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Post by pessimistpanda on Sept 21, 2020 3:56:56 GMT
The classes have *never* made sense in a world/narrative context. There's no meaningful career or "upbringing/background" distinction between "warrior" or "rogue", and nothing stops assassins or thieves we encounter from wielding the weapons associated with warriors, nor does anything stop templars or chevalier(chevaliers? chevalii?) from wielding the weapons associated with "rogues".
The partition of skills between the two has always been completely arbitrary. Forget weapon restrictions, there's also no earthly reason why a warrior shouldn't use poison on their blades, or employ a smokebomb, or be able to sing a rousing song, or summon an animal friend for aid. Likewise, there's no reason for a rogue to be unable to use templar abilities, or do whatever the fuck a "Champion" or "Reaver" does.
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Post by colfoley on Sept 21, 2020 3:59:15 GMT
The classes have *never* made sense in a world/narrative context. There's no meaningful career or "upbringing/background" distinction between "warrior" or "rogue", and nothing stops assassins or thieves we encounter from wielding the weapons associated with warriors, nor does anything stop templars or chevalier(chevaliers? chevalii?) from wielding the weapons associated with "rogues". The partition of skills between the two has always been completely arbitrary. Forget weapon restrictions, there's also no earthly reason why a warrior shouldn't use poison on their blades, or employ a smokebomb, or be able to sing a rousing song, or summon an animal friend for aid. Likewise, there's no reason for a rogue to be unable to use templar abilities, or do whatever the fuck a "Champion" or "Reaver" does. This also gets even muddier when we fight things like 'Rogue Templars' in the series too.
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Post by Noxluxe on Sept 21, 2020 4:13:12 GMT
or be able to sing a rousing song, or summon an animal friend for aid. Likewise, there's no reason for a rogue to be unable to use templar abilities, or do whatever the fuck a "Champion" or "Reaver" does. Conditional on training and specialization, obviously. But yeah, it's beyond silly that the Warriors are the only ones to potentially benefit from swallowing a few mouthfuls of dragon's blood which, according to the lore, would make anyone nigh-unkillable. Every class should have a specialization that goes down that hole. The franchise is called Dragon Age, for Christ's sake. And it's exactly the kind of thing Tevinter might have made a science of. Even Berserker could be a cool Rogue specialization. A hyperagressive scrapper and unstoppable killing machine with daggers overflowing the gutters with blood might not be the most practical thing in the world, but the image sure is badass.
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Post by biggydx on Sept 21, 2020 4:28:56 GMT
Having had some time to think on this, why not just burrow from Mass Effect's (OT) system? You get access to 6 classes, but the choice of weapon you choose to wield is entirely up to you. The base three classes would be Warrior, Rogue, and Mage, and the 3 hybrid classes would be Battlemage (Mage/Warrior), Spellsword (Mage/Rogue), and Lord of Fortune (Rogue/Warrior). You'd still have the starting abilities selected for you, but the option of what weapon you choose to wield is up to you, though mage staffs would come with restrictions if you didn't pick a magic centered class.
You get to retain the more rigid class system, but by allowing players to choose what weapons they want to wield, you get to have more freedom in build variety. The three additional classes also makes it easier for people to better define how they want there playthrough to start off before further defining their character.
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Post by colfoley on Sept 21, 2020 4:32:09 GMT
Having had some time to think on this, why not just burrow from Mass Effect's (OT) system? You get access to 6 classes, but the choice of weapon you choose to wield is entirely up to you. The base three classes would be Warrior, Rogue, and Mage, and the 3 hybrid classes would be Battlemage (Mage/Warrior), Spellsword (Mage/Rogue), and Lord of Fortune (Rogue/Warrior). You'd still have the starting abilities selected for you, but the option of what weapon you choose to wield is up to you, though mage staffs would come with restrictions if you didn't pick a magic centered class. You get to retain the more rigid class system, but by allowing players to choose what weapons they want to wield, you get to have more freedom in build variety. The three additional classes also makes it easier for people to better define how they want there playthrough to start off before further defining their character. Great idea. Or at the very least the idea of divorcing all of the DA talents from the weapons could be a great way of going about it. I mean Overload or Energy Drain in Andromeda worked no matter what you were carrying...and on and on and on it goes pretty much. Only abilities which were kind of weapon dependent were the soldier/ combat ones (Adrenaline Rush for instance)
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Post by pessimistpanda on Sept 21, 2020 5:22:53 GMT
Hmmm, if we're gonna go that route, I'd rather just go classless, either with all skill trees open from the start, or "specialisation" skill trees locked off until certain story requirements are fulfilled.
