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TGS2011: DA2 demo hands-on, all talent descriptions


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#1076
Peter Thomas

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Altima Darkspells wrote...

Does stealing potions start the potion cooldown?

Because that would be hilarious.


Haha, no. They're on their bodies when they die as well, so they're not destroyed.

#1077
Sabresandiego

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Peter Thomas wrote...

falconlord5 wrote...

Holy mother. And I thought normal was hard...


Oh yeah, if you're below 10% health, you starting bleeding to death.


Is that a joke or for real? If real thats awesome!

#1078
Altima Darkspells

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Peter Thomas wrote...

falconlord5 wrote...

Holy mother. And I thought normal was hard...


Oh yeah, if you're below 10% health, you starting bleeding to death.


Your sadism is so fantastic that you should be on the writing team.

#1079
falconlord5

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Peter Thomas wrote...

falconlord5 wrote...

Holy mother. And I thought normal was hard...


Oh yeah, if you're below 10% health, you starting bleeding to death.


Putting the 'Nightmare" in Nightmare mode are we?

Thank god I'm a sissy and will only be playing on Easy.

#1080
Rocambole4

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Peter Thomas wrote..
Oh yeah, if you're below 10% health, you starting bleeding to death.


Man, my masochist side is aching for this game XD

By the way, thanks again Peter, you're great. Also, the fact that you gives us straigh answers for pretty much everything shows you have no fear of any flaws, the game mechanics seems to be rock solid.

#1081
jomonoe

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Thanks for the answers Mr Thomas! Awesome dev(s) is awesome.

#1082
Aroya

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How will we know if a frozen target has become brittle? Graphic?

#1083
Alodar

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Nightmare sounds great!
And when I say great, what I mean is not something I want to deal with on my first playthrough.

Ah well, I better get used to it as it's the only spot with friendly fire.

I'll try to play it safe first time through going primal/force mage.

Hopefully I can make entropy a viable build for playthrough #2.


Alodar Image IPB

#1084
Peter Thomas

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Aroya wrote...

How will we know if a frozen target has become brittle? Graphic?


Each of the CCC effects has a unique VFX. In the descriptions of abilities that have that effect or use it, it shows the VFX icon as well.

#1085
Basheda

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I hope nightmare is realy harder this time. It was still far too easy in DA:O for an experienced player.



What I read sounds promising.

#1086
mhenders

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Enemy health is increased. Enemy damage is increased. Enemy force is increased. Enemy cooldowns are decreased. Hostile effect durations on enemies are decreased. Less health potions drop. Enemies heal themselves more often. Party members can have more injuries. Some enemies have additional effects on their abilities (dispel, bypass damage resistance, steal health potions, etc) as well as some miscellaneous things (like the combat cooldown reset not being present). There may be others.


That sounds really cool, but it makes me sad that NG+ isn't in the game. It seems like Nightmare should be what you play your second time through, when you're max level, you have all your abilities, and you have some good gear. If I'm fighting uber enemies, I want to do it with my full arsenal (not to make it easy, but to make it interesting), and not just the three buttons I get to click after making it to level 4 by completing the intro sequence.

On a related note, does anyone know how much Hard mode differs from Normal? Is it 3/4ths the way to Nightmare, or is it just barely tougher than Normal?

Thanks!

#1087
Aroya

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Most of the AoE abilities state they only hurt foes/enemies. When nightmare is on will the tool tips be updated to reflect that most can hurt allies as well?

#1088
tuejmccoy

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Nightmare sounds awesome, thrills inc. i hope.

You said that if a creature sustains more damage than a certain threshold(10% max life, decreases with the force of the attack) an additional effect kicks in, like "knock back" or "burning" So does the length of the effect, like for how long the target is going to burn or going to be stunned after a lightning spell, depend on anything or is it a set duration, damage etc.?



Also can these effects come from elementally enchanted weapons?



And what exactly is the "obscure" bonus, a defense increase or a flat dodge probability?


