TGS2011: DA2 demo hands-on, all talent descriptions
#26
Inviato il 18 febbraio 2011 - 12:22
#27
Inviato il 18 febbraio 2011 - 12:23
#28
Inviato il 18 febbraio 2011 - 12:27
Naitaka wrote...
Sadly no, I only got to play the demo for about 10 minutes (Spent most of that time taking pictures) and it didn't seem to give access to the specialization tree at that point in the game. I'm not sure if they might show up further into the demo though.
and what were your opinions of the game in terms of how much fun it is? did you enjoy it?
#29
Inviato il 18 febbraio 2011 - 12:44
http://dragonage.wikia.com/wiki/Sunder
Type: Two-Handed
Effect Type: Passive
Description: The warrior's strikes carry such weight that critical hits gain a chance to STAGGER the victim.
* Critical chance: +10%
* STAGGER chance: 50% vs. normal enemies on a critical hit
#30
Inviato il 18 febbraio 2011 - 12:49
#31
Inviato il 18 febbraio 2011 - 12:51
#32
Inviato il 18 febbraio 2011 - 12:57
And by the talents I am assuming the enemies are much stronger.
#33
Inviato il 18 febbraio 2011 - 01:07
#34
Inviato il 18 febbraio 2011 - 01:11
#35
Inviato il 18 febbraio 2011 - 01:12
0rz0 wrote...
Are shield wall and Shield defense right? As it looks now if you have both you receive 25% less dmg from front and 50% less dmg from the back?
And by the talents I am assuming the enemies are much stronger.
Strangely enough that's what it says. Rear has more damage resistance than the front apparently.
#36
Inviato il 18 febbraio 2011 - 01:13
#37
Inviato il 18 febbraio 2011 - 01:14
#38
Inviato il 18 febbraio 2011 - 01:15
The battlemaster tree looks like a must have for me. Ability spamm= fun.
Taunt icon looks quite funny:]
#39
Inviato il 18 febbraio 2011 - 01:17
Modificata da crerns2, 18 febbraio 2011 - 01:20 .
#40
Inviato il 18 febbraio 2011 - 01:18
Those are some of the best talent/specilization trees I ever saw in a singeplayer title.
#41
Inviato il 18 febbraio 2011 - 01:24
#42
Inviato il 18 febbraio 2011 - 01:29
Thanks for this info
#43
Inviato il 18 febbraio 2011 - 01:30
Modificata da Eclipse_9990, 18 febbraio 2011 - 01:44 .
#44
Inviato il 18 febbraio 2011 - 01:33
"Let them do our job"
#45
Inviato il 18 febbraio 2011 - 01:34
#46
Inviato il 18 febbraio 2011 - 01:41
#47
Inviato il 18 febbraio 2011 - 01:42
Modificata da Noviere, 18 febbraio 2011 - 01:45 .
#48
Inviato il 18 febbraio 2011 - 01:47
4. Safeguard
Requires: Level 7
Requires: Scatter
Requires: Perception
Points required in Weapon and Shield: 4
Requires: Shield
While a shield is equipped, the warrior shrugs off the extra damage from critical hits.
Effect: Immune to critical hits
Type: Passive ability
When it says "Requires" two abilities, do you need both of them or just one? The way it's written it seems like you'll need both, but the idea of a "tree" (or a "web," I guess) is to give options, so I felt like I would ask.
#49
Inviato il 18 febbraio 2011 - 01:59
Maverick827 wrote...
When it says "Requires" two abilities, do you need both of them or just one? The way it's written it seems like you'll need both, but the idea of a "tree" (or a "web," I guess) is to give options, so I felt like I would ask.4. Safeguard
Requires: Level 7
Requires: Scatter
Requires: Perception
Points required in Weapon and Shield: 4
Requires: Shield
While a shield is equipped, the warrior shrugs off the extra damage from critical hits.
Effect: Immune to critical hits
Type: Passive ability
Certainly both. It makes sense for the top abilities to be at the end of the tree, rewarding investment in all sides of the tree not just the shortest path. Similar to Dead Space 2 and how that works upgrades.
#50
Inviato il 18 febbraio 2011 - 02:00
Looks like all of the skills are static and not stat dependent, I wonder how that will work out. I think it's a good idea, now there's no "need" to put all points into one stat (even dips into stats can provide nice bonuses as shown in the demo video) and the player power can be managed more clearly, leading perhaps to a more balanced difficulty?





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