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Post by CHRrOME on Mar 17, 2019 13:18:10 GMT
I don't want any combat system where my character's fighting skill is dependent on MY button mashing skills. Let it be stat / ability based, not player based. Bring back Mana Clash (minus the game crashing effect, please). I see this subject is rather polarizing. I personally don't like the old dice roll system, but I've seen that most people on the forums prefer that system. I consider it to be part of an old gameplay, just like back in the days shooters didn't allow player to ADS. But that's just my taking. Ultimately, it wont stop me from playing the game, I just want it done right. It's why I mentioned the personality crysis Inquisition suffered, in which combat was based on "stats" but the player couldn't actually do a damn thing to influence stats, because all characters increased their stats automatically. The game didn't know what it wanted to be. If they're gonna bring the old Origins/DA2 system back, make it right. Let us spend points on all the different statistics when we level up.
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Post by leadintea on Mar 17, 2019 16:16:50 GMT
I'd love to see a proper pet system in DA4, especially if Blood Mage or Ranger are specs. The bugs and lack of UI support really turned me off using Spirit Mark. Definitely. I really want to use some of the unique monsters DAI introduced, like the Quillback and Gurgut, but I hope they improve their pet system from what was in DAO.
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melbella
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Trouble-shooting Space Diva
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, Mass Effect Legendary Edition
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Post by melbella on Mar 17, 2019 16:24:00 GMT
Let us spend points on all the different statistics when we level up. This too. Stats don't mean much if I don't control how they are allotted. While I liked crafting stuff in DAI, I didn't like that I had to craft for ability stats, and that needing those stats limited what armor I could craft for my class. If there is crafting in DA4, I hope the materials are ability-stat neutral, so I can use whatever I want in whatever slot I want.
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Post by Frost on Mar 17, 2019 16:48:48 GMT
I would like the following: - Return of healing magic
- Spell combos
- Be able to move while casting less powerful spells
- If there are ways to avoid combat, include a spell-based option for mages (not just stealth)
- Lots of spells available to cast (not just 3 at a time)
- Entire game in 3rd person
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Post by biggydx on Mar 18, 2019 1:06:34 GMT
I'm not entirely sure where they can go with the core combat functions to be honest. If you want a really dynamic and visceral combat experience, they would have to allow for standard light attack/heavy attack/block combinations indicative of most hack-and-slash games. That doesn't necessitate button mashing, but if you want a dedicated button for blocking or combinational attacks, that means less inputs options (at least on controller) for abilities. Whether players would accept that, I don't know. I'm also not sure how a more dedicated ARPG combat system would work if they were to bring back the tactical camera. How would the game decide what inputs the NPC uses?
I'm curious, has anyone here ever played Kingdoms of Amalur or Dragons Dogma? If so, what did you think of those games combat systems, and do you think that would (could) work in Dragon Age? Just seems like BioWare is trapped between people who preferred the slower-paced, but tactical, nature of DA:O, and the people who preferred the more fast-paced, action aspect of DA2. DA:I had the most polarizing combat out of all the games from what I can tell.
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Trouble-shooting Space Diva
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, Mass Effect Legendary Edition
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Post by melbella on Mar 18, 2019 1:14:57 GMT
has anyone here ever played Kingdoms of Amalur or Dragons Dogma? If so, what did you think of those games combat systems KoA is basically a classless system, more similar to TES than DA. You can pick skills in all 3 trees (fighting, rogue-ery/stealth, and magic) and can use any weapon type that you invest skill points in. I had loads of fun carving things up with my Fae Blades, but I'm not sure that kind of system would work in the DA setting where mages are mages and non-mages aren't.
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Post by biggydx on Mar 18, 2019 1:21:34 GMT
has anyone here ever played Kingdoms of Amalur or Dragons Dogma? If so, what did you think of those games combat systems KoA is basically a classless system, more similar to TES than DA. You can pick skills in all 3 trees (fighting, rogue-ery/stealth, and magic) and can use any weapon type that you invest skill points in. I had loads of fun carving things up with my Fae Blades, but I'm not sure that kind of system would work in the DA setting where mages are mages and non-mages aren't. I'm speaking more in terms of its combat system, rather than its class system. I don't think fans want a classless DA4 design. I referenced those two games primarily because they're more of the hack-and-slash variety, but reward players for using combinational attacks, timing, and well-placed abilities. As an example, there's a class in Dragons Dogma known as the Mystic Knight, which is the functional equivalent of a Paladin (Higher defense w/ an emphasis on magic attacks). That class had a number of shield-based abilities (called riposte), and if you timed your block correctly, it would trigger a unique attack. For example, a Fire Riposte would knock an enemy into the air and send a swarm of fireballs at them; while airborne. While I wouldn't want anything that over-the-top, that's what I'm referring to when I bring up those two games.
