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Post by Hrungr on Aug 3, 2017 0:57:13 GMT
Combat - I missed the tactics menu of the first 2 games, I'd very much like it back, - Weapon switching: In origins I could switch every character between two weapon sets and thereby have a ranged and melee option for every character (or both one combat type but with different damage types) - I would like to see this return and have both melee and ranged options for all classes and the ability to switch if I wish. I miss DA:O's tactics options as well. IIRC, the reason they kept scaling it back is that it was too complicated for most players and many just ignored it. Weapon switching coming back would be nice. Pie-in-the-sky, it'd be nice to have full gear sets you could switch between (this is my Dragon Gear set, this is my Demon Gear set, etc.). But I can imagine that would just be too unwieldy for most, especially with a large party.
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Post by Catilina on Aug 3, 2017 1:04:26 GMT
We can find some of the Entropy spells in the Mortalitasi. Some, but not all. I miss Curse of Mortality, for instance. Yes. This is why I dislike the Inquisition skill/spell system. The worst of the series.
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Post by arvaarad on Aug 3, 2017 1:26:03 GMT
But blind-casting into closed-off rooms is total cheese. Having at least partial Line-of-Sight for casting does makes sense... Though on that line of thought, I hope Tactical View will be improved in the next game to deal with the issues it had. I think the part that bugged me about losing blind-casting was the fact that line-of-sight still doesn't matter. If I can find a doorway somewhere, some big enough crack in the wall, I can still thread the AoE through the gap and cast into a room I can't see. The Inquisition AoE seems to work by pathing rules: if I could walk there, I can cast there. Like I'm deploying a little robot to lay out the AoE on my behalf. As for mages becoming too cool, I think that's ok. This may be an odd thing to say, but I don't think designers should shy away from boring classes. If every class is equally cool, it denies players the option to play a more mundane fighter. It's like the difference between 4e D&D and 5e. In 4e, all the classes have a similar power level and complexity, and it makes them all feel samey. In 5e, they cover the full spectrum from "walk up to an enemy and basic attack" to "here are twenty pages of combinable abilities, you can now solve any problem if you're able to flip through them before the DM calls on you". I've played characters from all over that spectrum. Even though the simpler classes offer less variety on paper, they offer more variety of playstyles overall. I can choose to be very micromanaged and intense, or I can choose to be the one who leans back and autoattacks. The very micromanaged classes offer more ways to utterly dominate any situation... but if I'm not careful, they also offer way more opportunities to kneecap myself and my entire party.
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Hrungr
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, Anthem, Mass Effect Legendary Edition
Origin: Hrungr
Prime Posts: 18,258
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Post by Hrungr on Aug 3, 2017 2:00:36 GMT
But blind-casting into closed-off rooms is total cheese. Having at least partial Line-of-Sight for casting does makes sense... Though on that line of thought, I hope Tactical View will be improved in the next game to deal with the issues it had. I think the part that bugged me about losing blind-casting was the fact that line-of-sight still doesn't matter. If I can find a doorway somewhere, some big enough crack in the wall, I can still thread the AoE through the gap and cast into a room I can't see. The Inquisition AoE seems to work by pathing rules: if I could walk there, I can cast there. Like I'm deploying a little robot to lay out the AoE on my behalf. As for mages becoming too cool, I think that's ok. This may be an odd thing to say, but I don't think designers should shy away from boring classes. If every class is equally cool, it denies players the option to play a more mundane fighter. It's like the difference between 4e D&D and 5e. In 4e, all the classes have a similar power level and complexity, and it makes them all feel samey. In 5e, they cover the full spectrum from "walk up to an enemy and basic attack" to "here are twenty pages of combinable abilities, you can now solve any problem if you're able to flip through them before the DM calls on you". I've played characters from all over that spectrum. Even though the simpler classes offer less variety on paper, they offer more variety of playstyles overall. I can choose to be very micromanaged and intense, or I can choose to be the one who leans back and autoattacks. The very micromanaged classes offer more ways to utterly dominate any situation... but if I'm not careful, they also offer way more opportunities to kneecap myself and my entire party. Yeah, Inquisition's AoE behavior is a little odd. The robo-deployment analogy is a good one. I think it's important to have both mechanically/tactically simple classes as well as those more challenging classes that require more "hands-on" time to get the most out of. A Weapon & Shield Champion vs a T-H Weapon Reaver for example. But despite their mechanical complexity (or lack thereof), I'd want each class to be able to fulfill their role in a way that is as fun as possible, and feel like your contribution is valuable.
