TGS2011: DA2 demo hands-on, all talent descriptions
#851
Posté 23 février 2011 - 02:27
#852
Posté 23 février 2011 - 05:00
#853
Posté 23 février 2011 - 05:27
wxman wrote...
Thanks for the info! The two-hander skills seem pretty exciting. Unfortunately like in DA:O the "weapon and shield" tree seems more like it should be call simply "shield" since all of its abilities are shield oriented and none are weapon oriented. Hmm... looks like my warrior will be a two-hander...
Well, I would 100% agree if we were talking about DA:O
In DA2, tough, there are TONS of warrior attacks that doens'st require specific weapons - so you CAN use your SWORD a lot. Even if you're sword+ board.
In DA:O you had just a few (and not very impressive), others would require shield, 2handers or 2wielding.
#854
Posté 23 février 2011 - 05:52
#855
Posté 23 février 2011 - 05:54
Sabresandiego wrote...
The cooldowns for abilities in the demo are much shorter than the cooldowns listed in this thread. Which one is accurate?
The ability info in this thread seems to be from a more recent build than the one used in the demo.
#856
Posté 23 février 2011 - 05:59
Peter Thomas wrote...
Sabresandiego wrote...
The cooldowns for abilities in the demo are much shorter than the cooldowns listed in this thread. Which one is accurate?
The ability info in this thread seems to be from a more recent build than the one used in the demo.
The demo is awesome. Can't wait until more info is revealed on the specializations.
#857
Posté 23 février 2011 - 05:59
dreamextractor wrote...
Well, I just wrote down Aveline's
Aveline's Guardian tree:
You missed one.
#858
Posté 23 février 2011 - 06:02
Peter Thomas wrote...
Sabresandiego wrote...
The cooldowns for abilities in the demo are much shorter than the cooldowns listed in this thread. Which one is accurate?
The ability info in this thread seems to be from a more recent build than the one used in the demo.
Does this mean the Shield Defense's bizarre animation could possibly be fixed in the final build? :innocent:
#859
Posté 23 février 2011 - 06:06
The mage imbues an ally with restorative energy, knitting flesh and mending bone.
Health regeneration: 40%
Cost: 30 mana
Cooldown: 40s
Type: Activated ability
Am I the only one that doesn't like the new cooldown time for the heal option?
Modifié par Siradix, 23 février 2011 - 06:07 .
#860
Posté 23 février 2011 - 06:09
Siradix wrote...
The mage imbues an ally with restorative energy, knitting flesh and mending bone.
Health regeneration: 40%
Cost: 30 mana
Cooldown: 40s
Type: Activated ability
Am I the only one that doesn't like the new cooldown time for the heal option?
I think its fine. Remember there are more heals. There is evade, barrier, stonewall, heal, group heal, healing aura, potions. There is plenty of healing. We havent seen what else is in spirit healer either. If the cooldown was lower the game would be too easy. Greater heal is an 80% heal, thats huge. It needs a long cooldown.
Modifié par Sabresandiego, 23 février 2011 - 06:12 .
#861
Posté 23 février 2011 - 07:10
Second, I double checked... there are REALLY no pets or summons in DA2? Ok, they sucked (specially summons) on DA:O, but ain't it a bit radical? I like summoners. Do you people think they are waiting to release them on a major DLC/ expansion?
edit: Also no shapeshifting?
Other than that, I loved the demo, just have to adapt - it's a completely different game. I'm use to th terribly powerful AoE spells, spells that also had friendly fire. The new AoE seems meh to me, but I understand the AoE in DA:O was way overpowered (and without friendly fire it would become ridiculously OP), but I still miss the sweet animations (specially from firestorm and storm of the century). Well, time to get used to use melee characters and not only mages destroying everything
Modifié par Rocambole4, 23 février 2011 - 07:17 .
#862
Posté 23 février 2011 - 09:28
*Flexes* raaawwrr! I love being right!Peter Thomas wrote...
