FireAndBlood
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Post by FireAndBlood on Oct 7, 2016 12:50:54 GMT
Since I don't think BioWare will bring back sustained abilities I would add two extra weapon trees to both warriors and rogues.
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Post by themikefest on Oct 7, 2016 13:19:03 GMT
I would add new powers for a mage.
The ice slide. What is that? I will tell you. hahahahaha The mage will cast a sheet of ice on the ground. Upgrading it will add to more ground being covered. Anyways. It will allow the companions to slide along the ice while slicing and dicing the baddies.
The windstorm. The mage casts a spell that has a gust of wind that will blow the baddie on the ground. Upgrading will make it more powerful. Strong enough that nearby debris will become deadly for the baddie
The flood The mage will summon water that will wash away the enemies. Upgrading it will even do more damage. This power would call for the mage to use all of his/her mana
The grim reaper It will summon death. Death will come out of the ground and take the baddie away.
The spear. The mage uses her/his staff as a spear to throw at a baddie impaling them to a wall
the screamers heads of ghosts are cast at the baddies screaming causing the baddies to scream as the screamers invade their heads
for warrior
The surfboard The warrior throw his/her shiled on the ground and uses it to slide along the ground smashing into the enemy
Oddjob for those of you familiar with James Bond. He was a villian in Goldfinger. He had a deadly hat that when thrown, would kill anyone it hits. Anyways the warrior would throw his/her shield at the enemy killing them
for rogue
the dancer when activated, the rogue will use both swords/daggers to dance around the enemy while cutting them up
I'm sure I'll think of more later
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Post by Walter Black on Oct 7, 2016 16:20:45 GMT
First and foremost, I would bring back stat customization. Any class would be able to use any armor and weapon combination, provided they have enough Strength/Stamina/Dexterity. It might mean your Mage would suck at spellcasting, but that's the trade off. For Specializations, I would create a hybrid system between Origins and Dragon Age 2 where characters have one specific to their character, and an open one assigned by the Player. I actually liked DA2's unique specs, as it made sense in the lore and gave players incentive to use all of the characters. However, I do agree that they were too rigid in function, and it made zero sense that Merrill didn't know any healing spells as a Dalish First, among other things . So bringing back multiple Specializations would alleviate some of that.
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Post by wickedcool on Oct 7, 2016 17:31:49 GMT
To improve classes
All Add a light source. You created a veilfire torch. I cant call it lazy not to create a torch Go back to how specializations found in dao. Dai Was a step backwards Realistically theres a lot to do as after playing this game several times theres noticeable shortcuts
Rogue Looks like me4 is adfing climbing-have to add abilities that compliment this-attacks from above, sniper. Climbing perks
Mage Light spell Limited levitation
Warrior Bows Imtimidate
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Post by mikoto on Oct 7, 2016 20:15:03 GMT
I would bring back healing spells for mages. Spells that are very similar to one branch of the creation tree in DAO.
I'd also bring back the Spirit Healer specialization. And for warriors I'd absolutely bring back the berserker spec.
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Post by DragonKingReborn on Oct 7, 2016 20:30:39 GMT
Some basic thoughts...
Player controlled attribute allocation at CC and level up.
Non-combat skills, persuasion etc
Allow all classes to wield all weapon types, including allowing mages to cast spells with melee weapons and warriors/rogues to engage in melee with staves.
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Post by Iakus on Oct 7, 2016 21:22:49 GMT
Warrior: Go back to allowing them to use any weapon again, with skill trees devoted to each. Make them masters of weapon damage and (potentially)damage mitigation.
Rogues: Give them crowd control abilities. They can do modest damage normally, but let them emphasize on being able to maneuver through combat unhindered (stealthed) while debuffing and crowd controlling the enemy (stuns, damage over time, slows, damage debuffs, etc). Give them a few devastating attacks that require some setup to achieve.
Mages: Their strength should be versatility. Go back to the four schools of magic and let players decide what kind of mage they can be. Glass cannon? Healer? Crowd control? Summoner? They shouldn't be able to do everything, but should have access to a wide range of possibilities. Not just "blast with fire" "Blast with ice" or "blast with lightning"
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Hrungr
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Post by Hrungr on Oct 8, 2016 0:12:20 GMT
Just some random thoughts...
