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Take 2 - Dumb Ideas for a Dual PC Storyline in DA4


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#101
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That's good, but I also want to see Tal Vashoth that aren't rabid berserkers. One of the more insidious things that bothers me about the Qun is the way it teaches its followers to fear from straying lest they become insane Tal Vashoth (Iron Bull's chief fear). I want to see more stable rebels that have learned to live among others.

Right?! :D

 

I think there is a sizable Tal Vashoth population on Saheron, they would be one of the factions involved in claiming Saheron's independence.  Perhaps stabilizing the rebel forces and getting them to ally with one another (Rebel Slaves, Fog Warriors, Tal' Vashoth) on the island would be one of the methods of helping it gain its independence.  Plus, now that I think about it I wonder if part of the "Brainwashing" process done by the Qun is the demonization of the Tal'Vashoth, that would be an interesting twist on Bull's opinion.  He thought them more as "people" before he let the Qun mess with his brain.

 

Subjugating each faction would be the route one would take if you conquer it for Tevinter route. :3  

 

As horrible as it sounds it would also prove to be a remarkable shield for Tevinter from the Qun and having a strong Neutral party comprised of the outcasts from both sides (and the native population) could be a HUGE step forward to true peace and inter-cultural communication between both major factions. :D



#102
Heimdall

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That's an interesting idea, in fact I now think I have my optimal result for DA4: a world state where an independent Seheron acts as a buffer between the Qunari and Tevinter, with Tevinter being reformed by Dorian's Lucerni faction.

I definitely think demonizing the Tal Vashoth plays a big part in Qunari socialization, it serves to reinforce the idea that the Qun is needed to prevent people from succumbing to themselves. A lot of the Qun is geared toward an ideology of protecting people from themselves actually... To be clear I'm very anti-Qunari, virtually everything about their ideology is abhorrent to me, but I try to be fair.
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#103
Witch Cocktor

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I've been wondering, is it like, a scientific/biological fact that Qunari go wild and feral without the Qun (or any order for that matter) keeping their '' savage natures '' in check, or is that just propaganda spewed by the Qun?


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#104
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I've been wondering, is it like, a scientific/biological fact that Qunari go wild and feral without the Qun (or any order for that matter) keeping their '' savage natures '' in check, or is that just propaganda spewed by the Qun?

Considering the only negative word we've had of what happens to Tal'Vashoth coming from Bull who openly admits to going through mind-wipes I think me and Heim are both leaning towards the propaganda angle.  That being said there may be a small bit of truth to it assuming the Qunari actually did descend from Dragons in some way, Dragons are destruction and energy incarnate after all?  :D

 

Edit: My personal guess is that they're basing that lie off of a truth revolving around their progenitors the Kossith rather than any living Tal'Vashoth. Perhaps the Kossith were the ones that rampaged wild when they had total freedom, and the Qun was initially created in response to that for the sake of the species ... the Current Qun just transferred that "truth" to apply to Tal'Vashoth for conveniences sake.  :(


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#105
Heimdall

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I've been wondering, is it like, a scientific/biological fact that Qunari go wild and feral without the Qun (or any order for that matter) keeping their '' savage natures '' in check, or is that just propaganda spewed by the Qun?

Well, my theory is that qunari are naturally prone to aggression due to their dragon blood and the desire to control that led to the Qun, but I think the way many Tal Vashoth go insane is more because they are used to an incredibly structured life and don't know how to handle life outside of it. That, or they simply cracked under the pressure of that structured life.

Of course, the Qunari Inquisitor's Merc company (Plus parents) and Bull prove that this is not always the case. The Qunari spin the issue into propaganda as the only alternative to the Qun.
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#106
Heimdall

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Okay, I would prefer varied origins for the protagonist, so I'm going to describe my origin for a qunari.  I don't have very specific ideas for the direction of the story after the intro but there are ideas I want to look at.

 

Tevinter PC Start:

The qunari was captured by Tevinter in a raid on Seheron as a child, then enslaved and raised in the household of a magister as a trophy.  As the game opens up, we are in a Tevinter city that is bracing for an imminent Qunari attack, we are made to help with the preparations, giving us a chance to familiarize ourselves with Tevinter and the situation at hand.  We'll get a chance to interact both with the lofty altus master and our fellow slaves, meet the soporati.  I want to establish the situation before we get to the action.

 

The following night I want a dramatic landing of the qunari, on par with the battle of Ostagar.  Our tevinter protagonist will participate in the battle but end up getting sidetracked by a group of qunari breaking into the altus' mansion.  They fight the qunari, a mysterious group of elves, and Inquisition agents led by Scout Harding.  The PC teams up with Harding and together they journey into the magister's vault as the elven agents steal an artifact of the Old Gods.

 

As the city falls, Scout Harding helps the new PC escape the city and takes him to meet with Dorian, who inducts them into the Inquisition.

 

(I think alternative origins could still fit into the structure, with the battle serving as the Ostagar and the pre-battle section being different between origins)

 

The Inquisitor

To be completely honest with you, I don't have any specific ideas for the Inquisitors missions or plot, but I have an idea of the Inquisitor using their fame to infiltrate high society (Whether in Tevinter or outside) to pursue knowledge or artifacts relevant to whatever Solas is planning, possibly pursuing an elven servant that disappeared around the time all the others did and resurfaced, ultimately leading them to Tevinter and one last face to face confrontation with Solas.  There could also be puzzle heavy levels in old tombs or some such.

 

The Tevinter Plot:

We know Solas will be the major antagonist, but my idea is that he is seeking something very specific in Tevinter.  An artifact imbued with the power of an Old God (I believe they are separate powerful entities from the Evanuris).  Specifically an old God that has not been corrupted yet.  I want to interact with an ancient Tevinter group around Razikale, maybe an existing secret society (Might be too much of a repeat of the Venatori).  The Qunari are also trying to acquire the secrets of the Old Gods and Tevinter's formidable dragon lore.  I think this would offer a great opportunity to explore more about dragons and the creation of the Qunari, plus more lore about the Old Gods.  Some of the Inquisitor's missions could revolve around seeking information on this.


