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#26
Andraste_Reborn

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As for Carver/Bethany going to look for the family heirloom, I wonder if this means that your sibling is not a permanent companion? On the other hand, they may just wander off to find the shiny thing for a relatively short time and return after the next time jump.

#27
Saibh

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Seagloom wrote...

Oh gawd. I hope Merill isn't really the blood mage teacher. I was hoping for someone human with a wicked (as in cruel) personality, like a Tevinter mage or the leader of an insane cult. I liked that the Origins method required making a pact or threatening a demon. This makes blood magic seem a lot less vile. :P Also, now I'll probably have to stand by while everyone calls Merill a blood mage and hardly anyone acknowledges my mage is one too. It's going to be like having Wynne around when playing a spirit healer all over again. Ah well, dems the breaks. I still want that specialization. Thanks for the update, OP!


I didn't think we had teachers in DAII...I thought you always had the specializations readily available. Hm.

#28
Seagloom

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Saibh wrote...

I didn't think we had teachers in DAII...I thought you always had the specializations readily available. Hm.


Is that confirmed anywhere? I haven't been following the site this past week so I may have missed it. Disappointing as that is, I rather get a specialization point and simply take blood mage at the appropriate level if the alternative is a quick lesson from a party member or buying a book ala Origins.

#29
Kimosabe

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drahelvete wrote...

Kimosabe0 wrote...

I just picked up the german magazine PC Games and it has some new information, or atleast for me..

Mage specialisations:
 - Force Mage


The devs have said that there is no Force Mage specialization. What is FM called in German?
Maybe it's a mistranslation.

It says "Force Mage" in the article, so no mistranslation, but it is said with " so he could just be using a populair term..

And to be clear, 125% damage means that it is 125% if u chose that in stead of the 100% of before so a 25% point increase

#30
Xewaka

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Seagloom wrote...

Saibh wrote...
I didn't think we had teachers in DAII...I thought you always had the specializations readily available. Hm.

Is that confirmed anywhere? I haven't been following the site this past week so I may have missed it. Disappointing as that is, I rather get a specialization point and simply take blood mage at the appropriate level if the alternative is a quick lesson from a party member or buying a book ala Origins.

I'd say that's a way to incentivate further reruns. Unlocking the specializations across accounts rather than having to unlock them on each adventure allow on subsequent runs to try some wild things with character building.

#31
Seagloom

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Xewaka wrote...

I'd say that's a way to incentivate further reruns. Unlocking the specializations across accounts rather than having to unlock them on each adventure allow on subsequent runs to try some wild things with character building.


I disliked that approach. I think a specialization should be tied into a character's role-playing decision so they *feel* special and have meaning beyond combat abilities. I liked that learning blood mage meant doing something very evil unless your character had maxed out coercion by that point to make a high intimidate check. Specializations learned from party members or books were not as satisfying since there was nothing special about achieving any of those. If the alternative is a rehash of the latter, I rather have them all unlocked from the start since that annoys me less.

I do not approach RPGs from a character building perspective until I played them to death. All my opinion, of course.

#32
Minxie

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I wonder if the Grey Warden quest is how you meet 'Anders'? Assuming, of course, that 'Anders' is in fact Anders. :)

#33
AlexXIV

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Seagloom wrote...

Xewaka wrote...

I'd say that's a way to incentivate further reruns. Unlocking the specializations across accounts rather than having to unlock them on each adventure allow on subsequent runs to try some wild things with character building.


I disliked that approach. I think a specialization should be tied into a character's role-playing decision so they *feel* special and have meaning beyond combat abilities. I liked that learning blood mage meant doing something very evil unless your character had maxed out coercion by that point to make a high intimidate check. Specializations learned from party members or books were not as satisfying since there was nothing special about achieving any of those. If the alternative is a rehash of the latter, I rather have them all unlocked from the start since that annoys me less.

I do not approach RPGs from a character building perspective until I played them to death. All my opinion, of course.


This. Best example is Bloodmage. To unlock the specialisation in DA:O you had to sell out Connor to a demon. But in other runs you had it already so there was no need for that. Kinda destroyed the 'bloodmage is evil' feeling. Of course you could just do it to preserve the continuety of your own playthrough, but I am not a fan of doing bad things unless I have a good reason.

#34
Xewaka

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Seagloom wrote...

Xewaka wrote...
I'd say that's a way to incentivate further reruns. Unlocking the specializations across accounts rather than having to unlock them on each adventure allow on subsequent runs to try some wild things with character building.


