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TGS2011: DA2 demo hands-on, all talent descriptions


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#801
phoeinx420

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where do i go to download the demo at on the pc ????Posted Image

#802
TheStrand221

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phoeinx420 wrote...

where do i go to download the demo at on the pc ????Posted Image



Into your time machine.

Or read the damn sticky, and not interrupt this thread.

#803
Adhin

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Kurn Hawke - Warrior / Berserker / Reaver
1: Pommel Strike - A
2: Mighty Blow - A
3: Taunt - A
4: Sunder - P
5: Scythe - A
6: Bravery - S
7:
8: Shattering Blow - U (Mighty Blow)
9: Bravado - U (Bravery)
10: Bravura - U (Bravery)

Everything else is completely empty past that point to make room for Berserker (taking that first) and Reaver. If I don't have Berserker by 7 Ill probably save the point over to lvl 9 and take Bravura along with Bravado at lvl 9. Which would mean Berserk at 10-13, Raver at 14, and kinda mix-match them 2 as I see fit.

Saw a SS on dragonage.wikia.com for Berserk tree, its basically 4 abilities with 6 upgrades (2 per ability). 1st one is a Sustained so I figure thats the Rage its self then the next 2 (top and bottum) are Active abilities. Last one is a passive. I figure I'll max that full 'chain' out. Not sure on upgrades but probably full upgrade on Rage its self. That would be 6 abilities outa my 11, leaving 5 for Reaver (plus any extras). Considering I do everything I can, I'll be past 20 for sure so it'll end up being more then 5 points in Reaver.

Also keep in mind ifs worth buying the specializations even if you wont be taking any of the skills. Looking at the Giantbomb video, for instance with Reaver. Just buying the specialization gives you 5% to Damage, 5% resistence to Fire, Cold, Lightning, Nature, and Spirit. So that + its starting off passive would be worth adding into most builds if you don't have room to fully work into a 2nd specialization. Which I'm PRETTY sure is the new version of Blood Frenzy which basically is higher %dmg the lower your HP goes. <---- that last part is, of course, 100% speculation.

#804
Sabresandiego

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That looks like a pretty good build. Definitely doable, how can you tell first berserker ability is a sustained?

Edit: Nevermind, its the shape that gives it away.

Modifié par Sabresandiego, 22 février 2011 - 09:02 .


#805
Adhin

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Yeah and it'll be my only warrior. Tank wise it's gonna be some mild party buffs from mages, CC. But the real key for him as a tank is going to be good armor and, instead of splitting between str/cun/con like Peter did. All that cun points is going into Con. I want him to have an absolutly massive HP pool.

This is something you couldn't do well in DAO, but all healing is now % based in DA2 it looks like. The only hp potion, the mage heal? 40% (or 80% upgraded). That means higher HP gets bigger benefit from it so going insane HP totals (with just enough str to equip stuff with out items) is my overall plan on that. Plus its part of his character. I may toss a few extra into Willpower for some extra stamina but its primary a Con build, with str for requirements. Maybe extra STR if the requirements are alot smaller this time around (I hope they are).

#806
Sabresandiego

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Why 2 hand tank instead of shield? Personal preference?

#807
Adhin

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That's a yes and no thing. My personal preference is that my character 'Kurn' which I remake in just about everything, doesn't use shields. As for my personal preference I like Sword/Shield setup, 2h, and DW (DW is my favorit). So it's more of I just like Kurn so much, in how I envision the character I don't want to mess that up with a Sword/Shield thing. That said he usually dual wields (and sometimes uses 2 handers).

My current itteration of 'Kurn the Barbarian' lets say is in a PW in NWN. Hes a Barbarian Psion basically, specializes in Dual Wielding Bastard Swords. Has 14/- base DR (not counting items, 24/- with), has 700 unbuffed HP (gets over a thousand when buffed). But his AC is awful. It's best represents what I like in the char, tough, massive HP/DR, and just wreckless as hell. But for some bizar reason ends up tanking really good at the same time. I hope to make that work in DA2.

Modifié par Adhin, 22 février 2011 - 09:38 .


#808
Mordaedil

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Sylvius the Mad wrote...

ghostmessiah202 wrote...

If your being serious then.... ur silly. Or Korean, i swear Lineage 2 was the most awful game for leveling and grinding *shuder*

In a single character game, that would be pretty slow, but we're talking abotu a party-based game.

One level per character per 10 hours of gameplay is roughly the rate Baldur's Gate had.

Alas, Sylvius, I don't think you will resonate with the peeps here, because they've been growing up on Mountain Dew, achievements, Halo and instant gratification. To be fair, leveling in a game like Ultima 1 was incredibly fast too, so it's not like this instant gratification thing is particularly new; it's just lazy though.

