Bioware comments on the Dagger Rogue Dexterity Bug / Usefulness of Daggers
#76
Posté 06 novembre 2009 - 04:33
#77
Posté 06 novembre 2009 - 04:37
Meteo63 wrote...
You sure? If that's true, I can redo my new rogue and focus on dexterity and cunning with only a bit of strength so I can use bows instead...Dynamomark wrote...
Meteo63 wrote...
Hey, no one's answered my question yet.. Does this stupid bug apply to bow-wielding rogues as well as the dagger rogues?
doesn't apply to bows, only to daggers
Pretty sure. Go back and read the first post. It says in the relevant part: "There is one weapon that is not
affected by dexterity at this point is the dagger, it gets +1.0 damage
from Strength instead of 0.5 from Strength and 0.5 from Dex."
#78
Posté 06 novembre 2009 - 04:43
I'm starting to think daggers were never meant to be used to the endgame. Looks like all dual wielding rogues should move to swords/one-handers.
#79
Posté 06 novembre 2009 - 04:47
With all due respect, I like mages, but if robes were taken away, I wouldn't miss them a bit. Mages can throw their bathrobes away & substitute in Arcane Warrior powered armor & get themselves some REAL defense!Seahorses_4ever wrote...
- Archangel - wrote...
Actually I'm a die hard mage player...I normally hate rogues.
But for some strange reason I really want to try playing a rogue in DAO.
[off topic]
:wizard:Me too. I'm ALWAYS a caster, but I saw that rangers could call wild animals to help & though that sounded interesting so decided to check out the rogue. I actually rolled my rogue first to insure that I can definately play through with something I really want for my second play through. It's a fun class in this game, you should check it out in your next play through.
[back to topic]
I'd really like to hear an answer on whether this dagger issue was an accident or just one of the things they changed to make DA:O "different" from the standard RPG universes. Because, of all the things to change, this really doesn't make sence at all.
Taking daggers away from rogues is like taking robes away from mages... you just don't do it.
As for the topic, I hope the bug gets fixed, because rogues need dagger power to SURVIVE the trip to Dual Wield Mastery to get to the dual wield big weapons that are supposedly needed. I also personally wonder if Lethality is gimp since it doesn't switch weapon attribute requirement for weapon wielding away from strength onto cunning along with the damage bonus, thus Lethality does NOT function at it's job of enabling str neglecting. You still need str for wielding the weapons, so it's a little late to benefit from Lethality to try to favor cunning, so ya STILL have to balance between str & cunning anyway.
Good thing for me that my rogue was already designed to go thru heck & high water to seek to dual wield 1H axes anyway!
#80
Guest_Crawling_Chaos_*
Posté 06 novembre 2009 - 04:50
Guest_Crawling_Chaos_*
I looks like to me that they purposely gimped daggers.
This is very disappointing, I guess rogues aren't meant to be "stealthy assassins" and more like super fast duelist/fighters.
Really somebody needs to clear this up for me because my heart has been set on lethality assassin all week.
Modifié par Crawling_Chaos, 06 novembre 2009 - 04:52 .
#81
Posté 06 novembre 2009 - 05:26
Crawling_Chaos wrote...
OK so I don't get it.
I looks like to me that they purposely gimped daggers.
This is very disappointing, I guess rogues aren't meant to be "stealthy assassins" and more like super fast duelist/fighters.
Really somebody needs to clear this up for me because my heart has been set on lethality assassin all week.
I also was set on lethality... but this bug and the comment by the dev saying daggers are useless endgame has made me change my strategy.
Lethality will be neigh useless w/ swords b/c every pt in cunning you spend to "catch up" to the str req on swords could have been spent on str in the first place!
Bottom line: lethality sucks right now b/c daggers suck. Sure you can argue that lethality + daggers means you don't need to focus on str much... but according to a dev, daggers just don't cut it endgame.
#82
Posté 06 novembre 2009 - 05:38
#83
Posté 06 novembre 2009 - 05:38
This is the flip side of Bioware. The Dark Side that EA nutures.....muhahaha
#84
Posté 06 novembre 2009 - 07:58
#85
Posté 06 novembre 2009 - 08:47
Kakimori wrote...
Is there any more news on this?
not yet...
How possible is it to fix these bugs via the toolkit ?
#86
Posté 06 novembre 2009 - 08:59
OctopusRush wrote...
Are el: Daggers, being Piercing weapons, are supposed to use a special Half/half formula where 50% of the damage comes from Dex and 50% from Str.
THIS!
Bioware, please hotfix this issue ASAP!
#87
Posté 06 novembre 2009 - 11:06
I think the what the dev was saying about daggers was slightly taken out of context. I've just arrived in Orzammar, and I've found a dagger being sold for 148 gold.