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Post by Polka Dot on Sept 21, 2020 8:47:34 GMT
I once played through Origins and all associated DLC as a sword-and-board Rogue(Marcus Cousland), and had a blast, and about one in three of my Origins characters have been strength-based Rogues wielding sword/dagger or axe/dagger and wearing heavy armor. And I haven't played a non-archer Rogue in any DA game since because they're silly as fuck, and look silly as fuck, fighting like super ninjas in a silly attempt to distinguish them from Warriors rather than just making them Warriors with different tactical priorities. My most recent DAO warrior is dual-wielding swords and carries a shortbow in the secondary slot. Those were the days, eh? The partition of skills between the two has always been completely arbitrary. Forget weapon restrictions, there's also no earthly reason why a warrior shouldn't use poison on their blades, or employ a smokebomb, DAO actually had non-combat skills - one of which was poison-making, available to all classes. Any character with a point in poison-making could use poison. There were also trap-making skills. Those come from specializations. Or at the very least the idea of divorcing all of the DA talents from the weapons could be a great way of going about it. Yeah, I don't think you wanna do that. Each class already has class specific talents that aren't tied to any particular weapon. I don't expect DA players would want to lose talents like shield bash, pinning shot, dual weapon sweep, or pommel strike. Guns go pew-pew when you push a button; there are different ways to use DA weapons. DA players are also accustomed to having a much wider variety of skills than what's available in ME.
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Post by Deleted on Sept 21, 2020 9:45:01 GMT
It will depend on the state of the Veil at the start of the game. If the Veil is already down then why not go classless and allow everyone to have some magic as well as martial skills. Several of the warrior and rogue skills in DA2 and DAI already felt a bit too magically for my taste (phantom duplicates for the Champion and two handers able to create earthquakes? let's not get started on the tempest).
Of course, this is divorcing game mechanics from lore. Mages spend much of their training learning how to avoid demons and control their powers. It makes sense that so much of their training needs to be devoted to this that they wouldn't have time to 'dual class' to learn weapon talents or other skills. And if a former muggle has suddenly gained access to magic spells and can throw a fireball when all she's known is picking pockets before, she is going to become an abomination ASAP.
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Post by theascendent on Sept 21, 2020 10:06:47 GMT
I wonder if the mage classes can be more flexible. In DND, for instance, you have Eldritch Knights, Arcane Tricksters and Arcane Archers. A warrior, a rogue and archer build that use magic, not all magic users have to be wearing robes and wield a staff, though that is an iconic look that is popular for a reason. Since Tevinter has a long history of magical study and acceptance, I wouldn't be surprised if they send mages with certain talents to become specialised in an equivalent role in society, while the more common mages go through the Circles of Magi. Praetorian guards could be like the Eldritch Knights, super-secret mage warriors who look like Templars but use actual magic. Secret assassins who are akin to Arcane Archers to snipe their targets with impossible shots. The Arcane Tricksters would be perfect for the Siccari, the Tevinter secret police and spies.
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Post by pessimistpanda on Sept 21, 2020 10:13:51 GMT
Those come from specializations. I'm aware. My point is that there is no narrative justification or not a very good one, at least, for locking nearly any of the specializations to any particular class. There's no reason why a rogue shouldn't be able to spec into templar, or a warrior into bard. But I don't advocate for going class-less per se. I don't much care either way. My suggestions are to either leave the classes partitioned as is, OR, make the pc classless (including access to magic), and give every party member tailored skill trees that fit their character and background.
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Post by Gileadan on Sept 21, 2020 10:17:55 GMT
I would prefer a classless system, with the only choice at character generation being whether your character has a magical aptitude or not.
Optionally there could be "archetypes", i.e. pre-generated skill sets for players that want to start quickly.
Attributes could govern skills by adjusting their purchase cost when leveling up, i.e. a character with a high agility paying fewer skill points for a stealth skill than a clumsy one.
