Alodar wrote...
Thank you Mr. Thomas.
My first question involves the spell trees.
Are
there still crowd control spells like the Sleep/Waking Nightmare and
the Glyph spells and the more specific use spells like the Hexes or has
Dragon Age focused on more primal and mass destruction spells?
Mages
focus on ranged AoE damage and effects. There are still plenty of CC
type spells like the ones you mentioned in the game. In general we've
tried to remove duplicate spells that did the same thing, and make each
remaining one feel unique. In DAO there were something like 80 abilities for the Mage, and something like 50 or so for the Warrior and Rogue. I haven't checked the exact numbers in a while. In DA2 we've evened it out. There is roughly an even split between abilities and upgrades for each class and each class has somewhere in the range of 50 talents (though not all are active abilities).
We've been told there are cross class combos, do spell combos still exist?
Our current combo system is based on effects. Different spells and abilities can have an improved effect if a combo effect is on the target. Other abilities can create those effects on the target. Different classes have different aptitudes in creating or utilizing different effects. It's not exactly the same as DAO (where each spell combo was a hardcoded exception), but is designed to be more flexible, allowing all classes to give or get benefit from the others. Depending on what abilities you choose and how you upgrade them, of course.
Are there any spells we must choose? (ie in Origins all mages had Arcane Bolt.)
This has not been determined yet.
Are mages required to spread out their points to be effective or can you still have a one stat mage(Magic)?
We're redoing what attributes mean to the player. Every single stat will give a benefit to every character. Something useful. Exact specifics haven't been worked out. Magic, for instance, might give a small Magic Resistance bonus for every point you have. Useful for everyone, if you want it. For the Mage, though, Magic would be their Primary Attribute, giving them additional bonuses because that is what their class is focused on. Currently we're looking at an Attack and Damage bonus based on your class's Primary Attribute, but that could change. Yes, it would be possible to max out only Magic, but you'd have poor Defense, Mana, Health, etc as a penalty. If you party is maximized around keeping the Mage out of danger, it could be viable, though.
Will
lyrium potions be less available than DAO? (You could have infinite
lesser lyrium potions by buying up lyrium dust from the mage
tower)
We're aiming for less potion spamming. Probably though longer cooldowns and a shared potion cooldown timer on each character. Sure you can chug a health potion, but you won't be able to drink a stamina one for a while either.