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Post by Fredward on Apr 4, 2018 8:20:44 GMT
Adepts from Shadowrun. The idea of a mage channeling their magical energies into themselves rather than throwing fireballs and shit. Preternaturally strong, fast, graceful, mentally agile. There's actually a description of an adept doing their thing in Shadowrun Hong Kong (in text, obviously) that captures what I'd like to see but basically it's more River Tam than vanguard. Are you referring to the description Spider Shen gave about that lady "dancing" and throwing fire and lightning around? Or perhaps some description of Spider Shen himself? Either way that was certainly something... Though the first is technically a Mystic Adept, a mixture of Adept and Magician. (as a pure Adept's magic is almost purely internal) Shen's description of the dancing lady, yeah. The physicality of the movement takes the lead role and the magic follows. I suppose this is kinda true of the KE too but there's a lack of... Finesse I guess. This probably isn't even really what OP asks but w/e.
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Post by Deleted on Apr 4, 2018 14:26:35 GMT
I prefer mages to stick to casting spells, so I picked 2. Okay, maybe they can throw a weak punch, but that would be the extent of it.
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Post by Princess Trejo on Apr 4, 2018 14:40:21 GMT
A spellsword? Conjuration magic?
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Post by Sifr on Apr 4, 2018 16:27:22 GMT
Pretty much everything Hawke was doing in the Destiny trailer;
Even chalking up the overstylised elements in the trailer as artistic license (blame Varric), some degree of melee combat is the only way that a Mage Hawke could have realistically survived (and won) that fight with the Arishok.
Because I really doubt the Arishok would have allowed Hawke to get far enough from him to start flinging spells, so it would have had to been fairly close-quarters. That means Hawke would have to have relied on their staff to block and parry often.
I'd like to see melee attacks from DA2 return, along with some skill/passive that lets us block/parry.
Maybe only give it a 10% chance to activate (like evade), enough to give mages a bit more survivability, but not make them ridiculously overpowered when combined with their Barriers and +Guard On Hit masterworks.
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Post by Xunne13 on Apr 4, 2018 16:39:43 GMT
There's a lot of fun ways to skin this particular cat. To be honest, I can't think of a melee-mage I didn't like. Whether it was DA, D&D, Witcher, KoA, ES, SoM... If I have a preference, it would those that are built from the ground-up as their own distinct class (and/or spec), with abilities unique to them, as opposed those that just pull from two existing classes (a little from the mage, a little from the warrior). Although some cross-pollination is going to be inevitable. I like Shadow of Mordor as an example of a more warrior-leaning melee mage, as well as the Knight Enchanter as one more mage-leaning. I liked the mage auras and burst abilities from DAO: Awakening. And though the Arcane Warrior spec itself was fun, it didn't feel particularly special. It was essentially a mage who could don armor and swing a sword. I liked the Knight Enchanter in that it had a weapon that was tailored to their style of combat. On the other hand, I do like crafting gear - a lot. Anytime you can tailor weapons, armor, misc. magic specifically to your class helps out. Kingdoms of Amalur also did some fun things with magic, as well as chakrams and faeblades. Ideally it's a class that has a fighting style that feels unique to them, and not just an armored tank that tosses the occasional fireball. Chakraaaaaaaaaaaaaaams! They are the best thing ever. I loved that in KoA. Made me feel like Xena.
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Post by LukeBarrett on Apr 4, 2018 17:43:28 GMT
Chakraaaaaaaaaaaaaaams! They are the best thing ever. I loved that in KoA. Made me feel like Xena. Do you really enjoy projectile attacks that fly in arcs and have target piercing properties or do you just love feeling like Xena? Does that qualify?
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Post by midnight tea on Apr 4, 2018 17:51:42 GMT
Chakraaaaaaaaaaaaaaams! They are the best thing ever. I loved that in KoA. Made me feel like Xena. Do you really enjoy projectile attacks that fly in arcs and have target piercing properties or do you just love feeling like Xena? Can't it be both?
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Post by Xunne13 on Apr 4, 2018 18:18:28 GMT
Chakraaaaaaaaaaaaaaams! They are the best thing ever. I loved that in KoA. Made me feel like Xena. Do you really enjoy projectile attacks that fly in arcs and have target piercing properties or do you just love feeling like Xena? Does that qualify? Oh yeah, flying axes do it for me too. But there's something special about chakrams that isn't just feeling like Xena (but that is awesome); there are fairly few games that have them, they're kind of primitive but more sophisticated than flinging axes because they are so aerodynamic, in KoA the roguish mage feel was a lot of fun, and honestly they just look really cool. The only way they can get cooler than Xena is to be arm mounted a la Rinoa from FFVIII.