[spoilers]
The Rose's Thorn (Dragonbone)
6.4 damage, 8 armor penetration, strength modifier 0.85
+2 dex, +1 combat health regen, +3 damage, +5% chance of criticals, +30% damage of criticals / backstabs.
3 rune slots.
#88
Posté 06 novembre 2009 - 11:06
I think the what the dev was saying about daggers was slightly taken out of context. I've just arrived in Orzammar, and I've found a dagger being sold for 148 gold.
[spoilers]
The Rose's Thorn (Dragonbone)
6.4 damage, 8 armor penetration, strength modifier 0.85
+2 dex, +1 combat health regen, +3 damage, +5% chance of criticals, +30% damage of criticals / backstabs.
3 rune slots.
#89
Posté 06 novembre 2009 - 11:07
I think the what the dev was saying about daggers was slightly taken out of context. I've just arrived in Orzammar, and I've found a dagger being sold for 148 gold.
[spoilers]
The Rose's Thorn (Dragonbone)
6.4 damage, 8 armor penetration, strength modifier 0.85
+2 dex, +1 combat health regen, +3 damage, +5% chance of criticals, +30% damage of criticals / backstabs.
3 rune slots.
#90
Posté 06 novembre 2009 - 12:05
#91
Posté 06 novembre 2009 - 02:10
People in this this thread seem to say that bows also don't work as they should.Dynamomark wrote...
Meteo63 wrote...
You sure? If that's true, I can redo my new rogue and focus on dexterity and cunning with only a bit of strength so I can use bows instead...Dynamomark wrote...
Meteo63 wrote...
Hey, no one's answered my question yet.. Does this stupid bug apply to bow-wielding rogues as well as the dagger rogues?
doesn't apply to bows, only to daggers
Pretty sure. Go back and read the first post. It says in the relevant part: "There is one weapon that is not
affected by dexterity at this point is the dagger, it gets +1.0 damage
from Strength instead of 0.5 from Strength and 0.5 from Dex."
#92
Posté 06 novembre 2009 - 02:51
This is the biggest problem.Tyrax Lightning wrote...
I also personally wonder if Lethality is gimp since it doesn't switch weapon attribute requirement for weapon wielding away from strength onto cunning along with the damage bonus, thus Lethality does NOT function at it's job of enabling str neglecting. You still need str for wielding the weapons, so it's a little late to benefit from Lethality to try to favor cunning, so ya STILL have to balance between str & cunning anyway.
Lethality is nice if you you can already wield good long swords. But you still need 31 strength to wield the best long sword. As a rogue you'd typically have 20 to get the best leather armor. 20 enables you to have mid-tier longswords. Maybe one tier higher if you have some strength-enabling items.
I don't know. You can wield longswords as a rogue with 20 strength. Just not the best ones. Maybe that's enough to get by...
#93
Posté 06 novembre 2009 - 03:19
Plus since when do dagger=rogues?? Just recently in wow Most other RPGs you always end up with a sword and mace + maybe 1 dagger at the most..
So far it seems like you fight a ton of skeletons in the game, you really should be rocking a blunt weapon as well.. I am glad to read this so i can start putting str into the rogue that is in my party..
#94
Guest_Crawling_Chaos_*
Posté 06 novembre 2009 - 03:46
Guest_Crawling_Chaos_*
I don't consider the first cop-out "spec into something else" response any sort of answer.
#95
Guest_Crawling_Chaos_*
Posté 06 novembre 2009 - 03:52
Guest_Crawling_Chaos_*
Why are they saying that daggers "just dont cut it" when there are special named daggers and the "lethality" talent?
Is this a bug that is going to be fixed?
The only thing I've seen is "well spec into strength and swords and BAM problem solved (read:waste time playing a character that you don't want to play because we broke the class)"
This is very frustrating.
#96
Posté 06 novembre 2009 - 04:04
#97
Posté 06 novembre 2009 - 04:16
#98
Posté 06 novembre 2009 - 04:27
/Theroycraft on
Any disadvantage of simply ignoring cunning and pumping str and con with only enough dex to finish the dual weild tree? (Bit like a shield warrior, I guess). Could dual weild longswords and use medium armor, though I imagine lockpicking might suffer a little, it seems impossible to succeed at anyway even with a very high cunning, so I don't imagine it'd be much loss. Ideas?
#99
Posté 06 novembre 2009 - 04:51
#100
Posté 06 novembre 2009 - 04:58
There used to be a comment on George Zoeller's Missing Manual site that the dagger bug would be fixed in an upcoming patch.jbrown414 wrote...
Any news on if this is being fixed?
I can no longer find such a comment. However, the page still does list 50%Str/50%Dex as the attribute. So, it doesn't seem they're upgrading it to feature.





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