I disliked that approach. I think a specialization should be tied into a character's role-playing decision so they *feel* special and have meaning beyond combat abilities. I liked that learning blood mage meant doing something very evil unless your character had maxed out coercion by that point to make a high intimidate check. Specializations learned from party members or books were not as satisfying since there was nothing special about achieving any of those. If the alternative is a rehash of the latter, I rather have them all unlocked from the start since that annoys me less.
I do not approach RPGs from a character building perspective until I played them to death. All my opinion, of course.

That's why I say "on further reruns". While the approach was less than perfect on Origins, once a couple of history runs have been done, you can try a power run, just to see how far can you push the mechanics. I guess since I've been DMing on tabletop for a long time, I like to tinker with the system as much as diving into the setting.

#35
slimgrin

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DJBare wrote...

Kimosabe0 wrote...

Mage spell:
- Black Hole
     instantaneous draws enemies together

As in ME singularity, I would think a localized tornado would be more appropriate.


It does sound like what singularity would do.

#36
Seagloom

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Xewaka wrote...

That's why I say "on further reruns". While the approach was less than perfect on Origins, once a couple of history runs have been done, you can try a power run, just to see how far can you push the mechanics. I guess since I've been DMing on tabletop for a long time, I like to tinker with the system as much as diving into the setting.


It is a difference in playstyle I suppose. I enjoy a good tabletop run as well, but I care about role-playing more than gaming the system. Mind, I do enjoy gaming a system sometimes but I prefer RPGs when they are built fron an in-character perspective. You are probably right about the replay incentive thing, and I did notice it in your first reply to me. I guess I just do not see that as a good thing despite indulging myself on subsequent playthroughs.

#37
Alodar

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Kimosabe0 wrote...

drahelvete wrote...

Kimosabe0 wrote...

I just picked up the german magazine PC Games and it has some new information, or atleast for me..

Mage specialisations:
 - Force Mage


The devs have said that there is no Force Mage specialization. What is FM called in German?
Maybe it's a mistranslation.

It says "Force Mage" in the article, so no mistranslation, but it is said with " so he could just be using a populair term..

And to be clear, 125% damage means that it is 125% if u chose that in stead of the 100% of before so a 25% point increase



Kimosabe0 has it correct. There is a Force Mage in Da II (Thanks for the new info Kimosabe0!!!)



Mark Darrah in an interview with Curse said the following:



Curse: What is the difference between an ability, and a specialization?

Mark
Darrah: An ability is a specific thing, for example a Shield Bash would
be an ability. A specialization is actually an entire tree. So, if you
took Bloodmage, Bloodmage represents the entire tree of potential
abilities. When you start the game you have access to six trees of
abilities, and then later on you get a specialization point at 7, and
one at 14, that lets you unlock higher level specialties. For a mage
it's spirit healer, blood magic, and force mage.


If memory serves, Shortly after there was a thread that asked: What's a force mage?
David Gaider's respons was: When we force you to be a mage.
Chris Priestly then locked the thread a few pages later because people were focusing on David's joke.
Some folks assumed that Chris was referring to the Force Mage being a joke as opposed to David's reply being a joke.

As Mark originally provided this info in a serious interview, it seems clear to me
that Force Mage is still one of the three specializations.

Alodar ../../../images/forum/emoticons/smile.png

Modifié par Alodar, 16 janvier 2011 - 03:01 .


#38
RavenStorm

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I hope we learn it from Merrill. So I can play as a rebel mage with out being "evil" in any stereotypical sense.

#39
Johnny Shepard

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Alodar wrote...

Kimosabe0 wrote...

drahelvete wrote...

Kimosabe0 wrote...

I just picked up the german magazine PC Games and it has some new information, or atleast for me..

Mage specialisations:
 - Force Mage


The devs have said that there is no Force Mage specialization. What is FM called in German?
Maybe it's a mistranslation.

It says "Force Mage" in the article, so no mistranslation, but it is said with " so he could just be using a populair term..

And to be clear, 125% damage means that it is 125% if u chose that in stead of the 100% of before so a 25% point increase



Kimosabe0 has it correct. There is a Force Mage in Da II (Thanks for the new info Kimosabe0!!!)



Mark Darrah in an interview with Curse said the following:



Curse: What is the difference between an ability, and a specialization?

Mark
Darrah: An ability is a specific thing, for example a Shield Bash would
be an ability. A specialization is actually an entire tree. So, if you
took Bloodmage, Bloodmage represents the entire tree of potential
abilities. When you start the game you have access to six trees of
abilities, and then later on you get a specialization point at 7, and
one at 14, that lets you unlock higher level specialties. For a mage
it's spirit healer, blood magic, and force mage.


