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Post by Vall on Apr 7, 2018 5:49:41 GMT
Either of these (preferably the first one) are what I look for in a melee mage. Just explained better ***snip***Yeah I feel like why some people think all mage/blade hybrids would be either OP or boring is because a lot of their implementations in games tend to be mechanically/ideologically muddy. So us melee mage enthusiasts need to remind people creativity and clever mechanics are possible! I like them all I used to like pure mages but then I modded Skyrim to have a better Bloodskal blade similar to the moonlight great sword from Dark Souls and abilities kind of like the Spirit Warrior from DAOA and now I am obsessed with mages who use swords if they are done elegantly. It’s so much more fun than tossing magic globs to be in the thick of things shooting sparkly magic while slicing people up. I think beginnings of me liking melee mages go back to Skyrim as well It was one of, if not the first game that allowed me to wield sword in my right and magic in my left hand and didn't punish me for not having shield or a second blade and I loved every moment of it, using my trusty Flames/Ward/Healing while parrying and attacking enemies with my blade. Now every time I do mage character I try to see if I can achieve similar results, refining my idea of spellsword over time Things like only light armor are tied to both trying not to make the character OP, but also to the fact I just prefer aesthetic of light and medium armors. Pooooossibly with heavy gauntlets and greaves (that is inspired by Obi-Wan fron TCW series ). The melee/spell weaving is just fun idea you can only really execute with spellsword which should both make it fun to play and make it visually impressive. This comes from having spent a lot of time on Frost DK and Enh Shamans in WoW. Plus Elesis from Elsword, picture if who I posted twice already. I'm just rambling at this point, it's simply concept I like playing around with
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Post by mattjamho on Apr 7, 2018 7:24:58 GMT
There was an old LOTR game that had melee mage gameplay that always felt really satisfying, there was weight behind the swings of the sword and staff. The build was focused around force style attacks, and creating barriers to block projectiles. I'd love to see two split trees for mages in the future, just as warriors have two hand and sword+shield. One would get a boost to spellwork, and offensive magic. The other would dual wield staff and sword, and gain extra defense, along with a selection of skills in that tree that focus on close quarter combat, casting defensive spells, and protective auras etc. Both would still have excess to the wider spells schools, but the spellweaver would get a boost to magic, and be the typical glass cannon, where as the spellsword would get a boost to defense and protective magics, but deal lower raw magic damage. Also, on a slightly unrelated note, I really want high level spells to draw the attention of enemies. That way, there is a price to having heavy hitting abilities, rather than watering them down to make an equal playing field with warriors and rogues. I'm not sure if this was a feature in DAI, but it should definitely be beefed up in DA4.
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Post by Brannegan on Apr 7, 2018 10:10:46 GMT
Haha, I've been told before I have a habit of sounding a lot more hostile than intented when I type in English. My mention of clerics comes solely from the party/ally buff skills mages had in DAO and the fact that Knight-Enchanter was a sort of a tanky support spec with a mass heal/rez. I think those would enable the cleric archetype to exist in DA in combination of Spirit Healing stuff being it's own tree entirely. This is ofc assuming we get our damn healers back. I don't mean the tankiness to be a means of acctually tanking, I feel like that is a job that should mainly remain reserved to warriors. What I mean with the improved grenades and traps was basically what Arvaarad was talking about with the rogue pre-planting stuff in stealth. I personally wasn't a fan of the rogue specs in DAI, I'm more of an assassin/duelist/bard person. My dislike isn't so much to the playstyles but the concepts. I didn't like the idea of traps being just a specialization instead of something everyone can do. We didn't even get to craft traps! And tempests were idd the only ones getting fun potions. Improving these things for everyone wouldn't necessarily mean that Tempest and Artificer would go away. They'd just merge into something that gave some passive bonuses to the basic stuff and maybe enabled you to craft some more advanced stuff while making room for bard and duelist specs to return. I think mage weapon skills differing slightly depending on weapon wielded would be great. Continuing with the tesla coil dagger stab skill, the GS version could be a spin-to-win sending lightning bolts around, a staff version could create a field of lightning on the ground around you and the shield version could create a barrier striking enemies who hit you with electricity. Ofc the staff/bow versions would also offer more ranged style as not to leave the traditional mages feeling like the archetype has gone full on melee.