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Post by arvaarad on Aug 3, 2017 3:12:20 GMT
I think the part that bugged me about losing blind-casting was the fact that line-of-sight still doesn't matter. If I can find a doorway somewhere, some big enough crack in the wall, I can still thread the AoE through the gap and cast into a room I can't see. The Inquisition AoE seems to work by pathing rules: if I could walk there, I can cast there. Like I'm deploying a little robot to lay out the AoE on my behalf. As for mages becoming too cool, I think that's ok. This may be an odd thing to say, but I don't think designers should shy away from boring classes. If every class is equally cool, it denies players the option to play a more mundane fighter. It's like the difference between 4e D&D and 5e. In 4e, all the classes have a similar power level and complexity, and it makes them all feel samey. In 5e, they cover the full spectrum from "walk up to an enemy and basic attack" to "here are twenty pages of combinable abilities, you can now solve any problem if you're able to flip through them before the DM calls on you". I've played characters from all over that spectrum. Even though the simpler classes offer less variety on paper, they offer more variety of playstyles overall. I can choose to be very micromanaged and intense, or I can choose to be the one who leans back and autoattacks. The very micromanaged classes offer more ways to utterly dominate any situation... but if I'm not careful, they also offer way more opportunities to kneecap myself and my entire party. Yeah, Inquisition's AoE behavior is a little odd. The robo-deployment analogy is a good one. I think it's important to have both mechanically/tactically simple classes as well as those more challenging classes that require more "hands-on" time to get the most out of. A Weapon & Shield Champion vs a T-H Weapon Reaver for example. But despite their mechanical complexity (or lack thereof), I'd want each class to be able to fulfill their role in a way that is as fun as possible, and feel like your contribution is valuable. For sure! I think rogues should always own single-target damage, and there should always be bosses who are immune to most CCs. That way, for the most important fights, we know that the mage can't just lock the boss down and laugh. They'll want to have their rogue get rid of the pesky boss. Rogues should also be key for skipping fights. I firmly feel they should be the only class with lockpicking abilities, and they should also be the only class with easy access to stealth.* I haven't liked playing warriors in any of the games, but I know they're handy for people who don't want to fiddle with the pause button as much as I do. I think that's an important combat role too. My preferred playstyle isn't fun for a lot of people. Warriors make combat winnable for people who have a more relaxed style. --- *I also want rubber-band teleports to be a thing again, so rogues can sneak the whole party past fights. That's arguably another cheesy mechanic, but I like that it encourages rogues to travel with a party. Since rubber-banding now causes companions to walk instead of teleport, I feel pressure to travel solo as a rogue. I'm objectively worse-off in combat if I take my team, because they force me into high-level combat that I could otherwise sneak past. In a Bioware game, anything that encourages me to travel without a party is no bueno.
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Post by naughtynomad on Aug 3, 2017 5:59:15 GMT
For BioWare, the mage, warrior, rogue archetypes just boil down to armor types.
Warriors have heavy, rogues have light, and mages are unarmored. Within that framework, you can really make any class you want. You can make a mage who does nothing but channel magic into their fists and punches everything with elemental punches. You can make rogue who can be the primary tank through stacking stats like dodge and parry (duelist). Or you can make a warrior who is a gunner or archer standing in the back.
My point is, saying "rogues should always do the most single target dps" is an antiquated idea. I'm hoping the next game is more imaginative with the classes and magic.
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Post by Fredward on Aug 3, 2017 6:01:17 GMT
I really liked MEA's mobility so I'd love a spell or something that would allow you the same level of maneuverability as the jet pack. The idea of lifting into the air while raining down arcane death is pretty neat too. If they do add the woosh to the game I doubt they'll chain it to a specific class though.
A Rivaini seer/witch type class that makes heavy use of glyphs and maybe summons would be very cool. I didn't use glyphs much and I don't know if there's anything connecting seers and glyphs but the idea of a shamanic type casting glyphs is just neat.