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Post by Sifr on Apr 4, 2018 18:28:14 GMT
Chakraaaaaaaaaaaaaaams! They are the best thing ever. I loved that in KoA. Made me feel like Xena. Do you really enjoy projectile attacks that fly in arcs and have target piercing properties or do you just love feeling like Xena? That answer depends on whether it's possible anymore to see a Chakram without hearing Kaval Sviri?
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Post by Hrungr on Apr 4, 2018 18:59:03 GMT
Do you really enjoy projectile attacks that fly in arcs and have target piercing properties or do you just love feeling like Xena? Does that qualify? Oh yeah, flying axes do it for me too. But there's something special about chakrams that isn't just feeling like Xena (but that is awesome); there are fairly few games that have them, they're kind of primitive but more sophisticated than flinging axes because they are so aerodynamic, in KoA the roguish mage feel was a lot of fun, and honestly they just look really cool. The only way they can get cooler than Xena is to be arm mounted a la Rinoa from FFVIII. Indeed...
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Post by PapaCharlie9 on Apr 4, 2018 20:08:09 GMT
I have two answers:
#1
Arcane Warrior from DAO, which in essence is really about relaxing certain mage-class constraints, like type of armor and weapons that can be wielded, in order to scratch a particular power-fantasy itch. Without Arcane Warrior, playing a mage is a compromise. You can't have your hack&slash, run-and-gun power fantasy and your blow them all up with a fireball power fantasy, at the same time. You are forced to choose, which can be a negative, particularly for people who, for whatever reason, can't scratch that itch through controlling NPC/companion party members, or don't have the time for multiple playthroughs.
#2
The other thing it means for me is all about player agency with respect to character concept. This is kind of a generalization of the first item. It's a rejection of all class-based constraints. MEA's skills system was a step in this direction. Allow me put together the combination of skills/powers that I want, that fit my character concept. Balance should be achieved through individual skills, instead of heavy-handed classes. If I want to run a Fighter/MU/Thief, the game system should get the hell out of my way and let me do that. "Melee mage" is just one specific combination of many that people enjoy making characters around. "Mystical monk" is another, and one of my favorites -- think Grasshopper x Obi-wan Kenobi (but no lightsaber, just bare fists and feet).
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Post by Deleted on Apr 4, 2018 23:51:11 GMT
When I think "melee mage" to me it's kind of combination of hand-to-hand with touch or powerful close-range spells. Like magical ninjas.
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Post by vertigomez on Apr 5, 2018 0:12:17 GMT
Pretty much everything Hawke was doing in the Destiny trailer; Even chalking up the overstylised elements in the trailer as artistic license (blame Varric), some degree of melee combat is the only way that a Mage Hawke could have realistically survived (and won) that fight with the Arishok. Because I really doubt the Arishok would have allowed Hawke to get far enough from him to start flinging spells, so it would have had to been fairly close-quarters. That means Hawke would have to have relied on their staff to block and parry often. I'd like to see melee attacks from DA2 return, along with some skill/passive that lets us block/parry. Maybe only give it a 10% chance to activate (like evade), enough to give mages a bit more survivability, but not make them ridiculously overpowered when combined with their Barriers and +Guard On Hit masterworks. THIS. When I think "battlemage training", I think of this. Mages learning how to effectively wield a polearm, how to parry, etc. I think KE is as warrior-ish as I'd like mages to get, wading into battle but with a magical twist. I think mages in general should have fewer armor restrictions (light armor, leathers, etc.) but I cringe when I see someone's Warden in heavy dragonscale with a sword in hand. Feels Sue-ish and OP and like they don't suffer any drawbacks.
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Post by Indomito on Apr 5, 2018 0:13:35 GMT
I choose hibrid. I think in a warrior that can cast spells, but not the same powerful spells that any normal Mage can cast. I think in the Paladin/templar style but more focused on being ofenssive. Because templars/paladins use magic but it is a defensive/healing magic. Melee mage would be the opossite.
Paladin/Templar >>> Defensive, minor or focused healing, and anti magic spells.
