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TGS2011: DA2 demo hands-on, all talent descriptions


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#501
crimzontearz

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Peter Thomas wrote...

crimzontearz wrote...

Peter could you get back to me on the progression question when you have a minute?


You mean about the required talents for Command, Muscle and Cleave? In those particular cases you would need both Control and Might to meet the investment requirement.


I seem to see a pattern there..in order to achieve some of the highest ranking skills you still "have" to buy skills you might not want in order to meet the requirements (like Tornado requires a whole 6 points spent)......isn't that something you guys did not want to do according to Laidlaw?

#502
Sprocker117

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crimzontearz wrote...

Peter Thomas wrote...

crimzontearz wrote...

Peter could you get back to me on the progression question when you have a minute?


You mean about the required talents for Command, Muscle and Cleave? In those particular cases you would need both Control and Might to meet the investment requirement.


I seem to see a pattern there..in order to achieve some of the highest ranking skills you still "have" to buy skills you might not want in order to meet the requirements (like Tornado requires a whole 6 points spent)......isn't that something you guys did not want to do according to Laidlaw?


I can see what you mean bro, and I agree. I don't see much of a difference with Origins, where you had to get skills you don't want to get to reach like, Lethality or sth.

#503
themageguy

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i am soooo happy with the primal school especially the earth spells. if force mages are increasing force etc stonefist + golems fist + galvanism = AWESOME.

i also noticed this about petrify Paralyze chance: 100% vs. any enemy

sweet.

#504
themageguy

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Alodar wrote...

godlike13 wrote...

My understanding of the new spells is rudimentary but I don't see as much mass crowd control as there was ind DAO.



Any suggestions?


Alodar :)


Elemental seems to have a few viable crowd control options.



Cone of Cold is a possibility as it slows their movement to 75%, but I'm not sure how long that effect lasts.
Fireball has a knockdown which is good but the enemies seemed to get up quickly in the demo.
(I like playing as a hero so I usually avoid fire as that could set fire to villages and it wouldn't make sense to use it indoors.)

Thanks for the suggestion!

Alodar :)



How about petrify? it works against any enemy and should allow u to heal up and prep midcombat in difficult battles.

#505
crimzontearz

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Sprocker117 wrote...

crimzontearz wrote...

Peter Thomas wrote...

crimzontearz wrote...

Peter could you get back to me on the progression question when you have a minute?


You mean about the required talents for Command, Muscle and Cleave? In those particular cases you would need both Control and Might to meet the investment requirement.


I seem to see a pattern there..in order to achieve some of the highest ranking skills you still "have" to buy skills you might not want in order to meet the requirements (like Tornado requires a whole 6 points spent)......isn't that something you guys did not want to do according to Laidlaw?


I can see what you mean bro, and I agree. I don't see much of a difference with Origins, where you had to get skills you don't want to get to reach like, Lethality or sth.


I mean you can skip a couple of skills (mostly upgrades) but the rest you HAVE to buy....as I said it was my understanding Bioware wanted to move away from that model

#506
Alodar

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themageguy wrote...



How about petrify? it works against any enemy and should allow u to heal up and prep midcombat in difficult battles.


Petrify and horror are the two best single creature control spells, as far as I can tell just by reading the descriptions. Note with petrify enemies take 50% less damage so it is harder to damage them.

I'm looking mostly for crowd control spells.
But keep those suggestions coming!


Alodar :)

Modifié par Alodar, 19 février 2011 - 04:06 .


#507
SG60

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Alodar wrote...

themageguy wrote...



How about petrify? it works against any enemy and should allow u to heal up and prep midcombat in difficult battles.


Petrify and horror are the two best single creature control spells, as far as I can tell just by reading the descriptions. Note with petrify enemies take 50% less damage so it is harder to damage them.

I'm looking mostly for crowd control spells.
But keep those suggestions coming!


Alodar :)




If you get the Dessicate upgrade, it does reduce the damage reduction from Petrify. Not saying that will make you like it, but it is a change from 50%.

#508
atheelogos

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Peter Thomas wrote...

Sylvius the Mad wrote...

So Stonefist can no longer shatter things? That's weird. Are there any combos at all that can be done by a single class, or is it all there just to encourage cross-class cooperation (whereas in DAO they worked no matter which class had the relevant ability)?