If memory serves, Shortly after there was a thread that asked: What's a force mage?
David Gaider's respons was: When we force you to be a mage.
Chris Priestly then locked the thread a few pages later because people were focusing on David's joke.
Some folks assumed that Chris was referring to the Force Mage being a joke as opposed to David's reply being a joke.

As Mark originally provided this info in a serious interview, it seems clear to me
that Force Mage is still one of the three specializations.

Alodar ../../../images/forum/emoticons/smile.png




Well, the first response David Gaider made was "Force Mage???:huh:"

#40
atheelogos

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drahelvete wrote...

Kimosabe0 wrote...

I just picked up the german magazine PC Games and it has some new information, or atleast for me..

Mage specialisations:
 - Force Mage


The devs have said that there is no Force Mage specialization. What is FM called in German?
Maybe it's a mistranslation.

when did they say this?

#41
Eclipse_9990

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This is really cool.. I imagine black hole is like singularity but at a much larger scale..

Maybe if you upgrade it to max instead of bringing your enemies together it sucks them in and does some damage(or kills them)..

Man I hope so..

#42
atheelogos

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RavenStorm wrote...

I hope we learn it from Merrill. So I can play as a rebel mage with out being "evil" in any stereotypical sense.

I agree. Having to do something evil just to get the specialization casts blood magic in the wrong light. Blood Magic, imo, isn't evil. Its how you use it that defines it.

#43
Eclipse_9990

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atheelogos wrote...

RavenStorm wrote...

I hope we learn it from Merrill. So I can play as a rebel mage with out being "evil" in any stereotypical sense.

I agree. Having to do something evil just to get the specialization casts blood magic in the wrong light. Blood Magic, imo, isn't evil. Its how you use it that defines it.


Well to be fair you don't necessarily have to do something evil to learn blood magic..
In origins I got the demon to teach me it, and leave connor and never come back.. 
And in Awakenings you learn it from a book...

Modifié par Eclipse_9990, 16 janvier 2011 - 04:53 .


#44
atheelogos

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Minxie18 wrote...

I wonder if the Grey Warden quest is how you meet 'Anders'? Assuming, of course, that 'Anders' is in fact Anders. :)

I'm willing to bet that this is how me meet him in DA2. Can't wait!!:D

#45
atheelogos

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Eclipse_9990 wrote...

atheelogos wrote...

RavenStorm wrote...

I hope we learn it from Merrill. So I can play as a rebel mage with out being "evil" in any stereotypical sense.

I agree. Having to do something evil just to get the specialization casts blood magic in the wrong light. Blood Magic, imo, isn't evil. Its how you use it that defines it.


In origins I got the demon to teach me it, and leave connor and never come back.. 

This is the first time I've heard about this. I may need to replay my mage...

#46
Eclipse_9990

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atheelogos wrote...

Eclipse_9990 wrote...

atheelogos wrote...

RavenStorm wrote...

I hope we learn it from Merrill. So I can play as a rebel mage with out being "evil" in any stereotypical sense.

I agree. Having to do something evil just to get the specialization casts blood magic in the wrong light. Blood Magic, imo, isn't evil. Its how you use it that defines it.


In origins I got the demon to teach me it, and leave connor and never come back.. 

This is the first time I've heard about this. I may need to replay my mage...


Yeah.. Just make sure your Mages str is at 18, and have max Coercion before you try it.. 

#47
Alodar

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[quote]Johnny Shepard wrote...


[/quote]
Well, the first response David Gaider made was "Force Mage???:huh:"

[/quote]

Not in the thread I was referring to.

David's first (and only) response is:
[quote]It's when we force you to be a mage. ../../../images/forum/emoticons/devil.png
[/quote]

Alodar :)

Modifié par Alodar, 16 janvier 2011 - 05:13 .


#48
MindRaven

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I'm guessing that Force Mage grants +25% damage, not +125%.



Also, I'm guessing Black Hole is a Force Mage spell...........

#49
Amioran

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Shepard Lives wrote...
Also, I'm pretty sure they meant 25% more damage (which is still pretty insane


Not said, it depends mostly on the amount of damage done. Think of this: mages in DA2 will do less damage against single targets, they will do much damage the more enemies in the radius of effect. This means that the damage per shot is not so high in itself. Now a 25% more of, for example, 30 damage is only 7.5, nothing gamebreaking.

Percentuals are a good way to balance for this, because they depends on the former damage to be low/medium/high as a factor, differently from a setted amount more. So it really varies.

Modifié par Amioran, 16 janvier 2011 - 06:07 .


#50
Loc'n'lol

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If it's +25% damage from basic staff attacks, it's probably nothing gamebreaking. :P