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Post by Vall on Apr 7, 2018 11:22:56 GMT
Haha, I've been told before I have a habit of sounding a lot more hostile than intented when I type in English. Maybe, but I'm not innocent of that myself so I won't judge I think mage weapon skills differing slightly depending on weapon wielded would be great. Continuing with the tesla coil dagger stab skill, the GS version could be a spin-to-win sending lightning bolts around, a staff version could create a field of lightning on the ground around you and the shield version could create a barrier striking enemies who hit you with electricity. Ofc the staff/bow versions would also offer more ranged style as not to leave the traditional mages feeling like the archetype has gone full on melee. Those are interesting and cool ideas...buuut I still prefer my weapons skills to be physical rather than spells channeled through weapons They would work great for a pure mage who just happens to use melee weapon as focus rather than a staff however. Honestly, spellsword (the melee mage archetype I find myself the most drawn towards) would work the best as its own class, or possibly something like an advanced class rather than a specialisation like we have now. Simply because that way, you could get really play around with interactions within it, play around with passives and what not, while if it was specialisation you get what, 3 spells and couple of passives and that's it. You could make those 3 abilities maybe 2 melee and one defensive with passives focusing on connecting it to the rest of the class, but it just isn't the same. ...although if specialisations were multi-tree affairs you choose at the beginning of the game... (okay, that's a bit of a pie in the sky territory, but hey, I can dream ) My mention of clerics comes solely from the party/ally buff skills mages had in DAO and the fact that Knight-Enchanter was a sort of a tanky support spec with a mass heal/rez. I think those would enable the cleric archetype to exist in DA in combination of Spirit Healing stuff being it's own tree entirely. This is ofc assuming we get our damn healers back. I don't mean the tankiness to be a means of acctually tanking, I feel like that is a job that should mainly remain reserved to warriors. Yeah, I don't think mages should be able to be tanks of the party either even if some specialisations might end up wearing heavier armor (like the mentioned clerics). They should survive couple more hits than robed mage, but lack the defense of warrior...which is why tanking should be more than just stat/armor based affair, though if you do introduce more active tanking elements, letting AI handle it might become problematic (especially without the more complex tactics screen of DAO). But it would make playing a warrior tank more interesting (shield wall being an active power is a step in that direction but it needs more IMO) And we could definitely use more support options, more than just occasional mage barrier or warrior horn. Be they mage healers and clerics, rogue bards or warrior champions, they bring interesting flavor to parties that was lost once we went Tank/Mage/DPS.
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Post by PapaCharlie9 on Apr 7, 2018 19:27:18 GMT
Thinking about it more, I think the highest thing on my wishlist was the rogues-as-noncombat-specialists part. I disliked the mage/warrior wallbashing and veilfire lighting stuff, because I’d rather see lockpicking be its own thing, and for rogues to objectively be worse in combat... unless they plan ahead. My ideal would be that mages take up the squishy DPS mantle (with some assists from 2H warriors), while rogues secure a win through stealth, better equipment from locked chests, Origins-style persistent traps, and other trickery. But if they actually get tied up in a fair fight, they’d be strictly inferior to mages and warriors. They’re rogues — fair fights aren’t their specialty. That opens up this whole niche of out-of-combat “combat” for rogues to fill. Sometimes successfully sneaking past a fight is more fun than actually doing it. Or spending the time, money, and advance scouting to craft a huge raft of traps for a dragon to land on. In Inquisition that kind of stuff wasn’t really an option. Sneaking past fights required a lot of unfun soloing. The Origins rubber-band teleporting was a little silly, however it meant I could take full advantage of stealth without running around with a lone rogue and no banter. Plus, in DA:I, traps were a strictly combat skill, with grenades being the main consumable equipment, so there was less ability to plot ambushes. I’d like to see out-of-combat abilities on the exact same tree as combat abilities, so I have to make the tradeoff on whether my character is better at fighting or dancing around the fights. I say all this as someone who quite enjoyed the rogue combat in Inquisition. I’d be completely fine with giving all the glass cannon damage to the mages, in exchange for rogues filling a stronger non-combat role. It allows for a much wider variety of styles, including the ability to authentically roleplay more bookish or pacifist characters. That's all very appealing from a classicist, purity of roles perspective, but the upshot is that no one would ever put a rogue in their party. Not for as long at the game is combat and DPS-centric. Not when min/maxing DPS has such a satisfying payoff in terms of gameplay. Now, if party challenges were more diversified, with realistic alternatives to toe-to-toe combat to solve problems, and cunning and dexterity could hold their own in terms of value to the party, that would be great. But that would have to come first. I'd like to see major side quests where a Pacifist achievement is a possibility (meaning, no enemies killed, only knocked out or avoided altogether). That's where a rogue could really shine.
