Spell School Changes
#26
Posté 29 décembre 2010 - 08:31
#27
Posté 29 décembre 2010 - 08:31
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
Posté 29 décembre 2010 - 08:33
#29
Posté 29 décembre 2010 - 08:41
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
Posté 29 décembre 2010 - 08:50
#31
Posté 29 décembre 2010 - 08:51
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
Posté 29 décembre 2010 - 09:10
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
Posté 29 décembre 2010 - 09:31
I cant wait to play my mage hawke and hawkette
#34
Posté 29 décembre 2010 - 10:18
#35
Posté 29 décembre 2010 - 10:38
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
Posté 29 décembre 2010 - 11:23
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.
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
Posté 29 décembre 2010 - 11:29
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
Posté 29 décembre 2010 - 11:38
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
Posté 29 décembre 2010 - 05:30
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
Posté 29 décembre 2010 - 05:39
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?

I 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
Posté 29 décembre 2010 - 07:21
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
Posté 29 décembre 2010 - 07:25
Modifié par jhawke, 29 décembre 2010 - 08:34 .
#43
Posté 29 décembre 2010 - 08:13
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
Posté 29 décembre 2010 - 08:23
#45
Posté 29 décembre 2010 - 08:27
More spells to use.
Keeper alive please
#46
Posté 29 décembre 2010 - 08:50
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
Posté 29 décembre 2010 - 09:45
#48
Posté 29 décembre 2010 - 09:47
#49
Posté 29 décembre 2010 - 10:00
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
Posté 29 décembre 2010 - 10:03
andar91 wrote...
Just out of curiosity, how many spells per element do people think is going to be in the game?
4-6





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