The ability info in this thread seems to be from a more recent build than the one used in the demo.
@Rocambole4: First off I agree, Naitaka rocks. And then to your other stuff, no specializations where in the demo or in this forum post. So that's 9 webs (3 per class) that we quite literally have no information on other then there titles. And, you know, random baseless speculation. But they are...
Warrior: Templar, Reaver, Berserker
Rogue: Assassin, Shadow, Duelist
Mage: Spirit Healer, Bloodmage, Force Mage
Now, buncha folks (and my self included) are hoping Bloodmage will have the 'demon summon' option in there somewhere as its constantly stated through out DAO that bloodmages can summon. But ultimately no idea on that. That said, yeah no base summons (raise undead, or ranger specialization) and no shapeshifting.
Also, love to Warriors and Rogues getting there share off mass destruction compared to mages.
Modifié par Adhin, 23 février 2011 - 09:29 .
#863
Posté 23 février 2011 - 09:54
Rocambole4 wrote...
*snip
Summons might be in one of those specialization trees that we don't have detailed information on yet. However, we already know that Ranger is out and neither does it look like Mage has a tree that's related to summoning (maybe summon demons with Blood Mage?). If we do get them they'll have to be on the companions. Shapeshifting is out for sure though. Not many people used it in Origin anyway, it was pretty underpowered.
#864
Posté 23 février 2011 - 10:12
#865
Posté 23 février 2011 - 12:49
Naitaka wrote...
Rocambole4 wrote...
*snip
Summons might be in one of those specialization trees that we don't have detailed information on yet. However, we already know that Ranger is out and neither does it look like Mage has a tree that's related to summoning (maybe summon demons with Blood Mage?). If we do get them they'll have to be on the companions. Shapeshifting is out for sure though. Not many people used it in Origin anyway, it was pretty underpowered.
Exactly - Shapeshifting was terrible in Origins because of implementation - I tough they would fix it, not remove is altogether. I'm a big fan of the Flying Swarm concept. Hoped it would come back "working as intended". Oh well, I'll get over it.
About blood mages having summons... I'll keep my fingers crossed. That could not summon in DA:O (could mind control), but hey, new game, new rules.
If those are really not in game, I'll have to play an Entropy + Spirit mage in a group with a with Disorient focused Rogue. No more friendly fire means I'll finally use Walking Bomb without fear, and Entropy sounds insane against bosses and such
#866
Posté 23 février 2011 - 02:08
It seems in the demo version, stagger, disorient and brittle all share the same visual effect. (red fissure appearing on enemies) Will this be changed in the retail version, because it's really confusing especially with passive triggered ccc.
#867
Posté 23 février 2011 - 02:18
#868
Posté 23 février 2011 - 02:27
#869
Posté 23 février 2011 - 02:28
koshindan wrote...
Any chance of getting the Mage Specialization abilities soon? I'd like to know what kind of damage Force/Blood Mages do and if they synergies with the other trees damage wise.
If you steal a review copy and take pictures, I'll type it out for you. :innocent:
#870
Posté 23 février 2011 - 02:32
Modifié par koshindan, 23 février 2011 - 02:33 .
#871
Posté 23 février 2011 - 03:40
Really wish they would of stopped zooming out to the people when they where going over that stuff. Felt like the guy controlling wanted to show off some of that stuff and then just 'nope heres dudes instead'.
Either way looked snazzy.
#872
Posté 23 février 2011 - 06:17
Naitaka wrote...
Question for Peter again.
It seems in the demo version, stagger, disorient and brittle all share the same visual effect. (red fissure appearing on enemies) Will this be changed in the retail version, because it's really confusing especially with passive triggered ccc.
They have different VFX in more recent builds.
#873
Posté 23 février 2011 - 06:23
#874
Posté 23 février 2011 - 07:03
#875
Posté 23 février 2011 - 07:08
Modifié par ViSeirA, 23 février 2011 - 07:09 .





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