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Post by arvaarad on Apr 8, 2018 1:28:51 GMT
Thinking about it more, I think the highest thing on my wishlist was the rogues-as-noncombat-specialists part. I disliked the mage/warrior wallbashing and veilfire lighting stuff, because I’d rather see lockpicking be its own thing, and for rogues to objectively be worse in combat... unless they plan ahead. My ideal would be that mages take up the squishy DPS mantle (with some assists from 2H warriors), while rogues secure a win through stealth, better equipment from locked chests, Origins-style persistent traps, and other trickery. But if they actually get tied up in a fair fight, they’d be strictly inferior to mages and warriors. They’re rogues — fair fights aren’t their specialty. That opens up this whole niche of out-of-combat “combat” for rogues to fill. Sometimes successfully sneaking past a fight is more fun than actually doing it. Or spending the time, money, and advance scouting to craft a huge raft of traps for a dragon to land on. In Inquisition that kind of stuff wasn’t really an option. Sneaking past fights required a lot of unfun soloing. The Origins rubber-band teleporting was a little silly, however it meant I could take full advantage of stealth without running around with a lone rogue and no banter. Plus, in DA:I, traps were a strictly combat skill, with grenades being the main consumable equipment, so there was less ability to plot ambushes. I’d like to see out-of-combat abilities on the exact same tree as combat abilities, so I have to make the tradeoff on whether my character is better at fighting or dancing around the fights. I say all this as someone who quite enjoyed the rogue combat in Inquisition. I’d be completely fine with giving all the glass cannon damage to the mages, in exchange for rogues filling a stronger non-combat role. It allows for a much wider variety of styles, including the ability to authentically roleplay more bookish or pacifist characters. That's all very appealing from a classicist, purity of roles perspective, but the upshot is that no one would ever put a rogue in their party. Not for as long at the game is combat and DPS-centric. Not when min/maxing DPS has such a satisfying payoff in terms of gameplay. Now, if party challenges were more diversified, with realistic alternatives to toe-to-toe combat to solve problems, and cunning and dexterity could hold their own in terms of value to the party, that would be great. But that would have to come first. I'd like to see major side quests where a Pacifist achievement is a possibility (meaning, no enemies killed, only knocked out or avoided altogether). That's where a rogue could really shine. It wouldn’t be totally out of the question — they did something like that for Mark of the Assassin. Though hopefully the mechanics would be traditional RPG stealth/scouting rather than the MotA stealth mechanics. I do it Tallis’ way, but my blood pressure does an impression of the Kirkwall chantry throughout. Besides that, rogues could plot out ambushes using traps, and that does bring big exciting DPS numbers when it’s executed well. Also, if rogues once again become the only way to get into locked things, they give the party a unique edge in money, supplies, and equipment, which can further boost damage. This would of course have to be paired with more powerful looted items, but based on Trespasser I think that’s the direction they’re headed anyway.
