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Would you be interested in any of these mods?


Would you be interested in any of these mods?  

4 members have voted

  1. 1. Would you be interested in any of these mods?

    • Player Rogue only (so does not affect other rogues), with Warrior Talents.
      0
    • Player Warrior only (so does not affect other rogues), with Rogue Talents.
      0
    • Rogues and Warriors with select Mage Spells (ie. Templars with Soul Warding tree spells and Reavers with Necromancy tree spells).
    • Rogue and Warriors with select Monster Abilities (ie. Warriors with Revenant Abilities).
    • Other (post below)


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3 minutes ago, LenaWolfBravil said:

I just had a proper read of your mod, it seems to me you've got it all covered already for the Arcane Rogue! For me the exact class would be Mage Assassin, as I tend to play in most games... But yeah, add werewolf to that, and it gets really interesting.

I see what you mean about having too many items in the spellbook. It's a good solution to make a selection manually.

Yeah, Werewolf/Shriek (I say shriek cause that is what both use the shriek abilities and all the tooltips say shriek). As a Specialization for rogues but give it an appropriate name.

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5 minutes ago, HollownessDevoured said:

I mean what if a mage never went to the circle of magi/got caught. They'd have to live under the guise of either a rogue or a warrior and clearly would be able to train as one.

May be the circle is afraid that if mages learn to use blades, they turn to blood magic? Although they turned anyway...

Blood magic is very poorly implemented, I find. For all the talk about it, the spells are weak and pretty useless. 

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3 minutes ago, LenaWolfBravil said:

I could never understand why lockpicks were limited to rogues. It's like to say that only templars are allowed to eat with forks, everyone else must use their hands! 😄

Yeah, I can make stealth and lockpick for all, but I left as a rogue skill because you are likely to trigger Hidden Rogue once you spec into rogue skills anyways. But I like them way better in skills instead of talents.

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1 minute ago, LenaWolfBravil said:

May be the circle is afraid that if mages learn to use blades, they turn to blood magic? Although they turned anyway...

Blood magic is very poorly implemented, I find. For all the talk about it, the spells are weak and pretty useless. 

I think it is just a threat for the lore of the game tbh.

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1 hour ago, LenaWolfBravil said:

I think stealth won't work for warriors or pure mages. How do you sneak in heavy armour or with a huge staff under your arm? You need light armour and light weapons. But lockpicking is different - anyone can do it.

I am just saying I can do it/it can be done/transferred, it is something that can be modded.

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Thanks for the links and for your efforts! I shall keep an eye on your work. It may be a while before I get my act together to play Dragon Age on PC and with mods, but I can see it coming and will get to it eventually. Then I shall install your mods and give some better feedback. But for now - yes I would be interested in any kind of new ideas to extend and merge mage and rogue classes. 🙂 Let's have some choices, that's where the fun begins! 👍

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On 1/25/2024 at 6:04 PM, LenaWolfBravil said:

I could never understand why lockpicks were limited to rogues. It's like to say that only templars are allowed to eat with forks, everyone else must use their hands! 😄

Balance.  It's a time-honored characteristic in most anything derived from any sort of D&D inspired RPG mechanics.

It's the reason why high DPS combatants are usually squishy and don't gain as much health from level-up or additional constitution investments and it's why massive armor also has high fatigue and it's why a tank build can absorb a lot of damage but usually doesn't put out much.

They made rogues uniquely valuable by making them the only class that could pick locks or disarm traps, and only mages can heal or remove de-buffs (and work other magics).  Warriors make the best tanks, though you can actually get by without a warrior in the party.  Of course DA2 further differentiated the classes by restricting weapon usage (DA2 warriors cannot dual wield or use bows), and DAI requires a specific talent/spell from a specific class to overcome various barriers throughout the maps.  Basically, they do that to force (or strongly encourage) players to use balanced parties.

🤷‍♂️

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On 1/28/2024 at 6:03 PM, Pasquale1223 said:

Balance.  It's a time-honored characteristic in most anything derived from any sort of D&D inspired RPG mechanics.

Balance I understand, D&D reference - no. Never played it in any form, not sure why it should rule the world. I simply look at individual characters. Some will be stronger, some will be weaker, some skills make sense to specialise, other restrictions just seem completely artificial. Mix weaknesses and strengths in every build, sure, but don't "force" players to necessarily employ companions of four different classes in every mission. Personally, I choose companions for their personalities rather than their skills, then make do with whatever weaknesses my team has - and that depends on the situation.

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