ewigDunkelheit
N3
Exalt the Dwarf Age!
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Mass Effect Andromeda
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ewigDunkelheit
Exalt the Dwarf Age!
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Post by ewigDunkelheit on Mar 11, 2018 22:35:13 GMT
As has already been mentioned time and again, bring more utility and support back to mage spell choices. I never got a chance to make my canon a mage before the system got eviscerated. My ideal mage build would be to split points between the Creation and Entropy schools and specialize as a Spirit Healer. I don't have any complaints for rogue or warrior evolutions, outside of the pointless "diversification" that subtracted equipment options from all classes.
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Post by duskwanderer on Mar 11, 2018 23:23:52 GMT
A.) Make Stealth mean something. I can't do anything with it other than stop people from looking at me.
B.) Make Archery be something other than "physical damage spells." Because literally, that's all it is.
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Post by Brannegan on Mar 13, 2018 13:38:48 GMT
I started replaying DAO as a rogue and while I found the class a complete snorefest in DAI, I'm still loving it in DAO. So my first suggestion for improvement would be to expand what DA had in DAO, not limit it like what was done in DAI (I can't remember DA2 so well so mainly just ignoring it in this post).
- Remove limitations in weaponry. Everyone should be able to use everything assuming they have enough int/dex/str to equip it. I think having some limitations like not being able to dual wield 2 main hand weapons without a passive trait could still remain tho.
- Bring different kind of weapons working better against different enemies back. What I mean is, blunt weapons being noticeably better against armored targets and slashing weapons against unarmored, with piercing daggers somewhere between. Same goes for magic, electricity good for tincans and fire for furries etc etc.
- And with the above two improvements we should also get weapon swap. Have a blunt and slash set for my melees and a bow for my rogues. Or whatever other combo I wanted to.
- Don't make me hold a button to auto-attack. Seriously. It didn't make much of a difference as archer/mage in DAI but made melee extremely unenjoyable to play. My buttons should be for my skills, not a freaking auto-attack. Now if they wanna cater to action-adventure fans then I'm sure they could add some sort of toggle to disable it so buttons smashing was still an option. Now this is assuming DA remains a party based RPG, not an action adventure with RPG elements.
- Non-combat skills. Poison making, Potion making, Trap-making, Speech, Survival, pickpocketing etc etc. I'm gonna be perfectly honest. I didn't even remember poisons, traps and bombs were a thing in DAO untill last week. And now they are one of my favourite things to play around with. Drop some traps in stealth, poison my weapons and then have my party barrage the incoming enemies with bombs and arrows as they stumble through the minefield.
- Tactics menu. Please. While the DAI AI isn't terribly different form the default AI of DAO, I am a huge fan of tactics menu. I love fiddling with it. I love trying to make my companions work in perfect unison. I just love it. Altho DA2 was the king when it came to this. I would have traded open world for a tactic slot to stop Solas from triggering unwanted combos with joy.
- Party Hold command that acctually works. Whatever that abomination in DAI was. Please. No more. Just make them stand still.
- Stat points on level up. Fiddling with different builds was fun. While there was always the best option, it was interesting to fiddle with stuff.
- Stealth. What is this limited duration BS DAI had. Stealth is fun for scouting, dropping some traps, backstabbing, pickpocketing and exploring without being bothered. It's pretty essential part of rogue RP to be able to tell my group to wait while I check out the rooms ahead and drop some traps on the way back. Having the option doesn't mean you HAVE TO do it. You didn't HAVE TO do it in DAO either. It was just extremely fun rogue stuff to do.
- More variety of skills for everyone. More CC and support skills (debuffs/buffs) for everyone, a Healing/support spec for mages. Blood magic, Rangers, Bards, Avvar spirit warriors...
- Class Fantasy. Give me some proper ways to unlock specs like in DAO where they were tied to main questlines with repercussions. None of that fetch quest stuff DAI had thanks.