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Post by PapaCharlie9 on Apr 8, 2018 19:05:36 GMT
Besides that, rogues could plot out ambushes using traps, and that does bring big exciting DPS numbers when it’s executed well. Also, if rogues once again become the only way to get into locked things, they give the party a unique edge in money, supplies, and equipment, which can further boost damage. This would of course have to be paired with more powerful looted items, but based on Trespasser I think that’s the direction they’re headed anyway. I like setting up traps and utilizing the environment (chokepoints, altitude, cover, destructibles, etc.) to plan out a battle as much as anyone, but again, if it's a choice between carefully setting up a battlefield to your advantage and just run-and-gunning with your high DPS characters that can AoE the shit out of any enemies, it's hard to justify having a rogue in the party for the sake of the former. And that's even assuming the game gives you time to set up the battlefield, instead of just aggroing all the enemies as soon as they have line of sight on you. That said, Horizon Zero Dawn does have a few set piece battles where you are explicitly given time to set up traps and work the environment to your advantage. One of the NPCs even says, "Now would be a good time to set up some traps." So, kudos to GG for encouraging some diversity in gameplay, but I also note that there's no cost to having traps and high DPS weapons equipped, so there's no trade-off. You are equipped for all situations without having to sacrifice anything. The same wouldn't be true for having a rogue in the party. You're giving up whatever other role you could put in that slot.
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shaqfu
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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, SWTOR
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Post by shaqfu on Apr 8, 2018 21:33:22 GMT
Personally I loved the ability to melee with the staffs in Da2. So my dream would be to get a mage build that expands on that with extra melee abilities with the staff as well as either close range damage spells or maybe auras that buff or debuff nearby allies/enemies.
Armor wise maybe a mix between rogue and warrior types, slightly armored but nothing too heavy. Like the gray Warden or hawkes somewhat armored mage gear.
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TheodoricFriede
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Post by TheodoricFriede on Apr 8, 2018 22:16:13 GMT
Personally I see melee magic as one of two things.
Either it is a focus on close range spells that tend to be area of effect (a lot like how you could build Merrill in DA2 in her Keepers First Specialization) or a "monk" style class, where you are using magic as you strike. Think bending in Avatar: The Last Airbender, or just the classic DnD Monk.
That and just letting me hit people with my stick.
I mean christ, Dorian does it in a cutscene, why cant I? If you want to know how effective a staff is in combat, take a look at some HEMA videos of trained quarterstaff fighters holding off trained sworders. Or what a staff hit can do to an unprotected skull, or throat.
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Post by Heroicmass on Apr 13, 2018 16:04:43 GMT
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Post by Sifr on Apr 14, 2018 22:20:02 GMT
If we're talking realistically here, there's a reason why a Sword is considered a deadlier weapon than a staff, sure, a master of staff fighting can use a staff to block swords fairly easily (though he might not have such an easy time against a sword-master of the same caliber) because a traditional wooden staff is simply lighter and easier to swing than a sword. The other side of the coin is that with a staff you only cause blunt force trauma: You can only cause heavy damage if you swing it with great force and hit specific places, and it's basically useless against someone wearing full armor (though that can be said for a bow and arrow as well). A sword on the other hand is much more versatile, and even a relatively light hit is potentially deadly. Worth considering though, that from DA2 onwards, we've seen many staves with blade attachments, effectively turning the traditional mage "wooden staff" into a type of polearm/glaive instead. (The Destiny trailer even shows Hawke using their staff like a polearm a few times, in order to attack from range). Still not the best weapon to use against a sword, but does give mages more reach and flexibility when forced to fight in melee.
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legbamel
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Walkin' shoes walkin' back into BSN.
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Jade Empire, Mass Effect Andromeda, SWTOR, Anthem
Origin: legbamel
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Post by legbamel on Apr 15, 2018 12:26:32 GMT
We're explicitly told that we're wielding a stick with a blade on the end of it. Let us use it when we draw too much aggro and some guy with a sword is beating on us.
The same goes for archers. Dorian and Leliana both got to use their ranged weapons for nelee in cutscenes, why can't out PC?