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#107
rapscallioness

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Hmm. Not bad, OP...not bad at all. And this is coming from someone that does not want the Inquisitor back again, but rather an entirely new PC. So, I do not say "not bad" lightly.

 

Mind you, I have not read the entire thread yet, but I did go through your initial posts, and I think you have some pretty good ideas.

 

Why would you put the word "dumb" in your thread title? I understand you were just making a bit of a joke, but don't do that. Don't undersell yourself. These are some of the first ideas I've heard about the matter that do not make me want to tear my hair out.

 

I need to read through the thread some more, but I do want a good Qunari invasion to finally happen. The games have been angling up to this for awhile. I would like to see it come into fruition, and do it better than the mage/templar resolution in DAI.

 

But, yeah, we're off to a good start. :)


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#108
Dai Grepher

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Questions for CardButton on the Architect Arm.

 

Why would the (x)Inquisitor want to use this over a more basic prosthetic that functions without fail and fits his class and weapon choice? For example, a dual dagger rogue. Why not just have a blade attachment? Why a mechanical arm that will cause him to stagger and, realistically, drop the blade?

 

Also, how would the arm apply to a mage who mostly uses the right arm to hold and spin the staff? How would the arm's malfunction cause this (x)Inquisitor to falter? I don't imagine him wearing an arm that would cause pain. So if it just goes out, and falls limp, how would that stop him from still using his staff or casting a spell?



#109
Heimdall

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I need to read through the thread some more, but I do want a good Qunari invasion to finally happen. The games have been angling up to this for awhile. I would like to see it come into fruition, and do it better than the mage/templar resolution in DAI.

I just want to say that I really want the Qunari invasion to be more of a background for most of the game, I really like how TW3 handled the Nilfgaardian invasion in this way, where it wasn't really fully resolved by the end and more of a backdrop.


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#110
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Questions for CardButton on the Architect Arm.

 

Why would the (x)Inquisitor want to use this over a more basic prosthetic that functions without fail and fits his class and weapon choice? For example, a dual dagger rogue. Why not just have a blade attachment? Why a mechanical arm that will cause him to stagger and, realistically, drop the blade?

 

Also, how would the arm apply to a mage who mostly uses the right arm to hold and spin the staff? How would the arm's malfunction cause this (x)Inquisitor to falter? I don't imagine him wearing an arm that would cause pain. So if it just goes out, and falls limp, how would that stop him from still using his staff or casting a spell?

It was a combination of factors, some budgetary and some in regards to me just wanting the missing arm to actually play a role.  It seems such a narrative waste to have it simply replaced and I would prefer if the Inquisitor is using it they suffer a little bit for it.  ^_^

 

Its not the mechanical components that are cause of "Architect's" side-effects, but rather its the tattoos and small amount of Lyrium in the arm that are the source.  The pain will therefore be located in the upper arm, shoulder, and back of the neck (where the tattoos could be located) so its not as if the mechanical parts of the arm will flinch and drop any weapon being used. Mostly, I liked the idea because I wanted the arm to be useful outside of combat as well.  The "theoretical" use of Lyrium tattoo's could allow for improved mobility and dexterity allowing for things like Lockpicking to continue to be done, which would otherwise be denied if they used a standard single combat style weapon prosthetic.  It could also be covered in the characters armor or look like armor itself so it would be less noticeable if it was a "functional" arm and hand, therefore reinforcing the Inquisitor's cover. Solas' agents would be keeping an eye out for a One Armed or a Prostheticked Inquisitor, at face value you would be neither.  

 

EDIT: The Side-Effects being as severe as they are were only meant to be Temporary.  I've got it rigged narratively that the Inquisitor's story actually starts almost immediately after the procedure for "Architect" was completed, which explains why they will have less combat earlier in the game.  They don't know Solas' time table, but it can be assumed he's waited long enough to bring back his world, so the Inquisitor was in a bit of a rush.  Scout Harding (the Quizzies single Rogue Follower) will not only serve as an additional link back to the Inquisition, or if it doesn't exist back to those left in Thedas, alongside Dorian, but also serve as the Quizzy's caretaker in regards to dealing with the side-effects of the arm. (She will also serve as the ****-Blocking Demon if you try to cheat on a love interest that is left back home)  The positives of its use way out-way the short-term negatives even if they are severe and it should be shown in story that the Inquisitor is having an "easier" time using it as the story progresses .

 

The side effects would be relatively-minimal in combat, but still serve as an ever present reminder of what the Inquisitor has lost. It would come with percentage on hit chance to flinch, along with a percentage chance for offensive burst damage. The talent tree would be built in such a way to somewhat negate the negatives or improve the positives if the player so chooses to invest the points (along with support, utility, guard generation and cc style Active Abilities).  As for a mage, the use of an additional hand won't hurt their combat but its the Lyrium in the arm reacting with the Lyrium in the staff that could have some interesting implications (hence how the random "Burst" factor would work also with a Staff).  Plus, I planned on the "Architect" talent tree having at least one guard generation active ability and perhaps even a taunt as it will be built sturdy enough to used as a literal defensive weapon.  Essentially Knight Enchanter could be specced to be a genuine mage tank if you so wish.  :lol:   



#111
Patricia08

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Hmm. Not bad, OP...not bad at all.

 

Why would you put the word "dumb" in your thread title? I understand you were just making a bit of a joke, but don't do that. Don't undersell yourself. These are some of the first ideas I've heard about the matter that do not make me want to tear my hair out.

 

 

 I agree with you totally  


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#112
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Hmm. Not bad, OP...not bad at all. And this is coming from someone that does not want the Inquisitor back again, but rather an entirely new PC. So, I do not say "not bad" lightly.

