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TGS2011: DA2 demo hands-on, all talent descriptions


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#26
Peter Thomas

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Altima Darkspells wrote...

Also, any idea what these enemy states actually do? I mean Brittle, Stagger, Disorient, etc. Do they only set up for harder-impacting skills, or do they actually debuff the enemy in some way?


They are debuffs, but I don't think information has been released on what they do yet.

#27
Peter Thomas

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Alodar wrote...

Sorry to pester, I'm just trying to wrap my brain around this, and it's late and Friday.

Does Sleep have friendly fire on nightmare?  (it applies an effect but it's description says it targets enemies)




Alodar Image IPB


Yes, though it won't affect the caster.

#28
Peter Thomas

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Jzadek72 wrote...

Since we now have Peter lurking around, I was wondering what has happened to grenades? Have they been replaced simply with the ability miasmic flask? Or are they still there, in all their explosive/acidic wonder?


Crafting is in the game, but I don't think details about what can be made has been released yet.

#29
Peter Thomas

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ishmaeltheforsaken wrote...

Wow. You guys really did a number on talents. You need to give a raise to whoever came up with it.


I agree.

#30
Peter Thomas

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Shiroukai wrote...

It still wasn't Peter who anwsered :P.


They've been seen in numerous demos. Pommel Strike, Miasmic Flask and Mind Blast.

#31
Peter Thomas

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godlike13 wrote...

For Arcane Arcane Shield/Arcane Wall/Elemental Shield im wondering if the Elemental Shield bonus is also applied to the shield Arcane Wall provides on the party members?

Also wondering if it stacks. What i mean by that is if ur main already has Arcane Shield and its activated, and one of ur party members has Arcane Shield/Arcane Wall activated, will the Arcane Shield added to the party by Arcane Wall add extra protection, or just be redundant?


The elemental bonus is applied to party members as well.

No it doesn't stack. No 3 mage party with invincible defences. Also Battle Synergy doesn't stack. No untouchable 3 warrior deathstar.

#32
Peter Thomas

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JSLfromBx wrote...

talking about synergy there is something I would very much like to know about the upgraded version it say it trasnfert 50% off all threat generated by companion to the warior with synergy. At first sight you'd think it's usefull but not the be all end all of threat control. Well you're wrong.

Imagine this situation, one pack of darkspawn, one synergy warrior, one mage one archer rogue.

the mage hit the pack for 100 ao damage, the mage gets 50 threath, the warrior get 50 threat. you think ,fine 50% chance the mobs will target either but wait there is more

Now the rogue also hit the pack of mobs for a 100 damage aoe, 50 threat for the rogue and 50 threat for the warrior. Now things get fun.

end result, one mage with 50 threat, one rogue with 50 ,threat and one warrior with 100 threath even though he did nothing, you add another companion and the warrior is even further ahead. It seem IMPOSSIBLE to lose aggro with synergy on.

It seem great but at the same times it seems that taunt become quite useless as soon as you get the upgraded battle synergy. But in one of you post Mr Dev you said taunt was one of your prefered skill, so what's up? Is battle synergy not working the way the tooltip say it does?


Battle Synergy has a range. Your party needs to be grouped. That's one consideration. Battle Synergy transfers threat, whereas Taunt clears an enemy threat table and assigns maximum threat. If you manage targets well, then you'll be able to keep threat on the tank. Additional enemy waves could arrive, then you'd need to adapt to hold their threat as well. Do you have enough AoEs to be able to keep their threat on the warrior, or hit them with enough shots? You might. It depends on how you play. Battle Synergy threat management is a viable tactic if it fits with your playstyle. One of the main reasons I didn't have it on Aveline in my game was because I had other modes active. The extra stamina reserved would have made it so I couldn't use Taunt (which may not be necessary if you managed it well).

In the end, I preferred the instant response of Taunt to keeping clustered with my tank and focusing on new waves immediately when they come, but again, that's my playstyle.

Bravado is another mode than can be very useful to keep guys on the Warrior, as long as he can do enough damage first to keep their attention. The bonus is per enemy, so having 5 guys around you generates +200% threat from everything you do. It requires you to keep up a pretty steady rate of damage to maintain, though.

#33
Peter Thomas

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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.

#34
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.

#35
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.

#36
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.

#37
Peter Thomas

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JSLfromBx wrote...

I am sorry I am not a native english speaker and I propably wasn't very clear. I was just asking if it's even possible to put a staggered or disoriented status effect on a boss or are they simply immune to these kind of effect because, well they boss and boss are often immune to  certain stuff.


Bosses are not immune, but because of their rank are more resistant and effects have a shorter duration on them. You'll need to be more precise in your timing to get cross-class combos on them.

#38
Peter Thomas

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Veovim wrote...

Peter Thomas wrote...
Bosses are not immune, but because of their rank are more resistant and effects have a shorter duration on them. You'll need to be more precise in your timing to get cross-class combos on them.

How much is status effect duration reduced by rank and/or difficulty?  Skills like Misdirection Hex/Shackling Hex look like they could be really useful against single powerful enemies, but if an elite boss on nightmare is only debuffed for 40% of the normal duration, that's only 4 seconds instead of 10.  I guess I'm just a little worried that the entropy skill tree is full of abilities that will be way more effective when used against you than when used by you (i.e. random mooks die quickly enough that the debuffs aren't that useful against them and bosses shake off the debuffs in no time at all, but the skills get full duration against you).


Enemies do not use player skills. They will never be used against you. AoE crowd control is generally more useful against lots of low-rank guys. Single target crowd control is generally more useful against high-rank ones.

#39
Peter Thomas

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Johnny Shepard wrote...