That's not really addressing the OP's question, but it's a frustration after being able to do so in DA2. I get being squishy but archers and mages aren't helpless kittens at close range. Let them stagger someone with a good wollop to the head or a jab in the belly so they can get out of swinging distance.
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Dukemon
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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, Mass Effect Legendary Edition
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Post by Dukemon on Apr 17, 2018 10:32:52 GMT
I would like to see a mix of Arkaner Warrior and the Battle Mage from Sacred. In Sacred the Battle Mage has Attributes and Skills to improve fight with Mage Rods and one hand weapons with shield. The player can train him riding with horses, means fighting with spells and weapons (rods and swords) on horses. His active combat arts are all offensive, defensive and passive spells. In Dragon Age I would like to give my Melee Mage additional heavy armor like in DAO. But the heavy armor in DAI was not very useful for the mage compared to the suits in DAO. In general I want back the Stats behavior of DAO back not this simplified one from DAI.
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Post by DragonKingReborn on Apr 18, 2018 18:15:18 GMT
In general I want back the Stats behavior of DAO back not this simplified one from DAI. While I agree wholeheartedly....I've resigned myself to the fact that this is probably a lost cause. I can see them going further down the action path (meaning more active or passive abilities and no sustained abilities or "skills") than the "other" way. While I'd prefer to see something different than in every other "action RPG" out there, I don't think we're going to get that.
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Post by LukeBarrett on Apr 18, 2018 20:10:16 GMT
In general I want back the Stats behavior of DAO back not this simplified one from DAI. While I agree wholeheartedly....I've resigned myself to the fact that this is probably a lost cause. I can see them going further down the action path (meaning more active or passive abilities and no sustained abilities or "skills") than the "other" way. While I'd prefer to see something different than in every other "action RPG" out there, I don't think we're going to get that. Whole lot of terms being used here so Ill try to differentiate based on your usage: - Active Ability: An ability that is placed on your hotbar/battlemenu that has a combat effect when used - Passive Ability: Any indirect change to the Player that is always running and requires no direct input (some passives might be in the form of do X to get Y but the listener for that condition is always running) - Sustained Ability: Also known as a modal, this is an effect that turns on/off when used - it is activated like an Active Ability but the effects are usually more like a Passive - Skill: A gating mechanism for in-world events. For example, you need the 'Lockpick' skill to open locked doors. - Stat: Also known as an Attribute, these make up various factors on a Player and typically increase through progression, adding to some power axis (be it damage, health, speed...etc.) If that's agreed upon I can probably speak to your comment (generally), I just wanted to be clear what specifically you mean with those things
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Post by DragonKingReborn on Apr 18, 2018 20:12:44 GMT
While I agree wholeheartedly....I've resigned myself to the fact that this is probably a lost cause. I can see them going further down the action path (meaning more active or passive abilities and no sustained abilities or "skills") than the "other" way. While I'd prefer to see something different than in every other "action RPG" out there, I don't think we're going to get that. Whole lot of terms being used here so Ill try to differentiate based on your usage: - Active Ability: An ability that is placed on your hotbar/battlemenu that has a combat effect when used - Passive Ability: Any indirect change to the Player that is always running and requires no direct input (some passives might be in the form of do X to get Y but the listener for that condition is always running) - Sustained Ability: Also known as a modal, this is an effect that turns on/off when used - it is activated like an Active Ability but the effects are usually more like a Passive - Skill: A gating mechanism for in-world events. For example, you need the 'Lockpick' skill to open locked doors. - Stat: Also known as an Attribute, these make up various factors on a Player and typically increase through progression, adding to some power axis (be it damage, health, speed...etc.) If that's agreed upon I can probably speak to your comment (generally), I just wanted to be clear what specifically you mean with those things I suffer from buzz word overuse syndrome from time-to-time. I can confirm your differentiation as being accurate. *edit* At least, accurate from my point of view *2nd edit* basically - the "Dragon Age:Origins" way of doing all of those things.