Melee Mage >>> Ofensive, focused on weapons and self strenght spells. Also give elemental powers to all the allied weapons.
Spellthief/Rogue >>> Spells focused on individual speed, cloak, paralisis, slow etc., curse, and draining magic at melee range.
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Post by Nyralim on Apr 5, 2018 10:53:02 GMT
An important question to ask for this situation (and ourselves to determine what we personally want) is: 1) Do I want a 'Warrior/melee' type with mage abilities? 2) Or do I want a 'Mage' type with warrior/melee abilities? While both are pretty similar, in the end there is a distinct difference on how we think about the character that wields it. Should be a warrior/melee first then a mage or should be a mage first then warrior/melee. I'd be fine with either option, but I do have different expectations (if you could call it) for both of them. Doesn't make it easier to determine what that should be though, need to think more about it. Also those Feablades/Chakrams from Kingdoms of Amalur were so fun! To give people an idea. They even incorperated this idea in the 'classes' of the game. Which in some sense does have similarities with how Mass Effect: Andromeda did things. Class combinations
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Post by MediocreOgre on Apr 5, 2018 14:27:40 GMT
Arcane warrior was a cool concept but the result was way to over powered. And clunky. And ugly. Those sustainables were ugly.
Knight enchanter was cooler and less clunky. But boring though that was more because DAI’s magic arsenal was less commanding powerful Magic’s and more running the local Pink Floyd laser show at the planetarium.
I think part of the problem with your typical melee age is attempting to hybridize mage with sword and board warrior. Perhaps what would be better is treating it like a rogue/dps warrior crossed with a mage. Good damage split between magic and physical, can take as much damage as you’d expect a non tank melee to be able to take but needs to avoid taking the brunt of tough enemies. My knight enchanter tanking dragons was ridiculous when Iron Bull speced as 2H would drop in seconds.
There’s just also so many flavors of melee “mage.”
There are spellswords (knight enchanter), blade casters (mystic knight from DRagon’s Dogma), curse blades (rogues with magic dots/debuffs), and pre-wow style warlocks (channel magic into melee weapon (usually dagger), weak spells that inflict status changes, can become less squishy at the expense of less mana capacity)
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Post by Ravenfeeder on Apr 5, 2018 14:56:34 GMT
When I hear the phrase I think of the mage with warrior abilities, aka a "gish". I _really_ don't like the concept in party-based cRPG's. There are roles for each archetype that are the basis of party-based play and concentrating two of those roles into one person breaks that distinction. Also since sub-classes are a limited resource I'd really rather we had more magic mages rather than another warrior. I understand the appeal for folks who like their main character to do everything, but that's not me. I also understand the appeal to those who like the concept of a mage, but actually prefer warrior mechanics, again that's not me.
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Post by MediocreOgre on Apr 5, 2018 15:19:25 GMT
I think also an important thing to ponder is there has to be a downside. You can’t be the best at everything.
Reaver in DAI did this well. It has a mechanic with a downside (damage to you for increased damage to them) and this mechanic feels like a fun/satisfying challenge to master. Mastering vanilla knight enchanter was as easy as spamming the spirit blade. When they changed the ability to have some mechanical limits it was a little more fun. Risk-reward mechanics could be better utilized I think. Although the AI tends to kill itself on them (Iron Bull.....)
Interesting mechanical rules that don’t feel like homework to learn but feel like a satisfying challenge to master are important to hybrid classes, in my opinion. Or even non hybrid classes. Spamming the same ability over and over again with no interesting intra class combos or synergies is not fun. And with shrinking ability limits it was very common in DAI until Trespasser.
You can’t do a fun hybrid class with out either making it too OP or boring with out satisfying mechanics based around limitations. Blood magic is fun because it has a fun mechanic.
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Post by Debaser on Apr 5, 2018 15:59:22 GMT
My favorite 'melee mage' in any game is Kritika's Shadow Mage .. it could work too thematically with demons/the fade/blood magic.
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Post by PapaCharlie9 on Apr 5, 2018 17:26:54 GMT
I think also an important thing to ponder is there has to be a downside. You can’t be the best at everything. Agreed. Which is why building balance into the cost of individual skills works so well. A 20-point pure warrior and a 20-point pure mage can go deep into their skill trees and have powerful abilities, but a character that splits 20 points in half, 10 for warrior and 10 for mage, necessarily gives up on some of that deeper power. Classes and class constraints are not needed for balance.