 

Mind you, I have not read the entire thread yet, but I did go through your initial posts, and I think you have some pretty good ideas.

 

Why would you put the word "dumb" in your thread title? I understand you were just making a bit of a joke, but don't do that. Don't undersell yourself. These are some of the first ideas I've heard about the matter that do not make me want to tear my hair out.

 

I need to read through the thread some more, but I do want a good Qunari invasion to finally happen. The games have been angling up to this for awhile. I would like to see it come into fruition, and do it better than the mage/templar resolution in DAI.

 

But, yeah, we're off to a good start. :)

Aww, well thank you (and you too Patricia)! ^_^  

 

I'm still working on fleshing out the main story-structure for mine atm.  I may have to go with 21 main story quests instead of my initial 20 (a mixture of the quest types found in DA2 and DA:I so not all of them will lead to BIG decisions) just cuz I need a little extra time for the Tevinter PC in Arc 1, but in general I've got it boiled down to 3 Big Arcs.  Arc 2 is the one dealing with the "Qunari War" and it is the longest in terms of amount of Main Story Quests.  It will also be partially caused by the events of the Tevinter PC and Dorian in Arc 1 (while the Arc 1 Inquisitor activities will serve as a lead in to Arc 3).  The Arc won't be long enough to end the War (and honestly I didn't want to invest the entire game for it to do so), but rather I'm kind of using it as a Tool to further "Break" Tevinter and show how badass the Qunari Military is (they need a win, even if its only temporary lol) before a stand-still is caused once again by a desperate and risky plan of the two PC's and their "advisers".    


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#113
Dai Grepher

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It was a combination of factors, some budgetary and some in regards to me just wanting the missing arm to actually play a role.  It seems such a narrative waste to have it simply replaced and I would prefer if the Inquisitor is using it they suffer a little bit for it.


I understand wanting to factor in a handicap. Here is the problem I have with it. From a benefit/cost standpoint, using the arm and lyrium tattoos has to have a greater benefit than the cost. Otherwise, there is no reason to use it. Also, if the cost is one where the (x)In becomes vulnerable in battle, or the arm fails when the (x)In is needed most, then it isn't worth the risk. If it could cost someone his or her life, then it is too much of a risk and should not be used. You could say, better to have some chance than no chance, but if the malfunction makes the (x)In useless in that instance, then any benefits would not outweigh the cost, and he would be better off simply using a basic prosthetic where his contribution to the battle remains constant and consistent.

Also, to BioWare, the handicap will be in either keeping the (x)In out entirely, or slowing the rate of attack/damage done, etc. It wouldn't be a state of vulnerability. That wouldn't make storyline sense, and I can see a lot of players getting mad if such a thing cost them a battle, especially if playing on nightmare. What gamers want is something that is challenging, so that if you lose it's because you screwed up, not because the game arbitrarily decided it.
 

Its not the mechanical components that are cause of "Architect's" side-effects, but rather its the tattoos and small amount of Lyrium in the arm that are the source.  The pain will therefore be located in the upper arm, shoulder, and back of the neck (where the tattoos could be located) so its not as if the mechanical parts of the arm will flinch and drop any weapon being used.


But won't the pain cause this? Also, I'm unclear on the lyrium tattoos. I thought that is what allowed for control of the arm. If the tattoos mess up, wouldn't that cause the control over the arm to cut out?
 

Mostly, I liked the idea because I wanted the arm to be useful outside of combat as well.  The "theoretical" use of Lyrium tattoo's could allow for improved mobility and dexterity allowing for things like Lockpicking to continue to be done, which would otherwise be denied if they used a standard single combat style weapon prosthetic.  It could also be covered in the characters armor or look like armor itself so it would be less noticeable if it was a "functional" arm and hand, therefore reinforcing the Inquisitor's cover. Solas' agents would be keeping an eye out for a One Armed or a Prostheticked Inquisitor, at face value you would be neither.


Concealment is important, but it would extend to more than just the arm. Likely the (x)In would just have a cloak that covers everything, and would not move around in public at all. Just have a secret base somewhere in Minrathous.
 

EDIT: The Side-Effects being as severe as they are were only meant to be Temporary.  I've got it rigged narratively that the Inquisitor's story actually starts almost immediately after the procedure for "Architect" was completed, which explains why they will have less combat earlier in the game.  They don't know Solas' time table, but it can be assumed he's waited long enough to bring back his world, so the Inquisitor was in a bit of a rush.  Scout Harding (the Quizzies single Rogue Follower) will not only serve as an additional link back to the Inquisition, or if it doesn't exist back to those left in Thedas, alongside Dorian, but also serve as the Quizzy's caretaker in regards to dealing with the side-effects of the arm. (She will also serve as the ****-Blocking Demon if you try to cheat on a love interest that is left back home)  The positives of its use way out-way the short-term negatives even if they are severe and it should be shown in story that the Inquisitor is having an "easier" time using it as the story progresses .


Just remember not to make it too costly in battle to where it puts people's lives at risk.
 

The side effects would be relatively-minimal in combat, but still serve as an ever present reminder of what the Inquisitor has lost. It would come with percentage on hit chance to flinch, along with a percentage chance for offensive burst damage. The talent tree would be built in such a way to somewhat negate the negatives or improve the positives if the player so chooses to invest the points (along with support, utility, guard generation and cc style Active Abilities).


That could work.
 

As for a mage, the use of an additional hand won't hurt their combat but its the Lyrium in the arm reacting with the Lyrium in the staff that could have some interesting implications (hence how the random "Burst" factor would work also with a Staff).  Plus, I planned on the "Architect" talent tree having at least one guard generation active ability and perhaps even a taunt as it will be built sturdy enough to used as a literal defensive weapon.  Essentially Knight Enchanter could be specced to be a genuine mage tank if you so wish.


I'm just thinking, does a mage need the arm at all for anything, especially if it is going to cause pain?