- Scrap Focus abilities. I don't think I ever used a single one in DAI. Not even on Nightmare. Just ugh. I'm fine with an elite skill with long CD but building up "focus" is about the last thing I want to do.
- More skill slots.
- Retain the archetypes. I know hybrid classes and classlessness is all the rage right now. But I personally very much enjoy my archetypes. A mage should be about magic, not heavy weapons. That is not to say an arcane warrior shouldn't be able to use heavier armor and greatswords. What I mean is that even an arcane warrior should still be focusing on magical skills, maybe some pbAoE stuff, while the weapon was there for auto-attacks. Whereas maybe an avvar themed warrior spec would be more about having you weapon imbued with magical effects and your skills being more physical, like smashing your hammer to the ground and causing a mini earthquake or having your hammer be set on fire which added fiery effects to your basic physical skills.
I apologize this post might seem a bit harsh for DAI. I'm feeling really sassy. but I'd like to say I still love DAI, even if it is a bit of a devolvement from the masterpiece that is DAO.
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luketrevelyan
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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
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Post by luketrevelyan on Mar 13, 2018 15:21:26 GMT
I started replaying DAO as a rogue and while I found the class a complete snorefest in DAI, I'm still loving it in DAO. So my first suggestion for improvement would be to expand what DA had in DAO, not limit it like what was done in DAI (I can't remember DA2 so well so mainly just ignoring it in this post). - Remove limitations in weaponry. Everyone should be able to use everything assuming they have enough int/dex/str to equip it. I think having some limitations like not being able to dual wield 2 main hand weapons without a passive trait could still remain tho. - Bring different kind of weapons working better against different enemies back. What I mean is, blunt weapons being noticeably better against armored targets and slashing weapons against unarmored, with piercing daggers somewhere between. Same goes for magic, electricity good for tincans and fire for furries etc etc. - And with the above two improvements we should also get weapon swap. Have a blunt and slash set for my melees and a bow for my rogues. Or whatever other combo I wanted to. - Don't make me hold a button to auto-attack. Seriously. It didn't make much of a difference as archer/mage in DAI but made melee extremely unenjoyable to play. My buttons should be for my skills, not a freaking auto-attack. Now if they wanna cater to action-adventure fans then I'm sure they could add some sort of toggle to disable it so buttons smashing was still an option. Now this is assuming DA remains a party based RPG, not an action adventure with RPG elements. - Non-combat skills. Poison making, Potion making, Trap-making, Speech, Survival, pickpocketing etc etc. I'm gonna be perfectly honest. I didn't even remember poisons, traps and bombs were a thing in DAO untill last week. And now they are one of my favourite things to play around with. Drop some traps in stealth, poison my weapons and then have my party barrage the incoming enemies with bombs and arrows as they stumble through the minefield. - Tactics menu. Please. While the DAI AI isn't terribly different form the default AI of DAO, I am a huge fan of tactics menu. I love fiddling with it. I love trying to make my companions work in perfect unison. I just love it. Altho DA2 was the king when it came to this. I would have traded open world for a tactic slot to stop Solas from triggering unwanted combos with joy. - Party Hold command that acctually works. Whatever that abomination in DAI was. Please. No more. Just make them stand still. - Stat points on level up. Fiddling with different builds was fun. While there was always the best option, it was interesting to fiddle with stuff. - Stealth. What is this limited duration BS DAI had. Stealth is fun for scouting, dropping some traps, backstabbing, pickpocketing and exploring without being bothered. It's pretty essential part of rogue RP to be able to tell my group to wait while I check out the rooms ahead and drop some traps on the way back. Having the option doesn't mean you HAVE TO do it. You didn't HAVE TO do it in DAO either. It was just extremely fun rogue stuff to do. - More variety of skills for everyone. More CC and support skills (debuffs/buffs) for everyone, a Healing/support spec for mages. Blood magic, Rangers, Bards, Avvar spirit warriors... - Class Fantasy. Give me some proper ways to unlock specs like in DAO where they were tied to main questlines with repercussions. None of that fetch quest stuff DAI had thanks. - Scrap Focus abilities. I don't think I ever used a single one in DAI. Not even on Nightmare. Just ugh. I'm fine with an elite skill with long CD but building up "focus" is about the last thing I want to