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Post by pessimistpanda on Mar 18, 2019 2:32:10 GMT
I would like specialisations to matter more. In particular, I would like unlocking them to involve a quest, similar in size and content to companion quests. Or maybe require getting a character to like you enough, like in DA:O.
I would also like to see them open up new actions in dialogue. Blood Mages could use mind control in certain situations, for instance, since that is an established ability that blood mages have. Assassins could intimidate or outright kill, Champions could persuade or inspire, etc.
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Post by opuspace on Mar 18, 2019 2:41:42 GMT
I'm not entirely sure where they can go with the core combat functions to be honest. If you want a really dynamic and visceral combat experience, they would have to allow for standard light attack/heavy attack/block combinations indicative of most hack-and-slash games. That doesn't necessitate button mashing, but if you want a dedicated button for blocking or combinational attacks, that means less inputs options (at least on controller) for abilities. Whether players would accept that, I don't know. I'm also not sure how a more dedicated ARPG combat system would work if they were to bring back the tactical camera. How would the game decide what inputs the NPC uses? I'm curious, has anyone here ever played Kingdoms of Amalur or Dragons Dogma? If so, what did you think of those games combat systems, and do you think that would (could) work in Dragon Age? Just seems like BioWare is trapped between people who preferred the slower-paced, but tactical, nature of DA:O, and the people who preferred the more fast-paced, action aspect of DA2. DA:I had the most polarizing combat out of all the games from what I can tell. I really enjoyed the fluidity of the animation in KOA, especially with the simplicity of the controls. Quick tap for a quick attack, tap, then hold for a longer duration. It spoiled me when I came into DAI, making the mage's basic animation seem awkward and silly in comparison. It took the Knight Enchanter class to give us an alternate attack style that I wish Bioware would expand upon. As to how they could implement the controls...I'm actually not sure if they really need to change their system beyond giving us more opportunities to use different weapons within reason.
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N6
Trouble-shooting Space Diva
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, Mass Effect Legendary Edition
Origin: melbella
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Post by melbella on Mar 18, 2019 2:45:17 GMT
they're more of the hack-and-slash variety, but reward players for using combinational attacks, timing, and well-placed abilities Ah, yes, button mashing. No, do not want. I'd rather have an ability (ex: hotkey 1) for a combo rather than me, the player, having to press 3 buttons in the right order in the right amount of time to activate said combo.
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Post by Noxluxe on Mar 18, 2019 8:20:22 GMT
I'm curious, has anyone here ever played Kingdoms of Amalur or Dragons Dogma? If so, what did you think of those games combat systems, and do you think that would (could) work in Dragon Age? Just seems like BioWare is trapped between people who preferred the slower-paced, but tactical, nature of DA:O, and the people who preferred the more fast-paced, action aspect of DA2. DA:I had the most polarizing combat out of all the games from what I can tell. KoA is basically a classless system, more similar to TES than DA. You can pick skills in all 3 trees (fighting, rogue-ery/stealth, and magic) and can use any weapon type that you invest skill points in. I had loads of fun carving things up with my Fae Blades, but I'm not sure that kind of system would work in the DA setting where mages are mages and non-mages aren't. They're neither of them so much classless systems as they each have over half a dozen different classes that overlap a whole lot, and the choice of which nominal class you pick at any given time determines a set of relevant bonuses and your weapon combination, while always allowing you to switch to another in particular in-game destinations, at the cost of some or all of the benefits you accrued from the previous one. The approach is very similar to Andromeda's, with the exception of not dissociating active combat abilities from weapon choices and not allowing you to change class on the fly, kind of pressing you to specialize your character into either a particular discipline, a specific combination of disciplines, or a die-hard generalist in the case of KoA, depending on which sorts of abilities you invest in as the game goes on. They're rather counter-intuitive systems for anyone used to RPGs that follow the Dungeons and Dragons tradition of picking a class and sticking with it through levels, but if you know what you're doing they do allow some cool flexibility that other class systems don't. That said, I'm not a fan and usually prefer to stick to a single style or combination even in those games. A character's choice of tactical specialization and fighting style in combat is part of the roleplaying in my mind, and a system that allows you to instantly jump between radically different styles and character-setups makes it harder for the character to express itself and feel relatable. And Mel is right that it wouldn't be easy to adapt to the DA universe.