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#114
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I understand wanting to factor in a handicap. Here is the problem I have with it. From a benefit/cost standpoint, using the arm and lyrium tattoos has to have a greater benefit than the cost. Otherwise, there is no reason to use it. Also, if the cost is one where the (x)In becomes vulnerable in battle, or the arm fails when the (x)In is needed most, then it isn't worth the risk. If it could cost someone his or her life, then it is too much of a risk and should not be used. You could say, better to have some chance than no chance, but if the malfunction makes the (x)In useless in that instance, then any benefits would not outweigh the cost, and he would be better off simply using a basic prosthetic where his contribution to the battle remains constant and consistent.

Also, to BioWare, the handicap will be in either keeping the (x)In out entirely, or slowing the rate of attack/damage done, etc. It wouldn't be a state of vulnerability. That wouldn't make storyline sense, and I can see a lot of players getting mad if such a thing cost them a battle, especially if playing on nightmare. What gamers want is something that is challenging, so that if you lose it's because you screwed up, not because the game arbitrarily decided it.

 

Yeah, the key to this is the balance of it of course.  Have the penalty play too much of a role and it will get frustrating, have it too little and it might as well not even be there.  The talent tree working to remedy this will help and having a "beneficial' chance defect "Burst" will hopefully serve to balance it out a bit.  I figure the "flinching" will be quick and sharp in combat lasting less than a second (mechanically behaving like an interrupt), in cinematic and story it will be a persistent subtle pain that slowly diminishes as the plot continues forward.  The pain may never fully disperse for the Inquisitor (like a burn with the very occasional sharp spike), but my hope was the harshness of the scenario was partially because its like they are fighting after essentially "just getting out of surgery" when the tattoos were put on.

 

But won't the pain cause this? Also, I'm unclear on the lyrium tattoos. I thought that is what allowed for control of the arm. If the tattoos mess up, wouldn't that cause the control over the arm to cut out?

 

Yeah your right the tattoos were meant to be what facilitates the improved mobility and dexterity of the prosthetic, but I guess I never really considered the sharp spike of pain would be sufficient enough to make the Quizzy drop the weapon and would act more like a stutter.  The Inquisitor gets hurt from external factors all the time in DA:I and rarely drops their weapon after all. :P

 

The pain comes from the idea that: 1) The tattoo's have just been applied, and 2) The unpredictable consequences of shoving Lyrium (even a minor amount) directly into one's skin to create a tattoo causes problems, hence the sharp occasional spikes in pain.  Your right though cutting out of the connection could be a problem, though I suppose a fail-safe from the mechanical components could suffice for it.  Rather then letting go the hand merely gets stuck in whatever position its in when the connection goes out (something rudimentary like a gear-catch on a bike).  If it was gripping a sword at the time it continues to grip that sword.  If it was in the shape of a fist, it continues to remain a fist... at least until the connection is restored. Though this part may not even need to play a factor.   :lol:

 

As for mages using it ... hmm, thats the problem.  Outside of the benefits of just having another hand to do things with (even if its not proficient enough to do everything a normal hand can) there really isn't a reason outside of something to take hits with or help hold a staff for a Mage Inquisitor to need it in combat, but I based the design more off the idea that because a Mage Quizzy was the "Only" class/specialization that shouldn't really be effected by the loss of the Arm in the first place.  Nothing was really stopping them from fighting on with or without the arm (especially my Rift Mage for example)  :(

 

I mean I did have an idea for Mages in regards to "Architect" ... that wouldn't take too much additional effort to implement, but I thought it was perhaps a wee bit ridiculous so I didn't mention it.  Rather than the Inquisitor continuing to use of a Staff, "Architect" would be the Staff.  My design did include a few lyrium runes/nodes to help the arm move anyway, one of them could be in fact a Staff Focusing Crystal centered in the palm or on the back of the hand (the aesthetics wouldn't be that much different tbh).  To upgrade it the crystal would just need to be replaced as the game progressed like any weapon would.  DONT HURT ME, I KNOW ITS SILLY BUT I THOUGHT IT WOULD BE COOL LOL!  :ph34r:


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#115
Dai Grepher

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Yeah, the key to this is the balance of it of course.  Have the penalty play too much of a role and it will get frustrating, have it too little and it might as well not even be there.  The talent tree working to remedy this will help and having a "beneficial' chance defect "Burst" will hopefully serve to balance it out a bit.  I figure the "flinching" will be quick and sharp in combat lasting less than a second (mechanically behaving like an interrupt), in cinematic and story it will be a persistent subtle pain that slowly diminishes as the plot continues forward.  The pain may never fully disperse for the Inquisitor (like a burn with the very occasional sharp spike), but my hope was the harshness of the scenario was partially because its like they are fighting after essentially "just getting out of surgery" when the tattoos were put on.


It seems you're tipping more toward the "too little" side with this. But I think I have posted all my disagreements I have so far. So I think now I will post some ideas to encourage yours.

Here are some ideas for practical costs of the Architect.

1. A five second period of pain and flinching that that slows movement speed and attack speed.
2. If a spell or combat ability is used in this period, then it will cause damage to the (x)In's health bar.
3. Guard is broken.
4. Focus is decreased.

Here's an idea of how the tattoo malfunction could work.

A lyrium bar, similar to health, in which using combat abilities increases the bar. If it hits full, it causes the five second period of malfunctioning. Standing still decreases the bar. Basic attacks reduce the rate of decrease. Using movement abilities such as dodge or combat roll do not count against you because they don't use the arm, but they do count as movement (same as basic attack). Also, using the arm for basic attacks won't increase the bar, since it is just basic use. But being still is better.

If the cost worked this way, then perhaps making the abilities unavailable for three seconds would be acceptable.

Later abilities focused on the arm might use the lyrium bar in different ways, either by increasing the bar to get better attacks, or passives that decrease the bar more rapidly to focus on fighting.

