a) playable cleric/priest - but I know the current dev team for Bio doesn't like those - I tried out the mod for the class someone made, it's coming along, but still needs a bit of work. I would make the class able to use heavy armor, sword & shield talents (or really mace & shield talents - should be limited to maces), and have a mixture of buffs, healing, and rebuking/power against demons, evil spirits, & undead. Perhaps they should have a "divinity" reserve for their spells instead of mana, and their actions shape the pool available ...
If you could have a fourth class for this game, what would it be?
#1
Posté 16 février 2010 - 04:53
a) playable cleric/priest - but I know the current dev team for Bio doesn't like those - I tried out the mod for the class someone made, it's coming along, but still needs a bit of work. I would make the class able to use heavy armor, sword & shield talents (or really mace & shield talents - should be limited to maces), and have a mixture of buffs, healing, and rebuking/power against demons, evil spirits, & undead. Perhaps they should have a "divinity" reserve for their spells instead of mana, and their actions shape the pool available ...
#2
Posté 16 février 2010 - 05:07
#3
Posté 16 février 2010 - 05:09
#4
Posté 16 février 2010 - 05:13
#5
Posté 16 février 2010 - 05:17
#6
Posté 16 février 2010 - 05:19
#7
Posté 16 février 2010 - 05:59
#8
Posté 16 février 2010 - 08:12
More depth and better options for the existing classes would be nice.
#9
Posté 16 février 2010 - 09:02
#10
Guest_bythebarricades_*
Posté 16 février 2010 - 09:39
Guest_bythebarricades_*
Some of my suggestions would be:
Eliminate the ranged tree from the warrior class and rehaul two handed weapon specialization to make it feel more viable in terms of damage.
Rogues specializing in either dual weapons or archery is fine. Make the Ranger specialization more archer focused (perhaps unlock some archery improving skills).
Some people here suggested an unarmed type warrior/monk. Not a bad idea, but I'd like to see specializations that are more lore-based - for instance, I thought Berserker, Templar, Blood Mage, Assassin, and Bard had a great amount of lore - all specializations should be like that.
#11
Posté 16 février 2010 - 09:54
No rly need for new class, just make specialization something deeper then just 4 new talents. Also make talents more scaling with playstyle and stats (i like how cunning works for staby rogues and scales with few talents, but its still cheap). Archery needs some changes (like special shots dont aim so long and instead its triggered as next autoshot). Mages r damn simple, few situational combos isnt so great. Whole "max one stat for teh pwn" is also bad.
Modifié par dwanedibbley, 16 février 2010 - 09:57 .
#12
Posté 16 février 2010 - 09:56
My biggest gripes are the lack of ranged specs for wars/rogues and the lack of a real magic boosting spec for mages outside of BM. I mean if Arcane Warriors are supposedly a forgotten practice... BM is outlawed and Shapeshifting is only practiced by apostates... does that mean all the Enchanters are Spirit Healers by default?
Modifié par Axekix, 16 février 2010 - 09:58 .
#13
Posté 16 février 2010 - 10:03
#14
Posté 16 février 2010 - 10:36
the golem was original
#15
Posté 16 février 2010 - 10:46
mousestalker wrote...
Rouge. A lot of people post about them and I would finally like to see one 'in the flesh' as it were.
They would be so overpowdered.
#16
Posté 16 février 2010 - 10:59
soteria wrote...
mousestalker wrote...
Rouge. A lot of people post about them and I would finally like to see one 'in the flesh' as it were.
They would be so overpowdered.
if a rouge class comes then it prolly be a fanservice for all the female gamers
#17
Posté 16 février 2010 - 11:07
#18
Posté 16 février 2010 - 11:11
#19
Posté 16 février 2010 - 11:19
Either a cleric or paladin class would be cool and you could also do paladin as a warrior specialization. Templars are holy warriors but are mostly focused on subduing mages. I'd like a class focused on turning, controlling, and rebuking the undead & demons ... after all DAO has plenty of them.
#20
Posté 16 février 2010 - 11:26
I mean, if any joe schmo warrior can learn to make potent potions and incredibly deadly poisons...imagine what a real expert could whip up.
Off the top of my head I see someone with potent raw ingredients in a utility belt or coat and whipping up all kinds of balms and healing potions, not to mention bombs and such, on the fly and hurling them at allies or opponents. Put some range requirements and short casting times for the mix and throw aspect....hmm, maybe I should go figure out that toolset.