NPC reactivity could be based on skill choices instead of classes, i.e. a character with a lot of combat skills would be considered a warrior by NPCs who know him/her. If they don't know him/her, the character should be judged by their visible equipment instead; if you're wearing a chain mail, a sword and a shield, how is Joe Peasant going to know that you're really an assassin or a mage in hiding?
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Post by Noxluxe on Sept 21, 2020 11:18:33 GMT
I'm aware. My point is that there is no narrative justification or not a very good one, at least, for locking nearly any of the specializations to any particular class. There's no reason why a rogue shouldn't be able to spec into templar, or a warrior into bard. But I don't advocate for going class-less per se. I don't much care either way. My suggestions are to either leave the classes partitioned as is, OR, make the pc classless (including access to magic), and give every party member tailored skill trees that fit their character and background. I could live with just some of the specializations being class-exclusive. Assassin and Bard for Rogues, and Chamion and Berserker for Warriors, probably. Duelist, Ranger, Templar and Reaver could easily be universally available. And Ranger and Duelist might be entirely superfluous. Gameplay mechanics aside, 'Bard' means something very specific in this setting and it's a hell of a lot more Roguish than Warriory. Skalds and such are awesome, but there's no real foundation for them in Thedas like there is for Bards as spies and thieving minstrels. Andromeda tried to give you mostly free reigns while restricting party members to their specialties. I always thought it undermined Ryder's ability to stake out their own role and function in combat compared to Shepard, and usually played entirely as if I had chosen one of the old classes anyway. Mostly Engineer or Sentinel, since the game puts a lot of emphasis on Ryder interacting with alien technology, and because AI programming and engineering were clear fields of interest for their father.
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Post by Polka Dot on Sept 21, 2020 17:36:34 GMT
Those come from specializations. I'm aware. My point is that there is no narrative justification or not a very good one, at least, for locking nearly any of the specializations to any particular class. There's no reason why a rogue shouldn't be able to spec into templar, or a warrior into bard. I could see some specializations being open to multiple classes, but I also think some of them really are more appropriate for a particular class. Noxluxe mentioned Bard being rogue-related. I would suggest that (at least some) Champion spec skills seem tailored for a warrior tank. I do think that, beyond the talents themselves, specializations add flavor and character definition. Like tempest really sounds like a Sera thing and artificer sounds more like Varric. DAO's specializations did a lot of work there. Most of the followers came with specs pertinent to their backgrounds and characterizations, and were a topic of conversation. You could talk to Morrigan about what it's like to spend time in the Wilds in animal form (shapeshifter) and to Leliana about being a Bard (musician and spy), etc. With enough approval, most of the companions would teach the warden their specialization. That's been changed, but not improved imho. I think there's a balance to be had here, and I lean toward allowing players to compose parties based on personality and banter preferences over tactical needs. DA2 pushed us toward class balance by introducing cross-class combos; DAI pushed even harder with all the artificially created entirely arbitrary class-specific (and even element-specific) barriers you could not proceed beyond unless/until you had a party member capable of removing it. The way DAO handled specializations did contribute personality and background to each follower without locking them out of any other skills available to their class, thus affording the player optimum flexibility in builds and party composition.
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Post by Polka Dot on Sept 21, 2020 17:58:52 GMT
Andromeda tried to give you mostly free reigns while restricting party members to their specialties. I always thought it undermined Ryder's ability to stake out their own role and function in combat compared to Shepard, and usually played entirely as if I had chosen one of the old classes anyway. Mostly Engineer or Sentinel, since the game puts a lot of emphasis on Ryder interacting with alien technology, and because AI programming and engineering were clear fields of interest for their father. I really tried to build Ryder(s) based on a particular MET archetype, but... it invariably ended up unsatisfying and I'd have a bazillion unspent points midway through the game. The mechanics were apparently designed to allow you to take most of the talents by the end of a playthrough. I felt like I ended up with a SAM-dependent jack of all trades and master of nothing. It's clear that MEA SP combat was designed to emulate MP. No power wheel (RTwP) so you could select from more than 3 talents - ammo types, etc. all consumable with little resource stashes conveniently strewn about unexplored, uninhabited wildlands - lol.
