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Any new specializations you would like to see in DA4?


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#26
Beerfish

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DRUID!

MONK!



#27
Luke Barrett

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I <3 this thread.

 

That is all :bandit:.


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#28
BansheeOwnage

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Dreamer for mage- could be similar to sleep & horror combo from DA:O at the base and build it up from there.

Regarding Brawler- I thought Utha (in The Calling) was a pretty good idea of what that should look like. It has potential.

I seem to remember reading somewhere that the Silent Sisters don't use weapons and pummel darkspawn to death. I could be wrong though.



#29
Thibax

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I want back: Spirit Warrior, Keeper, Spirit Healer, Virtuoso, Skywatcher, Shadow, Ranger.


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#30
Just_January

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DRUID!
MONK!

I vote for monk as well.

#31
Gilli

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I don't know how these classes are called, so I just go by weapon types.

 

Staves: not mage staves, these staves

tumblr_niat4l4FRa1r7sijxo1_400.gif

 

Knuckles: the thought of barehanded fighting would be awesome, but you can't upgrade your fists :P 


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#32
Duelist

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Knuckles: the thought of barehanded fighting would be awesome, but you can't upgrade your fists :P

 

Heihachi would like a word with you. :D

 

scalibur23.jpg

 

On topic, I've always wanted spears or a spear class but at the same time I'm reticent about seeing them in a Dragon Age game because I can't see myself being happy with their implementation.



#33
Gilli

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Heihachi would like a word with you. :D

 

scalibur23.jpg

 

On topic, I've always wanted spears or a spear class but at the same time I'm reticent about seeing them in a Dragon Age game because I can't see myself being happy with their implementation.

 

He can talk to Farah :P

 

Farah2.png

 

Hmm, the movement of mage staves wasn't that far away, well beside doing the animations while standing still.  :rolleyes:



#34
Skymaple

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Warrior

Lancer: if they implemented a lancer kind of warrior, using polearms and spears, that would definitely make me play a warrior (finally) (Although I can also see a Rogue using spears, in a different way, of course)

 

Rogue

Staves: being able to use staves as a weapon. It would be speed and evasion based.

Duelist: I would like to see this spec coming back from DA2 if not something else based on speed, evasion and finesse.

Sneaky/Shadowy spec: a spec based on dissappearing and appearing in the most unexpected places, something like Vendetta from DA2 but extended.

Archer/Long range spec: although I prefer my rogues as DD, I always feel archers don't get the best specs.

 

Mage

Illusionist: a mage who delves into illusions, making their enemies confused by seing things that are not actually there, or damaging the minds of those who think that they are real.

Keeper: I would love to see this spec back, although maybe only for Elf Mages.

Force Mage: please, bring it back!


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#35
Mike3207

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Off topic a bit, but maybe have a spell school for Nature Damage. Swarm Form, Poison Spit, and Stinging Swarm were the only way to do nature damage in Origins, Keeper might have had nature damage in Awakening(can't remember), and then a few staves in DA2. Bring back Nature Damage.


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#36
Just_January

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Rogue -> Dancer - Inspirer/buffer/debuffer like bard but with emphasis on dancing instead of singing, also combat wise an evasion based combatant
Warrior -> Templar/Seeker based monk/brawler/kung-fu-fighter, PUNCH A BEAR!11!
Mage -> a mage specialized in bringing fade constructs into life for a short time (enough to perform the attack) like a huge spear, a strangling chain or a spiraling blades

Bear punching you say? I like the way you think.

#37
steamcamel

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Well, it's not exactly new, but I'd like to see a return to dual-wield warrior like we had in Origins.

Also something along the lines of the Saarebas spell mechanic from multiplayer.


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#38
kimgoold

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Warrior:

Dual Wield

Archer

Spear/Halberd

 

Mage:

Arcane Warrior and Knight Enchanter combined into an Ancient Arcane Warrior Elvhen specialisation

Battle Mage with stronger primal spell variations

Force Mage with some Creation school spell variations (including returning Petrify, rock armour and Stone Fist, introducing petrifying glyphs etc)

Spirit Healer combined with elements from the Creation school of Magic spell tree (healing glyphs for example, and original glyphs returned)

Shape changer and Keeper combined into an Elvhen Ancient Keeper specialisation that actually controls nature, trees etc

a specialisation that combines elements of Entrophy and Dalish Pariah as an exclusively elven Bloodmage class

STOP removing entire Magic Schools and turning them into lacklustre specialisations (Rift Mage blatant rip off of Creation school Petrify and stone fist! and Necromancer removing the best elements of Entropy altogether)

And Bloodmage improved and wider variety of spells

 

Rogue:

Legionnaire

Shadow

Bard

A demolitions expert specialisation

a fighting class that uses whips or chain whips

 

 

For all classes the return of Melee to Ranged weapons as required in battle 

The return of alloting skill/attribute points yourself

The return of Sustained Modes and abilities, all good things removed after DAO/DAA

 

More than 8 piddling abilities, the Return of the Radial Wheel from DAO for console/ multiple slots on screen for pc

Also have companions STAY when you tell them too, also from DAO

Give us more tactics slots improved in DA2

And increased combat speed also from DA2

 

edit: forgot class for mage Kinetic/psionic blades that can be thrown like darts or shuriken to deal spirit damage or explode causing Entropy damage



#39
Fylimar

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I'd like the return of Keeper, Spirit Healer and Bard.