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Post by CHRrOME on Mar 18, 2019 10:50:04 GMT
Indeed, KOAR wasn't classless, it just allowed you to specialize in all 3 classes if you wanted, with the caveat that points are limited and you wouldn't be able to max out one specific tree if you allocate points everywhere. The combat was the best part of that game, with some refinment for today's standards it would hold pretty nicely I think.
As for DA's old combat system, I feel like one of the problems is the lack of feedback. When you're attacking or rather auto attacking, you loose the feedback of what's happening, at least for me. And fast attackers like rogues or mages somethimes feel off, it works for slow attacks, but not the best for fast.
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Post by Iddy on Mar 18, 2019 12:26:52 GMT
Rogue dual-dagger combat abilities that resemble actual movement and knife-fighting techniques rather than anime ninjutsu. Generally, I just want the Warrior and the Rogue to go back to feeling like regular people with actual martial skills rather than just a more physically active flavor of superpowered nature-bending freak killing machine compared to the Mage. Then I'm sure you were pleased with DAI, because all the melee rogue does is stab with very, very slow and straight forward movements.
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Post by Noxluxe on Mar 18, 2019 12:32:23 GMT
Rogue dual-dagger combat abilities that resemble actual movement and knife-fighting techniques rather than anime ninjutsu. Generally, I just want the Warrior and the Rogue to go back to feeling like regular people with actual martial skills rather than just a more physically active flavor of superpowered nature-bending freak killing machine compared to the Mage. Then I'm sure you were pleased with DAI, because all the melee rogue does is stab with very, very slow and straight forward movements. You mean until he turns invisible, stops time, sets himself on fire and teleports to the next enemy in a puff of black smoke like Nightcrawler? Yeah, it's just like down at the dojo.
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ewigDunkelheit
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Exalt the Dwarf Age!
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Mass Effect Andromeda
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Exalt the Dwarf Age!
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Post by ewigDunkelheit on Mar 18, 2019 15:40:21 GMT
I don't have anything constructive to add, I just want to repeat my hope for the return of Combat Tactics scripting, and more varied spell choices. I am leaning towards playing a mage in this new game, and would prefer to use a combination of Creation and Entropy spells coupled with the Spirit Healer specialization.
I don't think it will happen due to Bioware's interest in providing clear dilineated roles for classes, but I have always thought it was great that Origins let you be a Warrior archer tank, a two-handed maul Rogue backstabber, or a Sword and Shield battlemage. Too bad I made my canon Warden a plain archer Rogue (whom I love regardless).
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TheEmptyRoad
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Honor is a fool's prize, glory is no use to the dead.
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Mass Effect Andromeda, SWTOR, Mass Effect Legendary Edition
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Post by TheEmptyRoad on Mar 19, 2019 4:59:40 GMT
Give me back my spell variety as a mage. The fact that some of the iconic abilities from the old Spirit and Entropy Trees (Entropy was just gone in Inquisition without so much as a how-you-do), like Walking Bomb and Death Siphon, were locked behind a Specialization really pissed me off. They really took away a lot of the creativity in playing a Mage in my opinion, just having Elemental (and not even all of the old elemental) trees and diluted Spirit Tree as the default was really off putting.
One of the ideas I'm seriously considering for my canon is having three different Mage heroes, each a different race, maybe not even all the same gender. But the biggest difference between them would be their styles of Magic:
My current Canon Warden, an Elven Circle Mage who trained to fight other mages, adapted to other enemies a bit once he became a Warden, then dabbled in Blood Magic after he met Avernus and gained the power of Blood.
My Mage Hawke: This Mage will almost exclusively use Entropy, Creation, and Spirit Spells. Since he's an apostate who's had to hide his abilities all his life he uses his magic in more subtle ways, and utilizes the Creation and Spirit trees to give himself an extra boost in melee when he fights with his 'totally non-magical staff guys I swear'. He later takes up Force Magic or maybe Spirit Healing.
An Inquisitor Idea: This Mage is a Tal-Vashoth who's never really had to hide their magic, since they use it in a mercenary capacity. Focusing mainly on Fire and/or Lightning spells with basic Barriers and Dispels for dealing with other mages, they eventually specialize as a Knight-Enchanter to further reinforce their shields and focus more on the Battlemage side of it, rather than the Arcane Warrior side.