Mind you, this Lineage 2 he speaks of has a maximum level of 85 or so, and is severely divided into tiers and requires a ton of effort to even craft the weakest magical weapon, which I think is excessive, especially when you can probably afford a better weapon by the time you've gathered everything you need.

It's still a better game than World of warcraft though. If you play on a private server with scaling experience scaling to match the amount of effort to gain in there.

I think the problem lies in what rewards level-up carries with them. D&D has always been a very unbalanced sort of thing for computer RPG's and doesn't answer really well to the fast-paced leveling you do. I was hoping maybe Dragon Age would resolve this issue by only offering appropriate leveling rewards towards rewards you need for gear, but alas, no such luck.

The thing about leveling in computer games is that you never really get attached to a level anymore. You just try to go for the one higher.

#809
Stardusk78

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Sabresandiego wrote...

That looks like a pretty good build. Definitely doable, how can you tell first berserker ability is a sustained?

Edit: Nevermind, its the shape that gives it away.


Lord of Scimitaring: don't you think with the revamped Reaver spec, that Reaver would be as good an option as Beserker for your build?

#810
themageguy

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can tremor be used with s&s ?

Congrats bioware, u got a mage enthusiast wanting to try a reaver first go. Admittdly i will be testing out spells with merril beth and anders so i know what works for me as a mage.



That said, any warrior experts out there who could give me any hints to start of with?

#811
Sabresandiego

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Stardusk78 wrote...

Sabresandiego wrote...

That looks like a pretty good build. Definitely doable, how can you tell first berserker ability is a sustained?

Edit: Nevermind, its the shape that gives it away.


Lord of Scimitaring: don't you think with the revamped Reaver spec, that Reaver would be as good an option as Beserker for your build?


Who knows, it might be. I dont like the roleplaying behind reaver, but if its super good i might take it.

#812
atheelogos

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Sabresandiego wrote...

Stardusk78 wrote...

Sabresandiego wrote...

That looks like a pretty good build. Definitely doable, how can you tell first berserker ability is a sustained?

Edit: Nevermind, its the shape that gives it away.


Lord of Scimitaring: don't you think with the revamped Reaver spec, that Reaver would be as good an option as Beserker for your build?


Who knows, it might be. I dont like the roleplaying behind reaver, but if its super good i might take it.

what don't you like about it?

#813
Xerthil

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What do STAGGER and DISORIENT mean? I'm confused as to how different are they to each other.

#814
Walker White

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Mordaedil wrote...

I think the problem lies in what rewards level-up carries with them. D&D has always been a very unbalanced sort of thing for computer RPG's and doesn't answer really well to the fast-paced leveling you do. I was hoping maybe Dragon Age would resolve this issue by only offering appropriate leveling rewards towards rewards you need for gear, but alas, no such luck.


This is key.  D&D has massive power ups per level, which is why leveling has to be slow.  Furthermore, in 1st edition, experience rewards grew linearly while experience required for next level was super-quadratic.  This created a soft level cap around name-level (12th level or so).  This is what forced the switch to gearing in order to gain power; in the early days, magic items were extremely rare (see any Gygax module).

Modern games smooth out this power gain both in character power and items received.

#815
Tleining

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@ Xerthil

i'm not 100% sure. I think Staggering is caused by Weapon Force. So if you hit a target hard enough, it is thrown back and staggering for a short time. Disorient is caused by Rogue Talents. Pinning shot for example has an upgrade for it.

#816
Naitaka

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I've got another question for Peter. From the xbox 360 demo, I've noticed that Carver was able to make red fissures appear on enemies. Is that the STAGGER vfx? If so, what's the vfx for DISORIENT and BRITTLE? I notice ice was able to freeze, but I couldn't tell which one is BRITTLE and which one isn't.


Xerthil wrote...

What do STAGGER and DISORIENT mean? I'm confused as to how different are they to each other.


Go to the top post, there's a link to my other thread that explains what Cross class Combo does and which talents can trigger them. In general warrior can STAGGER, rogue can DISORIENT, and mage can BRITTLE. Each class can combo off the status effect of the other two classes.

Modifié par Naitaka, 22 février 2011 - 03:15 .


#817
Sabresandiego

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Naitaka wrote...

I've got another question for Peter. From the xbox 360 demo, I've noticed that Carver was able to make red fissures appear on enemies. Is that the STAGGER vfx? If so, what's the vfx for DISORIENT and BRITTLE? I notice ice was able to freeze, but I couldn't tell which one is BRITTLE and which one isn't.


Xerthil wrote...

What do STAGGER and DISORIENT mean? I'm confused as to how different are they to each other.


Go to the top post, there's a link to my other thread that explains what Cross class Combo does and which talents can trigger them. In general warrior can STAGGER, rogue can DISORIENT, and mage can BRITTLE. Each class can combo off the status effect of the other two classes.



Yes but I dont think we know what status effects brittle, disorient, and stagger have on their own.

#818
Naitaka

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Sabresandiego wrote...