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#40
TheyCallMeBunny

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Not that I haven't enjoyed many of the previous specializations (because I really have) but I think for DA4 I have two main wishes:

 

1. Continue to make the specializations relevant to the context of the game - for example, if the game takes place in Tevinter I do think the Bloodmage specialization should be available even though I personally am not a fan.

 

2. Not really a specialization, but can you pretty please bring back dual wield for warriors? I haven't really enjoyed playing a warrior since DA:O, and that is partly because I really miss the dual wield. I really missed it after seeing this scene in around 2:22 in Game of Thrones (if you haven't watched anything from season 6 DO NOT CLICK THE LINK!).

Spoiler
 


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#41
ExtraordinarySlacker

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Not exactly a specialization but I would very much like to see different schools of magic to return. Not these elemental spells in Inquisition. Elemental spells was its own school of magic in Origins and it was great like that. Not all mages use fire ice and lightning. Entropy, spirit, creation and blood magic, force mage from DA2.. Those were awesome:/
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#42
AFA

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Mage:

 

The Occultist: Blood magic, demon summoning, and curses. Throw necromancy in there, since corporeal undead are linked to demons and blood magic

 

Shaman: Spirit Healer + Keeper + Necro Spirits

 

Spellsword: KE + AW + Battle Mage from Awakening

 

Warrior

 

Blackguard: Reaver + Assassin



#43
First Enchanter

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Just for fun, here are some fantasy specializations I'd love to see in DA4 (some new, some old, written up like I'd like them to work). Generally, I'd like to see bigger trees with more paths so you could travel in one direction and maybe not be the same as other characters with that specialization (so, say, a Blood Mage who focuses on summoning demons rather than magic dealing with blood itself). I had a few more for mages that came to mind than the others.

 

Mage

Time Mage - Mages that use magic to manipulate time itself. Turn mere seconds into minutes by halting time's flow for a brief moment; create pockets of warped time that accelerate the actions of allies but slow time around enemies. Step back in time a few moments, undoing negative effects done to yourself, or send an ally or enemy into a pocket dimension outside of the normal time stream for a short time, taking them out of the fight for several moments entirely.

 

Blood Mage - Mages that tap into the power of blood itself to access powerful forbidden arts. Sunder the Veil and call forth shades as your footsoldiers - manifestations of Rage scour the field with destructive fire while Desire Demons beguile your enemies with potent illusions. Using the power of blood, enslave enemy creatures to your will, drain the life force of others to heal yourself, and boil the blood within your enemies veins, rendering them helpless.

 

Spirit Healer - Mages that mastery healing by forming bonds with benevolent spirits of the Fade. Call forth wisps to aid spellcasting as well as the Mana and Stamina regeneration of the party. Summon spirits of Vigilance and Bravery to defend the party from harm while calling forth spirits of Compassion and Hope to heal wounds. Bring allies back from death's door with a single spell and release waves of healing energy to restore the party.

 

Knight Enchanter - Mages that attack enemies on the front lines wielding a blade of spiritual power and their staff in a terrifying dance. A spectral blade cuts through foes and gains power as you attack with your staff, and you can combine the two in devastating close-range combos. Surround yourself with a gravitational field that pulls enemies to you and prevents them from escaping your onslaught and sheathe yourself in magical armor that deflects attacks and increases your physical capabilities.

 

Nature Adept - Mages attuned to nature as a source of magic. Awaken trees to act as guardians and vanguards in battle. Ensnare enemies with roots and poison them with showers of toxic thorns. Take the form of an animal as suits your needs - become a bear to crush your enemies, a swarm of insects to harass and divide them, a spider to poison and ensnare them in webbing, or a mouse to make a stealthy escape.

 

Archmage - Mages who master mana itself, manipulating the raw essence and magic of spells in astounding ways. Strip spells from enemies to regenerate your own Mana or overflow with power, casting spells without consuming mana for a short time. Convert mana into pure force that you can use to crush enemies to the ground, pull them towards a certain area, or create impenetrable force fields around allies. Shield the party from hostile magic and eventually turn enemy spells back on them.