do. - More skill slots. - Retain the archetypes. I know hybrid classes and classlessness is all the rage right now. But I personally very much enjoy my archetypes. A mage should be about magic, not heavy weapons. That is not to say an arcane warrior shouldn't be able to use heavier armor and greatswords. What I mean is that even an arcane warrior should still be focusing on magical skills, maybe some pbAoE stuff, while the weapon was there for auto-attacks. Whereas maybe an avvar themed warrior spec would be more about having you weapon imbued with magical effects and your skills being more physical, like smashing your hammer to the ground and causing a mini earthquake or having your hammer be set on fire which added fiery effects to your basic physical skills. I apologize this post might seem a bit harsh for DAI. I'm feeling really sassy. but I'd like to say I still love DAI, even if it is a bit of a devolvement from the masterpiece that is DAO. I started quoting this to say which points I agree with, but I ended up listing pretty much everything. So do all these things!
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Post by Vall on Mar 13, 2018 17:59:10 GMT
- Don't make me hold a button to auto-attack. Seriously. It didn't make much of a difference as archer/mage in DAI but made melee extremely unenjoyable to play. My buttons should be for my skills, not a freaking auto-attack. Now if they wanna cater to action-adventure fans then I'm sure they could add some sort of toggle to disable it so buttons smashing was still an option. Now this is assuming DA remains a party based RPG, not an action adventure with RPG elements. Problem with DAI is that it's neither action combat nor tactical combat. It's too stiff, slow and independent of skill to be a real action combat, but it's not tactical enough to be a tactical game either. "Hold to auto-attack" is just a symptom of that. - Stealth. What is this limited duration BS DAI had. Stealth is fun for scouting, dropping some traps, backstabbing, pickpocketing and exploring without being bothered. It's pretty essential part of rogue RP to be able to tell my group to wait while I check out the rooms ahead and drop some traps on the way back. Having the option doesn't mean you HAVE TO do it. You didn't HAVE TO do it in DAO either. It was just extremely fun rogue stuff to do. Yeah, stealth wasn't very exciting in DAI (it started being that way in DA2). Wouldn't mind return of DAO stealth, maybe I would actually try playing rogue again. - Retain the archetypes. I know hybrid classes and classlessness is all the rage right now. But I personally very much enjoy my archetypes. A mage should be about magic, not heavy weapons. That is not to say an arcane warrior shouldn't be able to use heavier armor and greatswords. What I mean is that even an arcane warrior should still be focusing on magical skills, maybe some pbAoE stuff, while the weapon was there for auto-attacks. Whereas maybe an avvar themed warrior spec would be more about having you weapon imbued with magical effects and your skills being more physical, like smashing your hammer to the ground and causing a mini earthquake or having your hammer be set on fire which added fiery effects to your basic physical skills. Now, I have a problem with this. Hybrid classes don't really take away from pure ones, especially if the differences are just tree availability (say, mage would have access to all magic trees, while spellblade would only be able to access primal and one other (either spirit or entropy), but would also have one or two weapon trees) and couple of class specific abilities like you had in DAO. If your class is part mage, you will still be recognised as such, but it could also acknowledge the fact that you will have some amount of strength or dexterity normal mage wouldn't. And I don't want hybrid's spells to be completely channeled through weapons, but I don't want their weapons to be there purely for auto-attacks either. Either spell upgrades or class passives should be there to bridge the gap, whether they make spells charge your weapons so your next melee attack has other effects or something else, that's up to devs. - Remove limitations in weaponry. Everyone should be able to use everything assuming they have enough int/dex/str to equip it. I think having some limitations like not being able to dual wield 2 main hand weapons without a passive trait could still remain tho. That's a nice idea, but also a pointless one if all classes don't have at least one weapon based, but independent on your weapon choice skill tree, since you would still want to/have to use weapons that fit the skills your class has. It's nice to equip daggers on warrior, but what's the point if you have no skills that actually use those daggers. Oooor, you could divide weapon trees into single blade, dual wield, two handed, shield and ranged (yes, I intentionally split single blade and shield). Then divide those between classes (single, dual and ranged for rogue, all of them for warrior, single blade and shield for mages?).