#1089
Sabresandiego

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obscure is 20% dodge, and I believe the magnitude of the effect (knockback and burning) is related to the amount of damage you take relative to your total health, after fortitude.

#1090
Sabresandiego

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Question: Have tactics been improved? Many people are claiming then when you set a tactic such as self->sorrounded by 2+enemies-->Use mindblast, what happens is that the AI uses mindblast with no enemies in range. This makes mindblast a worthless ability unless you control the character yourself. Also people have mentioned that you cannot set tactics for drinking potions when under a certain amount of health. Is this something intentional or changed in the final version?

Modifié par Sabresandiego, 25 février 2011 - 08:44 .


#1091
-Skorpious-

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Sabresandiego wrote...

Question: Have tactics been improved? Many people are claiming then when you set a tactic such as self->sorrounded by 2+enemies-->Use mindblast, what happens is that the AI uses mindblast with no enemies in range. This makes mindblast a worthless ability unless you control the character yourself.


You mean in the demo? If so, the devs have admitted that the tactics for the pc was not functioning properly. I'm sure the tactics will be fixed for the final copy. 

Anyways, I have a question for Peter - will nightmare unnecessarily punish me for creating a sub-par build or party composition? I.e will having a 2H tank push some fights into the realm of impossibility? Or is there a chance for unprepared or sub-optimal builds to survive encounters without resorting to reworking their talents/abilities? 

#1092
JSLfromBx

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Peter Thomas wrote...

Rocambole4 wrote...

Peter, can we have a complete list of Nightmare changes so we can plan accordingly? Is the enemy HP the same? Just resistances/defense changes? Enemies hit harder?

I know spells doesn't last the same as in normal, but any other global debuff to your party?


Enemy health is increased. Enemy damage is increased. Enemy force is increased. Enemy cooldowns are decreased. Hostile effect durations on enemies are decreased. Less health potions drop. Enemies heal themselves more often. Party members can have more injuries. Some enemies have additional effects on their abilities (dispel, bypass damage resistance, steal health potions, etc) as well as some miscellaneous things (like the combat cooldown reset not being present). There may be others.


that's great of new information, thanks a lot. Would you by any chance be willing to do the same for the Hard difficulty setting? what's the difference betwen hard and normal?

#1093
Peter Thomas

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-Skorpious- wrote...

Anyways, I have a question for Peter - will nightmare unnecessarily punish me for creating a sub-par build or party composition? I.e will having a 2H tank push some fights into the realm of impossibility? Or is there a chance for unprepared or sub-optimal builds to survive encounters without resorting to reworking their talents/abilities?



Nightmare will punish you for not building a good party. It's not 'unecessarily', it's intentional. Building good and effective parties is one of the skills that you learn when playing the game. Higher difficulties are made to test those skills. We've tried to make enough options that good parties can be built in multiple ways, but you need to be knowledgeable of, and capable of working around, their shortcomings. If a Two-Handed Warrior isn't as capable of absorbing damage as a Weapon and Shield Warrior, how are you going to adjust the rest of your tactics to compensate for that?

#1094
Peter Thomas

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JSLfromBx wrote...

Peter Thomas wrote...

Enemy health is increased. Enemy damage is increased. Enemy force is increased. Enemy cooldowns are decreased. Hostile effect durations on enemies are decreased. Less health potions drop. Enemies heal themselves more often. Party members can have more injuries.


that's great of new information, thanks a lot. Would you by any chance be willing to do the same for the Hard difficulty setting? what's the difference betwen hard and normal?


The adjustments from Normal to Hard are similar to, but less than, Nightmare. The extra stuff like additional abilities/effects and friendly fire are Nightmare only.

#1095
Ace Attorney

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Peter Thomas wrote...

-Skorpious- wrote...

Anyways, I have a question for Peter - will nightmare unnecessarily punish me for creating a sub-par build or party composition? I.e will having a 2H tank push some fights into the realm of impossibility? Or is there a chance for unprepared or sub-optimal builds to survive encounters without resorting to reworking their talents/abilities?