Cross-class combos are there to encourage different classes to play off each other.

Hey Peter in the Destiny trailer Hawke uses what appears to be blood magic to rip his foe in half, but I've heard other people say it wasn't blood magic and instead was crushing prison. Can you tell us the tree it really belongs to? Thanks much:)

Modifié par atheelogos, 21 février 2011 - 04:03 .


#509
wxman

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crimzontearz wrote...

Sprocker117 wrote...

crimzontearz wrote...

Peter Thomas wrote...

crimzontearz wrote...

Peter could you get back to me on the progression question when you have a minute?


You mean about the required talents for Command, Muscle and Cleave? In those particular cases you would need both Control and Might to meet the investment requirement.


I seem to see a pattern there..in order to achieve some of the highest ranking skills you still "have" to buy skills you might not want in order to meet the requirements (like Tornado requires a whole 6 points spent)......isn't that something you guys did not want to do according to Laidlaw?


I can see what you mean bro, and I agree. I don't see much of a difference with Origins, where you had to get skills you don't want to get to reach like, Lethality or sth.


I mean you can skip a couple of skills (mostly upgrades) but the rest you HAVE to buy....as I said it was my understanding Bioware wanted to move away from that model


I agree, it is disapointing... I'm not that thrilled with all the "shield as your weapon" abilities and would pefer to be spending points in the other trees for offensive talents, but in order to get "safeguard" I would also have to take "Shield Bash" and "Scatter" that I might not want and that dont really seem all that related to the "safegaurd" ability other than requiring a shield...

#510
Dayshadow

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To devs,

What's the point of a 10s Stealth when Backstab auto teleports you behind enemies?

Why would anyone choose the Lightning AOE when the Fire AOE when fire's basic version does 2x the lightning's upgraded damage? Or did I misread something?

What is the point of a 4s paralysis?  I know the upgrade is better, but the base version shouldn't be completely useless. Or was that the amount of time the actual glyph remains in play?

#511
Shiratori

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Maybe you're stealthing to be able to escape from a fight. And Lightning may be weaker damage wise, but it's safer on Nightmare more since Tempest / Chain Lightning doesn't target friendly creatures. Plus I think it was mentioned that Lightning attacks can damage their stamina meaning opponents can't use as many abilities too.

#512
Cruven

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Hey Peter in the Destiny trailer Hawke uses what appears to be blood magic to rip his foe in half, but I've heard other people say it wasn't blood magic and instead was crushing prison. Can you tell us the tree it really belongs to? Thanks much:)


I think that animation is a new mage finisher? Similar to when a rogue would slice off an enemy's head in DA:O, now mages can pull people apart? Maybe.

Modifié par Cruven, 19 février 2011 - 05:12 .


#513
Alodar

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SG60 wrote...

Alodar wrote...

themageguy wrote...



How about petrify? it works against any enemy and should allow u to heal up and prep midcombat in difficult battles.


Petrify and horror are the two best single creature control spells, as far as I can tell just by reading the descriptions. Note with petrify enemies take 50% less damage so it is harder to damage them.

I'm looking mostly for crowd control spells.
But keep those suggestions coming!


Alodar :)




If you get the Dessicate upgrade, it does reduce the damage reduction from Petrify. Not saying that will make you like it, but it is a change from 50%.


I love petrification.
I'm just trying to find some large crowd control spells but they seem to have used the nerf stick on these.


Alodar :)

#514
X2-Elijah

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As for petrify vs. Horror, yeah, both are cool, but mind that petrify lasts 15s, whereas horror only goes to 10. In a boss battle, extra 5 seconds might be crucial, I thinks :)

#515
biostarfan

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I'm loving the new force mechanic... sounds interesting and fresh.... physical and elemental damage reaction should really add much to the gameplay while keeping it simple and clean... this is sounding great... can't wait to try this out in the demo.

#516
Peter Thomas

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JSLfromBx wrote...

thanks a lot for taking the time to answer all ours question, it's really making the wait for the demo a bit easier to handle :) would I be lucky enough for you to answer a second question? the cross class effect like staggered or disorient, do they work on both as well? Because if they do, oh my!!! sword and shield along with dual wild rogue looks like a match made in heaven!


Not sure exactly what you mean.