The Knight Enchanter is really the more unique choice out of the Three in Inquisition. Necromancer is just the old Spirit and Entropy trees, while Rift Mage just seems like 'Force Mage, but GREEN'.
For the first two I had a lot of options to really flesh out the type of mage they were, while in Inquisition I was more limited. The idea that a trained Circle Mage or Dalish First would know only basic Elemental and Spirit Magic is baffling, while it makes sense for a more no-nonsense Tal-Vashoth with little formal training or research background.
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Post by colfoley on Mar 22, 2019 1:18:15 GMT
A bit of a weird one for me since it was fine in Inquisition but it would also be something I would like them to combine on: More team synergy...I mean I guess the closest thing I could see it where one of your teamates does a parry which pins a bad guy and opening them up for your rogue to hit them with an arrow.
Also non lethal options for combat...maybe.
Also quite probably want them to remove weapon restrictions. Hmm. Actually here's an idea, I mean if they go the traditional three classes route it would actually be interesting to see them do skill trees unique to each class while all the skill trees that are specifically tied to a weapon is open for everyone. Obviously if they combine rogues and warriors like I want this loses a lot of its urgency but still, either remove weapon restrictions or go with two classes. Anyone want to name our new combined class?
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Post by AlleluiaElizabeth on Mar 22, 2019 4:50:50 GMT
Then I'm sure you were pleased with DAI, because all the melee rogue does is stab with very, very slow and straight forward movements. You mean until he turns invisible, stops time, sets himself on fire and teleports to the next enemy in a puff of black smoke like Nightcrawler? Yeah, it's just like down at the dojo. I liked pinballing around the battle field with my grappling hook, thank you.
And at least there truly was an in-game explanation for the fire. I've always felt the invisibility was just story/game segregation shorthand since its never actually spoken about or shown in cutscenes that aren't glitched.
But yeah, the fluidity of actual contact-based, swords clanging together combat has never been the series' strong suit. I'd like my monk-type martial artist with blades, or even a melee mage, but its on the "this is a very unlikely" wish list. But then again, they *are* looking at God of War for work and say what you wish about that game, it has fluid and visceral combat (when you don't die). God of War combat fluidity with pausing and companion AI on par with Atreus' could work. I'd picture something like ME3's system, but with a tactical camera at pause.
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Post by colfoley on Mar 22, 2019 7:57:16 GMT
You mean until he turns invisible, stops time, sets himself on fire and teleports to the next enemy in a puff of black smoke like Nightcrawler? Yeah, it's just like down at the dojo. I liked pinballing around the battle field with my grappling hook, thank you.
And at least there truly was an in-game explanation for the fire. I've always felt the invisibility was just story/game segregation shorthand since its never actually spoken about or shown in cutscenes that aren't glitched.
But yeah, the fluidity of actual contact-based, swords clanging together combat has never been the series' strong suit. I'd like my monk-type martial artist with blades, or even a melee mage, but its on the "this is a very unlikely" wish list. But then again, they *are* looking at God of War for work and say what you wish about that game, it has fluid and visceral combat (when you don't die). God of War combat fluidity with pausing and companion AI on par with Atreus' could work. I'd picture something like ME3's system, but with a tactical camera at pause.
I hope they are looking at Odyssey too. Its pretty much the combat system I am thinking about...the more I think about it.
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Post by Noxluxe on Mar 22, 2019 9:59:00 GMT
But yeah, the fluidity of actual contact-based, swords clanging together combat has never been the series' strong suit. I'd like my monk-type martial artist with blades, or even a melee mage, but its on the "this is a very unlikely" wish list. But then again, they *are* looking at God of War for work and say what you wish about that game, it has fluid and visceral combat (when you don't die). God of War combat fluidity with pausing and companion AI on par with Atreus' could work. I'd picture something like ME3's system, but with a tactical camera at pause. No argument there, God of War did it beautifully. After playing a few hours of Knight-Enchanter and experimenting with a balance of spells and spirit blade, I think I want more support in future games for characters with versatile tactics and weapon selections as well. Being able to debilitate enemies in advance before the Warriors clash, move in while they're weak or distracted and get in their grills, and then zoom away again once you start taking damage and go back to supporting the team from afar makes the combat feel WAY more engaging and tactical and fast and chaotic. I've occasionally tried to play Origins with a Rogue or Arcane Warrior who jumped between ranged and melee fighting styles like that, but it always turned out to be too clunky and bothersome to keep up for very long. And the subsequent games have pretty much gone all-in on pigeon-holing you into a single weapon specialization. The "what kind of warrior/rogue do you want to be" selection from character creation always irks me. I'm also principally against mages and rogues not having access to anything that looks like effective armor. Anyone would be a complete moron to voluntarily go into combat without proper protection, and steel plate isn't that damn heavy, and a lot more effective at keeping you safe than fantasy movies and games give it credit for. As opposed to "leather armor", that actually should be less protective than thick robes rather than more. Freedom of movement my ass. Modern soldiers conduct both urban and rural warfare wearing equipment heavier than any suit of plate armor ever actually worn into battle, and mages mostly just stand there. They should be decked out like a fortress for large-scale battles and wearing at least chain-mail for skirmishes since they can't use shields while spellcasting and are technically the highest priority on the field as healers and heavy artillery. I'm not saying that we should follow historical or realistic logic that slavishly, but mages throwing themselves into danger wearing their ceremonial pajamas and getting slaughtered just makes everyone look stupid. That said, I'm very happy with staves now being fashioned more along the lines of spears and other polearms than simple quarterstaves. It makes perfect sense, and looks badass as hell. Please let's not go back away from that just because we're specifically entering mage-country this time.