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Post by colfoley on Sept 21, 2020 22:35:07 GMT
Andromeda tried to give you mostly free reigns while restricting party members to their specialties. I always thought it undermined Ryder's ability to stake out their own role and function in combat compared to Shepard, and usually played entirely as if I had chosen one of the old classes anyway. Mostly Engineer or Sentinel, since the game puts a lot of emphasis on Ryder interacting with alien technology, and because AI programming and engineering were clear fields of interest for their father. I really tried to build Ryder(s) based on a particular MET archetype, but... it invariably ended up unsatisfying and I'd have a bazillion unspent points midway through the game. The mechanics were apparently designed to allow you to take most of the talents by the end of a playthrough. I felt like I ended up with a SAM-dependent jack of all trades and master of nothing. It's clear that MEA SP combat was designed to emulate MP. No power wheel (RTwP) so you could select from more than 3 talents - ammo types, etc. all consumable with little resource stashes conveniently strewn about unexplored, uninhabited wildlands - lol. I didn't really have this problem. Robert easily followed the Soldier/ Infiltrator (probably more emphasis on the latter) while Cass was basically ended up being a super tech Vanguard. But even if BioWare is going to give you a whole cake to eat...why just eat the frosting? Especially with the option to switch up your abilities based on tactical situation, giving you access to 12 abilities at once, the system was very responsive.
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Post by Noxluxe on Sept 22, 2020 2:02:45 GMT
I didn't really have this problem. Robert easily followed the Soldier/ Infiltrator (probably more emphasis on the latter) while Cass was basically ended up being a super tech Vanguard. But even if BioWare is going to give you a whole cake to eat...why just eat the frosting? Especially with the option to switch up your abilities based on tactical situation, giving you access to 12 abilities at once, the system was very responsive. For me, the combat in RPGs is just as much a part of the roleplaying as dialogue is, albeit in a much simpler way. How my character prefers to approach a fight tactically says a lot about them. Same for fantasy. Deciding on a class isn't just about the abilities, it's a kind of self-expression for your character. Rogues and Warriors overlap in ways, sure, but the difference between them seeing and defining themselves as a man or woman of war or just an opportunistic scrapper has heavy implications for who they are as people. Having the opportunity to switch between approaches on the fly and be more or less equally great at everything takes that extra definition away from the character. And this is starting to seem like just a good old-fashioned difference of values between you and me, but in my mind and experience it takes significant time and training and application to get good at anything at all, and the idea of people who are good at everything is just silly. Playing a 22-yearold kid who can just choose to be a brilliant soldier with barely any training while firing up their awesome engineering talents the next moment feels like an insult to all the soldiers and engineers in the world who have worked their asses off for years to reach basic competency in their respective trades. The only time when I want to play someone who hasn't had to devote years and years of effort into building up their skills is when playing a useless shit who is suddenly forced to wise up and becomes a mediocre jack-of-all-trades out of necessity due to having wasted their life up to that point. Which my Ryder definitely would have felt like if it hadn't been for the synergy between tech skills, Sam and the use of alien technology being such a huge part of Andromeda's story.
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Post by Polka Dot on Sept 22, 2020 2:49:25 GMT
I really tried to build Ryder(s) based on a particular MET archetype, but... it invariably ended up unsatisfying and I'd have a bazillion unspent points midway through the game. The mechanics were apparently designed to allow you to take most of the talents by the end of a playthrough. I felt like I ended up with a SAM-dependent jack of all trades and master of nothing. It's clear that MEA SP combat was designed to emulate MP. No power wheel (RTwP) so you could select from more than 3 talents - ammo types, etc. all consumable with little resource stashes conveniently strewn about unexplored, uninhabited wildlands - lol. I didn't really have this problem. Robert easily followed the Soldier/ Infiltrator (probably more emphasis on the latter) while Cass was basically ended up being a super tech Vanguard. But even if BioWare is going to give you a whole cake to eat...why just eat the frosting? Especially with the option to switch up your abilities based on tactical situation, giving you access to 12 abilities at once, the system was very responsive. I would suggest that the reason you don't have any issues with any of it is because you don't treat combat (or builds) as part of role-play. Noxluxe did a great job of explaining some of the philosophy behind doing so. I'll offer you an example: my first warden was a S/S warrior focused on tanking for the team. She refused to take any other melee combatant (other than Alistair) into darkspawn-infested areas. The reason? She did not want them exposed to darkspawn blood and guts to prevent them falling ill with the darkspawn taint (remember Ser Wesley in the opening of DA2? Yeah, that.) I won't point out the fact that if Hawke takes the sibling on the Deep Roads Expedition, they'll fall victim to the taint - but no other character ever does. Oh, I just did... heh. I also once played a dwarf commoner rogue who did a lot of stealthing and stealing and collected jewelry, even during combat, cuz that was her jam.