I want the obscenity of blood magic to be illustrated in gameplay. Like if you're using your own blood as a buff the murder knife should make an appearance and you should slash your hand or arm or something. Mind controlling someone in the middle of combat should have them doing the whole "No, please" "I don't want to do this" "WHAT IS HAPPENING" and they should cry if the control is broken. Using your companions to empower your spells should have unique combat barks depending on how much they like you, from a "Ugh, fine if you must" to "GET THE FUCK AWAY FROM ME, PARASITE!" kind of deal. In exchange for making you feel kiiind of dirty it should really be meaningfully more powerful than other forms of magic.
Also, I want different colours of fire. Like if you're wearing stuff that boosts your fire damage/magic a certain amount your fire should become blue. I've been asking for this for years. I just want to be Azulah okay.
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Post by Frost on Aug 3, 2017 6:49:26 GMT
Specializations: Ancient Elven would be great, and a Tevinter specialization is a must if we are going to Tevinter. I would also like more significant quests to learn the specializations. Schools/Spells: Bring back healer/healing spells! I would like there to be a lot of spells in general available to cast, not only 3 abilities as in MEA. I know there are a number of people who'd like to see this return. Personally, I'd like to keep healing out of the hands of any specific class. I'd prefer each class having some means of avoiding/blocking damage and consumables to take care of healing. That gives you the most flexibility when choosing the party you want to go out with. If there's a specific Healer specialization, then the game has to be balanced around its inclusion. And then does it become all-but-mandatory to have a Healer spec'd character in the party? Does the game become too easy with one? If it's a companion with a Healer spec, what if it's one you don't like? Going to Tevinter with no mage in your party! I like each class having its own combat strengths and weaknesses. Mages are feared for a reason This! Combat: I would like to be able to move the character while casting less powerful spells (and the auto attack). A few noncombat spells would be fun as well.
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Post by Wulfram on Aug 3, 2017 9:48:49 GMT
Blood Magic shouldn't be a specialisation. It should be available to all mages whenever they want, for a significant boost in power.
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Post by gervaise21 on Aug 3, 2017 10:35:08 GMT
Blood magic should be there for a mage seeing as we are in Tevinter where everyone, except perhaps mage liberati, will have been taught the theory of it behind closed doors. However, it should be presented as something that is tempting to use but at a cost. If you use your own blood you should definitely feel weaker for a time and if you do not finish the fight quickly there is a danger your could collapse unconscious. If you use your allies blood then there should be some sort of come back if you do it without their consent. May be initially just a warning that they do not appreciate it and then if you continue, they actually leave because they do not like being used that way regardless of their moral outlook. Even if they agree to it, if you over do the use then may be you permanently weaken them. If you start controlling people's minds, then that should raise objections in certain companions consistent with their professed world view. May be there is even the possibility that too much use will open you up to possession. However, the more you use it, the greater the possibility for using some really high powered spells. Something like that.
I agree that it would be better shown as something that is always available to you but you actively choose not to resort to it rather than as a specialism that you choose to the exclusion of something else. That way the temptation to use it is ever present and as to stakes are raised the risk becomes greater that you will succumb.
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Post by themikefest on Aug 3, 2017 12:49:03 GMT
pie-in-the-sky? hahaha
fade-touched stink bomb - 10% chance that a gaseous odor will be released that has all baddies within 10m gagging for air for 10 seconds. does not effect demons
fade-touched Shepard - 10% chance the main character will say "I should go".
fade-touched pie - 10% chance the main character will throw a pie at someone at anytime in the game. Not limited to combat. limited to main character only.
When walking around a city, the main character will overhear a conversation where one of them will mention they just saw the hero of fereldon a few minutes ago in the tavern drinking. Naturally the player will check the tavern to see if what that person said is true.
Celene will be a companion and LI
gamlen will be the one that stops Solas
fade-touched enchantment - 10% chance to say "enchantment"
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Post by leadintea on Aug 4, 2017 7:43:30 GMT
Core Classes: I'm fine with the Warrior/Rogue/Mage dynamic they have right now and would rather see hybrids incorporated in Specializations.
