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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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I played D&D a little and multi-classing is a thing, and funny enough it's kinda why I had no issue making a Mage-Rogue hybrid class. In D&D I played a Warlock with Pact of the Blade and I eventually was going to do Hexblade but the people I D&D with were my brother's workmates after hours at that work. Covid hit and my brother no longer works there. So no D&D for me X /

Edited by HollownessDevoured
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Well - D&D is kinda the basis for RPG as we know it.  Certainly, a lot of other kinds of mechanical systems have been devised and developed over the years, but D&D started it all.

Each individual class/character is supposed to offer some combination of strengths and weaknesses to make the player's choices meaningful.  It is why, for example, powerful caster classes tend to be very vulnerable/squishy and the more resilient/tank classes tend to produce lower DPS.

I guess I never really minded that only rogues can unlock things and deal with traps - it always made sense to me.  Plus, it was that way from the beginning, starting with DAO so it was easy for me to accept.  I really dislike the restrictions introduced in later games - stripping dual wield and archery abilities from warriors (that started in DA2) and requiring players to have a follower of a certain class to get through barriers (ala DAI).  Bleah.

As for choosing the party composition based on personality - so easy to do in BioWare games.  The followers and the banter is one of the biggest draws imho.

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1 minute ago, Pasquale1223 said:

I really dislike the restrictions introduced in later games - stripping dual wield and archery abilities from warriors (that started in DA2) and requiring players to have a follower of a certain class to get through barriers (ala DAI).  Bleah.

It is why I lost interest in the installments, I played DA2, hated I couldn't be an arcane warrior and then really never played it again, went back to Origins. Didn't bother with DAI at all, I wanted Cullen for my Mage Warden dammit LOL.

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I think that they were talents and not skills bothered me the most. Hence, why I have a couple of mods that move them. But I mean if a skill then any class could learn just, how head cannon would it be?

A mage-rogue hybrid, yes, it is my warlock alternative not a nuker mage but rogue-ish caster. Relying on dodge/defense cause you are still squishy.

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I stuck around a little more, but have also fallen off the wagon.

I was very disappointed with DA2.  It took me a couple of playthroughs to get used to it - but I did, and was able to get some enjoyment out of it.  A different kind of enjoyment, it's a different kind of game.  Hawke is not my character like the warden is.  Neither is Shepard, but I also love the ME series - in a different way, for different reasons.

So I liked DA2 well enough to rack up several playthroughs and buy all of the DLC.  As for DAI - I didn't like what I was seeing pre-release and ignored it for quite awhile.  A couple of years after release, I bought the whole package including all of the DLCs for like $20.  I played it once and did not finish all of the DLCs.  I have no interest in the upcoming release, and have no idea who they think they're even making it for at this point.

From time to time I see discussions about remaking/remastering DAO, especially on reddit.  I'm not keen on the idea, especially since I would not expect them to release a new toolset with a remaster.  If a remaster would include the toolset, I might be interested.

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1 minute ago, Pasquale1223 said:

From time to time I see discussions about remaking/remastering DAO, especially on reddit.  I'm not keen on the idea, especially since I would not expect them to release a new toolset with a remaster.  If a remaster would include the toolset, I might be interested.

Agreed.

They really just should have made a fan update to accommodate newer gaming systems like the 4gb patch sort of addresses and update the toolset to include Awakening and DLC content, even if it required buying it.

I basically, had to self clone and guess scripting for my RtF Amaranthine expansion. I mean, I doubt I would have gotten away with a clone fan expansion early days but so old I figured it was safe time to do it.

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I didn't like DA2 - I felt it was too rough and everyone could romance everyone... that just felt artificial and way too easy. There were a few interesting characters in it though, like Varrick and Fenris. But Cullen was flat, what a flop compared to DAO. It was a disappointment to see Anders develop into something so opposite to my Anders the way I played him in Awakening... I even convinced myself that it was simply a really common name like Smith, and thus it was a different person altogether. 🙂 But I did enjoy DAI and would be very interested to play Tevinter if that's where they are taking it! Oh, and Cullen was good in DAI and completely fell for my mage character in the end. 😄

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7 minutes ago, HollownessDevoured said:

I think that they were talents and not skills bothered me the most.

 

Hmm... never really bothered me.  But I've noticed you really enjoy multi-classing.

From time to time the question of how many specializations characters should have comes up, and... it is an interesting question.  It can take a lifetime to master - really master - something.  A jack of all trades is a master of none.  There's only so many talents/spells you can actually make use of.  The talent/spell trees are often riddled with things we spend points on just to get to the things we really want and do use, at least it seems that way to me.

🤷‍♂️

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12 minutes ago, Pasquale1223 said:

Hmm... never really bothered me.  But I've noticed you really enjoy multi-classing.

From time to time the question of how many specializations characters should have comes up, and... it is an interesting question.  It can take a lifetime to master - really master - something.  A jack of all trades is a master of none.  There's only so many talents/spells you can actually make use of.  The talent/spell trees are often riddled with things we spend points on just to get to the things we really want and do use, at least it seems that way to me.

🤷‍♂️

Before I modded, I only had 1 specialization (Arcane Warrior) unless Awakening then added battlemage although I only used the passive.

I use only choice trees under Spirit and Entropy because, to me dipping into every school/tree doesn't seem right nor make sense. I usually have extra points I don't put anywhere.

Now I can make my own spells, specializations and adding weapon talents (and still trying to figure out how to make a full on other class). I am trying out the multi-classing warlock leaning mage (haven't overly tested yet trying to make sure they work for everyone else first).

But I only like the idea of multi-class for the player, cause you are special, you are the hero of Ferelden dammit XD Every class getting it, loses it's uniqueness. Unless it is a specialization, then if that is what you want, that class to use/unlock, that is up to you.

edit: did you get my PM?

Edited by HollownessDevoured
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