And I've always had mixed feelings about any character having more than 1 specialization. A lot of players seem to want more-MORE-MOAR! types but I think I prefer having fewer specs that are deeper. By rights, it should take years of training to develop basic competence at most of these skills, and perhaps a lifetime to truly master them. Acquiring a specialization should be a pretty big deal.
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Post by colfoley on Sept 22, 2020 2:54:24 GMT
I didn't really have this problem. Robert easily followed the Soldier/ Infiltrator (probably more emphasis on the latter) while Cass was basically ended up being a super tech Vanguard. But even if BioWare is going to give you a whole cake to eat...why just eat the frosting? Especially with the option to switch up your abilities based on tactical situation, giving you access to 12 abilities at once, the system was very responsive. For me, the combat in RPGs is just as much a part of the roleplaying as dialogue is, albeit in a much simpler way. How my character prefers to approach a fight tactically says a lot about them. Same for fantasy. Deciding on a class isn't just about the abilities, it's a kind of self-expression for your character. Rogues and Warriors overlap in ways, sure, but the difference between seeing and defining themselves as a man or woman of war or just an opportunistic scrapper has heavy implications for who they are as people. Having the opportunity to switch between approaches on the fly and be more or less equally great at everything takes that extra definition away from the character. And this is starting to seem like just a good old-fashioned difference of values between you and me, but in my mind and experience it takes significant time and training and application to get good at anything at all, and the idea of people who are good at everything is just silly. Playing a 22-yearold kid who can just choose to be a brilliant soldier with barely any training while firing up their awesome engineering talents the next moment feels like an insult to all the soldiers and engineers in the world who have worked their asses off for years to reach basic competency in their respective trades. The only time when I want to play someone who hasn't had to devote years and years of effort into building up their skills is when playing a useless shit who is suddenly forced to wise up and becomes a mediocre jack-of-all-trades out of necessity due to having wasted their life up to that point. Which my Ryder definitely would have felt like if it hadn't been for the synergy between tech skills, Sam and the use of alien technology being such a huge part of Andromeda's story. I do certainly agree with you on the merits of your argument. As I have stated at least two of my characters are very involved in their roleplay. Just that: A. the current system still can limit that. Sure some limits can be fun but if I want to play a rogue who can take a bit of a hit, its pretty difficult to do with the current system and...well that is just as valid for Roleplay. B. Choosing what abilities or what abilities you use in combat can again be just as valid for roleplay then choosing your class. Choosing archery or roguey abilities can make your character a rogue archetype, even if the game does not call it that. In Andromeda while you could spec into pretty much anything you didn't have to use everything, and while there was a few unfortunate lines of dialogue here or there that resulted from that decision, it can still mostly work. Robert could use biotics, but I chose for Robert not use them because I didn't want to RP that. C. From what I have heard, didn't do too much experimentation with this, but being a Jack of all Trades character in Andromeda was a bit..limiting from what I heard? Which does make a fair bit of sense. Become an expert on one or two paths or become a generalist at a lot more. D. As I mentioned in the poll while a class less system or disbanding the Warrior and Rogue... would neccessiate other limitations, I mean classes are a limiting factor in what you can do, so this just makes sense. This was kind of a flaw I didn't mind in Andromeda but it did make sense with me. Now I can think of two things off the top of my head that could be limiting factors: Level caps, or limiting the amount of abilities you can have active at one time (and people complain about that limitation when BioWare does them)...or maybe instead of that make stamina/ adrenaline more of a dominant resource which does not let you/ encourages you to more specialize. Things of that nature.