Specializations: Blood Mages, as much as I dislike them, should definitely be in. I'd also like to see Spellbinders as a support based spec, along with the inclusion of Grimoires as another type of Mage weaponry. Fog Warrior and Rivaini Seer would be great specs to see as well, but I feel like they'd make better classes for companions, especially the latter. Finally, since Templars aren't a thing in Tevinter, I'd want the magic slaying spec to be the Magekiller, assuming (and hoping) that Marius isn't a companion.
Schools/Spells: Ideally, I want all 5 basic schools of magic from DAO as they are established lore in the series. I don't even mind if there isn't a huge selection of spells in each like in DAO just as long as the spells for each school aren't OP and synergize well with all PC specs and companion specific classes. I'd also like a return of the Force Mage from DAII, Earth spells, and the inclusion of Water magic, as a previous poster has mentioned.
Combat: I hated the combat in DAI. It tried to appeal to both the older fans of DAO and newer fans by being both strategic and action oriented and ended up failing at both, IMO. The tactical camera was terrible and shoddy, and the lack of Tactics as well as the awful AI for party members made it hard to form well thought out strategic plays in combat. Likewise, having to unlock basic skills like blocking, dodging, and parrying for characters in an action game was a huge mistake, and the responsiveness of such skills felt poor as there was a short delay between pressing the button and characters executing the action, making reactive/perfect guards and evasions have awkward timing. Close ranged weapons also felt awkward to use because you constantly had to move the character towards the direction you wanted to attack in order to move a considerable distance otherwise you'd barely move at all. Overall, it was a bad combat system and I really want Bioware to focus on either a tactical based gameplay or an action oriented one and perfect it instead of what they tried to do with DAI.
Personally, I prefer action based combat systems, but I feel as though a more strategic system would work better with DA's focus on party based combat. It'd also allow BW to make better enemy placements and have formations that really challenge players instead of just sending a huge swarm of enemies at them like in DAII or having random, ambling enemy compositions like in DAI.
Finally, regarding the whole healing debacle, I would personally prefer a return to DAO and DAII's style, with there being a healing spec (something more interesting or at least different than Spirit Healer) as well as long, shared cooldown on all healing items. For any companion mages that don't have healing spells in their personal spec, they can grab spells in the shared Creation school with upgrades and/or equipment bonuses that increase the effect and potency of the basic healing spells to make them relevant throughout the game.
Novas: I barely used any Focus skills in DAI and I wouldn't care if they were in DA4 or not.
Pie-In-The-Sky: I don't really have any outlandish ideas, but here are some bulletpoints of what I'd want to see regarding DA4's combat system and classes:
* Iconic gear for all classes - Apart from a few organizations like the Grey Wardens, Templars etc., there aren't really any classes that have iconic gear that make you able to tell them apart from each other and I'd like to see one for each class
* Class quests - Getting specs in DAI was terrible, especially after we were promised interesting quests tied to them prior to its release. Even though some trainers were fun, I want proper quests that go into the lore of each spec.
* Stronger resistances - Make enemies actually be able to nullify or absorb elemental attacks. It was a bit silly that I was able to deal damage to creatures made with fire and ice with their respective elements, even if the damage was reduced. Also, introduce the Blunt, Piercing, and Slashing physical attributes to give Warriors and Rogues some variations on Talents they use instead of spamming their most OP moves with little repercussions.
* Weapons - Like I mentioned above, I'd really like to see Grimoires as weapons for mages. They could have wider, closer ranged attacks while Staves focus on a single target but can attack from a range. I also want to see Spears and Rapiers as weapons and the return of Crossbows. It'd also be great if every single weapon (or at least weapon type) had their own unique moveset like in the Dark Souls series, so a Sword and Mace/Hammer would have different attacks and animations from each other as would Greatswords, Greataxes, and Mauls.
* Weapon sets - Have characters be able to swap between various weapon sets and allow characters to be able to equip all weapons and armor if they have the required stats. I'd also like to see different learnable Talents based on class type, so a Warrior with a Sword would learn powerful, weighty Slash and Blunt based attacks, Rogues would learn faster, multi-hitting Piecing attacks, and a Mage (with the Arcane Warrior or similar spec) would learn elemental attacks like a lightning shrouded slash or ranged attacks by magically throwing their weapon.