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Post by LukeBarrett on Apr 18, 2018 20:33:03 GMT
While I agree wholeheartedly....I've resigned myself to the fact that this is probably a lost cause. I can see them going further down the action path (meaning more active or passive abilities and no sustained abilities or "skills") than the "other" way. While I'd prefer to see something different than in every other "action RPG" out there, I don't think we're going to get that. Couple of gamedev points about this, keep in mind these are general statements, not to be confused with direction for anything we are currently making: - Skills are usually not in more modern games because they just represent 'lock-and-key' gameplay which is to say activity X needs skill Y, once you have Y X just works. The trend more recently is to just give the Player tools/systems and hope they figure it out how to get through obstacles. Instead of 'door locked: requires Lockpick 3' you now see things like 'Steel Door' which you can do things like: Convince a guard to open it; steal the specific key; blow up the wall beside it with a depth charge...etc. Skills are more important in a game which focuses on character progression and choice/consequence. I recently played through the first chapter of The Council and their skill system is designed to give your character flavor and make it so you can only do a % of all the activities. - Sustained abilities are great when they have a cost (reserves X% of your mana bar) AND when you don't have a limited number of active abilities on your bar. DA2 on console suffered from this - I remember playing as a Berserker on console and it was so painful compared to PC because the character was built requiring you to have more abilities on your bar than were allowed. For a game with a finite amount of ability slots on your bar, sustains essentially limit the number of active skills on your bar in exchange for a passive bonus - this would be fine if your number was 10 dropping down to 9 but if you're somewhere in the 4-8 range you could be losing 20% or more of your bar to what are essentially toggle-able passives. - Stats are also one of the first things to get streamlined when a game tries to hit a bigger market because the average Player doesn't want the mental fatigue of trying to understand a stat progression system and figure out what they should be putting points in. Personally, I think anything with 'RPG' in its title should allow for lots of min/max progression avenues and then simply add an option for people who don't want to engage with them to 'auto-level'. In DAI a large percentage of Players didn't couldn't even be bothered with pressing the Autolevel button on their followers so I think it would need to be a much more aggressive system such that at the start of any game it says: 'Do you care about min/max progression?' and if you select 'NO' it just automatically does all that stuff for you behind the scenes. All that said, it usually comes down to what type of game you're trying to make and what market you're trying to hit. Certain types of systems are anathema to some high-level game goals
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Post by DragonKingReborn on Apr 18, 2018 20:46:54 GMT
While I agree wholeheartedly....I've resigned myself to the fact that this is probably a lost cause. I can see them going further down the action path (meaning more active or passive abilities and no sustained abilities or "skills") than the "other" way. While I'd prefer to see something different than in every other "action RPG" out there, I don't think we're going to get that. Couple of gamedev points about this, keep in mind these are general statements, not to be confused with direction for anything we are currently making: - Skills are usually not in more modern games because they just represent 'lock-and-key' gameplay which is to say activity X needs skill Y, once you have Y X just works. The trend more recently is to just give the Player tools/systems and hope they figure it out how to get through obstacles. Instead of 'door locked: requires Lockpick 3' you now see things like 'Steel Door' which you can do things like: Convince a guard to open it; steal the specific key; blow up the wall beside it with a depth charge...etc. Skills are more important in a game which focuses on character progression and choice/consequence. I recently played through the first chapter of The Council and their skill system is designed to give your character flavor and make it so you can only do a % of all the activities. - Sustained abilities are great when they have a cost (reserves X% of your mana bar) AND when you don't have a limited number of active abilities on your bar. DA2 on console suffered from this - I remember playing as a Berserker on console and it was so painful compared to PC because the character was built requiring you to have more abilities on your bar than were allowed. For a game with a finite amount of ability slots on your bar, sustains essentially limit the number of active skills on your bar in exchange for a passive bonus - this would be fine if your number was 10 dropping down to 9 but if you're somewhere in the 4-8 range you could be losing 20% or more of your bar to what are essentially