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Post by Brannegan on Mar 13, 2018 21:58:22 GMT
- Don't make me hold a button to auto-attack. Seriously. It didn't make much of a difference as archer/mage in DAI but made melee extremely unenjoyable to play. My buttons should be for my skills, not a freaking auto-attack. Now if they wanna cater to action-adventure fans then I'm sure they could add some sort of toggle to disable it so buttons smashing was still an option. Now this is assuming DA remains a party based RPG, not an action adventure with RPG elements. Problem with DAI is that it's neither action combat nor tactical combat. It's too stiff, slow and independent of skill to be a real action combat, but it's not tactical enough to be a tactical game either. "Hold to auto-attack" is just a symptom of that. - Stealth. What is this limited duration BS DAI had. Stealth is fun for scouting, dropping some traps, backstabbing, pickpocketing and exploring without being bothered. It's pretty essential part of rogue RP to be able to tell my group to wait while I check out the rooms ahead and drop some traps on the way back. Having the option doesn't mean you HAVE TO do it. You didn't HAVE TO do it in DAO either. It was just extremely fun rogue stuff to do. Yeah, stealth wasn't very exciting in DAI (it started being that way in DA2). Wouldn't mind return of DAO stealth, maybe I would actually try playing rogue again. - Retain the archetypes. I know hybrid classes and classlessness is all the rage right now. But I personally very much enjoy my archetypes. A mage should be about magic, not heavy weapons. That is not to say an arcane warrior shouldn't be able to use heavier armor and greatswords. What I mean is that even an arcane warrior should still be focusing on magical skills, maybe some pbAoE stuff, while the weapon was there for auto-attacks. Whereas maybe an avvar themed warrior spec would be more about having you weapon imbued with magical effects and your skills being more physical, like smashing your hammer to the ground and causing a mini earthquake or having your hammer be set on fire which added fiery effects to your basic physical skills. Now, I have a problem with this. Hybrid classes don't really take away from pure ones, especially if the differences are just tree availability (say, mage would have access to all magic trees, while spellblade would only be able to access primal and one other (either spirit or entropy), but would also have one or two weapon trees) and couple of class specific abilities like you had in DAO. If your class is part mage, you will still be recognised as such, but it could also acknowledge the fact that you will have some amount of strength or dexterity normal mage wouldn't. And I don't want hybrid's spells to be completely channeled through weapons, but I don't want their weapons to be there purely for auto-attacks either. Either spell upgrades or class passives should be there to bridge the gap, whether they make spells charge your weapons so your next melee attack has other effects or something else, that's up to devs. - Remove limitations in weaponry. Everyone should be able to use everything assuming they have enough int/dex/str to equip it. I think having some limitations like not being able to dual wield 2 main hand weapons without a passive trait could still remain tho. That's a nice idea, but also a pointless one if all classes don't have at least one weapon based, but independent on your weapon choice skill tree, since you would still want to/have to use weapons that fit the skills your class has. It's nice to equip daggers on warrior, but what's the point if you have no skills that actually use those daggers. Oooor, you could divide weapon trees into single blade, dual wield, two handed, shield and ranged (yes, I intentionally split single blade and shield). Then divide those between classes (single, dual and ranged for rogue, all of them for warrior, single blade and shield for mages?). I'm gonna be perfectly honest. I didn't even thing about weapon skills. With the weapon limitations being lifted I don't necessarily mean everyone needs the weapon skills for everything too, just the ability to equip whatever. As for the hybrids. It's just a personal preference for me for mages to still feel like mages and warriors, warriors. I'd find mages having something like shield bash, rogues a fireball and warrior backstabbing very out of place. There's also the issue of mages using mana and others stamina. If mages had a weapon skill tree then I'd love to see it utilize the wonderfully melee staff style of DA2. That would also solve the mana/stamina issue. Edit: as for the daggers skill tree issue. DAO combined any dual weapon combo as simply Dual Weapons. I don't see the need for specific dagger/mace/sword trees. They're all dualwielding and the stats differentiate them from each other (for example daggers are fast with lower dmg, moderate penetration and high crit chance, maces are slower but have higher dmg, high armor penetration and low crit chance)
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LogicGunn
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I'll relinquish one bullet. Where do you want it?