Yes but I dont think we know what status effects brittle, disorient, and stagger have on their own.


I think we'll have to wait till march 8th for that. Anyway, I hope we get a better manual this time compared to DA:O, otherwise someone need to start a DA2: Missing Manual project again this time. :lol:

Modifié par Naitaka, 22 février 2011 - 06:03 .


#819
Adhin

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Yeah no kidding, and the demo isn't much help for me figuring anything out really. It all looks 'reeally' old. Anyone else notice Defense and Attack (direct number) from stat points seems to be on some kinda awkward squiggily curve? I was upping Cunning to check out how much Defense it gave on a warrior. 12 was like +11, then +10, then +7, then +9...it just kept going up and down instead of being a static amount. I mean I could understand 1-2 point variation based off an unseen decimal but WTF.

Plus a lot of the skill webs look really old as far as Layout. They don't match anything Naitaka put up as far as layout is concerned. One of the rogue ones looks real awkward, like it was originally going to be a companion specialization with the 2 skills top and bottum of the Web starter square thingy.

And I plan to take Reaver along with Berserker for that build I posted earlier =P

#820
Taleroth

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Any other confirmations that this demo is drastically different from the demo Naitaka is pulling his data from? I should think our demo would be the more up to date.

#821
Adhin

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Well his demo didn't have skill locks for one thing, good chance his wasn't actually a 'demo'. But besides skill locks and the layout of the skills (and some information on balancing). Not really? I think the 'demo' he played was a mildly alterd full game.

See for a convention or press setup its a lot easier for dev's to just section off parts of the full game but the full game is still there. for a Demo download like this though its a completely separate side project. It has to be small, just have the specific sections and that usually means its always a much older build. They had to section stuff off months ago then make sure it didn't have major issues - all while still working on the main product.

All the while the main game still evolves and changes, balancing and so forth, web layouts all that. Mike said for instance they wen't back and forth on the auto-attack (for console) choice and recently (im guessing month or 2) decided to go with a auto-attack toggle. Console is missing that quite heavily. Skill layouts also different from the Giantbomb quicklook which was obviously from the full game not some smaller demo like the one we got.

Basically I'd take the demo as a 'what it'll be like' not a 'what its currently at'. Probably also why theres no directx 11 support in it and a few other missing features.

#822
Naitaka

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Adhin wrote...
*snip


Agreed, aside from not being able to save (In fact the autosave didn't even work, I couldn't reload after I died) and having the inventory blocked, the convention build did seem closer to the retail game than the demo we're getting today. I doubt we'll get any new information before release now.

#823
Adhin

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Yeah its partly why they never put demos out, its a whole bunch of extra work that can take away from the main game. I was honestly a bit shocked to find out they where doing that this time around.

Oh and I just remembered something you said back on your review of what you played and how the button mashing for base attack was causing you camera issues and whatnot. After playing the demo like 6 times last night before sleeping I noticed I kept using my left thumb to mess with the camera while I was attacking. That's something I got used to doing, its really awkward when I start thinking about it when im doing it but just tapping either direction to quickly spin the camera works as long as your not staring at the floor heh.

but yeah I really want to try auto-attack, just feels more right to me that way. Plus that way I'm ensured I get the full auto-attack DPS and don't screw that up with my own self timing. I noticed I'd soemtimes stop attacking when i tried to use a skill whos timer wasn't 100% up. I'd just stop till it was up then use it.

OH AND - the forced talent points spent when you jump to Isabella. That sucked balls. I basically had to play a mage and use Carver to test out something closer to my build since he didn't auto-lvl on the jump. That of course is just a demo issue, but still *shakes fist*.

#824
Naitaka

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Actually your post just reminded me of something, the build I played didn't have difficulty locked and I was playing on hard back then, probably the reason why I was so annoyed at the lack of auto-attack.

#825
Adhin

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Yeah that would probably drive me a bit crazy. The only character I didn't mind pressing A on, oddly, was Dual Wielding Rogue. I love that whole Web. Just the way it all flows together and the combo-passive and all that worked surprisingly well. I think a lot of that has to do with the whole...you can press buttons really fast, but that doesn't exactly match up well for say, Archery or 2 Handed. There slower then I can press a button repeatedly. So there's an odd disconnect almost. I tried to time it better and it felt really awkward.

That said I got to test out Warmonger and that rooocked. It works perfectly and looks like it keeps track of mobs with in your 10m radius instead of just whats 'directly' next to you, or at least there's some wiggle room. Between that and Sunder my Crit chance was 20+ just from a small group, was perfect. Can't wait to see that on a massive group, though the demos lack of information (all the dmg displays are off) kinda made it have a bit of a disconnect. When you can't see your crits or damage output it just feels wrong.

-edit-
moved this part to a new post.... <_<

Modifié par Adhin, 22 février 2011 - 08:41 .