Aller au contenu

Photo

Spell School Changes


10 réponses à ce sujet

#1
andar91

andar91
  • Members
  • 4 752 messages
Posted ImagePosted ImageI'm using this video as a source for this discussion.  At 0:51, the mage schools are visible. 

We can't see much, but it appears that Crushing Prison (and probably Mind Blast) have been relocated to the Arcane school.  Meanwhile, Spirit Bolt is a separate tree altogether, which confounds me a bit. 

And for Pete's sake, can anyone tell if each primal element gets its own tree or are they grouped?  Looking at the size of those webs, I reckon each element will be getting its own tree.  So where does that leave room for Entropy and Creation?  I suppose it's possible that what we see here isn't complete, but it's all we have to go on at the moment and I've been wondering about this for ages.
Posted ImagePosted ImagePosted ImagePosted ImageAlso, I can't read russian, so if anybody can your help is much appreciated.  At least, I think it's russian. 

Modifié par andar91, 29 décembre 2010 - 01:29 .


#2
Peter Thomas

Peter Thomas
  • BioWare Employees
  • 679 messages

andar91 wrote...

And for Pete's sake...


-_-

#3
Peter Thomas

Peter Thomas
  • BioWare Employees
  • 679 messages
There is a release plan for information, and I can't really step outside the bounds of that. Some things I can clarify, though.



I never said that each element had its own tree, just that we were trying to make the elements distinctive.



There are 6 basic Mage trees, plus specializations. The ones for Bethany looked right, though I can't read Russian, and some of the layouts have changed since then.



Also, some people in this thread have deduced a lot more than we've explicitly stated. This has happened in a bunch of other threads too, but the people tend to get shouted down or lost in the noise. And no, I can't say which.

#4
Peter Thomas

Peter Thomas
  • BioWare Employees
  • 679 messages

Adhin wrote...

While this comment isn't going to really contribute to anything, I love seeing the webs and what I was thinking with how all classes had about the same amount of skills. Looks like they're way more options for all kinds of builds. *sniffles* Im so haappy.


This was one of our design goals. Each class has exactly the same number of abilities (though the ratios of active, passive, sustained and upgrade abilities differ), as does each tree.

Also we've tried to remove redundancy as much as possible, so each of the abilities is used in a different way or interacts differently with other elements of the game world.

#5
Peter Thomas

Peter Thomas
  • BioWare Employees
  • 679 messages

MindRaven wrote...

ok.........so just to clarify...........each spell or ability or talent can be upgraded to make it more powerful or increase its effects?

So.......with Charge for example, we start with a "Level 1" Charge, but we can upgrade it to Level 2, 3, etc. to make it more powerful.

Same with Crushing Prison or Mind Blast...........

are all spells/talents going to be upgradeable?


Hm... Haven't seen if anyone already said this, but since it's in the video at 0:13, it probably can't hurt. Those little ability icons (in this case locked) next to the big ones are the upgrades for individual abilities. It says Requires: <string of Russian letters>, and then he hovers over the ability that's called <string of Russian letters>.

Also, they're playing Lady Gaga in the background of that video... I noticed and now I can't unnotice it...

#6
Peter Thomas

Peter Thomas
  • BioWare Employees
  • 679 messages

themageguy wrote...

oh so we get more trees than our companions?


Followers use their preferred style of weapon. Pretty sure Mike said that before. Isabella, for example, uses Dual Weapons only. This means that she wouldn't have the general tree for Archery.

#7
Peter Thomas

Peter Thomas
  • BioWare Employees
  • 679 messages

Sigil_Beguiler123 wrote...

That was my guess/hope so nice to see it confirmed. I dunno how much you can say but are upgrades just number changes or can they actually really change up how the spell/talent work? So say instead of Walking Bomb then a separate Virulent Walking Bomb. The upgrade would make it into a Virulent Walking Bomb?


Upgrades should be worth spending a point on. Some are improving aspects of the original, others reduce detriments/risks, others add entirely new capabilities. Some aspects people may want, some they won't, depending on playstyle.

Making stuff up now for examples.

An ability has an upgrade that decreases cooldown. I have my Mage set up with the ability in tactics to use it, but I don't want them burning all their mana on it. I don't get the upgrade so that I can stagger his ability usage better. If it was my main character, I might take it so that I can use it whenever I need it.

Another upgrade might cause an enemy, if killed by that attack ability, to explode in an AoE Spirit blast. I'm playing on Nightmare with Friendly Fire, so I choose not to get that since my melee fighters would suffer too much from it. I may still take it if I plan to only trigger it manually in combination with something else that gives massive Spirit or Damage Resistance.

An upgrade might make a sustained mode generate increased threat, but my follower has enough bonuses from gear that he holds aggro just fine, so I don't need it. I might find the upgrade useful if I make a build focused on sustained modes and don't have enough stamina left for active abilities, or that bosses specifically take too much aggro to be held over a long fight.

#8
Peter Thomas

Peter Thomas
  • BioWare Employees
  • 679 messages

soteria wrote...

But will she be able to equip a bow? If, for example, we fought another dragon and wanted to keep the party out of melee, it would be nice to give our companions bows for certain fights. It's a tactical option I'd rather not see go away. :(


Your main character can switch to whatever their class allows, but followers cannot.

In my current Nightmare run, I deliberately had Isabella hang back in some fights because she was too vulnerable to that specific type of enemy. She wasn't useless, though, and could still use supporting abilities and help defend other members of my party. I had to adjust my tactics and usage of party members based on what the situation demanded and what the traits (including weapon style) of those party members were.

#9
Peter Thomas

Peter Thomas
  • BioWare Employees
  • 679 messages

Dhiro wrote...

The upgrades have a order? We have to follow it? I mean;

Fireball 1 - Normal firebal.
Firebal 2 - More damage.
Fireball 3 - Purple fireball.

To get the 'purple fireball' I need to get the 'more damage' upgrade or I can just ignore the 'most damage' and just get the 'purple fireball'?


The requirements for upgrades differ on an individual basis. Requirements can include things like possessing certain abilities, being above a certain level, or possessing a certain number of other abilities in the tree. Currently no upgrades require the possession of other upgrades for that same ability. Subject to balancing, etc, etc.

#10
Peter Thomas

Peter Thomas
  • BioWare Employees
  • 679 messages

Dhiro wrote...

Well, I noticed that Rogues can throw bombs or something, so I suppose Isabela can be useful even in ranged combat?


All the abilities outside of the specific weapon trees (in her case Dual Weapon) can be used regardless of weapon style.

Hm... this thread seems to be getting derailed... I should be quiet now...

Modifié par Peter Thomas, 30 décembre 2010 - 08:43 .


#11
Peter Thomas

Peter Thomas
  • BioWare Employees
  • 679 messages

Seagloom wrote...

Thanks for all the information, Peter. :) I have one question about upgrades. In the event an upgrade opens up new capabilities, is it still possible to use the older version of that spell? For example, if an upgrade imparted AoE capability to a single target spell, could we still cast it in its previous form?


Upgrades permanently alter the base ability, so no, you couldn't cast it in its original form.