The Game Analists
Self-Ejected
- Joined
- Oct 8, 2014
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Can someone explain to me why it was decided that classic DnD classes in DA:O were turned into specializations for three base classes? Like, you can't roll a bard in Origins, you roll one of the three main classes and then get the specialization. So what the fuck? Why did Bioware start doing this?
I truly think that DA:O is the game that separates Bioware's decent works from the shit. On the other hand, Mass Effect appeared earlier and it was already plenty of shit. I managed to beat both games, but overall I was unimpressed.
Also original DA:O (which I own) has the courtesy of EA's DRM, rendering the disc a freesbee after some installations.
Oh are you a mac user?
I tried to restock my installation allowance with that patch, but it didn't work. Funny enough, I've got 3 games from that list. I guess they're the last EA games I buy ever.
Laziness/simplification mostly. Turning them into specializations is not necessarily a bad thing, but Bioware didn't really do enough to make specializations matter, in terms of gear, talents/spells, or C&C. You just get a slight perk and 4 spells/abilities, and... that's it. I think arcane warrior also has a spec-restricted sword and templar has a spec-restricted armor, but neither of them are particularly good. Shapeshifter really got shafted by the half-assed design, since the forms are mostly useless. And arcane warrior spec is just a mage in plate with a couple more ridiculous defenses layered on top. It does fuck-all for attacking and you're best off wielding a staff and casting spells.Can someone explain to me why it was decided that classic DnD classes in DA:O were turned into specializations for three base classes? Like, you can't roll a bard in Origins, you roll one of the three main classes and then get the specialization. So what the fuck? Why did Bioware start doing this?
Fighter/Rogue/Mage splits are nothing new. Quest for Glory, Lands of Lore, and Diablo 1 did it too, and it had fuck-all to do with healing or MMORPG shit. It's just a classic division of gameplay styles, except in DAO's case there's typically not much difference in gameplay between rogues and warriors since martial combat is horribly bland and you can't sneak past encounters anyhow, while mages are just overpowered.
Inquisition tried to make health pools matter more by limiting access to healing, but then overcompensated with its absurd damage shield parade along with the fact that you can go back for more healing potions whenever you want; it just takes up time. Mages in Inquisition are still basically healers. It's just that instead of casting heal they cast aoe damage-absorbing barriers. This actually makes mages more important for keeping a party going in DAI than they were in previous games. Also, an all-mage party is probably the hardest to kill party thanks to the constant barrier restorations.interesting as Inquisition doesnt have a healer class
Warriors could actually do massive damage in Awakening through the Spirit Warrior specialization, especially when the warrior is geared with spirit damage multiplying gear and/or the enemies are hexed into elemental vulnerability, but yes, both mages and rogues were better tanks than warriors in Awakening. Arcane Warrior mage specialization and Legionnaire Scout rogue specialization were much better at tanking than what the warrior gets.All I remember is that rogues ended up being better warriors than warriors. The abilities you get when you hit Awakening are actually hilarious.