An enemy can only have a single cross-class combo effect on them at a time. If they are Brittle and you apply Stagger, the Brittle effect disappears. Also, when an ability triggers bonus damage/force/effect off that CCC effect, the CCC effect is removed.

CCC effects are set up so that a single class creates them (Warrior = Stagger, Rogue = Disorient, Mage = Brittle) and the other 2 classes have abilities that exploit it.

#517
Peter Thomas

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crimzontearz wrote...

I seem to see a pattern there..in order to achieve some of the highest ranking skills you still "have" to buy skills you might not want in order to meet the requirements (like Tornado requires a whole 6 points spent)......isn't that something you guys did not want to do according to Laidlaw?


To be able to get the more specialized skills in a tree, you need to commit to that style somewhat. Most of the basic abilities have very few requirements, but upgrades are really mainly available to people who specialize in that tree. That was always intended.

The fact that there are AND requirements for progressing through the chain was discussed and decided on a while ago. As to the nature of that discussion and the reasoning... no comment.

The way it is now is still an improvement over DAO. You don't have to go through everything (usually) to get to the high-end stuff. There are exceptions, but those exceptions are usually powerful.

#518
Peter Thomas

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Dayshadow wrote...

To devs,

What's the point of a 10s Stealth when Backstab auto teleports you behind enemies?


Enemies can't perceive you while you're stealthed.

Why would anyone choose the Lightning AOE when the Fire AOE when fire's basic version does 2x the lightning's upgraded damage? Or did I misread something?


Lightning can affect a larger area than fire, affects only enemies, and electricity damage has a chance to stun. Also, Firestorm rains down fireballs within its AoE radius. Each of those explodes damaging creatures near it for that much damage. It's not damaging everyone in the Firestorm AoE.

What is the point of a 4s paralysis?  I know the upgrade is better, but the base version shouldn't be completely useless. Or was that the amount of time the actual glyph remains in play?


4s takes people out of the fight temporarily. It won't cripple them, but will delay or spread them out. It can affect more people, but for less duration than Horror or similar, and can be placed and left for when enemies walk over it. If you need longer duration or to affect more people, buy the upgrade. I found it to be useful myself, though I concentrated on other spells mostly.

#519
-Skorpious-

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On a somewhat related note - can auto-leveling for companions be toggled? Or perhaps the ability to respec companions exists?

#520
lazuli

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I just noticed the 40 second cooldown for Heal. I wonder what the Spirit Healer looks like.

Modifié par lazuli, 19 février 2011 - 07:26 .


#521
X2-Elijah

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Hrm. I am a bit conflicted.. Have at the moment narrowed it down to two builds, and can't choose which one to take..

1) Stunning blast, Winter's Blast, Deep Freeze, Horror, Paralyzing Prison -> that's 9 points (including the one at lvl1), leaving at least 11 to specializations.. or

2) Stunning Blast, Golem's Fist, Dessicate, Chain Reaction, Strikes Twice, Galvanism -> that's 11 pts (including the lvl1 pre-set), with about 9 left for specializations.

And I'm not sure which one is better. On the one hand, I have 3 damage spells (winter, cone and prison), 3 dedicated stuns (winter, horror and mindblast) with other two situational (prison and cone).. But nothing really AoE. But, enough points to maximize a specialization and grab something else too.

On the other hand, I could have 3 damage spells, two of them being AoEs (fist, chain lightning and tempest), I have two stuns (mindblast and petrify), and a passive boost. But, that leaves less points for specializations.

This way, it is a choice of focusing on wide-range damage first versus focusing on targeted-control first. And I'm not sure which one is better. I guess with the specializations, it would be better to have extra control spells rather than damage spells later on - but then again,most battles have enemies coming in waves of 4-5, and getting rid of them fast would not be bad at all.. Urgh, decisions, decisions.

#522
johannes1212

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What happened to the force mage?

#523
Black-Xero

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johannes1212 wrote...

What happened to the force mage?

That's a spec,not one of the normal talent trees.

#524
Vahe

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Man the rogue looks really really fun to play.

#525
johannes1212

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Black-Xero wrote...

johannes1212 wrote...

What happened to the force mage?

That's a spec,not one of the normal talent trees.


Ah, and I'm assuming that specs have their own mini trees?