Does this mean that no Boss (or enemy) are Immune to any attacks? (exept Elemental.)


Specific creatures can be immune to specific things.

#40
Peter Thomas

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Naitaka wrote...

Also, I have a question for Peter, can enemy use stagger, disorient, brittle effects on PC and companions? Also, when on nightmare difficulty, will area of effect talents that apply those conditions apply them on friendly targets under friendly fire?


Enemy abiltiies don't cause CCC effects, but friendly fire can.

Edit: Hm... actually it's a bit more complex and I'd need to check scripting. Things that have a chance of causing a CCC shouldn't, but ones that always do, should. Off the top of my head I don't know how many fall into the second category and would need to confirm anyway.

Modifié par Peter Thomas, 20 février 2011 - 09:30 .


#41
Peter Thomas

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ViSeirA wrote...

While you're still around Peter could you tell us how the damage is calculated for talents?
Is it like (Base talent damage + base class damage + weapon damage)? or what exactly? considering that weapon damage and base class damage will change every now and then.


Ability damage is base damage multiplied by an ability damage factor.

Base Damage = 10
Mighty Blow Damage = 40

If Base Damage is raised to 15, Might Blow Damage will go to 60 (x4). Those numbers are examples. Also there may be other factors calculated in on top of that when the damage is actually being dealt.

Your Base Damage is weapon damage + attribute bonus + other specific things.

#42
Peter Thomas

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Naitaka wrote...

Another question for Peter, is there going to be certain enemy arch-type particularly resistent to certain CCC condition? Like how golem was immune to bleeding in Origin, will some enemies be immune to stagger/disorient/brittle?

Also, for skills such as Lacerate and Cleave that causes status effects on-hit. Do the effects apply only to auto-attack or do they apply to other skills as well? Example, will using Whirlwind attack with Cleave stagger enemy in a group?


Enemies are not immune to CCC effects, but they may be immune to other effects on a case by case basis. Any ability desciption that gives a chance "vs a normal enemy" will have a lesser chance of affecting a boss rank creature.

Abilities that strike with a weapon gain any on-hit effects that basic attacks can give. So, yes, auto-crit Whirlwind can Stagger a lot of enemies. If you build a Warrior so that he gets a lot of crit bonuses from other things, you might not need to invest in that particular upgrade to get the same effect.

#43
Peter Thomas

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There had been a question earlier about what abilities I really liked. There was one I forgot to put. Resilience. It's really good for a tank character.

#44
Peter Thomas

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jomonoe wrote...

Earlier Mr. Thomas said that Bolster was incredibly useful. From what I read, it only increases stamina regen rate by 5 percent. Am I missing something or is five percent a lot, in actuality?


No you're misinterpreting. It restores 5% of your stamina pool per activation.

#45
Peter Thomas

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Naitaka wrote...

Does Bolster really have no  cooldown like the description suggests? Doesn't that mean that my warrior will never run out of stamina if I just spam Bolster repeatedly?


Bolster has no cooldown. If you constantly use Bolster, you'll constantly regain stamina, but will be constantly playing its activation animation as well. It's a downtime vs uptime kind of situation. If you're using it, you can't be dealing damage. How much time spent regaining stamina vs how much time using abilities and attacking.

#46
Peter Thomas

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Sabresandiego wrote...

I have a question regardling Rally and Last Push.

Rally: Do allies only gain the beneficial aura effects while rally is active (like elemental shroud) or do they always have this aura on them, and only the stamina regen portion of Rally is related to the activation.

Last Push: Do abilities always cooldown faster when you have last push, or only after using second wind? How effective is last push numbers wise?


Rally applies the regeneration buff and other bonuses for the duration listed when activated.

Last Push... I don't remember exactly. I think it reduces current cooldowns by 20% of the normal max cooldown (so a 30s cooldown would always be reduced by 6s), but I'd need to check to be sure.

#47
Peter Thomas

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Sabresandiego wrote...

The reason I ask is because arcane shield/ arcane wall is a permanent aura that does something similar. The wording isnt clear on rally and last push. I would expect last push to be really good for being a level 14 ability.


Something that wasn't in that build... Arcane Wall gives a reduced benefit to party members, 5% not the full 20%. And it doesn't stack.

That said, a Mage who activates Arcane Shield while under the effect of another Mage's Arcane Shield will get the 20% bonus, not the 5% one. They're both on the character, but it only pays attention to the higher one. The same thing is used for slow effects. If you Winter's Grasp (-50% slow) an enemy who is already affected by Cone of Cold (-75% slow), the enemy will only be -75% slow. When that wears off, they will be at -50% until Winter's Grasp wears off too. Most partywide buffs are non-stacking like that.

Edit: Except for slow effects, they don't stack if they're from the same ability. Getting an Attack bonus from 2 different abilities is fine.

Modifié par Peter Thomas, 21 février 2011 - 04:16 .


#48
Peter Thomas

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atheelogos wrote...

atheelogos wrote...

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:)


asking again.


That was a vfx and animation used for the Crushing Prison deathblow on the Ogre in some of the demos.

#49
Peter Thomas

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distinguetraces wrote...

To succeed on nightmare, should we expect to be switching equipment from S&S to 2H and back again all the time to take advantage of Disorient and Brittle in turn?

Will specializing in one style not be viable on harder difficulties?


My only Warrior in my main playthrough was Aveline, so I didn't switch weapons. My Rogue Hawke, however, I switched weapon styles all the time.

#50
Peter Thomas

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X-Frame wrote...

Hey Peter, will you guys be releasing the talents for all the specializations or will we have to wait until March 8th? :)


That's a marketing decision.