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Post by Vall on Apr 5, 2018 17:27:48 GMT
My favorite 'melee mage' in any game is Kritika's Shadow Mage .. it could work too thematically with demons/the fade/blood magic. Haven't played that particular game, but these eastern MMOs do not shy away from these archetypes. I'm personally partial to Pyro Knight/Blazing Heart from Elsword Now that I think about it, her combos are good example of what I like in Spellsword, both melee and magical attacks in a single attack chain. Random combo description: "Dancing Flames After doing a circular swing, follow up by executing a barrage of flame strikes before striking them away. During the 2nd flame strike, small flame wave will be released which can continuously damage the target."
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Post by wavebend on Apr 5, 2018 18:00:41 GMT
my pick is the "mage who only casts spells that focus on close-range" gameplay wise though it really depends on whether DA4 is going to be a tactical rpg or more action rpg like DA:I was, for me personally the idea of a "melee mage" is basically the Saarebas from MP without her long range abilities (curse, gaatlok blast, etc) : your spells are much stronger / only castable within a close AoE than a regular mage (upside) however you're just as squishy and have to get in there (downside) some ideas: backlash (the activated biotic shield from ME:A), force fields like star wars, saarebas-like (from mp) abilities like Ataashi's Breath, Ring, Athlok's Burst, close range / AoE whose center is attached to yourself, stuff like wild axes from dota 2 where projectiles only reach a certain range and are recalled back, i'm not a game designer so i'm not very creative but anything that is potentially more lethal close range or something like passive, sustained abilities which only become effective if you get in there, e.g. a time slowing bubble that is attached to yourself or lady's wrath from the avvar. basically you're meant to fight up close, have better offensive and defensive than a regular mage (at the cost of having to be mor exposed) but are also quite squishy i also very much like the idea of a spellsword/swordsman who enhances his combat with magic when it comes to gameplay, which is not what i'd call a "melee mage" though, more like a swordcaster i guess? visually the concept is similar to Destiny's (instead of channeling your magic into the stafftop, the entire blade glows) but functionally is completely different or i.imgur.com/63Kzjyp.pngthere you're just as tanky as a regular warrior except your offensive is delegated into magic, i.e dmg output weaker than regular physical attacks but perhaps your sword attacks extend with magic and you can hit enemies in an AoE (like doomsblade from DA:I) or set the ground on flames like hawke is doing above, or maybe you even have a swordstaff rather than a spellsword, which means you can do both
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Post by wavebend on Apr 5, 2018 19:07:26 GMT
just wanted to add: power fantasies are cool but I think what's more satisfying than flashy combat is smart enemies/AI (this is what would make this particular game stand out vs the rest of the crowd), fighting brain dead enemies doesn't make you feel badass no matter how flashy you are, it's been something I absolutely despised in ME:A since the start (stupid af AI) and I ranted about this multiple times, and even DA:I has such stupid basic mooks that it doesn't feel rewarding at all to win against them
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Post by Brannegan on Apr 5, 2018 19:16:12 GMT
When I think of a melee mage, my first thought is GW2's Auramancer dagger/dagger elementalist with it's elemental shields, pbAoEs and group support tools. GW2's mesmer also fits the image with it's sword attacks being just a low dmg tool for evasion and casting magical clones. Both of these use physical weapons (daggers/swords) but they don't really do damage with the weapons themselves, but use them as conduits for spells. A mesmer still whacks their enemy in the face with their sword but it's not really to do any serious damage with it. As an Enh Shaman main in WoW, I could also see how some people would consider it a melee mage, but to me they feel more like warriors with magical enhancements from outside forces than inherent mages. The tempest spec in DAI would propably be the Enh Shaman equivalent.
My problem with a melee mage heavily focusing on weapon skills is that they just feel like warriors with magic. And at that point why would you even play a real warrior since obviously a warrior with magic would be more powerful. What would the place of a regular warrior be in the world if such powerful alternative existed. If you as a warrior knew you would never be more than a second tier meatshield, why would you even bother.
