iampool wrote...
So, since FF will only have effect in Nightmare diff., will Nightmare still be the hardest setting?
That is currently the plan, yes.
iampool wrote...
So, since FF will only have effect in Nightmare diff., will Nightmare still be the hardest setting?
pajamajmun wrote...
First I want to thank you for taking the time to answer our (silly) questions.
1.Will PC version of DA2 have both tactical version and hack'n'slash versions of gameplay,or will it be only tactical(auto-attack)?
2.Will we be able to create a trailer like Hawke?
3.How much has DA2 changed from DA:O ?
tmp7704 wrote...
Hmm but then isn't inability of class to trigger additional effects used by self... somewhat at odds with your attempt to make similarly viable both the mixed-class parties and homogenous ones?Peter Thomas wrote...
Anyway, that's basically what our cross class combo system is. The difference is that a class rarely has the ability to trigger off its own effects. Other classes are better at that.
Modifié par Amioran, 10 septembre 2010 - 08:33 .
Lyssistr wrote...
Thanks for this, you have said you're not involved in the design of individual fights but still I'll mention a couple of points I feel are important, in hope a colleague of yours that is working on that reads this.
HopHazzard wrote...
Will bows have rune slots?
Modifié par Peter Thomas, 10 septembre 2010 - 08:22 .
nhsk wrote...
Could you possibly ship the game with, or as a small time DLC at launch, a kind of addon that lets you set the flags for what you did in DA:O, so if you have no savegames you can still edit the story a bit?
F.example, my DA:O is on Xbox, but with the planned changes to combat system I think I might switch to PC. However, then I can't import stuff (at least I don't think you could do that with ME1 to ME2 saves).
Is it possible to get a save game editor, that you can use instead of importing a character, at launch? Possibly only available if you already registrered DA:O on either platform, so you won't lose potential customers who won't buy DA:O then.
scootermcgaffin wrote...
I don't think I saw this question, but with 21 pages it can be hard to keep track.
I'm kind of an oddball in that I hated the deathblow animations. They were cool on smaller darkspawn, or against a boss without any minions, but I can't count the number of times I watched enemies gang up on my mage because my warrior was busy jumping around on an ogre that died ages ago (or worse, beat the warrior to near-death while he's unable to defend himself). Any chance of being able to toggle deathblows on/off, or a similar system that prevents that from happening?
lunarknightmage wrote...
Peter, many, many thanks for spending so much time answering all of our questions!
These are mainly just to clarify........
1. So Mages will be able to "chain" their basic staff melee attacks ( perform a series of staff attacks that results in a finishing animation ). Correct?
2. Also, even though there is no specific staff weapon talent tree, the Mage's spell talent trees kind of make up for that, since many of the spells make use of the staff. IOW......the spell talent trees act as the weapon talent trees for staffs. Correct?
3. On the same note, will all spells involve the staff? Will there be spells that mages cast with their hands or minds and not with the staff?
4. Will all of the mage talent trees be spell trees, or will they have their own "utility" talent trees that boost their overall abilities or stats ( not spell related )?
5. Finally, even though melee is not the primary focus of mages, it should be possible for a player to build his mage into a more melee-oriented mage, focusing on the standard staff attacks and spell attacks that use the staff, while using spells that boost the mages' combat skills and choosing the right equipment.
And, depending on the build, the mage could be used as a melee damage dealer or even as a tank.
Would that be possible?
In Exile wrote...
One more clarification question: so AI autoattack is automatic (this I am okay with, because I enabled the basic attacks in DA:O via tactics). Does this mean that via the tactic screen, we still retain the option to code for how we want to attack (i.e. attack strongest, atttack weakest, attack closest, etc.?).
Is possible to have the tactics set up in a way that the party never uses talents unless I select the party member and select a talent?
Guest_Illborne_*
Modifié par Illborne, 10 septembre 2010 - 08:38 .
andar91 wrote...
Do the elemental damage types retain their original qualities? Fire burned for a few seconds, ice impeded movement, lightning damaged stamina, and earth dealt nature damage.