 

Rogue

Artificer - A rogue that specializes in combining mechanical and chemical ingredients into brilliant inventions. Riddle the field with traps that detonate when an enemy strays to close, damaging or trapping them as needed. Launch fire bombs that erupt into bursts of molten flame. Hamper enemy movements with traps that release oil slicks that can be set on fire.Turn ordinary scraps into shrapnel bombs that shred enemies or conceal the party with smoke bombs. 

 

Bard - Rogues that combine silver tongues, a minstrel's arts, and spycraft. Be inconspicuous or the center of attention as the situation demands.Entrance foes with beautiful music that leaves them helpless, or use your performance skills to help boost the party's morale and help them fight more effectively. Strike terror in the hearts of your enemies with just a few lines from a story of your past exploits.

 

Assassin - Rogues that strike from the shadows, killing their enemies before they even realize they were under attack. Maximize potential for surprise and deal extra damage when unseen. Strike with your weapons in quick succession, moving so fast that your foes can't react in time to defend themselves. Drop into Stealth more quickly than other rogues, and stay there for longer while you're on the hunt. Mark a target as your prey and gain massive bonuses against them. Use a decoy to distract enemies while you come at them from behind.

 

Warrior

 

Templars - Warriors who use their faith in the Maker to fuel powerful techniques. Remove hostile magic from an area while damaging, and even banishing, spirits and demons back to the Fade. Shroud the party in an aura of protection that repels hostile magic; as it grows in power, it increases the abilities of those protected by it. Unleash your faith in a blazing rush of holy power that damages nearby enemies and leaves them stunned. Nullify mana, removing a mage's most potent resource - spells.

 

Champion - Warriors that lead the party on the front lines, keeping morale up and bringing terror to the opposing forces. Blow a horn that grants a rush of adrenaline to all your allies while making enemies quake in fear. Plant your battle standard and see all allies benefit from its inspiration. Work in concert with allies, giving up your own Stamina to regenerate their energy more quickly, and increase the likelihood of critical hits for the entire party simply by being present at a fight. Encourage your allies to keep fighting, staving off even the finality of death, so that the fight can be one.

 

Reaver - Warriors that sacrifice their humanity in rituals designed to increase bloodlust, power, and ferocity. Enter a rage that enhances every attack and grows in power the more injured you are, and let out a battlecry that saps the morale of enemies but spurs you on to greater destruction. Sacrifice your own health to regenerate stamina in moments and accelerate cooldowns, allowing you to fight far past the limits of ordinary soldiers.


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#44
TheBlackAdder13

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I really enjoyed the ranger spec from Origins and I'd like to see it come back. Obviously it made sense to omit it in DA2 since that mostly took place in a single city, but given the open world nature of DA;I, it was a really missed opportunity not to bring it back. Definitely advocate bringing the dual-wield warrior back too. And the arcane warrior if it makes sense lore-wise (which it very well may given the direction the Dread Wolf plot line is going). The Knight Enchanter spec was cool but it just wasn't the same. I also like the idea of a demon-summoning class that someone mentioned above. This would be a great opportunity since the game looks like it'll mostly be taking place in Tevinter, where that sort of thing is generally considered acceptable, so it wouldn't create too much conflict with the plot. I'm guessing demon-summoning can be integrated into a blood mage spec?

 

I'll also add that while I found the specializations on DA:I to be somewhat underwhelming, I do like the idea of limiting each class to just one specilization. However, I'd like more effort to be put into the specilaization-related quests, particularly the quests to obtain the specilization. The specilization-related quests in DA:I were simply fetch quests, which was extremely irritating. (Basically they reflected the worst gameplay tendencies of DA:I). Even if you can't integrate full quests for the specializations, the unlock system in DA:O was a pretty cool mechanic. Basically I want more reactivity to your specialization and a way to unlock them -- via quest or otherwise.

 

Lastly, I would strongly urge Bioware not to worry too much about balancing the specs. Some can be OP, some can be underpowered. As far as I'm concerned, it really shouldn't matter as it's a single player game. In fact, it makes sense lore-wise for certain classes, like mages, to be OP. (Origins was horrendously off-balance when it came to classes and specilizations, but it was most people's favorite game and it didn't bother me at all -- it just added to the realism of the world.)


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#45
Thibax

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Yes!

Yes!

Yes!

 

NATURE

NATURE

NATURE

NATURE

NATURE

 

We need more Nature powers.

Nature is all.

 

And music powers too.

Let's do the dance magic.

 

Healing, because healing is a devotion. We care of you.

 

Everybody full of love here.

 

I love fire, ice and thunder and I want more.

 

Spirit! I am a warrior with spirit, honey.