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dragon age 2 basic combat info


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morrigan is hot

morrigan is hot
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I am new to this forum but so far i have seen a lot of contradictory information about the game and even more people calling it dumbed down. Most of this complaining is about the combat system so i thought we should make a list of every thing we KNOW (not think, or hope or inferred) about the combat system and along with other combat elements like attributes and talents/spells.

all of the information i put on is from this forum. http://social.biowar.../4715441/1&lf=8
The only things i will take from it is the stuff that is completely confirmed not what may be implied.
 if you have any other credible sources with new information please post it and the source.

PC VS CONSOLE
3 main differences:
1. Mouse and keyboard vs controller (er... yeah...)
2. GUI (quickbar and stuff)
3. Autoattack is not enabled for the currently controlled player on console (unless ordered through the radial menu)

That's pretty much it. There may be minor other differences on the programming side. Design side it's all the same. Camera details are still being worked on as well.

Edit: Maybe I should elaborate a bit more. It's the same... except it feels different. On console I run around and press my buttons (the button is right there... PRESS IT). On PC I pause every couple seconds to survey the battlefield and issue orders, controlling whoever I think of as my "main" at that particular point in the battle.



COMBAT-    
                 Currently each class will have around 6 talent trees (including weapon styles) as well as specialization trees. Each tree can have around 10 talent points spent in it, including both abilities and their upgrades. Each ability can have level, attribute and investment requirements to attain. Investment is stuff like "you must have spent 3 points elsewhere in this tree before you can get this". You must also have the prerequisite abilities before you get something, so you can't just cherrypick the last ability in the tree. You must have the requirements leading up to it.(page 1)

Strength - Warrior primary. Increases impact resistance (less likely to be knocked down by big blows).
Dexterity - Rogue primary. Increases critical hit chance.
Magic - Mage primary. Increases magic resistance.
Cunning - Increases defense.
Willpower - Increases mana/stamina.
Constitution - Increases health.

The difficulty of an individual creature is based on 3 things: Level, Rank and Difficulty.
Level modifies a creature's health, damage, attack and defense.
Rank modifies a creature's health, damage, level, attack and effect resistance/duration.
Difficulty modifies a creature's health, damage, attack, regeneration rate, ability cooldowns and effect resistance/duration.
Our current intent for Nightmare is only that it be possible... statistically speaking.(page 2)

                 Two-handed weapons, weapon and shield, dual weapons and archery each have their own weapon style tree. Staff doesn't because it's the only weapon available to the Mage. (page 1)

             Currently each skill tree has around 10. That includes both abilities (active, passive and sustained), as well as upgrades. Remember that those are style specific features, and things that could apply to multiple styles have been moved to more general trees(page 1)

          An active or sustained ability could have 0, 1 or 2 upgrades, depending on the ability and the tree. Our general guideline right now is no more than 2 upgrades, and no upgrades for passive abilities. After purchasing an ability, you will be able to purchase any upgrades for it, assuming you've met their individual requirements. Abilities and upgrades each cost 1 talent point. We've tried to make the benefit you gain from an upgrade be roughly as enticing as buying a new ability.

          Each level gives you a single point, to spend either on a new ability or an upgrade. It's not levelling up an ability, but rather improving it in a number of ways specific to that particular upgrade. Assume a spell like Fireball has 2 upgrades. THESE ARE JUST MADE UP EXAMPLES. Upgrade 1 might increase the blast radius and damage. Upgrade 2 might decrease the cost and cooldown. Upgrade 1 would let you affect more people and do more damage to those you affect (say 50% greater radius and 50-100% more damage). Upgrade 2 would make you be able to cast it almost twice as often for half the cost. THESE ARE JUST MADE UP EXAMPLES. That's the kind of benefit to upgrades that we are trying to get. Of course any numbers will be subject to balancing.

          Currently on PC you attack click on your target and your character will keep doing basic attacks until it dies or you tell them to do something else.

         When you get enough XP you level up. You are then given points to spend in various categories, the same as Origins. Spending talent points will be a bit more complicated because of the branching tree structure. You no longer have to follow a linear progression of abilities, but can take the various branches of the tree to get to the abilities you want (assuming you meet their individual requirements).

          The combat engine is the same for all platforms -- same abilities, same AI, same animations, same effects. The major differences between the PC and the console are in the controls and interface elements. These we change to make the game controls appropriate to the platform.



Arrtis wrote...

I really wish PC had auto targeting....it made console so much faster...
Also might I suggest adding individual movement to consoles?
Such as during the pause/ring you add a feature to move the selected character to a position.The position will be marked by a tall flag.During the placement of the flag you use the stick(right or left) to move it and use (any free button) to place it down...after placing it down you would exit the movement feature and the movement will be saved.After you unpause the character would move to the flag position.
Does archery get anything new this time around?



edited for clarity
We have travelled back in time and implemented your second suggestion almost exactly as you described it. It will be playable at PAX this coming weekend. Er, past weekend. Time travel makes my head go funny. Individual movement orders are in the game, anyway. 
      
                 The two-handed weapon style is focused on dealing the most damage to the most people. The Warrior class itself is focused on melee AoE damage, and two-handed weapons do the most damage over the largest arc. Compared to the Origins version, two-handed weapons will deal damage to an arc of enemies with each swing. The animations have been completely redone as well, with the impact event (when damage is applied to the target) moved to the front of the animation, rather than near the end (like in Origins). The result will be that you attack, deal damage almost immediately, then follow through with your swing.(page 1)
         
           The dev team's time travel abilities, real or imagined, have no bearing on the world of Dragon Age. Apologies if my wording gave that impression. :lol:

            Magesfocus on ranged AoE damage and effects. There are still plenty of CC
type spells like the ones you mentioned in the game. In general we've
tried to remove duplicate spells that did the same thing, and make each
remaining one feel unique. In DAO there were something like 80 abilities for the Mage, and something like 50 or so for the Warrior and Rogue. I haven't checked the exact numbers in a while. In DA2 we've evened it out. There is roughly an even split between abilities and upgrades for each class and each class has somewhere in the range of 50 talents (though not all are active abilities).

            The weapon styles are available based on class. There are a number of reasons for this.

Warriors get Two-Handed Weapon, and Weapon and Shield.
Rogues get Dual Weapon and Archery.
Mages get Staff.(page 2)

Each staff has a damage type (just like all other weapons). The damage types are: Physical, Fire, Cold, Electricity, Nature and Spirit. Selecting one type over another can be based on your character's stats, personal preference, enemies you are currently facing, etc. All staffs have a ranged attack, and can also be used in melee.



note. im to lazy to do any more but there are still another 14 pages of use full info in the link for those who want it.

Modifié par morrigan is hot, 13 janvier 2011 - 02:34 .