  • Ona  parrallel note, I'd prefer the next game brings back unique skill trees for companions that way no matter how i specialise I'm not making anyone effectively redundant..

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#43
Aulis Vaara

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Maybe they should think about a six class system like in ME. Mage, warrior, rogue, but then also a mage-knight, a mage-rogue, and a warrior-rogue. Each with two specialization depending on which way they lean. I. E. A mage-knight could be a knight enchanter or a spirit warrior. A mage rogue could be a shadow or a tempest. A rogue could be an assassin or an artifice. Etc.