Games: 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 LogicGunn on Mar 14, 2018 2:12:01 GMT
I liked how Inquisition did a lot of things, but I would like to see race specific abilities as well as class specific, e.g a Dalish mage has an ability tree for some kind of magic only known to the Dalish, be it healing or offence or whatever. Different cultures always have endemic knowledge and it would be nice to see that in game. Like Qunari and gaatlok.
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Post by Vall on Mar 14, 2018 6:50:36 GMT
As for the hybrids. It's just a personal preference for me for mages to still feel like mages and warriors, warriors. I'd find mages having something like shield bash, rogues a fireball and warrior backstabbing very out of place. There's also the issue of mages using mana and others stamina. If mages had a weapon skill tree then I'd love to see it utilize the wonderfully melee staff style of DA2. That would also solve the mana/stamina issue. You are thinking in the wrong direction. It wouldn't be rogues with a fireball, it would be mage who chooses to be more subtle about their movement and combat. Instead of hurling fireballs and irritating everyone, they would silently maneuver around the battlefield, cursing their enemies and then abusing those weaknesses. Think of it like Vanguard and Sentinel in ME. They are still biotics, biotics however are not their sole focus, and they use them to further their own goals. So instead of singularities etc. they now use them to dash around and explode in enemy faces. There is no reason a mage who say forgoes their Creation studies couldn't pick up and train with a blade in that time. Mana/stamina have always been just game mechanic in my mind. They both express how tired your character is, color of the bar doesn't really matter. Only real difference is that mages are capable of drawing on the fade through lyrium to replenish themselves, but other than that there is no difference between them within the lore. (at least as far as I can remember)
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Post by Brannegan on Mar 14, 2018 12:35:35 GMT
As for the hybrids. It's just a personal preference for me for mages to still feel like mages and warriors, warriors. I'd find mages having something like shield bash, rogues a fireball and warrior backstabbing very out of place. There's also the issue of mages using mana and others stamina. If mages had a weapon skill tree then I'd love to see it utilize the wonderfully melee staff style of DA2. That would also solve the mana/stamina issue. You are thinking in the wrong direction. It wouldn't be rogues with a fireball, it would be mage who chooses to be more subtle about their movement and combat. Instead of hurling fireballs and irritating everyone, they would silently maneuver around the battlefield, cursing their enemies and then abusing those weaknesses. Think of it like Vanguard and Sentinel in ME. They are still biotics, biotics however are not their sole focus, and they use them to further their own goals. So instead of singularities etc. they now use them to dash around and explode in enemy faces. There is no reason a mage who say forgoes their Creation studies couldn't pick up and train with a blade in that time. Mana/stamina have always been just game mechanic in my mind. They both express how tired your character is, color of the bar doesn't really matter. Only real difference is that mages are capable of drawing on the fade through lyrium to replenish themselves, but other than that there is no difference between them within the lore. (at least as far as I can remember) As much as I love the magical rogue archetype the reason you don't see it a lot in games is because it is very very hard to balance. Magical rogue needs to be worse at both magic and rogue than pure versions of either, rendering it completely pointless addition. It's a fun archetype but not worth the extra work and lorebending when you can just have a normal rogue with poisons instead. On top of that it also doesn't make a lot of sense in a world where being a mage is a very binary thing with things coming with it. I don't see why southern templars would ever allow martial training to their mages since that'd give them more chances to escape. Meanwhile in Tevinter I don't see a mages in general finding the lower class martial training worth it. ME classes in general come with a lot less skill variety than DA ones. Now it's been a while since I played MET but pretty sure you only got a couple of very specific biotic skills to pick from as sentinel/vanguard. Shepard was also supposed to be this OP mofo where as DA you're a regular nobody who needs their friends. In case of MEA that game is a perfect example of how to ruin any sort of replayability in your game by making the PC an all-capable demigod while also removing the consequences of being a biotic. I guess we'll just have to agree to disagree when it comes to this. But you're in luck since once the veil comes down everyone will be a mage anyway so the hybrids you wish for are likely in the cards for future of DA.