* More focus on utility - DAI already had a nice template (Warriors could tank and had good positional based Talents, Rogues could inflict many physical status effects, Mages had mental effects and could cast barriers/should cast healing spells), but I'd like to see more battles that require their usage, especially boss battles, and their separation from damaging skills to give more weight into whether you want to spend resources DPSing or inflicting a status effect.
* Postgame secret dungeon - If there's one thing WRPGs need to steal from JRPGs, it's this (and better music, IMO). I want there to be a postgame dungeon in the base game (no DLC shenanigans) where players will need to build their party in the most optimal manner to defeat the myriad of encounters and superbosses in there.
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Post by mattjamho on Aug 4, 2017 11:26:19 GMT
If we get Blood Mage back, I'd love some sort of power meter tied to it, where if you expend too much energy within a short amount of time, it has the chance to draw demons from the fade, that target both ally and enemy alike. Along with sacrificing health for power, you also run the risk of overwhelming yourself. I think it'd be a really cool way to involve the lore and danger of Blood magic in combat.
Speaking of demons, I'd like to see a Spellbinder spec. I see them as support; summoning spirits to add defense, buffing barriers, and elemental resistance to allies. They'd also debuff enemies with glyphs and nullify enemy mages. It would take the place of a 'healer' spec, as I realistically don't see Spirit Healer returning. The Spellbinger practice originates from Tevinter, so it'd be a great one to add.
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Post by Catilina on Aug 4, 2017 11:33:34 GMT
If we get Blood Mage back, I'd love some sort of power meter tied to it, where if you expend too much energy within a short amount of time, it has the chance to draw demons from the fade, that target both ally and enemy alike. Along with sacrificing health for power, you also run the risk of overwhelming yourself. I think it'd be a really cool way to involve the lore and danger of Blood magic in combat. Speaking of demons, I'd like to see a Spellbinder spec. I see them as support; summoning spirits to add defense, buffing barriers, and elemental resistance to allies. They'd also debuff enemies with glyphs and nullify enemy mages. It would take the place of a 'healer' spec, as I realistically don't see Spirit Healer returning. The Spellbinger practice originates from Tevinter, so it'd be a great one to add. What's your problem with spirit healer return?
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Post by mattjamho on Aug 4, 2017 11:39:33 GMT
What's your problem with spirit healer return? Nothing, I'd love to see it return. It was one of my favorites, just from a role-playing point of view. However, from what the devs had said about healing mechanics in game, I don't see it returning as a spec. I could see one healing spell perhaps, but not a whole tree for it. Hopefully I'll be pleasantly surprised, but I doubt it.
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Post by leadintea on Aug 4, 2017 15:20:39 GMT
If we get Blood Mage back, I'd love some sort of power meter tied to it, where if you expend too much energy within a short amount of time, it has the chance to draw demons from the fade, that target both ally and enemy alike. Along with sacrificing health for power, you also run the risk of overwhelming yourself. I think it'd be a really cool way to involve the lore and danger of Blood magic in combat. Speaking of demons, I'd like to see a Spellbinder spec. I see them as support; summoning spirits to add defense, buffing barriers, and elemental resistance to allies. They'd also debuff enemies with glyphs and nullify enemy mages. It would take the place of a 'healer' spec, as I realistically don't see Spirit Healer returning. The Spellbinger practice originates from Tevinter, so it'd be a great one to add. Honestly I want all specializations to have some gauge or secondary resource to manage in order to differentiate their playstyles from each other. And even though I prefer healers to barriers, I wouldn't mind the latter if they had a set duration rather than that awful decay they had in DAI. I'd also prefer for barriers to be in the general Spirit school so that all mages would have access to it rather than just one spec.
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Post by ShadowAngel on Aug 4, 2017 15:31:43 GMT
When it comes to the combat system itself, scrap the hack and slash and put in auto attacks. No more hitting X 500 times in the span of a minute please!
As for everything else, bring back a healer mage setup, improve on the duel wielding capabilities cause inquisition was bad at it (I played that way in origins and DAII, inquisition disappointed me in this department), make more use of rougues using traps and also disabling traps. Give me a reason to be more careful where I traverse.
