Everwarden wrote...
Will there be a tree for rogues to specialize in using one one-handed weapon like Knights of the Old Republic's dueling spec?
I can't talk about specializations right now.
Everwarden wrote...
Will there be a tree for rogues to specialize in using one one-handed weapon like Knights of the Old Republic's dueling spec?
tmp7704 wrote...
Hmm, in this case what's (roughly) the percentage of creatures with such property? Would guesstimate DAO had ~1/4th of enemies in heavy+ armours or equivalents, is it comparable in DA2?
Also personal view question i suppose, doesn't this new system make it feel rather silly if all weapons are identically effective against given armour type? I mean, DAO didn't have explicit slash/crush/pierce mechanics but the armour penetration was a rather elegant approximation of that, and allowed for system where certain classes could be either more effective against others or set up as specific counter. Does uniform weapon damage provide some benefit which outweights the simplification... or do you consider the simplification itself the benefit for some reason?
Cigne wrote...
Does this mean that weapon attributes and appearance will be decided by other departments (say, Art)? Whether the weapon is described ingame as a shortsword, dagger, longsword, and whatever the models sizes are, the underlying code will determine which class (Warrior of Rogue) can use them?
Arllekin wrote...
Hello Mr. Peter Thomas, i would like to ask about the enemy's AI's, they will hit primarily the heaviest armor guy and then who builds more aggro, or in some boss battle, high level foes or Nightmare they will have a strategy, like the rogues taking down your mages first?
distinguetraces wrote...
I'm trying to get a clear understanding of the differences between stamina generation for warriors and rogues. Your prior description made their different ways of generating stamina sound a little like Rage and Combo Points for warriors and rogues in WoW.
Were those systems an inspiration, and can you clarify the similarities and differences? (or, if the parallel makes no sense, just further clarify how stamina works without using WoW as a reference?)
Thank you!
Spartansfan8888 wrote...
Mr. Thomas,
Thank you for taking the time to answer questions about the new combat system; I have a few myself.
You said warriors are Aoe melee oriented; does this pertain to their auto attacks as well as activated abilities?
Will rogues have disabling abilities such as throwing sand in the enemies' eyes or cutting an achilles tendon?
Will mages have close-range grappling sort of spells; to clarify similar to Morrigan's walking bomb in the sacred ashes trailer and Hawke using the glyph in the destiny trailer?
Tempest wrote...
I have been very curious about how Crowd Control will work in DA2 in a specific way.
[*]Will they work the same way as in DA:O?
Lotion Soronnar wrote...
Speaking of all those default weapons....does that mean that even if I have no weapon ro shield in my inventory, a "default" weapon or shield will appear? I hope I'm misunderstanding this.
Dark_Ansem wrote...
will we be able to import the DA2 mechanics in Dragon Age 1?
0rz0 wrote...
- Shield warriors as tanks - will they be based on absorbing damage, blocking or evading? (err actually is the function to tank still in?)
Amaror wrote...
I don't really know if this is the kind of question you can answer but what ever:
In an Interview, Bioware mentioned that the Darkspawn are redesigned to make them look more like they are discribed in the books.
Well, in the books the skin is discribed as "rotten".
But on the first released screenshots the skin of the darkspawn look just like normal human skin.
why that?
JemyM wrote...
Is the "Tactician" a viable character build in DA2?
The Tactician achievement in DA:O was earned by defeating 250 enemies without the player dealing the damage. Similar to a Cleric in classic D&D, the tactician contribute strategically to a party by buffing or healing allies, or debuff or hamper foes. The party, in this case the AI, deals the damage.
Balder84 wrote...
Thanks for the answer peter. I was just thinking regarding the rune system, for example equipping a fire, ice and electricity rune to a bow would result in the bow cycling through three different attacks - could that be a possibility? - sorry not much of a question I know as rune system not finalized and all but thought I'd share my idea :-)
Mubar wrote...
Will there be interogation sequences
AbounI wrote...
About the Displacement Score (DS) and the formula "100-X% chance of ignoring any hit result, where X is the value of that attribute".
Not sure to understand it very well.
Let's take an exemple:
If DS = 20, so it means there's 80% chance of ignoring any hit result.
But if DS = 60, so it means there's 40% chance of ignoring any hit result.
My conclusion is the higher is DS and the less there's chance of ignoring hit result.So, a DS is better when this attribute is as low as possible?