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unofficialgreycolor
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Post by unofficialgreycolor on Apr 11, 2018 1:13:39 GMT
I have a feeling that combat is just going to get more and more streamlined until it's something like FFXV. I don't really like that idea at all, but on the other hand I feel like this will give the people who like the story/relationships aspect more to like.
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Sanunes
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Just a flip of the coin.
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Post by Sanunes on Apr 11, 2018 7:06:59 GMT
My problem with the classes at this point is that I don't like the tree system. Its really hard for me to see beyond that system to see if there are other faults. I found the different specializations in Dragon Age: Inquisition to be close to one another a lot of the time. I think variance is something that would make the system more interesting for me at least.
I am not sure if an exact copy would be the best idea, but Mass Effect 2 and Mass Effect 3 type of system is something I like. You have a few base abilities with the ability to put more points into each one allowing you to customize the different skills to work to your playstyle would interest me. The Inquisition approach seemed to want to be a different take on it, but fell flat.
I wouldn't want a system like Andromeda for I think you need some variance for your characters otherwise it is easy to exploit or again would start to feel bland.
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Post by Iakus on Apr 11, 2018 14:45:45 GMT
My problem with the classes at this point is that I don't like the tree system. Its really hard for me to see beyond that system to see if there are other faults. I found the different specializations in Dragon Age: Inquisition to be close to one another a lot of the time. I think variance is something that would make the system more interesting for me at least. I am not sure if an exact copy would be the best idea, but Mass Effect 2 and Mass Effect 3 type of system is something I like. You have a few base abilities with the ability to put more points into each one allowing you to customize the different skills to work to your playstyle would interest me. The Inquisition approach seemed to want to be a different take on it, but fell flat. I wouldn't want a system like Andromeda for I think you need some variance for your characters otherwise it is easy to exploit or again would start to feel bland. I think DA2 had the best "tree" system. It certainly seemed to provide the best degree of flexibility for the player. But then, DA2 also had a power wheel, and we weren't limited to eight powers...