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Post by colfoley on Mar 22, 2019 18:37:33 GMT
But yeah, the fluidity of actual contact-based, swords clanging together combat has never been the series' strong suit. I'd like my monk-type martial artist with blades, or even a melee mage, but its on the "this is a very unlikely" wish list. But then again, they *are* looking at God of War for work and say what you wish about that game, it has fluid and visceral combat (when you don't die). God of War combat fluidity with pausing and companion AI on par with Atreus' could work. I'd picture something like ME3's system, but with a tactical camera at pause. No argument there, God of War did it beautifully. After playing a few hours of Knight-Enchanter and experimenting with a balance of spells and spirit blade, I think I want more support in future games for characters with versatile tactics and weapon selections as well. Being able to debilitate enemies in advance before the Warriors clash, move in while they're weak or distracted and get in their grills, and then zoom away again once you start taking damage and go back to supporting the team from afar makes the combat feel WAY more engaging and tactical and fast and chaotic. I've occasionally tried to play Origins with a Rogue or Arcane Warrior who jumped between ranged and melee fighting styles like that, but it always turned out to be too clunky and bothersome to keep up for very long. And the subsequent games have pretty much gone all-in on pigeon-holing you into a single weapon specialization. The "what kind of warrior/rogue do you want to be" selection from character creation always irks me. I'm also principally against mages and rogues not having access to anything that looks like effective armor. Anyone would be a complete moron to voluntarily go into combat without proper protection, and steel plate isn't that damn heavy, and a lot more effective at keeping you safe than fantasy movies and games give it credit for. As opposed to "leather armor", that actually should be less protective than thick robes rather than more. Freedom of movement my ass. Modern soldiers conduct both urban and rural warfare wearing equipment heavier than any suit of plate armor ever actually worn into battle, and mages mostly just stand there. They should be decked out like a fortress for large-scale battles and wearing at least chain-mail for skirmishes since they can't use shields while spellcasting and are technically the highest priority on the field as healers and heavy artillery. I'm not saying that we should follow historical or realistic logic that slavishly, but mages throwing themselves into danger wearing their ceremonial pajamas and getting slaughtered just makes everyone look stupid. That said, I'm very happy with staves now being fashioned more along the lines of spears and other polearms than simple quarterstaves. It makes perfect sense, and looks badass as hell. Please let's not go back away from that just because we're specifically entering mage-country this time. speaking of history though i was under the impression that plate wasn't really available for the common soldier becauase it was expensive. Knights and other nobles only wore while the rest was stuck with leather and chainmail. As far as DA is concerned damage mitigation is a thing...and rightfully so. I'd much rather be in armor that is light and easy to move in then a 'look at me I'm a target, and rich!' Of full plate.