How is calculate this DS, what depends on its value?
And if ennemies got such this attribute, do we got it in return?
And how does it work for a rogue with a bow?Does this system work in the same way?
Ramante wrote...
I know you can't tell anything about possible animal compagnions and/or ranger-like specializations so I have a general question about animals we will encounter.
In DA:O they only had 'animal attacks' like Overwhelm, Slam/Shred, Howl/Rage etc.. In the Witch Hunt DLC Dog could also use Warrior talents like Precise Striking. So my question is will the (wild) animals we encounter have more talents than the DA:O creatures?
And a question about the Warrior attacks, you said that it will hit multiple opponents on the same time. I was wondering, will all enemies take the same amount of damage from the attack or will they take less damage than the main target?
nikihap wrote...
Hey Peter Thomas
many thanks for answering questions for os.
I've been wondering about skill and ability cooldowns in DA2, when you used the pickpocket ability in DA:O it had a 10s cooldown and this was annoying when you were in town ( a non-combat area) it was just to time consuming
I can see why it should have a cooldown in combat but not in a non-combat area. is this though of in DA2, just answer with a yes or no will be fine
FedericoV wrote...
Another question to Mr. Peter Thomas.
I would like to know if the pause and play system is changed and if the answer is yes, then how. I mean, playing DA:O I allways felt that I was caught between two extremes: micromanaging to death each charachter of the party (loosing the flow of the game and pausing every second) or using tactics (then loosing situational control over the members of my party wich was the point of combat at the end).
In that respect, games like BG, IWD or NWN 2 worked better for me since they used a turn system and were a little bit slower than DA:O. Moreover, those games had action queue wich was very usefull in that regard.
So, how you would describe the new system of DA2 compared to those pause and play games? What has changed?
_Loc_N_lol_ wrote...
I just remember that there's one thing I've asked a while ago and I might get an answer here.
In Origins, there were a few abilities ad items that drained depletables. This wasn't very practical though, because you had no way to know how much of an impact it actually had, since you didn't know how much mana or stamina your opponents had.
Would you consider putting a stamina/mana bar on enemies for the same reason there is a visible health bar on them, or some other sort of visual cue ?
kaiki01 wrote...
Thank you so much for answering our questions Peter Thomas =D
1) Will NPCs with ranged attacks recognize if their attacks are being blocked by terrain? In Origins my mages + archers will be on the other side of a wall or blockade and endlessly auto attack but will never connect. Will this be changed in DA2?
2) Will auto-looting be an option in DA2? Such that when getting loot from a chest or fallen enemy, we can one click, get everything?
lunarknightmage wrote...
Hi Peter,
This might be more of an animation question...........
But, besides the spells that make use of a mage's staff, will mages eventually be able to learn new melee attacks with their staves, just like warriors can learn new Sword + Shield or 2h attacks, and Rogues new DW and Archery attacks?
Or, will mages only have the basic staff melee attacks?
thanks again
Gr4ntus wrote...
I don't know if it was asked before but the question that interests me is
Will there be any changes to crafting?
I know DA2 is not an MMO but It would still satisfying to be able to do something myself (in terms of armor/weapons) instead of asking Wade to do it for me.
KalDurenik wrote...
1)Do characters still warp to the conversation zone? It remove alot of tactic... Like "hmm there are people over there and they dont look very nice... Lets put my mage up on the hill. Walks close to the NPC *party is warped over there*"
2)Are there any plans to add more "choice" for when your character level? Like feats for example.
3)Will the NPC AI be improved? Not only your companions (they get stuck on stuff alot) but the enemy AI also? Also will you make another even higher level of "hard" where you improve the AI even more? Nightmare is not "hard" its simply dumb because the AI stop caring about their friends while they sit and nuke with aoe and CC.
4)I guess this might be game play related but will there be a "New game +"? (Like restart with the same character / new quests / new areas and so on)
5)You have said that DA2 is played over 5-10 years (cant remember the nr). How will the years change? A loading screen? A movie? If its a movie will it change depending on what choices you make?
6)Will there be more quests where what you do have a impact. Like save this town from the bandits or help the bandits... Save the merchant and trade will improve in the region giving more items but more bandits (more traders traveling). In other words will we see important choices that are not only for the main quest?
Arijharn wrote...
Can you use the environment in your attacks? Such as, pushing an enemy off a cliff face, or slamming them into a tree?