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Post by colfoley on Sept 22, 2020 4:14:48 GMT
I didn't really have this problem. Robert easily followed the Soldier/ Infiltrator (probably more emphasis on the latter) while Cass was basically ended up being a super tech Vanguard. But even if BioWare is going to give you a whole cake to eat...why just eat the frosting? Especially with the option to switch up your abilities based on tactical situation, giving you access to 12 abilities at once, the system was very responsive. I would suggest that the reason you don't have any issues with any of it is because you don't treat combat (or builds) as part of role-play. Noxluxe did a great job of explaining some of the philosophy behind doing so. I'll offer you an example: my first warden was a S/S warrior focused on tanking for the team. She refused to take any other melee combatant (other than Alistair) into darkspawn-infested areas. The reason? She did not want them exposed to darkspawn blood and guts to prevent them falling ill with the darkspawn taint (remember Ser Wesley in the opening of DA2? Yeah, that.) I won't point out the fact that if Hawke takes the sibling on the Deep Roads Expedition, they'll fall victim to the taint - but no other character ever does. Oh, I just did... heh. I also once played a dwarf commoner rogue who did a lot of stealthing and stealing and collected jewelry, even during combat, cuz that was her jam.
And I've always had mixed feelings about any character having more than 1 specialization. A lot of players seem to want more-MORE-MOAR! types but I think I prefer having fewer specs that are deeper. By rights, it should take years of training to develop basic competence at most of these skills, and perhaps a lifetime to truly master them. Acquiring a specialization should be a pretty big deal. Sure. I've even done many of the exact same things you mention. Just from a meta standpoint there really is no difference in role playing with classes and role playing without classes. Granted if they go full classless might make it a bit wonkier and it'll be interesting to see what lore they make to justify the change...but if you want to make a character with just *rogue* abilities and only uses Rogue abilities there is nothing to stop you from doing so even in a classless system. As phoray pointed out the only issue would be with internal consistancy and the game being able to react to such choices which...again I don't see the imposibility of that task. Speaking of limitations though piggybacking off my last post I realized that another thing they could do is by making it a limitation based on one possible desire I have for them to do attributes. In other words tie ability progression to your cunning or dex scores that way you have to have some 'profficiency' in such things before you can go do them.
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Post by Polka Dot on Sept 22, 2020 5:04:26 GMT
A. the current system still can limit that. Sure some limits can be fun but if I want to play a rogue who can take a bit of a hit, its pretty difficult to do with the current system and...well that is just as valid for Roleplay. I'll take this opportunity to remind you that the DAO mechanics would allow you to build such a rogue, and equip them with massive armor. It can, but you noticed some discrepancies. Just from a meta standpoint there really is no difference in role playing with classes and role playing without classes. Granted if they go full classless might make it a bit wonkier and it'll be interesting to see what lore they make to justify the change...but if you want to make a character with just *rogue* abilities and only uses Rogue abilities there is nothing to stop you from doing so even in a classless system. As phoray pointed out the only issue would be with internal consistancy and the game being able to react to such choices which...again I don't see the imposibility of that task. But you just acknowledged some things they'd need to do to accommodate such a change. I would also point out that traditional DA rogues automatically have the ability to detect and disarm traps and unlock things; it's just a class trait. So you'd need to make those purchase-able abilities instead, at least if you want to continue to use traps and locked things in the game world. As far as reactivity goes - reacting to a specific, well-defined class is a very easy check, and so is looking for a specific talent. Anything more complex can give you some... unexpected, possibly undesirable results. Not related to combat builds, but here's a thing that actually happened to me once - my warden had enough approval with both Leliana and Alistair to trigger their romantic interest. I was having a dialogue with Wynne, and she talked about those relationships. In the first statement, she referred to Leliana as the object of interest; in the next she mentioned Alistair. Not a big deal, but that sort of thing makes a game feel buggy, and you really raise the risk of that kind of inconsistency when you make reactivity checks more complex. Hmm... I'm not quite sure what you mean here.
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Post by telanadas on Sept 22, 2020 5:18:25 GMT
And this is starting to seem like just a good old-fashioned difference of values between you and me, but in my mind and experience it takes significant time and training and application to get good at anything at all, I totally agree with this sentiment. I feel like if they are to have specialisations in DA they should be earned through battles/experience, and ideally the skill should be integrated as part of the entire game's journey so it feels like your character is actually evolving.