Some passives might work to mitigate the cost of the arm by decreasing the rate at which the lyrium bar increases toward full. A more reckless path would increase the bar more rapidly, but also launch attacks that cause a serious impact to enemies. This way, the more reckless (x)In could time the cost periods just right to where he recovers as enemies are knocked down. Or an ally could intervene and protect the (x)In while the period expires.

I think this would introduce the kind of strategy required to make the combat challenging yet fair for the players.

Yeah your right the tattoos were meant to be what facilitates the improved mobility and dexterity of the prosthetic, but I guess I never really considered the sharp spike of pain would be sufficient enough to make the Quizzy drop the weapon and would act more like a stutter.  The Inquisitor gets hurt from external factors all the time in DA:I and rarely drops their weapon after all.


Depends how painful it is. The mark was dropping him to his knees there toward the end.

Maybe the arm can have a "default" state in which it closes to make a fist. This would mean any weapon would be clutched upon the tattoo/arm malfunction. It would take a little suspension of disbelief, and probably some exposition, but it could work.

The pain comes from the idea that: 1) The tattoo's have just been applied, and 2) The unpredictable consequences of shoving Lyrium (even a minor amount) directly into one's skin to create a tattoo causes problems, hence the sharp occasional spikes in pain.  Your right though cutting out of the connection could be a problem, though I suppose a fail-safe from the mechanical components could suffice for it.  Rather then letting go the hand merely gets stuck in whatever position its in when the connection goes out (something rudimentary like a gear-catch on a bike).


I thought of something similar above. But it should be a clutch action. Some weapons require the hand to open and close again quickly, like a dual dagger rogue switching the blade from a slash position (upward), to a stabbing position (downward).

If it was gripping a sword at the time it continues to grip that sword.  If it was in the shape of a fist, it continues to remain a fist... at least until the connection is restored. Though this part may not even need to play a factor.


You could hand wave (no pun intended) the loss of control, and just say that the tattoos still function to give control of the arm even while dealing pain. Like... using abilities with the arm causes an overload. Not using the arm for abilities allows that energy to cool down.
 

As for mages using it ... hmm, thats the problem.  Outside of the benefits of just having another hand to do things with (even if its not proficient enough to do everything a normal hand can) there really isn't a reason outside of something to take hits with or help hold a staff for a Mage Inquisitor to need it in combat, but I based the design more off the idea that because a Mage Quizzy was the "Only" class/specialization that shouldn't really be effected by the loss of the Arm in the first place.  Nothing was really stopping them from fighting on with or without the arm (especially my Rift Mage for example)


Right. There's also the question of what having lyrium tattoos on a mage will do to them. They aren't supposed to be exposed to it in that way, I don't think. Vivienne talks about mana displacement or something like that from using lyrium too much. Also, could these lyrium tattoos fail if certain enemies used magic negating abilities on the (x)In?

I mean I did have an idea for Mages in regards to "Architect" ... that wouldn't take too much additional effort to implement, but I thought it was perhaps a wee bit ridiculous so I didn't mention it.  Rather than the Inquisitor continuing to use of a Staff, "Architect" would be the Staff.  My design did include a few lyrium runes/nodes to help the arm move anyway, one of them could be in fact a Staff Focusing Crystal centered in the palm or on the back of the hand (the aesthetics wouldn't be that much different tbh).  To upgrade it the crystal would just need to be replaced as the game progressed like any weapon would.  DONT HURT ME, I KNOW ITS SILLY BUT I THOUGHT IT WOULD BE COOL LOL!


It's a good idea. I like it. Seems two "staffs" would be better than one though, right?

But if we were to just use the arm and no staff, it would be similar to how Solas doesn't seem to use a staff anymore. So it could be kind of a parallel with him.

Another option for a mage, or possibly any (x)In, would be to have Dagna... since I think we all agree that she would be the creator of the "Architect"... to actually use the broken fragments of the orb to craft it. She might be able to restore functionality to those pieces and incorporate them into the arm.

Or maybe only mages would be able to use it since they no longer have the mark, and the orb is a mage relic.
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#116
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It seems you're tipping more toward the "too little" side with this. But I think I have posted all my disagreements I have so far. So I think now I will post some ideas to encourage yours.

Here are some ideas for practical costs of the Architect.

1. A five second period of pain and flinching that that slows movement speed and attack speed.
2. If a spell or combat ability is used in this period, then it will cause damage to the (x)In's health bar.
3. Guard is broken.
4. Focus is decreased.

Here's an idea of how the tattoo malfunction could work.

A lyrium bar, similar to health, in which using combat abilities increases the bar. If it hits full, it causes the five second period of malfunctioning. Standing still decreases the bar. Basic attacks reduce the rate of decrease. Using movement abilities such as dodge or combat roll do not count against you because they don't use the arm, but they do count as movement (same as basic attack). Also, using the arm for basic attacks won't increase the bar, since it is just basic use. But being still is better.

If the cost worked this way, then perhaps making the abilities unavailable for three seconds would be acceptable.

Later abilities focused on the arm might use the lyrium bar in different ways, either by increasing the bar to get better attacks, or passives that decrease the bar more rapidly to focus on fighting.

Some passives might work to mitigate the cost of the arm by decreasing the rate at which the lyrium bar increases toward full. A more reckless path would increase the bar more rapidly, but also launch attacks that cause a serious impact to enemies. This way, the more reckless (x)In could time the cost periods just right to where he recovers as enemies are knocked down. Or an ally could intervene and protect the (x)In while the period expires.

I think this would introduce the kind of strategy required to make the combat challenging yet fair for the players.

Maybe the arm can have a "default" state in which it closes to make a fist. This would mean any weapon would be clutched upon the tattoo/arm malfunction. It would take a little suspension of disbelief, and probably some exposition, but it could work.

I thought of something similar above. But it should be a clutch action. Some weapons require the hand to open and close again quickly, like a dual dagger rogue switching the blade from a slash position (upward), to a stabbing position (downward).

