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Spell School Changes


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#26
Avaflame

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You've done extraordinarily well to glean anything from that video. I saw the word 'Arcane' and something that looked like a fire spell at some point. I'll just let you guys do all the deducing for me.

#27
Peter Thomas

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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.

#28
Gill Kaiser

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I wish we could see a few examples of spells and how they can be modified. Is there any plan to release info about such things on the website, like you did for DA:O?

#29
Altima Darkspells

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Really, all we know about Magic is that the spell schools are still around (Creation, Primal, etc) and that there are less over-all spells but more ways to customize the spells we do have.



Now, whether this is a decent mechanic, or a half-assed ME2 implementation remains to be seen.



Honestly, the only way we'll be able to seperate fact from marketing spoon-fed BS is when we actually have the game. Well, when it's released, at least.

#30
chunkyman

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It is indeed Russian, but the video was so poor I could barely make out anything. The category inferno falls under is pronounced "Stickeeneya" and arcane bolt's category is pronounced "Dook". Wish I could be more useful, but I didn't see any cognates. Also, who was the character at the end of the video, it doesn't look like Isabela, Aveline, Fenris, or Varric, I guess it could be Hawke.

#31
themageguy

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thanks peter. Maybe u could hint how long til we can find out this info? Jk

Still im really impressed with all the spell animations and glyph of paralysis able to paralyse more than one? Thats way too kool.

And firestorm looks great.

#32
themageguy

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i wonder if the word dook is like dusha or soul in serbocroat?

Im glad spells are being made more distinct.

In ur gameplay thread peter u hinted there was some more to the earth spells effects? U mentioned the force/knockdown example but the other u could not explain at the time. Can we get any more detail at this time?

#33
themageguy

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heh i bet im one of those loud ones in the other threads.

I cant wait to play my mage hawke and hawkette

#34
themageguy

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hey i tried to access the vid but it couldnt be found????

#35
Knal1991

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quatripple post... >_>



anyhow video works fine,





The ability trees look confusing to me, but I'm you have to use it to find out how easy it is (Atleast I hope so...)



Confused as well on the mind blast/ crushing prison thing... (although one could say it was never a spirit spell to begin with....) As it was actually Telekinesis....and thus probably is similiar to force mage... I can't see however, or imagine yet, the difference between Blood Magic and Telekinesis spec (if it's indeed a telekinesis spec...)



however I did enjoy combining it with walking bomb and such, so I hope we get to play more then one base mage spell trees

#36
Seagloom

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Peter Thomas wrote...

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.


I am very glad to hear that. Redundancy was one of my significant pet peeves with Origins mages. I wonder what you mean by interacts differently with other elements of the game world? My curiosity is piqued. :wizard:

As far as spell schools are concerned, I do not mind if they were shuffled around into different talents as long as some of my favorites made the cut. I am especially interested in earth and summoning spells. Grease and stinging swarm are old favorites of mine. On that note, I hope there are more nature-based spells this time around. Other than that line I liked the concept of keeper; though I know it has been removed.

#37
nightcobra

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 i'd like to see some spells to be used as obstacles for the enemies, not just stunning them but really summoning something in the environment like ice/stone pillars that grow outwards from the surface you're targeting.
most probably that it won't happen but it would be a fun thing to use, barring enemies ways and making a barricade or time it right and see the pillar squash the enemy into a wall or ceiling XD

#38
1i1as

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On this video:

top-left web is primal with fireball, inferno and 4 locks;

bottom-left is spirit with spirit bolt and 4 locks;

bottom-center is arcane with mind blast, crushing prison (with requirement of mind blast to learn) and 3 locks.



Inferno has no requirement of learning Fireball. Also, little lock near Inferno requires it and 20 lvl of character.

#39
MindRaven

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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?

#40
andar91

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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?

Posted ImagePosted ImageI think they've said that most of the active abilities can be upgraded.  In the gameplay thread earlier, Peter used the example of upgrading fireball so its blast radius increases and the damage goes up (he made these upgrades up).

Thanks for commenting Peter; I know you can only tell us so much, but I still feel a little better.  I will say that whatever goes into the webs, I LOVE the concept of them and how there are more branching options for abilities now as opposed to completely linear paths.

#41
themageguy

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ah now it works. Sweet.

Thanks again to peter for clariftying what he could.

This game is gonna be so awesome. I really like the idea of spell upgrades (personally id like to see if petrify could be upgraded to be something like shales earthen grasp) and the web idea is great.

Also more talents in the spec trees was needed. I was way too jealous of the hermit and his demon summoning and hey...maybe blood mages will be able to do that in DA2.

#42
jhawke

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I wonder if the spell ( and talent ) upgrades will be more than just increased damage or AOE or if upgrading the spells actually "evolves" the spells into a new form...........

Modifié par jhawke, 29 décembre 2010 - 08:34 .


#43
Altima Darkspells

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Seagloom wrote...


I am very glad to hear that. Redundancy was one of my significant pet peeves with Origins mages. I wonder what



To be fair, some of the spell redundancy was a good thing.  Horror and Paralysis, Mass Paralysis and Sleep and Blood Wound, etc.

The significant problem with Origins Mages were the fact that spellpower scaled for crap for damage, many spells were useless which ended up with people getting entire lines for the last spell, and that many of the spells were broken (in both good ways and bad).

#44
themageguy

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altima you do make a good point. i was a big fan of stinging swarm but i found grease similar to my earthquake and spellbloom didnt really seem to do much.




#45
Thicos

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I want nature magic with plants, poison, heal and ice magic too.

More spells to use.

Keeper alive please :)

#46
Seagloom

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Thicos wrote...

I want nature magic with plants, poison, heal and ice magic too.
More spells to use.
Keeper alive please :)


Apparently we both enjoy very similar playstyles. ;)

Altima Darkspells wrote...

To be fair, some of the spell redundancy was a good thing.  Horror and Paralysis, Mass Paralysis and Sleep and Blood Wound, etc.


I was fine with that redundancy. What I had in mind was more along the lines of weakness/miasma, walking bomb/virulent walking bomb, frost weapon/flame weapon, and so on. Horror, Paralysis, and Sleep all had their purpose in given situations. I expect the new spell upgrading system will kill my concern, fortunately.

Modifié par Seagloom, 29 décembre 2010 - 09:10 .


#47
themageguy

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thicos in the combat vid bethany uses winter grasp. In the bar theres another icon that looks like it could be another ice spell too. I was hoping that shapeshifter or keeper was going to be a mage spec, then i could create my own 'druid' or 'witch of the wild' hawke.


#48
andar91

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Just out of curiosity, how many spells per element do people think is going to be in the game? We've seen two of fire and ice in the combat video. I guess I'm fixated on the primal spells because I feel like they have the most room for variety, whereas paralysis and sleep or whatever are always that and probably only need an upgrade or two. I'm hoping for at least three of each element, but I'm afraid it'll only be two, which is pretty low in my opinion. I'll live, but still. It seems like making the elements distinct from one another would be less important if you only get two spells per elemental type.

#49
themageguy

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im sure there'll be more. Maybe if there is 3, one would be say an aoe, one short range, one long ranged.

Im prob wrong though lol. But using ice as an example theres winters grasp (ranged) the icon that looks like cone of cold (short) and maybe blizzard for aoe. I want to see some earth spells asap though.

#50
Maria Caliban

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andar91 wrote...

Just out of curiosity, how many spells per element do people think is going to be in the game?


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