Dragon's Dogma 2

Dragon's Dogma 2

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AndryGate Mar 27, 2024 @ 6:57pm
Capcom "fix warfarer"
allow this vocation to get the skills from the tomes belonging to all the other vocations, this is the only class that might not break my balls in this game.
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Showing 1-15 of 31 comments
AndryGate Mar 27, 2024 @ 7:07pm 
Itsuno must be really high. He should have compensated with his warfarer vocation. DD1 was a masterpiece unlike this crappy video game. I don't want to keep wasting time with this. Capcom no longer has the talent to make a good game.
Last edited by AndryGate; Mar 27, 2024 @ 7:08pm
AndryGate Mar 27, 2024 @ 7:10pm 
even in the cursed Middle Ages an archer had a melee weapon to defend himself.
Umbral Knight Mar 27, 2024 @ 7:11pm 
Itsuno must be really smart. He should have compensated with his massive balls. DD2 is a masterpiece just like DD1. I don't want to keep enjoying my time typing this. Capcom devs still have the talent to make a good game.
Cutlass Jack Mar 27, 2024 @ 7:15pm 
Obviously if something gets in melee range of your archer you are supposed to just pick them up and use them as a ranged weapon...
AndryGate Mar 27, 2024 @ 7:24pm 
Originally posted by Umbral Knight:
Itsuno must be really smart. He should have compensated with his massive balls. DD2 is a masterpiece just like DD1. I don't want to keep enjoying my time typing this. Capcom devs still have the talent to make a good game.
On DD1 vocations were not limited to a single weapon. The limitation of only one weapon on DD2 is the symptom of those who didn't have the slightest interest in creating an effective balance that could be fun. Ok, it's fun for the first 60 hours. DD1 was fun for over 900 hours. In Capcom they don't want to do anything anymore, instead of thinking about GTA5 they should have thought about creating Dragon's Dogma 2., not a lazy experiment with an interesting conclusion for fans.
AndryGate Mar 27, 2024 @ 7:26pm 
Originally posted by Cutlass Jack:
Obviously if something gets in melee range of your archer you are supposed to just pick them up and use them as a ranged weapon...
Go collect the lizards and then let me know what happens.
1CMF Mar 27, 2024 @ 7:30pm 
The archer does pretty good with kicks, you can also do some fancy running slide quick shots that knock smaller targets over. Kicks also knock targets off balance and you can then jump in the air and grab/pin the target to the ground and start stabbing them with arrows like a melee.

Overall, you can also just shoot them from good positioning and anticipation. So you don't "need" two weapons to have a fun and balanced game. If anything by limiting choice and making players adjust their play style, each vocation has a unique identity instead of homogenization.

The complaint I see here is I want the class that does everything so I don't have to decide. Which some people find fun, but to each their own.
AndryGate Mar 27, 2024 @ 7:35pm 
Originally posted by 1CMF:
The archer does pretty good with kicks, you can also do some fancy running slide quick shots that knock smaller targets over. Kicks also knock targets off balance and you can then jump in the air and grab/pin the target to the ground and start stabbing them with arrows like a melee.

Overall, you can also just shoot them from good positioning and anticipation. So you don't "need" two weapons to have a fun and balanced game. If anything by limiting choice and making players adjust their play style, each vocation has a unique identity instead of homogenization.

The complaint I see here is I want the class that does everything so I don't have to decide. Which some people find fun, but to each their own.
The Magic Archer does none of the above, unlike DD1 it is a useless and boring vocation. The Warfarer cannot unbalance the game, because he has limited abilities like any other vocation. And the thing that bothers me the most is that they called him a legendary hero.
AndryGate Mar 28, 2024 @ 6:53am 
buff Warfarer!!
SadPlatty© Mar 28, 2024 @ 6:57am 
Did you try Itsuno's party?
Read something last week that this is his favorite vocation - and he cruises around with 3 Sorcerers (likely so they can insta-cast by working together/combining incantments).
AndryGate Mar 28, 2024 @ 7:30am 
Originally posted by SadPlatty©:
Did you try Itsuno's party?
Read something last week that this is his favorite vocation - and he cruises around with 3 Sorcerers (likely so they can insta-cast by working together/combining incantments).
Itsuno didn't understand anything. I, the player, have to have fun, and in this game there are no more hybrid vocations, there would be one, that is the "warfarer" and you can't make it truly hybrid because the other vocations have special abilities. and the warfarer is a poor wretch who makes his pawns work for him, and is considered legendary to the point that he didn't understand his abilities even by reading the tomes of the other vocations...
Cat Mar 28, 2024 @ 7:36am 
Warfarer shouldn't be allowed to use the ultimate skills of other classes, the whole point of those is that you mastered your vocation and were able to use their ultimate technique, the warfarer is literally given by a washed up former Arisen who admitted he only failed cause he didn't bother committing to anything, hence his vocation is a weaker one but with access to everything, jack of all trades but master of none.

A change I would endorse however is to allow the warfarer to use skills per weapon, not just 3 slots (4th is usually rearmament for most people), since it already makes your stats weaker than other vocations and removes the master skills from play, giving it access to 3 slots per weapon wouldn't be the worst thing, but I can see why it would be unbalanced so far as making the class too strong.
Last edited by Cat; Mar 28, 2024 @ 7:37am
AndryGate Mar 28, 2024 @ 8:03am 
Originally posted by Sunricer:
Warfarer shouldn't be allowed to use the ultimate skills of other classes, the whole point of those is that you mastered your vocation and were able to use their ultimate technique, the warfarer is literally given by a washed up former Arisen who admitted he only failed cause he didn't bother committing to anything, hence his vocation is a weaker one but with access to everything, jack of all trades but master of none.

A change I would endorse however is to allow the warfarer to use skills per weapon, not just 3 slots (4th is usually rearmament for most people), since it already makes your stats weaker than other vocations and removes the master skills from play, giving it access to 3 slots per weapon wouldn't be the worst thing, but I can see why it would be unbalanced so far as making the class too strong.
I agree with you. And precisely because your thought would make the vocation too strong, you should at least give him all the special abilities obtainable from the tomes. Ultimately the boy failed, but that doesn't mean the player should fail too. This would make up for it and make it a great hybrid. As we know the Warfarer already has many limitations, improvement is essential for him.
AndryGate Mar 29, 2024 @ 7:43am 
Warfarer Need Buff!!
Erikkustrife Mar 29, 2024 @ 7:49am 
Originally posted by AndryGate:
Warfarer Need Buff!!

The warfarer is a stright buff over magick archer so long as your not using its master skill. Its a stright buff over Trickster as a whole. It doesnt really need anything new.
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Date Posted: Mar 27, 2024 @ 6:57pm
Posts: 31