Modifié par Ahzrei, 08 septembre 2010 - 08:33 .
Gameplay/RPG Systems Questions
#326
Posté 08 septembre 2010 - 08:32
#327
Posté 08 septembre 2010 - 08:37
Would not including a particular class in your party be expected to make the game particularly harder?
#328
Posté 08 septembre 2010 - 08:38
#329
Posté 08 septembre 2010 - 08:44
#330
Posté 08 septembre 2010 - 08:52
MisterDyslexo wrote...
Will you be able to target and intercept an enemy, or will they just run right by you and your party member just follow them until they stop?
You can intercept enemies, hitting them as they move. If your attack does enough damage, it will interrupt them, knocking them around and stopping their movement. Special abilities can have this effect as well. If this attack (and presumably followup ones) do enough threat to make them switch their target to you, they'll no longer go after the original target. Other threat modifying abilities can make it forget a target it currently hates, or start hating another one.
#331
Posté 08 septembre 2010 - 08:57
AndrahilAdrian wrote...
Will there be a specialization like arcane warrior geared towards "close-range combat" mages?
Specializations haven't been locked down yet, so I can't comment on them.
#332
Posté 08 septembre 2010 - 08:57
Is there any change about it or something new (except this impact hit you'd just talked about)?
edit: will this impact hit can result to a combos hit.
in exemple; a foes is runnig forward us, so my mage cast upon him a fireball.So, the impact will not only stop him, but also throw him backward.At this moment, can my rogue hit him with an automatic critical hit?
Modifié par AbounI, 08 septembre 2010 - 09:07 .
#333
Posté 08 septembre 2010 - 09:02
#334
Posté 08 septembre 2010 - 09:21
lunarknightmage wrote...
thanks Peter for all of your info. it's much appreciated.
1. You've mentioned that the classes will be restricted to their own skills and weapon talents.
Are there plans for sub-classes or "hybrid classes" ( similar to what's done in Mass Effect ), that would allow players to access the skills and talents of the 2 hybrid classes? Like Warrior+Mage, Rogue+Mage, Warrior+Rogue.
There are only 3 base classes in the game. Other than that, there are only specializations, which I can't comment on at this time.
2. Since Mages can only use staffs, and staffs have no weapon talents, will mages ever be able to improve their staff melee fighting skills, or learn new staff melee moves? Or will they be stuck with just basic staff melee attacks?
They'll have their basic weapon attacks like each of the other classes. All their active abilities count as spells. If those spells use the staff in their animation, that's different. And an animation related question. The Mage is focused on using his magical energy to kill enemies.
3. Finally, you also mentioned that it would be possible to build a mage that is oriented for close range combat. Does that mean through spells? Or, does that mean it is somehow possible for mages to be able to use other weapons and learn other weapon talents ( such as through a spec )?
I can't comment on the nature of specializations, but a class is restricted to the talents available to its base class and specializations. All the Mage abilities have a spell focus, so everything is casting a spell in one way or another. Also, since a Mage is based on ranged attacks, his abilities either deal their effects at range (close or long), or affect an AoE.
#335
Posté 08 septembre 2010 - 09:22
Ortaya Alevli wrote...
Thanks for the answer. Now I'll express my gratitude with another question. hehe
Are there any plans pertaining to more emphasis on mundane tasks? To elaborate, will players be presented with options other than straight-up combat when dealing with certain situations? An example would be poisoning off-duty guards in City Elf origin story, and another stealing a key from Tilver using a combination of non-combat talents such as persuasion and pickpocketing.
This is a plot/story related question.
#336
Posté 08 septembre 2010 - 09:25
Dave of Canada wrote...
Not sure if this was a bug but on my rogue whenever I stealthed around solo, enemies would often attack my team (they spawn and walk a dozen miles away to attack my team in the order room whenever my stealthed Warden approached).
Do you have any plans to fix this behavior and allow rogues to stealth around without worrying about their team?
On DA2 this would be considered a bug.
#337
Posté 08 septembre 2010 - 09:26
HTTP 404 wrote...
will there be crossbows?
I can only give a misleading non-answer to that question.
will two handed weapons include new types of weapons like Spears, Halbreds?
This is an art direction question.
#338
Posté 08 septembre 2010 - 09:27
Also, how do you balance gameplay seeing enemies have to wind up for attacks (like in Origins) and player characters can move around and strike so quickly? Wouldn't that make getting hit easy to avoid?
#339
Posté 08 septembre 2010 - 09:28
silentassassin264 wrote...
Will you still have physical and mental resistance checks? And will the computer be insane with theirs again? I never got to overcome those pesky mages with Holy smite.
And thanks for doing this.
The resistances have been reworked. Additionally, enemy resistance of player abilities is handled differently. Your ability will tell you what it's chance of success is. Higher Rank creatures (and playing on higher difficulties) may reduce that, but that's should be the base effectiveness.
#340
Guest_distinguetraces_*
Posté 08 septembre 2010 - 09:29
Guest_distinguetraces_*
Peter Thomas wrote...