How is the AI improved? I've heard several people say that it's a lot better and one reviewier said it was almost too good. He used the example of Bethany taking out a group of enemies with a fireball before he could even get to them.
sammcl wrote...
1. Will there be a buff/debuff bar attached to enemy health bars? Having to guess from visual effects was annoying, particularly if you weren't familiar with the abilities.
2. Are abilities consolidated to such an extent that a single action bar will be sufficient for abilities/consumables/offensive items/skill shortcuts etc. Will we get multiple action bars if not?
Xewaka wrote...
From your former posts, it seems healing is still the sole domain of mages. Is there a balance reason to have a single class hog two of the most basic roles -party support and crowd management- in an RPG party dynamic?
I'd rather have a party composed of one of each class and one for flavor/personal tastes than be forced by the gameplay system to have the fourth spot always taken by a second mage.
nhsk wrote...
distinguetraces wrote...
Yes, hence my picture of a Displacer Beast, the classic D&D example of this.
Displacement didn't exist in Origins, so it looks to me as if Peter has revealed a specific new monster ability for DA2.
(Or did creatures with displacement exist in Awakening?)
Oh didn't know that was a displacer beast..Thought it was something like a cat with malplaced tentacles.. Leading to the word "displacement".. But without the effect.
And afaik nothing so far has used displacement like abilities in DA.
Peter Thomas wrote...
Ibaru88 wrote...
And would I like to ask another question?...
"May I? Oh, yes, I think I might."
Will your stats, skills or abilities (other than the diplomacy skill or whatever it's called) affect your dialog options, similar to how you occasionally got a "cunning" or an "intelligence" option in DA:O and if so, will they be more or less frequent?
You may, but you might not like the fact that that's a story/plot related question that I can't answer.
Modifié par Ibaru88, 10 septembre 2010 - 09:21 .
In other words, whether or not warrior AoEs cause friendly fire damage hasn't been determined yet? They didn't in DA. Since even the 2-handed warriors basic attacks hit an area, it seems like having a 2-handed warrior plus another melee character would require some serious micromanagement that could get slightly annoying (essentially having to run the non-2-hander warrior in and out of combat every time the 2-hander attacked/used an ability, assuming you were gathering enemies together for best effect from AoEs.)Peter Thomas wrote...
Combat balancing is still ongoing, but if you use too many AoE type abilities around your party members when friendly fire is on, it will go badly without micromanagement.Vaeliorin wrote...
Perhaps I'm reading to much into things here...but am I to understand that Warrior AoE attacks will now be subject to friendly fire (on difficulties where friendly fire exists)? If this is the case, doesn't it arguably make a party with multiple melee characters a bad idea when playing with friendly fire?Peter Thomas wrote...
Because the Warrior does AoE with most attacks, I'd say they're more common. Power is subject to future balancing.Illborne wrote...
This is an excellent thread. Thank you, Peter Thomas.Does this mean that AOE effects are more powerful (and/or more common) in DA2?Peter Thomas wrote...
Currently friendly fire is all or nothing, and only on Nightmare difficulty.
Modifié par AbounI, 10 septembre 2010 - 11:40 .
I'm reading it rather as, friendly fire does work for aoe attacks, and whether it actually is enabled depends if you play on nightmare mode or not.Vaeliorin wrote...
In other words, whether or not warrior AoEs cause friendly fire damage hasn't been determined yet? They didn't in DA. Since even the 2-handed warriors basic attacks hit an area, it seems like having a 2-handed warrior plus another melee character would require some serious micromanagement that could get slightly annoying (essentially having to run the non-2-hander warrior in and out of combat every time the 2-hander attacked/used an ability, assuming you were gathering enemies together for best effect from AoEs.)Peter Thomas wrote...
Combat balancing is still ongoing, but if you use too many AoE type abilities around your party members when friendly fire is on, it will go badly without micromanagement.
Modifié par tmp7704, 10 septembre 2010 - 11:41 .