TGS2011: DA2 demo hands-on, all talent descriptions
#1101
Posté 25 février 2011 - 10:35
#1102
Posté 25 février 2011 - 11:39
-Skorpious- wrote...
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?
I didn't use either, partly because of the stamina reserve it would have cost. I used Taunt a lot and later Goad when I had it. I found a secondary source of taunts to be very useful in emergencies.
#1103
Posté 25 février 2011 - 11:40
#1104
Posté 25 février 2011 - 11:42
jhawke wrote...
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.........
That is an animation/art direction comment.
#1105
Posté 25 février 2011 - 11:42
#1106
Posté 25 février 2011 - 11:43
Crocodiles wrote...
Will enemy bosses be subject to status effects like sleep or paralyze?
yes but shorter duration
#1107
Posté 25 février 2011 - 11:44
Sabresandiego wrote...
How do tanks generate threat besides taunt? Is it the armor they wear, the damage they do? If a tank is attacking a boss and there are 5 enemies behind the tank, how does the tank keep aggro on the enemies behind him since hes not hitting them?
Taunt, Goad, threat transfer from Battle Synergy. Otherwise he'd need to spend part of his time damaging the enemy to keep threat on him. Other party members can also avoid targeting those enemies so they don't generate threat on anyone else.
A Warrior by default will get more initial threat and generate more threat through damage than other classes.
#1108
Posté 25 février 2011 - 11:51
Modifié par Sabresandiego, 25 février 2011 - 11:52 .
#1109
Posté 26 février 2011 - 12:05
And yet, I insist on friendly fire.
#1110
Posté 26 février 2011 - 12:08
I'm sure there will be mods to add in FF before too long. Otherwise ur up a creek with no canoe sorry.
#1111
Posté 26 février 2011 - 12:26
#1112
Posté 26 février 2011 - 12:33
Modifié par Veovim, 26 février 2011 - 01:01 .
#1113
Posté 26 février 2011 - 12:59
I think a lot of the games going to be a save vs use based off how big and extended an encounter could possibly be at any given time. It could just be a single pack of 10 guys or you may have to kill 30 in 4 waves with a boss in the third that sticks around. Should make the overall experience more dynamic.
#1114
Posté 26 février 2011 - 01:09
Peter Thomas wrote...
-Skorpious- wrote...
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?
I didn't use either, partly because of the stamina reserve it would have cost. I used Taunt a lot and later Goad when I had it. I found a secondary source of taunts to be very useful in emergencies.
Goad? Is that a reaver or beserker talent?
#1115
Posté 26 février 2011 - 01:09
#1116
Posté 26 février 2011 - 01:10
#1117
Posté 26 février 2011 - 01:13
Icy Magebane wrote...
Goad is a rogue talent.
Ah, haven't been the following the rogue class all that much, except for the chains an archer would put points in (I plan on bringing Sabastian)
#1118
Posté 26 février 2011 - 01:18
Actually, this is exactly what I'm talking about. When a new wave of enemies shows up, they won't quite be a blank slate--they're going to get initial aggro, which will be greater on your warrior than on your mage. So long as your warrior has battle synergy (with fearless synergy) going and your mage is inside the radius, any subsequent threat that the mage generates will be split evenly between the mage and the warrior. The warrior starts out with more threat, and automatically keeps it without even doing anything. Of course, the warrior is doing something--he keeps attacking, generating more threat (which isn't split with the mage), making the gap grow ever wider.Adhin wrote...
Keep in mind Veovim encounters are based off waves to a good extent. So while you could say, taunt an entire group thats currently going for your mage or what have you, when your halfway through with that another pack is going to show up, 5+. And they'll be a blank slate.
I suspect the answer is that there's either a cap on threat which can be hit relatively quickly by the mage in the example above despite the transfer, or some enemies have AI that deliberately ignores normal threat rules to choose vulnerable targets.
#1119
Posté 26 février 2011 - 01:19
jomonoe wrote...
Anyone know what the flanking bonuses for enemies and the player are? Wondering if it would be possible to skip Perception in the SnS tree and still be a viable tank.
Its a secret
#1120
Posté 26 février 2011 - 01:30
also, lots of spelling errors. just sayin.
#1121
Posté 26 février 2011 - 02:21
And I think there are some, at least for initial threat. Assassins for instance as stated before go straight for mages, not sure if you can taunt them, or threat-transfer them away or if you just have to stun/kill them quickly.
#1122
Posté 26 février 2011 - 08:30
#1123
Posté 26 février 2011 - 10:38
and is horror upgraded with despair the new crushing prison due to 100% stun vs everyone and lower cooldown compared to upgraded crushing prison with 100% vs normal enemies?
#1124
Posté 26 février 2011 - 02:08
For instance, DAO rank 7 massive armor had a requirement of 42 Str. Is DA2 Less, same, or more then that? I've been getting the impression its less with added requirement of Con. Kinda wondering how close I am on that assumption.
-edit-
Oh and 1 more question, you've mentioned before about how player/companions don't miss they get 'glancing blows'. Question is, do MONSTERS miss vs player/companion or do they also get glancing blows? Or is that kinda dependant on rank of monster? For instance normal or critter mooks miss, and Elites/Bosses get Glancing Blows?
Also, do monster skill use (not base attack) auto-hit like player abilities do?
Modifié par Adhin, 26 février 2011 - 02:34 .
#1125
Posté 26 février 2011 - 03:44
Adhin wrote...
Peter not sure if you can answer this one, I know no real info has been released on equipment but. Can you give a basic answer to requirements on Equipment. All im looking for is the basic heaviest armor general comparison vs DAO.
For instance, DAO rank 7 massive armor had a requirement of 42 Str. Is DA2 Less, same, or more then that? I've been getting the impression its less with added requirement of Con. Kinda wondering how close I am on that assumption.
Information hasn't been released on exactly what requirements are for armor. Applicable stats vary for each type. This was a cross-class restriction. For the Heavy armor (don't remember if it's called Heavy or Massive... internally it`s called Heavy), the stats required are indeed Str and Con. If a Mage wants to go around in Heavy armor, he`ll pretty much need to invest all his points in Str, Mag and Con. Not that bad a choice for a Blood Mage, actually.
There are no tiers anymore. The strength of the armor is determined by an internal 'level' of the item, on the same scale as the player's level. As level goes up, so do requirements. Also, as the power level of the item goes up (number and strength of properties), the requirements go up as well. At the nominal max level of the game, the requirements are lower than what you gave in your example. At max max level, with the most powers an item can have... an epic item like that might have a higher requirement.
Oh and 1 more question, you've mentioned before about how player/companions don't miss they get 'glancing blows'. Question is, do MONSTERS miss vs player/companion or do they also get glancing blows? Or is that kinda dependant on rank of monster? For instance normal or critter mooks miss, and Elites/Bosses get Glancing Blows?
Also, do monster skill use (not base attack) auto-hit like player abilities do?
Enemies do not autohit with abilities. AoEs (because you walk into them) do generally autohit. Enemies can miss. Enemies also have a chance that a hit will be just a glance, but the chance decreases as the difficulty goes up.





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