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Post by themikefest on Aug 4, 2017 16:00:26 GMT
dual staff mage. excellent
when fighting the baddies, the mage can make the staff into two. The staff is long enough that it can be pulled apart to have 2 staves. Each can fire a different element. Both used at the sametime to create a more powwerful spell.
Have the staff be used as a spear. See a baddie, throw the staff impaling the baddie or impaling them against an object.
I like the combat in DAI. I used the tactical camera a lot. Like to see it return in the next game
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Crom
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morkartheuniter
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Post by Crom on Aug 4, 2017 18:37:13 GMT
I utterly detest the class and combat system of DA. In general.
Bring hybrid classes. I don't like becoming a melee mage through specialization, because it happens around 10 level in DA:I. I had to spend a good portion of the game as a basic mage of "lightning, ice or fire", with the worst mage tree system to date.
No thanks -.-
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ohdanigirl
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Jade Empire, Mass Effect Andromeda, Anthem, Dragon Age The Veilguard
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Post by OhDaniGirl on Aug 4, 2017 22:46:46 GMT
dual staff mage. excellent when fighting the baddies, the mage can make the staff into two. The staff is long enough that it can be pulled apart to have 2 staves. Each can fire a different element. Both used at the sametime to create a more powwerful spell. Have the staff be used as a spear. See a baddie, throw the staff impaling the baddie or impaling them against an object. I like the combat in DAI. I used the tactical camera a lot. Like to see it return in the next game Wonderful. Now I'm picturing this, and won't be happy without it.
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Ean'Harel
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eanharel
Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition
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Post by Ean'Harel on Aug 5, 2017 8:11:25 GMT
When it comes to the combat system itself, scrap the hack and slash and put in auto attacks. No more hitting X 500 times in the span of a minute please! As for everything else, bring back a healer mage setup, improve on the duel wielding capabilities cause inquisition was bad at it (I played that way in origins and DAII, inquisition disappointed me in this department), make more use of rougues using traps and also disabling traps. Give me a reason to be more careful where I traverse. Oh yes, so much that. (Although personally, I really like the way healing was handled in DA:I; I wouldn't mind healer mages to return, as long as they could only heal at camp.) I had a lot of fun setting up traps in DA:O, then waving at the enemies from behind the trap lines. "Here, here, come get me!" Worked great every time, and made a right mess. Or sneaking up behind the enemies (two-rogue party worked wonders for that) and backstab the mages before the rest of the team barged in. Neither were possible in DA:I, especially as my followers wouldn't stay where I told them to! I wouldn't even need advanced tactics, but just a way to queue up a couple of orders. Overall, I'd also like them to ramp up the difficulty a notch (it may work that way with the challenges, but aside from the halved experience in combat, the others were buggy for me). I breezed through the main game on Nightmare, then Pwoooow! Jaws of Hakkon. Now we're talking. I'd be happy with that sort of difficulty, but with better control of my team, from, say, late mid-game onward. (Optional, of course). Oh wait, we're not in the thread I thought this was. Disregard the non-magic bits please! Back on topic: I'd very much like to see some sort of druid thing. Roots, thorns, animal spirits or shapeshifting. Maybe a "Dreamer" spell -- to communicate with spirits, maybe as part of a Necromancer spec. Useful outside combat to get the latest gossip from the Fade. It'd be great if mages had a reason to use their magic for more mundane uses; veilfire was good for that, also those quests where you had to lift rocks to seal tunnels. Something similar... but more of it.