#21
Posté 16 février 2010 - 11:26
Eliminate the ranged tree from the warrior class and rehaul two handed weapon specialization to make it feel more viable in terms of damage.
As I said elsewhere, I think the warrior and rogue should have two different archery trees.
The warriors' tree focusing more on brute force use of crossbows, and the rogues' tree focusing more on subtle stealth, sniping, & poisoning etc. with bows. The warrior should be better at slow, heavy damage with missiles, the rogue with quick, light damage, and evading return fire. And again a bonus for shooting people in the back! Of course, I'd also like to see thrown weapons & thrown weapon abilities too, maybe those going in the rogue tree.
Then add a tree for warriors who want to fight with a 1H weapon but no shield.
I agree the ranger specialization should build on your archery tree as a rogue. Even more good stuff with bows.
Also, rogues, particularly ranger or duelist rogues, should have a slightly better dual wield tree than dual wield warriors - too - IMHO.
#22
Posté 16 février 2010 - 11:36
To add a 4th class, the only traditional role missing would be a healer type.
Well, they've made mages the healers. Take the healing line in Creation, + Spirit Healer, and you have a mage healer.; that's how most people spec Wynne. And sure you can make health poultices already.
There could be some variety to the healing, though; like healing that removes poisons, diseases, other conditions. Also more healing items - meaning things that heal others when used. Not just the poultices.
The problem I see is this, and it comes back to scripting. I set Wynne on Healer script and I found she often fired off her healing spells at weird times, and secondly it was hard given the # of tactics slots to have her do something useful when people didn't need healing. It seems a waste to make your mage your healer; on the one hand yes you want her healing, but then on the other hand you want her doing other stuff when not healing.
Really think it makes more sense to have a fourth class that focuses on buffing/healing/defense/support rather than your mages taking it as a school/focus. And can wear heavy armor and use maces and flails and some decent 1H weapons & shields. And has good offense against various evil beings (undead, demons, spirits, of which there are plenty in this game.)
It makes sense, but we'll never see it from Bio, who want religion in the scenery, only, not something for adventuring. Like I said, I like the mod to have a cleric class, I appreciate the guy who tried making it, it just seems to need a bit more work.
Modifié par CybAnt1, 16 février 2010 - 11:41 .
#23
Posté 16 février 2010 - 11:38
Vuokseniska wrote...
something other than the generic cleric, paladin, monk
the golem was original
I agree. I like Shale. But Shale was essentially a warrior (as was Dog).
Still yes, we agree, custom beings with custom abilities are cool, hope we see more (even if it's different types of golems).
#24
Posté 17 février 2010 - 12:02
I think the answer is that they don't specialise - although according to the official wiki (you know, the one that has almost nothing on it because it's never been opened to be modified by the public?) the shapeshifter specialisation has been incorporated into some Circles.Axekix wrote...
Yeah I don't really think a 4th starting class is needed. A bit more variety in the specializations would be welcome though.
My biggest gripes are the lack of ranged specs for wars/rogues and the lack of a real magic boosting spec for mages outside of BM. I mean if Arcane Warriors are supposedly a forgotten practice... BM is outlawed and Shapeshifting is only practiced by apostates... does that mean all the Enchanters are Spirit Healers by default?
Still, I think the answer in general is that most Enchanters don't specialise. While we see it almost as our right, the truth is likely that most mages don't specialise just like most warriors actually aren't templars, champions, berserkers or reavers, and most rogues aren't duellists, assassins, bards or rangers.
Although I'm certainly hoping more "pure caster" specialisations will be available in Awakenings, I suspect even then they'll be uncommon in the lore rather than any mage high up in the hierarchy being expected to have one or two.
Back to the original topic: I'd agree with the general opinion expressed that a fourth class isn't really necessary - most of what a new class can give can probably be done by expanding the existing ones.
#25
Posté 17 février 2010 - 12:38
But expanding on specializations would probably go quite a ways to improve on what already exists, especially the mage class has some obvious potential in that regard (Druid, Demonologist, Elementalist, etc.). Sadly I can barely see any worthwhile specializations for the rogue or warrior class, or at least not as easily as with mages.
Given some more of the right talents, one can turn any of the existing classes into something coming very close to anything one could imagine given the setting and the lore/context.
Anything more would very much need new animations (like overwhelm/pummeling/foot sweep/etc.) and weapon classes (spears and quarterstaffs etc.).
But I agree that seeing some more unique characters with special skill sets would be nice, and would be a possibility to introduce almost anything into the current world, even someone obscure like a wandering diciple of an 'far-eastern' order.





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