You could hand wave (no pun intended) the loss of control, and just say that the tattoos still function to give control of the arm even while dealing pain. Like... using abilities with the arm causes an overload. Not using the arm for abilities allows that energy to cool down.

 

These are all awesome ideas and it would certainly simplify matters.  When I get a little time, if your OK with it, I'll take a use of these ideas and edit my original "Prosthetic" post? :D

 

As for the Tattoo's on the mage, yeah I suppose it really depends on how much Lyrium is needed to facilitate for the movement ... but for all we know the Inquisitor could have a slightly higher tolerance to direct exposure.  If you take "The Descent" out of the mix, where the Inquisitor literally went into giant living creature who's blood is made of Lyrium and the absurd amount of direct exposure to red lyrium we've had within DA:I (none of which gave us any apparent side-effects) ... the Inquisitor has been in the Fade Physically upwards to 3 times now and has had a very powerful magic relic stapled to their arm.  There is a very good chance they aren't exactly "normal" anymore lol.  Hand-waving it away is not a great idea, but ... its not necessarily inconceivable either, they could just have a few "mage" dialogue explaining why its possible.  ;)

 

It's a good idea. I like it. Seems two "staffs" would be better than one though, right?

But if we were to just use the arm and no staff, it would be similar to how Solas doesn't seem to use a staff anymore. So it could be kind of a parallel with him.

Another option for a mage, or possibly any (x)In, would be to have Dagna... since I think we all agree that she would be the creator of the "Architect"... to actually use the broken fragments of the orb to craft it. She might be able to restore functionality to those pieces and incorporate them into the arm.

Or maybe only mages would be able to use it since they no longer have the mark, and the orb is a mage relic.

 

Alright you've convinced me I'll add a little footnote about the Arm being potentially used as a staff substitute for a Mage.  Dagna working on the Magical Rune components with Bianca dealing with the mechanical, its certainly possible.  But yeah I was thinking something similar to the Solas bit, the main difference is that his lack of need of a staff is a byproduct of his world (and of a single race dominating), the "Architect" is absolutely a product of Modern Thedas (and a combination of multiple races' technologies and techniques).  It would be VERY satisfying to break his expositioning jaw with something that never would have been created in "his" Thedas.  ^_^


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#117
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Sure thing. I'll let you know if I think of anything else.

 

Oh, and having no staff would make it easier for him to move around unnoticed.


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#118
tesla21

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The downside of course with smaller or fewer choices would be risking that the choices become insignificant. It has been a major complaint with Bioware games (and other player-choice driven games) for ages now.

 

If only there was a toolkit/creationkit/modkit/devkit available of Frostbite/DA:I, you could've actually tried making a prototype. Or maybe a large group of modder's could've possibly built it. There's some impressive fan-made quests available for Skyrim. You could go as big as you'd want; no restrictions on finances, maybe only on the amount of volunteers.

Maybe if you're feeling extremely adventurous you could try and tackle the DA:O toolkit, try and build something in there.

 

Oh well, who knows, DA:I sold good as far as EA is concerned, so maybe Bioware will get a bigger budget for the next installment. They also should be comfortable with the frostbite engine by now, so they've got more time and resources to spend on other things.

 

Warning some Mass effect spoilers.

 

IF anything, the "bigger" choices are the ones that become insignificant and are more complained about, for example, siding with the dalish or werewolves in DAO had you run through more or less the same quests but with different interactions, and though the choice is of a relatively small scope when compared to the big overaching issues, it was far more fullfilling while simply including some werewolf/dalish nameless npcs at the final battle battle and your camp that say choosing killing the "last" of the Rachni in ME1 which had 0 impact at the end of the day and felt like they cheapened your choice, or the same thing with deciding the council's fate, while it was satisfying in it's own game because it was only up to the player and to a few cutscenes to speculate the wide impact either choice could have, when you venture into ME2 and you aren't even related to the council anymore, and even if you saved them you are treated indiferently and ignore you almost as if they made what should've been a very important choice nothing but two or three slightly different lines of dialogue.

 

The more the choice pretends to be plot relevant the more potential for dissapointment it will have, I for example much prefer a choice like Kaidan/Ashley that while they don't have any relevance on the big picture, it at least manages to be superficially fullfilling, when you interact with them again in ME3 you know they are there because of you, you know that could've been someone else, etc. Not saying big choices can't be done either, but I do think those are the ones who truly risk becoming insignificant, whereas the relatively smaller ones seem alot healthier, simpler to execute while also maintaining the illusion player control.


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#119
Cyberstrike nTo

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The Tevinter PC: You are the child of a recently deceased magister. You're about to take your parent's seat. You can be a mage, warrior, rouge (since according to Dorian that all magisters being mages are just a convenient technically this gives you a little breathing room) but some different paths and options will be open depending on class. Your family does own slaves and you're given options early on: free your slaves and pay them or keep them as slaves but you treat them well (or your indifferent towards them) this also will set how others will treat your character in the Senate Dorian's faction or party will welcome you with open arms if you free them but might less be welcoming if you keep them as slaves, they might still allow you to join them but you might have to a quest to prove yourself to join them and the same with a rival faction/party. As you work way up through the Senate you discover a plot to assassinate the Archon that have ties to the Qunari. Regardless you're given a choice to save the Archon or not save him and you will be rewarded by a position of power (something like the head of the Tevinter Supreme Court, Supreme Commander of the Tevinter Army, or Head Ambassador) but that will be as far as you go in your political career or let him die and you might be able to become the next Archon.  