toggle-able passives. - Stats are also one of the first things to get streamlined when a game tries to hit a bigger market because the average Player doesn't want the mental fatigue of trying to understand a stat progression system and figure out what they should be putting points in. Personally, I think anything with 'RPG' in its title should allow for lots of min/max progression avenues and t hen simply add an option for people who don't want to engage with them to 'auto-level'. In DAI a large percentage of Players didn't couldn't even be bothered with pressing the Autolevel button on their followers so I think it would need to be a much more aggressive system such that at the start of any game it says: 'Do you care about min/max progression?' and if you select 'NO' it just automatically does all that stuff for you behind the scenes. All that said, it usually comes down to what type of game you're trying to make and what market you're trying to hit. Certain types of systems are anathema to some high-level game goals We read it here first! A dev wants a toggle!!! Seriously, though - thank you for the insight Luke. I certainly don't disagree about what the 'average gamer' wants in terms of stats and streamlining. Was more just putting it out there that it's not what I want Completely agree on sustaineds. We should just have unlimited slots on our action bar, right? With regards to the 'Steel door', though...why can't 'lock pick' be an option? From a conceptual standpoint, I mean? Not a work flow/budget type reason. It would seem to my untrained eyes anyway, to be a relatively low cost way of adding agency and the appearance of 'choices mattering' and maintaining engagement for multiple playthroughs. What if there was a Mastercrafted Steel Door....the key is lost and it resists all attempts to knock it down or blow it up. I didn't choose lockpicking on this playthrough, but will get it on the next and see what is behind that door. <--- as an example.
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Post by Dukemon on Apr 18, 2018 22:04:59 GMT
DA2 on console suffered from this - I remember playing as a Berserker on console and it was so painful compared to PC because the character was built requiring you to have more abilities on your bar than were allowed. I cannot agree but have to admit that I liked the PS3 GUI from Origins more than this one from DA2. The DA2 GUI was bulky, because you cannot switch between menus like in Dragon Age Origins and Mass Effect Andromeda. This both were great. DAI was a little nightmare. Nevertheless, even with the GUI of DA2 you could use every ability you have learned without pick everything in the short cut menu in the right corner.
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Post by LukeBarrett on Apr 19, 2018 16:21:05 GMT
We read it here first! A dev wants a toggle!!! Seriously, though - thank you for the insight Luke. I certainly don't disagree about what the 'average gamer' wants in terms of stats and streamlining. Was more just putting it out there that it's not what I want Completely agree on sustaineds. We should just have unlimited slots on our action bar, right? With regards to the 'Steel door', though...why can't 'lock pick' be an option? From a conceptual standpoint, I mean? Not a work flow/budget type reason. It would seem to my untrained eyes anyway, to be a relatively low cost way of adding agency and the appearance of 'choices mattering' and maintaining engagement for multiple playthroughs. What if there was a Mastercrafted Steel Door....the key is lost and it resists all attempts to knock it down or blow it up. I didn't choose lockpicking on this playthrough, but will get it on the next and see what is behind that door. <--- as an example. Personally, I love super deep rpg systems that allow crazy min/max (I have around 1200 hrs played in Path of Exile) so I'm always advocating for that level of detail for progression but it's definitely a minority who like this sort of thing so we always have to keep that in mind. This is why I love playing things coming out of the indie gaming scene - they can take a very specific niche and cater to it exclusively. As for the steel door thing, if you had a 'skill' based lockpick (not requiring a finite resource or minigame or something) as soon as you took that skill it would invalidate (or at least trivialize) every other option for the rest of the playthrough. Now, that's not to say that approach can't work - you could for example have about 8 of these incredibly useful skills and then only allow the Player to have 1 or 2 for a single playthrough, but again that's a holistic design to support skills in that case. It works well in PnP because it indirectly forces a group of people to diversify their team so that it isn't optimal to just bring 4+ of the same class for example (in DA2 and DAI we enforced this through the combo system and in DAI specfically each class had a single 'skill' automatically assigned - lockpick, wall bash, dispel/create). I always see a lot of great ideas and comments here about RPG gameplay in general but the real hard part is finding the overall direction you want to take a game and then ensuring all your systems promote those goals in a holistic sense (that and dealing with project scope ).