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Post by Vall on Apr 11, 2018 22:52:05 GMT
I have a feeling that combat is just going to get more and more streamlined until it's something like FFXV. I don't really like that idea at all, but on the other hand I feel like this will give the people who like the story/relationships aspect more to like. Iiiiii wouldn't actually hate that. That game's gameplay felt more like a team working together than most of the time I play DA. Is it because I'm actually crap at controlling 4 characters at the same time? Very likely. But those Link Strikes (and some of Ignis's Techniques like Regroup or the one that turns your attacks to element target is weak to) are actually very effective at making you feel like those characters are a team, while something like cross class combos are more frustrating than anything...unless you disable all the skills fkr AI and use them manualy. I guess that controlling everyone, other characters in the party start feeling less like characters and more like extra skills for myself, while in FF XV it feels like team working together. Not that I'd ever suggest they take companion control away from player, I'm just saying I wouldn't hate it if it happened (and combat was better than in DAI)
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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 Iakus on Apr 12, 2018 16:14:02 GMT
I have a feeling that combat is just going to get more and more streamlined until it's something like FFXV. I don't really like that idea at all, but on the other hand I feel like this will give the people who like the story/relationships aspect more to like. Iiiiii wouldn't actually hate that. That game's gameplay felt more like a team working together than most of the time I play DA. Is it because I'm actually crap at controlling 4 characters at the same time? Very likely. But those Link Strikes (and some of Ignis's Techniques like Regroup or the one that turns your attacks to element target is weak to) are actually very effective at making you feel like those characters are a team, while something like cross class combos are more frustrating than anything...unless you disable all the skills fkr AI and use them manualy. I guess that controlling everyone, other characters in the party start feeling less like characters and more like extra skills for myself, while in FF XV it feels like team working together. Not that I'd ever suggest they take companion control away from player, I'm just saying I wouldn't hate it if it happened (and combat was better than in DAI) Bring back the Tactical Menu from DAO and DA2!
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Post by fetunche on Apr 29, 2018 12:22:57 GMT
Get rid of the ‘only rogues can unlock stuff BS’ , lock bash for warriors ( they can knock though a wall but not a locked door?) and magic unlock for mages or get rid of locked doors or chests altogether. I want to pick my party without being forced to take a rogue.
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Dovahkiin N7
N3
Xebenkeck
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion
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Dovahkiin N7
Xebenkeck
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August 2016
dovahkiinn7
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion
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Post by Dovahkiin N7 on Apr 29, 2018 13:41:54 GMT
I hated the all the one class of Mass Effect Andromeda. Killed my immersion and replayibility. I know many people liked it, but if it was upto me, I would get rid of it.
Also please bring back the Tactics as in Dragon age 2 or origin.
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Hrungr
Twitter Guru
ღ N-Special
More coffee...? More coffee.
Staff Mini-Profile Theme: Hrungr
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, Anthem
Origin: Hrungr
Prime Posts: 18,258
Prime Likes: 65,767
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More coffee...? More coffee.
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August 2016
hrungr
Hrungr
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, Anthem
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Post by Hrungr on Apr 29, 2018 18:53:04 GMT
I hated the all the one class of Mass Effect Andromeda. Killed my immersion and replayibility. I know many people liked it, but if it was upto me, I would get rid of it. Personally, I thought the single-class approach in ME:A was fun in play, the combat was solid, and their AI-backed explanation was good enough for the game. But... if I had a choice between ME:A's class implementation and ME3's? They each did interesting things, but I think I would still have chosen ME3's approach. Part of that is because I agree that replayability often (but not always) suffers under a single-classed RPG, and it does here. Witcher 3 is another example of this. I thought that the combat was decent (if not great), but by the end of the game I felt I had tried pretty much every viable build. Because of that, I didn't feel any burning need to play it again. Also, I didn't foresee making many different choices than the ones I did in the first playthough. On the other hand, a game like Skyrim (at least for me) doesn't suffer the same issue. Mods being the #1 reason for that, but there's also a bunch of little ways Skyrim makes it fun just being the game. But back to Dragon Age, I think distinct classes are a big reason behind it's replayability. And I do prefer that approach in general with party-based games.