 

Dragon Age is a political story but I'm getting tied of playing outsiders fixing other people's problems just so they can get their help to stop another threat. I would like to put the politics front and center and make it like House of Cards set in a fantasy world. This story the threat is the Qunari to Tevinter and the political unrest that has been caused by decades of the Magisters' political in-fighting and the Qunari see a chance to get rid of them once and for all so this time it's a Tevinter character saving their own country and it's future without outsiders coming in and saving them. Also Solas wouldn't be the villain in this one he's still a threat but a future threat. This can explained he's not going to repeat his mistakes he's going to take his time and not rush into a half-baked plan until he's ready. At best he would make a cameo and/or he would be mentioned by Dorian. I would also try to limit the call backs to the previous games yes Dorian would be in it and maybe a cameo by Iron Bull with the Inquisitor and Divine Victoria are mentioned in conversations.    


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#120
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Warning some Mass effect spoilers.

 

IF anything, the "bigger" choices are the ones that become insignificant and are more complained about, for example, siding with the dalish or werewolves in DAO had you run through more or less the same quests but with different interactions, and though the choice is of a relatively small scope when compared to the big overaching issues, it was far more fullfilling while simply including some werewolf/dalish nameless npcs at the final battle battle and your camp that say choosing killing the "last" of the Rachni in ME1 which had 0 impact at the end of the day and felt like they cheapened your choice, or the same thing with deciding the council's fate, while it was satisfying in it's own game because it was only up to the player and to a few cutscenes to speculate the wide impact either choice could have, when you venture into ME2 and you aren't even related to the council anymore, and even if you saved them you are treated indiferently and ignore you almost as if they made what should've been a very important choice nothing but two or three slightly different lines of dialogue.

 

The more the choice pretends to be plot relevant the more potential for dissapointment it will have, I for example much prefer a choice like Kaidan/Ashley that while they don't have any relevance on the big picture, it at least manages to be superficially fullfilling, when you interact with them again in ME3 you know they are there because of you, you know that could've been someone else, etc. Not saying big choices can't be done either, but I do think those are the ones who truly risk becoming insignificant, whereas the relatively smaller ones seem alot healthier, simpler to execute while also maintaining the illusion player control.

Yeah, finding that balance is really hard ... but like with DA:O I think two main plot lines should help a bit.  I think if Bioware manages to find a nice balance between the two major types it will work out pretty good though.

 

1) The ones that the players will have a genuine choice making and they will actively feel the impact of within or by the end of the game.  I've got these mostly centered around my Tevinter Reform storyline ... sort of who will you ally with, what NPCs will comprise your government ... those sort of things.  Essentially BIG choices that have both short term AND long term effects. (Empress/Emperor of Orlais and Mage/Templar style choices)  ;)

 

2) The other ones, that relate to MASSIVE world altering events ... and these are the tough ones.  Most of the time a story deals with these they tend to be a little too big to allow the player to make the decision, because they effect the setting to such a degree.  The better option for this second group will be how the PCs relate to that event.  AKA they aren't choosing IF the event happens the choose HOW it goes down and their place in it.  These are normally reserved for long term setting effects that wont be immediately felt in game so I have them primarily in the Solas arc for mine (These would be like the "Who kills/dies to the Arch Demon in DA:O style choice).   :(

 

The rest are character options like LIs and those really don't play a role on the bigger story so they are easier to write around.



#121
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Okay, I would prefer varied origins for the protagonist, so I'm going to describe my origin for a qunari.  I don't have very specific ideas for the direction of the story after the intro but there are ideas I want to look at.

 

Tevinter PC Start:

The qunari was captured by Tevinter in a raid on Seheron as a child, then enslaved and raised in the household of a magister as a trophy.  As the game opens up, we are in a Tevinter city that is bracing for an imminent Qunari attack, we are made to help with the preparations, giving us a chance to familiarize ourselves with Tevinter and the situation at hand.  We'll get a chance to interact both with the lofty altus master and our fellow slaves, meet the soporati.  I want to establish the situation before we get to the action.

 

The following night I want a dramatic landing of the qunari, on par with the battle of Ostagar.  Our tevinter protagonist will participate in the battle but end up getting sidetracked by a group of qunari breaking into the altus' mansion.  They fight the qunari, a mysterious group of elves, and Inquisition agents led by Scout Harding.  The PC teams up with Harding and together they journey into the magister's vault as the elven agents steal an artifact of the Old Gods.

 

As the city falls, Scout Harding helps the new PC escape the city and takes him to meet with Dorian, who inducts them into the Inquisition.

 

(I think alternative origins could still fit into the structure, with the battle serving as the Ostagar and the pre-battle section being different between origins)

 

The Inquisitor

To be completely honest with you, I don't have any specific ideas for the Inquisitors missions or plot, but I have an idea of the Inquisitor using their fame to infiltrate high society (Whether in Tevinter or outside) to pursue knowledge or artifacts relevant to whatever Solas is planning, possibly pursuing an elven servant that disappeared around the time all the others did and resurfaced, ultimately leading them to Tevinter and one last face to face confrontation with Solas.  There could also be puzzle heavy levels in old tombs or some such.

 

The Tevinter Plot:

We know Solas will be the major antagonist, but my idea is that he is seeking something very specific in Tevinter.  An artifact imbued with the power of an Old God (I believe they are separate powerful entities from the Evanuris).  Specifically an old God that has not been corrupted yet.  I want to interact with an ancient Tevinter group around Razikale, maybe an existing secret society (Might be too much of a repeat of the Venatori).  The Qunari are also trying to acquire the secrets of the Old Gods and Tevinter's formidable dragon lore.  I think this would offer a great opportunity to explore more about dragons and the creation of the Qunari, plus more lore about the Old Gods.  Some of the Inquisitor's missions could revolve around seeking information on this.