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Noxluxe
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Post by Noxluxe on Sept 22, 2020 5:50:56 GMT
I do certainly agree with you on the merits of your argument. As I have stated at least two of my characters are very involved in their roleplay. Just that: A. the current system still can limit that. Sure some limits can be fun but if I want to play a rogue who can take a bit of a hit, its pretty difficult to do with the current system and...well that is just as valid for Roleplay. B. Choosing what abilities or what abilities you use in combat can again be just as valid for roleplay then choosing your class. Choosing archery or roguey abilities can make your character a rogue archetype, even if the game does not call it that. In Andromeda while you could spec into pretty much anything you didn't have to use everything, and while there was a few unfortunate lines of dialogue here or there that resulted from that decision, it can still mostly work. Robert could use biotics, but I chose for Robert not use them because I didn't want to RP that. C. From what I have heard, didn't do too much experimentation with this, but being a Jack of all Trades character in Andromeda was a bit..limiting from what I heard? Which does make a fair bit of sense. Become an expert on one or two paths or become a generalist at a lot more. D. As I mentioned in the poll while a class less system or disbanding the Warrior and Rogue... would neccessiate other limitations, I mean classes are a limiting factor in what you can do, so this just makes sense. This was kind of a flaw I didn't mind in Andromeda but it did make sense with me. Now I can think of two things off the top of my head that could be limiting factors: Level caps, or limiting the amount of abilities you can have active at one time (and people complain about that limitation when BioWare does them)...or maybe instead of that make stamina/ adrenaline more of a dominant resource which does not let you/ encourages you to more specialize. Things of that nature. A. Entirely true. But I feel like that's an argument for going back to the versatility of the class system in Origins, not necessarily for abolishing classes altogether. Plenty of RPGs allow for a hardy rogue, or a delicate warrior. B. Again, true, but every little bit helps when it comes to staying true to a single character concept over what is potentially weeks or months of on-and-off gameplay, during which you'll absolutely be tempted to compromise it if there's no strict framework. Looking at your character sheet and seeing Infiltrator, lv x at the top because that's what you felt the character would be helps anchor them outside just your head. As I said earlier, I can totally see and enjoy the benefits of a classless system. But I still prefer having them to not. C. No idea. I've only played the game as a tech specialist, give or take Lift, and I never cared to take advantage of the ability to change... protocols? Whatever they're called. It just didn't interest me, just like it also didn't interest me when Kingdom of Amalur did the same thing. When you have too much freedom, things very easily stop mattering. That's just how it is.
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legbamel
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Post by legbamel on Sept 23, 2020 11:44:16 GMT
When you have too much freedom, things very easily stop mattering. That's just how it is. I don't think I'd go that far, but unless we're going full Path of Exile I would rather see a closer system to DAO where we have control over our stats and the abilities/weapons are gated behind which aspects of your character you choose to build. And, of course, bring back secondary weapons. I see no reason why your rogue and warrior can't use a bow or your mage have a dagger or two to fend off mobs when things get hairy.
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Post by Vall on Sept 23, 2020 12:24:13 GMT
Honestly, I would just vote for classless because usually I really have to twist the arms of any class system to play the character I want. Doing a 3 pure + 3 hybrid would get me most of what I want, but at that point, why no just go with classless with a level cap (so you can't be everything), and for story purposes, have something like class backgrounds like Circle Mage, Apostate, Crow, Templar, etc.
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Post by Noxluxe on Sept 23, 2020 23:02:22 GMT
Honestly, I would just vote for classless because usually I really have to twist the arms of any class system to play the character I want. Doing a 3 pure + 3 hybrid would get me most of what I want, but at that point, why no just go with classless with a level cap (so you can't be everything), and for story purposes, have something like class backgrounds like Circle Mage, Apostate, Crow, Templar, etc. Can you give an example of what sort of character you might want to play in DA4 that you just can't imagine being possible with three main classes, even with significant overlap as in DAO? I might be able to go for 3 Pure + 3 Hybrid classes, but each class in itself being broad and expansive enough to let you steal a little from the others(except spells obv.) still seems like the best of both worlds to me. It would also help if Warriors and Rogues operated with roughly same laws of physics, so talents from one might actually be compatible with the other's fighting style. Instead of Warriors universally being slow and cumbersome mighty glaciers and Rogues teleporting around, turning invisible and setting themselves on fire between stabs. (Six years down the line and I still look at melee rogue DAI gameplay on youtube and think WTF.)
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