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Noxluxe
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Post by Noxluxe on Mar 22, 2019 19:11:38 GMT
speaking of history though i was under the impression that plate wasn't really available for the common soldier becauase it was expensive. Knights and other nobles only wore while the rest was stuck with leather and chainmail. As far as DA is concerned damage mitigation is a thing...and rightfully so. I'd much rather be in armor that is light and easy to move in then a 'look at me I'm a target, and rich!' Of full plate. Only officers wore plate mail, true, but it was also so ridiculously effective that they could wade into pretty much anything, including flurries of arrows, and not get a scratch without even needing a shield. Which is also why they usually ended up captured and ransomed rather than killed in battle. Fighting a man in plate armor was more a matter of wrestling him to the ground and getting his armor off and finding a tiny gap for a sword-point or dagger than hitting him until he fell. And it did gradually become cheaper and easier to produce. Common soldiers could definitely afford a chainmail shirt worn over a brigandine - a tunic of thick layers of cloth sewn together, way more protective than leather and enough to ward off occasional sword cuts by itself. Not heavy at all, and not nearly as hot and inconvenient as plate mail gets. "Leather armor" has never actually been a thing in real life. You'd be better served just putting on an extra shirt or two. It's exclusively a fantasy invention. Looks cool though. And I'd happily go up against some lightweight who thinks he's faster than a spearpoint while personally protected by steel plates light enough for me to jump off a horse in. It really would get stuffy though. Chainmail, brigandine, spear, shield and steel helmet for me, with a sword as sidearm.
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Post by colfoley on Mar 22, 2019 19:15:09 GMT
speaking of history though i was under the impression that plate wasn't really available for the common soldier becauase it was expensive. Knights and other nobles only wore while the rest was stuck with leather and chainmail. As far as DA is concerned damage mitigation is a thing...and rightfully so. I'd much rather be in armor that is light and easy to move in then a 'look at me I'm a target, and rich!' Of full plate. Only officers wore plate mail, true, but it was also so ridiculously effective that they could wade into pretty much anything, including flurries of arrows, and not get a scratch without even needing a shield. Which is also why they usually ended up captured and ransomed rather than killed in battle. Fighting a man in plate armor was more a matter of wrestling him to the ground and getting his armor off and finding a tiny gap for a sword-point or dagger than hitting him until he fell. And it did gradually become cheaper and easier to produce. Common soldiers could definitely afford a chainmail shirt worn over a brigandine - a tunic of thick layers of cloth sewn together, way more protective than leather and enough to ward off occasional sword cuts by itself. Not heavy at all, and not nearly as hot and inconvenient as plate mail gets. "Leather armor" has never actually been a thing in real life. You'd be better served just putting on an extra shirt or two. It's exclusively a fantasy invention. Looks cool though. And I'd happily go up against some lightweight who thinks he's faster than a spearpoint while personally protected by steel plates light enough for me to jump off a horse in. It really would get stuffy though. Chainmail, brigandine, spear, shield and steel helmet for me, with a sword as sidearm. that was my other complaint/ thought. I seem to remember...though this was awhile ago...that for must people "full plate" was very prohibitive unless you were on horseback.
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Noxluxe
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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
Posts: 1,979 Likes: 3,492
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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, SWTOR
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Post by Noxluxe on Mar 22, 2019 19:32:35 GMT
that was my other complaint/ thought. I seem to remember...though this was awhile ago...that for must people "full plate" was very prohibitive unless you were on horseback. It isn't, at all. You can dance in it, albeit not forever, or fall and jump to your feet in a second. The problem with plate armor is that it's a pain in the ass to maintain, transport and get on, or off for that matter. And it's baking hot to wear while doing anything for an extended amount of time, and freezing cold when the weather is. Totally impractical for a hypothetical adventurer on the move, or even a knight outside pitched battles. There are plenty of youtube channels by medieval warfare nerds to enjoy if you're interested in putting some extra realism into your fantasy roleplaying. I'm personally a great fan of Matt Easton/Scholagladiatoria. He's a professional archaeologist, historical fencing instructor and medieval weapons collector. And he's British, so you know, smart accent:
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Post by colfoley on Mar 22, 2019 19:39:27 GMT
that was my other complaint/ thought. I seem to remember...though this was awhile ago...that for must people "full plate" was very prohibitive unless you were on horseback. It isn't, at all. You can dance in it, albeit not forever, or fall and jump to your feet in a second. The problem with plate armor is that it's a pain in the ass to maintain, transport and get on, or off for that matter. And it's baking hot to wear while doing anything for an extended amount of time, and freezing cold when the weather is. Totally impractical for a hypothetical adventurer on the move, or even a knight outside pitched battles. There are plenty of youtube channels by medieval warfare nerds to enjoy if you're interested in putting some extra realism into your fantasy roleplaying. I'm personally a great fan of Matt Easton/Scholagladiatoria. He's a professional archaeologist, historical fencing instructor and medieval weapons collector. And he's British, so you know, smart accent: heh. Well regardless i prefer being an archer, i like doing my killin from a distance.
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