Expand the Focus Abilities: I thought this worked pretty well as a recharge mechanic for your novas. I was thinking perhaps dispense with the different tiers though, and just one tier. I found that I was very reluctant to use a focus ability unless I had it maxed out to level 3. And because of the time it took, they rarely got used outside of boss fights. So it'd be nice if they recharged a little quicker. And have each ability tree (core and spec) have it's own focus ability. Have things like Flicker (Rogues), Tornado/Storm of the Century/Earthquake (Mage), Berserker Rage (Warrior)...
More Hybrid Classes: Pretty self-explanatory. They've come up with some pretty creative classes over the series (with some interesting experimental classes in DAMP). In the next series I'd like to see tanky rogues like the Silent Sister, maybe a couple of variations on the Knight Enchanter - one leaning more mage (light gear, magical weapons), the other more warrior (heavy armor, warrior weapons), I liked the Reaver, the Tempest... but I'm interested in seeing something new too. Maybe a Storm Mage, Spirit-joined classes like the Avvar mages, perhaps some Ancient Elven inspired classes that tap into the Fade, Tevinter Blood Magic powered classes...
Glory Kills: After playing Doom, I really want to see these come back to the franchise. And anything to add a little more ooph to combat in general.
Remove the 8 Ability Slot Limitation: I know this is a contentious one, as there is an argument to be made for creating various builds, swapping out abilities for various foes... but I prefer the DAO/DA2 way of essentially unlimited slots. Going back into menus to swap out abilities breaks the rhythm of the game for me. If I'm out exploring and "in the zone", I don't want to see a menu until I'm back at camp/home. Once my level is in the early teens, I typically won't even level up until I create a new camp or have some other break in the game. And if I have all my abilities available to me, I'm more likely to experiment with various combos and try abilities I wouldn't normally with a limited slot system (eg. Frost Mines, Wall of Ice/Fire, etc.).
That's probably enough for one post, more later!
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Iakus
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Post by Iakus on Oct 8, 2016 1:05:51 GMT
Remove the 8 Ability Slot Limitation: this This THIS!!!
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Post by phoray on Oct 8, 2016 1:09:11 GMT
Kingdom of Amalur Combat system seemed perfect to me. (With a nod to the Lore that only mages can be mages. But also bring back Enchantment so that even the other classes can have a little magic in their lives.)
But the ability to roll out of the way would be excellent. How a dwarven rogue can do a perfect back flip 30 feet backwards while my mage can't throw herself to the side just to miss a claw is frustrating as heck.
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Post by PapaCharlie9 on Oct 8, 2016 2:09:54 GMT
A lot of this was discussed in the "merge rogue and warrior" class thread, but, fwiw: don't have classes. That's the best thing to do with them. Any build can pull from any skill tree.
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Post by DragonKingReborn on Oct 8, 2016 5:11:30 GMT
A lot of this was discussed in the "merge rogue and warrior" class thread, but, fwiw: don't have classes. That's the best thing to do with them. Any build can pull from any skill tree. I'd be OK with that, but wouldn't it require an "r" word? (Retcon) In Thedas you are born a Mage or you aren't. How would that be handled?
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Post by witchcocktor on Oct 8, 2016 12:25:25 GMT
Rogue split into Rogue (melee: daggers, subterfuge) -> can specialize into an assassin, illusionist/shadowwalker (enhances the stealth experience) and scout. Scout (ranged: bow/crowssbow, sabotage) -> can specialize into an alchemist (tempest), a trapper (artificer) and a thief
Warrior splint into Barbarian (twohanders, dual wield onehander, battlemaster) -> can specialize into a reaver, a weaponmaster (dual wield twohanders, anyone?) and a fighter. Fighter (onehanders, shield, vanguard) -> can specialize into a champion, templar and a barbarian.
Mage split into Elementalist (glass-cannon high dps mage) -> fire master, lightning master, ice master Necromancer (summoning, curses, debuffing) -> undead master, blood mage, entropy mage Druid (crowd control-happy, a jack of all trade, master of none mage) -> shapeshifter, force/rift mage, ??? Cleric (onehander + shield, tanky healing, buffing, spirit magic melee combat mage) -> knight-enchanter, spirit healer, ???
This will never happen, of course, and are probably somehow lore-defying. I just want more elements into building a character, really. Rouge, warrior and mage just isn't enough for an RPG, it really isn't.