Nightmare will punish you for not building a good party. It's not 'unecessarily', it's intentional. Building good and effective parties is one of the skills that you learn when playing the game. Higher difficulties are made to test those skills. We've tried to make enough options that good parties can be built in multiple ways, but you need to be knowledgeable of, and capable of working around, their shortcomings. If a Two-Handed Warrior isn't as capable of absorbing damage as a Weapon and Shield Warrior, how are you going to adjust the rest of your tactics to compensate for that?

Wait, does that mean characters get two sets of tactics, one for each weapon type?:blink:

#1096
Wolf_in_the_Meadow

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A question or Mr. Thomas if I may...



I was looking through Varric's Marksman Web... it's pretty awesome, far more so than Guardian. Will the PC Specialisations be equally awesome?



Thank you.

#1097
Taleroth

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T3hAnubis wrote...

Peter Thomas wrote...

-Skorpious- wrote...

Anyways, I have a question for Peter - will nightmare unnecessarily punish me for creating a sub-par build or party composition? I.e will having a 2H tank push some fights into the realm of impossibility? Or is there a chance for unprepared or sub-optimal builds to survive encounters without resorting to reworking their talents/abilities?



Nightmare will punish you for not building a good party. It's not 'unecessarily', it's intentional. Building good and effective parties is one of the skills that you learn when playing the game. Higher difficulties are made to test those skills. We've tried to make enough options that good parties can be built in multiple ways, but you need to be knowledgeable of, and capable of working around, their shortcomings. If a Two-Handed Warrior isn't as capable of absorbing damage as a Weapon and Shield Warrior, how are you going to adjust the rest of your tactics to compensate for that?

Wait, does that mean characters get two sets of tactics, one for each weapon type?:blink:

I think you misunderstand what he's saying.

#1098
Icy Magebane

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Peter Thomas wrote...

falconlord5 wrote...

Holy mother. And I thought normal was hard...


Oh yeah, if you're below 10% health, you start bleeding to death.

I was planning on Hard to avoid friendly fire, but I will definitely give Nightmare a try once I'm more familiar with things.  I want to see these new mechanics in action, especially the enemy potion theft.  This sounds pretty freaking awesome.  Well, that said, I'll go back to appreciating this thread and reading everyone's great questions and answers... seriously, this is IMO the best thread on this site.
Edit:  I would ask a question, but I don't think Peter is allowed to answer the ones I still have... and other people are asking things I hadn't thought of, but that are important to know... so... carry on then.

Modifié par Icy Magebane, 25 février 2011 - 09:50 .


#1099
-Skorpious-

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Peter Thomas wrote...

-Skorpious- wrote...

Anyways, I have a question for Peter - will nightmare unnecessarily punish me for creating a sub-par build or party composition? I.e will having a 2H tank push some fights into the realm of impossibility? Or is there a chance for unprepared or sub-optimal builds to survive encounters without resorting to reworking their talents/abilities?



Nightmare will punish you for not building a good party. It's not 'unecessarily', it's intentional. Building good and effective parties is one of the skills that you learn when playing the game. Higher difficulties are made to test those skills. We've tried to make enough options that good parties can be built in multiple ways, but you need to be knowledgeable of, and capable of working around, their shortcomings. If a Two-Handed Warrior isn't as capable of absorbing damage as a Weapon and Shield Warrior, how are you going to adjust the rest of your tactics to compensate for that?


Thanks. Also, how essentail is bravery/battle synergy for threat generation on nightmare in your opinion? My build wasn't planning on using either, instead relying solely on taunt to pull enemies away from party members when necessary. Can I reasonably maintain aggro without the two sustainables mentioned above? 

#1100
jhawke

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Peter, I was hoping if you could clarify if the warrior "Tremor" attack with a Sword and Shield has the warrior slamming her sword into the ground for an AOE attack.



On my PS3 demo, it seems Tremor is bugged for S+S warrior, as she just does some kind of spin attack...........