Our current intent for Nightmare is only that it be possible... statistically speaking.
Then please, please be aware of the feedback from players who like the friendly-fire mechanic but do not like endlessly reloading the major battles.
If Nightmare is going to be significantly more challenging that Origins Nightmare, please include the friendly-fire at other difficulty levels.
#341
Posté 08 septembre 2010 - 09:29
Arrtis wrote...
Will enemies respawn after you leave an area for a time?
Like in the dalish forest some enemies respawn after you leave and reenter the area.
This would be a plot related question specific to individual areas.
#342
Posté 08 septembre 2010 - 09:40
Edit: To make this sound more gameplay related: Will your character be able to dodge and parry? and will glancing blows feature?
Modifié par RampantBeaver, 08 septembre 2010 - 09:46 .
#343
Posté 08 septembre 2010 - 09:45
#344
Posté 08 septembre 2010 - 09:51
Why not have 3 class what all have induvidual X attributes to they own class?
Meaning choose first class, then let player see and adjust attributes for that class only. This way you don't have some main attribute for every class, but you could balance class based attributes so that they are equal usefull for that class, but still provides different playing styles for that class by players choosing. I Ask, because using same attributes for different 3 class will cause some attributes become less usefull for some classes. Meanign it's hard to balance very different kind of classes with same attributes, because not all classes use same attributes with same value. But if every class has they own attributes what are design to they class, it's easyer to balance the class.
Long question, but why use same attributes for all classes?
Modifié par Lumikki, 08 septembre 2010 - 09:52 .
#345
Posté 08 septembre 2010 - 09:55
Have you considered adding more "secondary" effects to talents that would open up new opportunities? Ie. if you have knocked down your target with ability A, your ability B, which would usually deal 150% weapon damage, would be a guaranteed critical hit and caused a bleed which ability C could take an advantage of in a form of a finisher or increased damage(just some silly examples I came up with in a matter of seconds). I know it is sort of a design goal to get different classes interact more with each other but I'm strictly speaking about having more options for your own character so you could do things without pausing and switching characters every second(which is completely ok from time to time but sometimes I wish I could just keep the flow going on).
Thank you for your time.
Modifié par Seroxi, 08 septembre 2010 - 10:07 .
#346
Posté 08 septembre 2010 - 09:55
tmp7704 wrote...
This would mean that damage-oriented mage can only in best case match damage output of rogue who simply shoots targets one by one with a bow. The best case meaning, each of mage's spells manages to hit at least X targets and actual presence of enough targets in the fights in the first place. In addition, the target-by-target approach provided by the rogue drops the damage output of enemies faster, because the individual enemies are taken out sooner.
Not exactly. A Mage has the potential to do much, much more than a Rogue over a similar amount of time, if you can group enough target's together. Additional Mage (and other class) abilities can facilitate this.
With this in mind, what advantage can damage-oriented mage offer for the player to make themselves as viable damage source as bow-focused rogue?
Mages can cover large portions of the battlefield with damage or CC or other effects. They can also used their targeted abilities to apply damage or effects to individuals. It depends on how you level your character and what abilities you upgrade. Additionally, the Mage has much easier access to different elemental types of damage, which have their advantages and weaknesses versus particular creatures.
edit: additional factor -- aoe damage being reliant on having enough targets to hit also drops over time as fight goes on and enemies are eliminated. Single-target damage remains more or less steady throughout the fight from first enemy all way to the last.
Yes. A Mage who has all large AoE abilities will be more useful than a Rogue at the start of a battle, but less towards the end. Having more individually targeted abilities, or ones that have more CC or party buffing oriented effects may help him retain more usefulness.
#347
Posté 08 septembre 2010 - 09:57
Knight Templar wrote...
Will areas have respawning creatures/whatever to fight? As in, if I leave the area and then come back, will it still be clear of creatures/people?
Further explination: After clearing an area in the Deep Roads in DA:O, that area would be clear for the rest of the game. Will that be the case?
Respawning creatures would be plot specific things.
#348
Posté 08 septembre 2010 - 09:59
JakePT wrote...
On the dual-wielding warrior thing, that's who I was in Origins, and I really dug it. With DA2, is it conceivable that I could build a Rogue that functions in a similar way. i.e. Heavy focus on close quarters combat, with reasonable defense so you can get right in there and hack away?
Yes, you can focus a Rogue more on being able to stand toe to toe with people, but he will be unlikely to take as much damage as a Warrior, since the Warrior's abilities are geared towards it. Also, since he doesn't have the AoE damage and effects that a Warrior does, it'll be easier to get overwhelmed by numbers. This is where the Rogue's mobility and the effects of some of his other abilities come in to play and can help maintain battlefield advantage.
#349
Posté 08 septembre 2010 - 10:01
#350
Posté 08 septembre 2010 - 10:01
Arrtis wrote...
Will Willpower affect more than it currently does?
Which at the moment stamina/mana and mental resistance.
Currently Willpower affects your Mana/Stamina pool. Something that is useful for all characters.




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