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Post by Catilina on Oct 8, 2016 12:43:33 GMT
[...]Druid (crowd control-happy, a jack of all trade, master of none mage) -> shapeshifter, force/rift mage, ??? Cleric (onehander + shield, tanky healing, buffing, spirit magic melee combat mage) -> knight-enchanter, spirit healer, ???
This will never happen, of course, and are probably somehow lore-defying. I just want more elements into building a character, really. Rouge, warrior and mage just isn't enough for an RPG, it really isn't. Druid: ??? = Keeper (DA:A) Cleric: ??? = Creation (DA:O)
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Post by witchcocktor on Oct 8, 2016 12:57:37 GMT
[...]Druid (crowd control-happy, a jack of all trade, master of none mage) -> shapeshifter, force/rift mage, ??? Cleric (onehander + shield, tanky healing, buffing, spirit magic melee combat mage) -> knight-enchanter, spirit healer, ???
This will never happen, of course, and are probably somehow lore-defying. I just want more elements into building a character, really. Rouge, warrior and mage just isn't enough for an RPG, it really isn't. Druid: ??? = Keeper (DA:A) Cleric: ??? = Creation (DA:O) The problem is that both keeper and creation are both very much already included inside the druid and cleric tree, in my mind at least. But I'm thinking that a further proficiency in nature magic could be a good specialization for druid, like causing natural disasters: earthquakes, volcano eruptions, tsunami, drought. Something relating to space and sun could be cool to. For cleric, I guess a more straight forward spirit mage specialization that is a more reminiscent of an actual mage class.
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Post by Catilina on Oct 8, 2016 13:16:51 GMT
Druid: ??? = Keeper (DA:A) Cleric: ??? = Creation (DA:O) The problem is that both keeper and creation are both very much already included inside the druid and cleric tree, in my mind at least. But I'm thinking that a further proficiency in nature magic could be a good specialization for druid, like causing natural disasters: earthquakes, volcano eruptions, tsunami, drought. Something relating to space and sun could be cool to. For cleric, I guess a more straight forward spirit mage specialization that is a more reminiscent of an actual mage class. Earthquake already exist in Primal (DA:O version), and also Inferno, Tempest and Blizzard. But yes, the Primal also fit the "druid".
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eriador117
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Post by eriador117 on Oct 8, 2016 13:51:07 GMT
3 different types of mage class - elemental, battle mage, creation mage Elemental can control all elements and weather, fire, floods, storms, sun, electricity damage etc. Battlemage can use weapons other than staff and depending on the weapon can have different magical abilities. Creation mage is more healing and buffing magic etc.
I like the rogues and warriors in DAI so that you can use two weapon types.
I'd also like auto heal after combat again. But we probably won't get that.
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Post by PapaCharlie9 on Oct 8, 2016 17:44:54 GMT
Rogue split intoRogue (melee: daggers, subterfuge) -> can specialize into an assassin, illusionist/shadowwalker (enhances the stealth experience) and scout. Scout (ranged: bow/crowssbow, sabotage) -> can specialize into an alchemist (tempest), a trapper (artificer) and a thief Warrior splint intoBarbarian (twohanders, dual wield onehander, battlemaster) -> can specialize into a reaver, a weaponmaster (dual wield twohanders, anyone?) and a fighter. Fighter (onehanders, shield, vanguard) -> can specialize into a champion, templar and a barbarian. Mage split intoElementalist (glass-cannon high dps mage) -> fire master, lightning master, ice master Necromancer (summoning, curses, debuffing) -> undead master, blood mage, entropy mage Druid (crowd control-happy, a jack of all trade, master of none mage) -> shapeshifter, force/rift mage, ??? Cleric (onehander + shield, tanky healing, buffing, spirit magic melee combat mage) -> knight-enchanter, spirit healer, ??? This will never happen, of course, and are probably somehow lore-defying. I just want more elements into building a character, really. Rouge, warrior and mage just isn't enough for an RPG, it really isn't. So, basically, Fifth Edition D&D?
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Post by PapaCharlie9 on Oct 8, 2016 17:48:01 GMT
A lot of this was discussed in the "merge rogue and warrior" class thread, but, fwiw: don't have classes. That's the best thing to do with them. Any build can pull from any skill tree. I'd be OK with that, but wouldn't it require an "r" word? (Retcon) In Thedas you are born a Mage or you aren't. How would that be handled? Like I said, all that was hashed out in the other thread: bsn.boards.net/post/90071/threadTL;DR, yes, it requires an exception for non-mages using spells, but the lore is already full of exceptions, for example, Valta at the end of Descent.