OMG Heim you have no idea how many of these ideas I have planned in my version LOL!  Its actually kind of amazing, with only a few of the plot elements being shifted around between the two PCs.  Namely since my balance is a bit different than yours I divided the two storylines between a high magic and low magic (cuz DA is really transitioning more an more to high magic fantasy setting, but Im also missing the low magic setting story as well).  Namely I have the Quizzy like you said dealing with Lore and Artifacts (High Magic) and the Tevinter PC dealing with Tevinter Social/Political and Military Issues (Low Magic).  They are not exclusive to each of course, there will be a mix ... but you have no idea how many of these ideas I was centering my story around, just in a different composition. :D

 

AMAZING HEIM I LOVE YOUR STUFF! :D


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#122
BansheeOwnage

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I still think the arm should stay gone and the Inqusitor's playable parts should lack combat, but that's just me.

Personally, I find the idea of playing as a character with a handicap to overcome very interesting and unique, and also want Bioware to do it to be more progressive. I also think it opens up very interesting possibilities in combat and dialogue in conversations. If they do it right.

 

That's good, but I also want to see Tal Vashoth that aren't rabid berserkers. One of the more insidious things that bothers me about the Qun is the way it teaches its followers to fear from straying lest they become insane Tal Vashoth (Iron Bull's chief fear). I want to see more stable rebels that have learned to live among others.

That's one of the reasons I'm sad they cut Shokrakar. I think her banter with Bull would have been awesome, and she sounded much more interesting than some of the companions who made it in.


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#123
rapscallioness

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As far as the arm, honestly I never saw it as an impediment to any future role of the Inquisitor. there's enough magitek floating about Thedas these days to remedy something. Especially those Venatori, they've got quite a few bits and baubles.

 

The mage and the arm: I don;t see why a mage couldn't simply have a dagger attachment, or something...for when battle gets a bit too close for comfort. Enemies do not hesitate to engage mages in close quarter combat. It never hurts to have a handy little murder knife....on hand...while your fadestep recharges.

 

edit: yes, like a knight enchanter respec/mage tank.

 

heheheh they'd never see you coming.


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#124
rapscallioness

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I thought the reason the Qun was developed was because Koslun saw the injustices of the world and wondered why when they are capable of such great things, too? Koslun traveled around the world and saw the same situations, eventually coming to the conclusion that thats's just the way it is; and if that's the way it is, then there actually is no chaos-it is harmony. It is only your reaction to it and misunderstanding of it that causes chaos. Your own chaos which leads to suffering.

 

This is what I could find of Koslun's writings:

 

"Existence is a choice.
There is no chaos in the world, only complexity.
Knowledge of the complex is wisdom.
From wisdom of the world comes wisdom of the self.
Mastery of the self is mastery of the world. Loss of the self is the source of suffering.
Suffering is a choice, and we can refuse it.
It is in our own power to create the world, or destroy it.

And the Ashkaari went forth to his people.

 

When the Ashkaari looked upon the destruction wrought by locusts,
He saw at last the order in the world.
A plague must cause suffering for as long as it endures,
Earthquakes must shatter the land.
They are bound by their being.
Asit tal-eb. It is to be.
For the world and the self are one.
Existence is a choice.
A self of suffering, brings only suffering to the world.
It is a choice, and we can refuse it.

 

A traveler asked the Ashkaari: "What was your vision of our purpose?"
The Great Ashkaari replied: "I will tell you a story."

A vast granite stature stands on an island, holding back the sea.
The heavens crown its brow. It sees to the edge of the world.
The sea drowns its feet with every tide.
The heavens turn overhead, light and dark. The tide rises to devour the earth, and falls back.
The sun and the stars fall to the sea one by one in their turn, only to rise again.
The tide rises, the tide falls, but the sea is changeless.
Struggle is an illusion. There is nothing to struggle against.

The deception flows deeper. The statue resists the ebb and flow of the sea.
And is whittled away with each wave.
It protests the setting sun, and its face is burned looking upon it. It does not know itself.
Stubbornly, it resists wisdom and is transformed.
If you love purpose, fall into the tide. Let it carry you.
Do not fear the dark. The sun and the stars will return to guide you.

You have seen the greatest kings build monuments for their glory
Only to have them crumble and fade.
How much greater is the world than their glory?
The purpose of the world renews itself with each season. Each change only marks
A part of the greater whole.
The sea and the sky themselves:
Nothing special. Only pieces."

 

I find it odd actually that the present day Qunari are so afraid of "chaos". I think they totally misunderstood what Koslun was getting at, that there is no chaos only complexity. And that you should not actually fear or fight against a perceived chaos. This very resistance will cause your downfall. Yet this is exactly what the current Qunari are doing, trying desperately to control what they perceive as chaos in every way. You can look at how they treat their mages. And I don;t think Koslun was advocating for the kind of conquest and conversion that they do now. Whereas Koslun seems to be saying if you love purpose, let go of your desire to control everything--as the statue tried.

 

But this is typical, claiming to revere something on one hand, but practicing something completely different.

 

So, if we do have a Qunari/TalVaShoth option, it would be nice if they had the opportunity to point out this contradiction.


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#125
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The mage and the arm: I don;t see why a mage couldn't simply have a dagger attachment, or something...for when battle gets a bit too close for comfort. Enemies do not hesitate to engage mages in close quarter combat. It never hurts to have a handy little murder knife....on hand...while your fadestep recharges.

 

edit: yes, like a knight enchanter respec/mage tank.

 

heheheh they'd never see you coming.

Yeah, this was sort of the angle I was going for with the Prosthetic.  Its practical function is somewhere between a mechanical prosthetic and puppet arm now that Dai has helped refine the idea, but like with "Mage Hunter" for the Tevinter PC talent tree "Architect" was built around skills that would be primarily support and utility (so universally good for all classes).  

 

The Knight Enchanter was already ridiculously bulky for a mage class with all its Barrier usage, if the talent trees of 4 are anything like Inquisition (which I do suggest because the way they were implemented in DA:I were pretty darned well) with the addition of a taunt and guard generation the class could easily be specced as a tank. :D

 

I was also kind of thinking that perhaps "Duelest" (the Tevinter PC Rogue unique class specialization) if combined with the Utility Skills of "Mage Hunter" could service as a Rogue Evasion Tank.