Now, as for melee mages in Dragon Age. I don't really remember how they worked in DAO, but I really enjoyed the staff whirling techniques on DA2, and was sad when it was replaced by a super lame spam skill in DAI. Now let me preface this by saying, that I did hate playing melee anything in DAI, it just felt too clunky. But Spirit Blade is with no competition, the skill I dislike the most in any of the 3 games, on any of the 3 classes. It was spammy, it was slow, it made you get stuck in the ground and it was nowhere near as cool in either looks or idea, as stabbing people with the sticky end of your staff. And the charges it had? Just #no. Other than that 'little' issue I had with Knight-Enchanter, the spec was pretty good, altho a lot of the effects should have been group wide to really satisfy my Knight-Enchanter fantasy. I mean Knight-Enchanter - it even sounds like a cleric!
Lorewise... I imagine if teaching a mage to be a warrior would be advantageous, then Flemeth and Morrigan would fo sho be the posterwomen of the melee magedom. They are, however, shapeshifters, because apparently in lore, a damn spider is more effective than a mage swinging a sword. As for the southern nations in general, I don't see why the templars would ever allow their charges to learn physical weapons. I mean, I'm pretty sure the point is to be able to stop the mage if needed, not to make the mage an expert at defeating templars. Tevinter doesn't really seem to be a country where a mage would bother learning to melee at high skill level but I mean it could happen. And Qunari are into all sorts of crazy shit so I guess anything goes there. Ancient Elves propaby partook in the melee magedom for show and flourish. But once again I don't really see it as something they'd use as a majorly damaging combat technique.
TL:DR
A melee mage to me, is a mage fighting in melee range, with pbAoE and touch skills, focusing on supporting and enhancing their group with weapon enhancements, heals, elemental shields etc. A melee mage is a mage that doesn't do as much damage, as their ranged counterpart or their fellow warriors/rogues, but is more of a sort of elemental cleric. Any sort of smacking enemies with you weapons (preferably DA2esque staff schenanigans) is just an auto-attack.
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Post by Vall on Apr 5, 2018 20:00:23 GMT
Lorewise... I imagine if teaching a mage to be a warrior would be advantageous, then Flemeth and Morrigan would fo sho be the posterwomen of the melee magedom. They are, however, shapeshifters, because apparently in lore, a damn spider is more effective than a mage swinging a sword. Giant spiders Seriously, those things could kill you by the way of heart attack And considering the environment they live in, you could indeed argue that a giant spider, or a wolf, or a bear are indeed more effective than a sword (whether held in hand of a mage or not is irrelevant in this case). In a city on the other hand where blending in with society is much more important for your survival, knowing at least basics of physical weaponry could be a lifesaver. My problem with a melee mage heavily focusing on weapon skills is that they just feel like warriors with magic. And at that point why would you even play a real warrior since obviously a warrior with magic would be more powerful. What would the place of a regular warrior be in the world if such powerful alternative existed. If you as a warrior knew you would never be more than a second tier meatshield, why would you even bother. Why bother with normal warriors (from in-universe perspective)? It could be anything, mages being rare enough that you can't field an army of them would be the biggest one...even if that is arguable after Inquisition I suppose. Just look at, say, Star Wars. You have universe with space wizards whose weapon of choice and fighting style render regular weaponry all but irrelevant yet you still have the whole underworld and even conventional armies using said weaponry, because space wizards are secluded in monastic orders (or Circles as is the case with Dragon Age). Besides, it could be equipment and danger (mages could/would still be restricted to light armor), rarity of melee mages (slinging spells from range -is- safer and mages have enough to worry about without adding physical harm), spellsword's style of fighting could be incredibly difficult to master...just use your imagination, I named the easiest, most boring ways to explain it Hell, it could indeed be less versatile or generally effective than either full mage or warrior, but it would be more intuitive fighting style for someone who already had training with a blade before being moved into a Circle. As an Enh Shaman main in WoW, I could also see how some people would consider it a melee mage, but to me they feel more like warriors with magical enhancements from outside forces than inherent mages. The tempest spec in DAI would propably be the Enh Shaman equivalent. Enh Shaman (especially the pre-Legion version weaving in Fire Novas and Lightning Bolts), all Death Knight specs or even likes of Retribution Paladin (also pre-Legion with Exorcism and Divine Storm being a lot more magicy) and both Demon Hunters fit the bill on what I look for in melee mage at least from gameplay and partially aesthetic perspective. I just find the idea of weaving melee and magic attacks between each other, keeping enemy off balance by flowing between the two attack types very appealing. Plus points for using a single blade while keeping off hand free for casting.
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