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mmoblitz
N3
USN-Retired
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Mass Effect Andromeda
Origin: mmoblitz
PSN: NotPC
Posts: 515 Likes: 590
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mmoblitz
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October 2016
mmoblitz
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Mass Effect Andromeda
mmoblitz
NotPC
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Post by mmoblitz on May 9, 2018 12:47:42 GMT
For me, DA2 had the best tactics and Combat of the DA games. It was the most fun and was the most flexible with DAO coming in a very close second. DAI doesn't even register for me. I couldn't stand the combat in it. We lost too much from the previous games and gained very little imo. I think the Archer tree could be improved. I thought they were fairly weak in all three DA games. DAO Archer wasn't bad but extremely boring with auto attacks being the best damage dealer. I would love to see the tactics from DA2 or even DAO brought back, but I don't think it's going to happen. remember this statement? EA - Our Games are too hard. I'm also not sure that FB can handle that type of thing like it was in DA2/DAO. I expect combat to be more streamlined and limited going forward. MEA proved that. I'm curious to see what they do with combat on Anthem. The only thing I'm curious about in that game.
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LukeBarrett
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BioWare Dev
Game Systems Director for Dragon Age
Posts: 254 Likes: 3,450
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Apr 27, 2024 13:54:27 GMT
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LukeBarrett
Game Systems Director for Dragon Age
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Post by LukeBarrett on May 9, 2018 17:20:05 GMT
I think the Archer tree could be improved. I thought they were fairly weak in all three DA games. So much this. It's tricky to get archery to feel enjoyable without free-aim but definitely not impossible
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Post by vertigomez on May 9, 2018 20:24:36 GMT
B.) Make Archery be something other than "physical damage spells." Because literally, that's all it is. I'm curious what you have in mind?
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duskwanderer
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Post by duskwanderer on May 12, 2018 5:00:02 GMT
B.) Make Archery be something other than "physical damage spells." Because literally, that's all it is. I'm curious what you have in mind? Debilitation, you could slow down enemies, envenom them, in addition to doing damage. Reduce their attack with targeted shots (skeleton-type enemies would be immune). Stun foes, perhaps against powerful enemies that wind up attacks. Rapid fire shooting to make your attacks come out faster in exchange for lower accuracy.
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August 2016
sifr
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire
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Post by Sifr on May 12, 2018 18:10:53 GMT
I think the Archer tree could be improved. I thought they were fairly weak in all three DA games. DAO Archer wasn't bad but extremely boring with auto attacks being the best damage dealer. You didn't even need to invest in any Archer talents in DA2, because it was easy to make an auto-crit build and put your talents elsewhere.
Debilitation, you could slow down enemies, envenom them, in addition to doing damage. Reduce their attack with targeted shots (skeleton-type enemies would be immune). Stun foes, perhaps against powerful enemies that wind up attacks. Rapid fire shooting to make your attacks come out faster in exchange for lower accuracy. How about bringing back different arrow types from Origins, that we could unlock, then upgrade to increase the damage/status effects (similar to how it was handled in the new God of War game). Maybe the game could detect what type of enemy you're currently engaging (or locked onto) and automatically switch to the best arrow suited for that encounter?
For example, when fighting a Rage Demon you'd be given Ice Arrows, then when you lock onto a Corpse, the game automatically switches to Fire Arrows. If neither of those are unlocked, you're left having to fight with Standard (Physical Damage) Arrows.
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mmoblitz
N3
USN-Retired
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Mass Effect Andromeda
Origin: mmoblitz
PSN: NotPC
Posts: 515 Likes: 590
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mmoblitz
USN-Retired
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Oct 11, 2016 11:10:36 GMT
October 2016
mmoblitz
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Mass Effect Andromeda
mmoblitz
NotPC
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Post by mmoblitz on May 12, 2018 21:22:42 GMT
I think the Archer tree could be improved. I thought they were fairly weak in all three DA games. DAO Archer wasn't bad but extremely boring with auto attacks being the best damage dealer. You didn't even need to invest in any Archer talents in DA2, because it was easy to make an auto-crit build and put your talents elsewhere.
To me that is boring play. Sebastians archery tree was very good and Varrics' tree was OP imo. The archery tree for hawk was poor at best compared to your companions and boring to play. Like I said, I don't think Bioware has every made a fun and balanced archery tree yet. YMMV. I agree with you on using different arrow types like they had in DAO.
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