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Post by Toyish Batphone on Oct 9, 2016 8:40:19 GMT
1) Bring back proper magical schools. This is Dragon Age, not World of Warcraft to just have 3 Elemental + Arcane.
2) Warriors should be able to use ranged weaponry such as Crossbows and Javelins. Rogues should use weapons such as Daggers, Rapiers, Shortbows and Longbows.
3) Warriors need something new and fresh with regards to their specialization - We have been overusing Templar, Reaver and Champion specializations.
4) Allow manual allocation of attribute points.
5) Do away with the 8 ability lock in combat for all classes. Thedas does not have Vancian magic.
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Post by gervaise21 on Oct 9, 2016 11:37:17 GMT
Return to something nearer the choices we had in DAO for all classes.
It makes no sense that a warrior cannot use a bow. In DAO they were limited as to which type of bow they could use by their dexterity. That made sense. They should also be able to play any style, sword and shield, two handed or dual weapon but again their expertise is governed by how much they have trained in it. Bring back Spirit Warrior as a specialisation. It is clear that this is what the Seekers use, not the Templars spec. In any case the Templar spec will not be appropriate if we are in Tevinter since they do not have Templars (just Imperial soldiers serving the Chantry who they call Templars but aren't). If it is possible for a warrior to form a bond with a spirit, you can bet the Imperium would be aware of that fact and have at least some organisation somewhere that teaches it. Wouldn't mind if they introduced some new specialisation as well.
Rogues should be able to be both an archer and a dual wielder and be able to switch between weapons mid-battle (same for Warriors). It just makes you that bit more vulnerable to attack while you are doing so. The limit on which weapons they can use should be governed by strength (for swords, axes, etc) or dexterity (for knives and bows) just as it was in DAO. Bring back the Shadow specialisation.
For mages bring back the spell schools, from DAO in particular but if not then at least as many as DA2. Bring back Arcane Warrior but perhaps as a hybrid of how it was presented in DAO and DAI multiplayer, so can use armour and weapons but also have some Fade abilities that make it seem like an ancient elven art. Bring back Spirit Healer, and Battle Mage and Keeper from DAA, although I admit that Keeper might not make sense in the context of Tevinter.
Give companions their own unique specialisations. That way they can be tailored to suit their origins and background story, plus you have a reason to use them and you won't be taking a specialisation that duplicates their abilities. It made no sense for Cassandra to have Templars spec(she should have been a hybrid spirit warrior), it seemed something of a stretch to discover the Knight Enchanters serve the Divine when we had never been told about them before (and in any case why would Vivienne have trained in that since she never served the Divine?) and to be honest I really didn't see why Dorian was a Necromancer, when that was never anything to do with Alexius' field of study and he had trained under him. (I know he recounted some interest in the Nevarran magic as a child but I really didn't buy that explanation).
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Post by fylimar on Oct 11, 2016 10:16:44 GMT
Like some mentioned, I would like to be able to dual class. I love playing a thief/mage in D&D and like the prestige class Arcane Trickster a lot - something like that would be cool.
And I would love to have the bard back as a prestige class.
Being able to play a class like druid would be cool too. I guess, it would be some kind of hedge witch with no circle or dalish training. Maybe coming from some cultures, who put nature in high value - I guess the Avvar are falling in that category or the Chasind. The Dalish too, but since they have a formal magic tradition, it would not make sense to introduce a new line of magic to an already established culture ( of course you have the Keeper tree in Awakening, which had some great nature based spells...)
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Post by LukeBarrett on Oct 12, 2016 16:00:50 GMT
Some solid ideas in here Quite a few of them echo things I say often - not sure what this 'DA4' is though
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kalvarez
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Post by kalvarez on Oct 17, 2016 0:03:06 GMT
Get rid of 8 slot limit! I liked having a bazillion options in DA2. Healing spells. Like some mentioned, I would like to be able to dual class. Second this. I liked how they did a melee mage in DAI, and I'd like more classes like this.
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Post by Hrungr on Oct 17, 2016 0:59:26 GMT
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