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Post by Nightscrawl on Apr 19, 2018 16:50:29 GMT
Are boring. I also find them frustrating for certain types of builds, like tank. I'm in the middle of a DAO run and playing a tank. I have to have threaten on as a sustained ability, but it sometimes feels like all it's doing is taking a chunk of my stamina reserve. I much prefer active abilities as I then feel more involved in what my character is doing. I don't mind passive abilities, though, because those feel like bonuses that my character gets for training. [edit] I guess it depends on what the actual sustained ability is. I think the DAO one, death syphon, is fun because you can see it working. Something like threaten seems like it might instead be better as a passive gained as a reward for going so many levels deep into the tanking tree. In DAI a large percentage of Players didn't couldn't even be bothered with pressing the Autolevel button on their followers I know you guys have access to a lot of player behavior data and I hope you can elaborate on this one to answer how you parse it. Do you know that these players aren't using it for any/all of their followers? So they're just going around with the same abilities that they had when recruited? In all of my games, I tend to have a crew that I just take everywhere (and level appropriately), leaving the rest to languish. Can you distinguish that type of behavior from someone who "can't be bothered"? We read it here first! A dev wants a toggle!!! I know you're being humorous here, but an auto-level button is not a toggle and all of the games have had that option. Having the option to auto-level is not the same as turning something on or off.
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Post by Hrungr on Apr 19, 2018 17:01:42 GMT
In DAI a large percentage of Players didn't couldn't even be bothered with pressing the Autolevel button on their followers I know you guys have access to a lot of player behavior data and I hope you can elaborate on this one to answer how you parse it. Do you know that these players aren't using it for any/all of their followers? So they're just going around with the same abilities that they had when recruited? In all of my games, I tend to have a crew that I just take everywhere (and level appropriately), leaving the rest to languish. Can you distinguish that type of behavior from someone who "can't be bothered"? This is an interesting point... I tend to all my companions up to date and choose their abilities myself in DA games, but in other games I've definitely done the same as you. Having that small group you keep up to date, and ignoring everyone else.
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Post by Dukemon on Apr 20, 2018 1:25:49 GMT
I always picking abilities for the companions these are fit to them, in my opinion. Vivienne is called Madame DE Fer and uses a frost spell in her introduction, this is why I give her Frostspells mainly. Anders I always give fire spells because of his introduction and character.
Same way I picked Spells for my Amells. Thoughs who are more selfish learning to drain health for themself and not learning the healing spell to heal others. At this point I want to say I prefering the spellbook of Dragon Age Origins /Awakening, because with this Mass of abilities you can shape the character of the protagonist, too. For story progression I prefer a hybrid of Stats and Abilities. A closed door should opened by a handy Rogue or by a Warrior that have learned shield dash or something similar.
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Post by PapaCharlie9 on Apr 21, 2018 17:18:40 GMT
Personally, I think anything with 'RPG' in its title should allow for lots of min/max progression avenues and then simply add an option for people who don't want to engage with them to 'auto-level'. Blown up for straight-up truth.
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Post by PapaCharlie9 on Apr 21, 2018 17:23:18 GMT
I know you guys have access to a lot of player behavior data and I hope you can elaborate on this one to answer how you parse it. Do you know that these players aren't using it for any/all of their followers? So they're just going around with the same abilities that they had when recruited? In all of my games, I tend to have a crew that I just take everywhere (and level appropriately), leaving the rest to languish. Can you distinguish that type of behavior from someone who "can't be bothered"? This is an interesting point... I tend to all my companions up to date and choose their abilities myself in DA games, but in other games I've definitely done the same as you. Having that small group you keep up to date, and ignoring everyone else. I'd be in favor of automatic progression of companions be on by default, but if and only if there is a cheap and easy respec mechanism, like DAI's Amulet of Tacticians Renewal. Don't even think of putting that mechanism behind any kind of level or progression lock. The moment I can tweak builds for myself, let me reset what the game auto-leveled on companions. And, of course, turn auto-leveling off or on at will.
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