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Entropy
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abnocte
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Post by Entropy on Aug 5, 2017 13:17:28 GMT
What sorts of things would you like to see in a hypothetical future fantasy game from BioWare? Core Classes: Would you prefer it be kept the same as in previous games (Warrior / Rogue / Mage) or would you like to see that expanded to include new base classes? Hybrid Classes perhaps? Introduce a Warrior-Mage, a Mage-Rogue, and a Warrior-Rogue base class. DAMP explored some of these themes with its classes. I would prefer if they do away with classes completely. A rogue is a warrior that especializes in finesse, and from a roleplaying prespective, an apostate would benefit from things like sealth and learning how to use swords or any other weapon. ( This would have been really nice in DA2 ) Also, both warriors and rogues have magic and magic-like abilities and what Solas reveals in Tresspasser made me think that before the Veil everyone had the ability to cast magic. The difference only lies in how apt they are at it. I didn't dislike it per se... some things just didn't make any sense to me. Why do I have to waste a point in grappling chain so I can pick crippling blows? There is no real dependency between the two. Only upgrades should follow a tree structure, unrelated abilities should be allowed to be picked whenever we see fit. Well, I'm old school. If I have four characters at my disposal, I want to be able to control all of them. So a better tactical camera will be very welcomed. The one we got was very limiting, I couldn't really orchrestrate attacks so I barely ever got a combo. I miss the secondary weapon slot, running after fleeing enemies is not a good idea... that said I really liked that in Inquisition some enemies try to lure you to where their comrades are... nice touch! Following what I said earlier about doing away with classes, no weapon restrictions! and I would like staff/polearms added as melee weapons, not getting my hopes up on this one since they require particular animations but...
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Entropy
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
Posts: 130 Likes: 367
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abnocte
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
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Post by Entropy on Aug 5, 2017 13:23:12 GMT
I had a lot of fun setting up traps in DA:O, then waving at the enemies from behind the trap lines. "Here, here, come get me!" Worked great every time, and made a right mess. Or sneaking up behind the enemies (two-rogue party worked wonders for that) and backstab the mages before the rest of the team barged in. Neither were possible in DA:I, especially as my followers wouldn't stay where I told them to! I wouldn't even need advanced tactics, but just a way to queue up a couple of orders. Aaw, your words bring tears to my eyes! I loved doing that in Origins!! Specially the part where we backstab the mage even before he/she casts the first spell. Good times indeed, good times!
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Hrungr
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Hrungr
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Post by Hrungr on Aug 5, 2017 17:47:51 GMT
I didn't dislike it per se... some things just didn't make any sense to me. Why do I have to waste a point in grappling chain so I can pick crippling blows? There is no real dependency between the two. Only upgrades should follow a tree structure, unrelated abilities should be allowed to be picked whenever we see fit. Agreed. I think this is a fair point and I'm also hoping we'll see ability trees restructured in the next game. That and taking a hard look at abilities which are only useful in specific situations. When you have access to just a small number in your bar, I find I'll (typically) choose those with the broadest application over specific ones. Generally only at higher levels, when I have abilities to spare, I might start experimenting more with ones that have a more specific focus. And in DAI, I find that I tend to gravitate towards fire and electricity trees before frost or diving deep into spirit (beyond barrier and augments for that). Good damage and CC with those two. Though admittedly I haven't played that much DAI after they added all the new ability upgrades (in Trespasser IIRC), so they may be more attractive now. I had a lot of fun setting up traps in DA:O, then waving at the enemies from behind the trap lines. "Here, here, come get me!" Worked great every time, and made a right mess. Or sneaking up behind the enemies (two-rogue party worked wonders for that) and backstab the mages before the rest of the team barged in. Neither were possible in DA:I, especially as my followers wouldn't stay where I told them to! I wouldn't even need advanced tactics, but just a way to queue up a couple of orders. Aaw, your words bring tears to my eyes! I loved doing that in Origins!! Specially the part where we backstab the mage even before he/she casts the first spell. Good times indeed, good times! I'm dabbling on and off as a dagger rogue now in DAI, and while inconsistent, I found they do in general know to stay behind if I go into stealth before a fight. The caveat being you can't range as far as you could in DAO or remain in stealth as long. But in DAO that was also my favorite tactic - carefully setting up the rogue(s) behind the mage(s) and then executing all your queued up actions ->
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Post by ellehaym on Aug 5, 2017 18:08:19 GMT
I would love for "Spellbinders" to become a playable mage class. Not sure if we'll be able to use the books, but the whole lore about how they bind spirits into books is in a way pretty messed up, and arguable even more so than blood magic since we know that spirits are people. Not really sure what spells they can use though since the purpose of binding those spirits is to augment/boost a mages spell. Perhaps it can use the Spirit school of magic that was present in DA:O?
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