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TGS2011: DA2 demo hands-on, all talent descriptions


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#1126
Adhin

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Sweet so the basic end game armor we can expect in the 'Base DA2 experience' (not the, down-the-road maybe lvl 40+ armor) Str requirements is probably in the 30s. Interesting that it all scales based off its internal item/magic level and all that. Overall if its a tad less then DAO max (not awakening) that sounds far more manageable, I like.

#1127
ViSeiRa

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So all pieces of armor in the game require both a Str and Con check? because in Origins I never put any points in Con, and since I'm playing a warrior I might want to invest in it this time since it's a requirement for high level armor.

#1128
Atmosfear3

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Question:



For abilities that get upgraded to say cause stagger like Pommel Strike, when it reads STAGGER chance: 100% vs. stunned targets, does that mean you can only stagger an enemy with pommel strike thats already stunned (by someone else) or does it apply the stagger effect because pommel strike is a stun ability in itself?

#1129
Grumpy Old Wizard

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So are requirements on mage robes Magic and Willpower?  And Magic and Willpower for staffs?

Modifié par Grumpy Old Wizard, 26 février 2011 - 04:32 .


#1130
Adhin

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It depends on the kind of armor ViSeirA. I'm guessing lighter armor is dex and/or cun, Mage robes probably come with some magic requirements later on. But the Heavy Armor for tankage will be Str/Con. And Yeah Con was pretty useless in the last game. But a good amount of stuff (healing/regeneration) is %max hp based looks like, plus armor requirements. Looking like Con is far more worth wild now.

And Peter thanks a ton for all this but, heres another question heh... heh. Health - do classes gain HP via level, or is it just a base value based off class + con + item bonuses? In a Giantbomb quick look showed a warrior with 263 HP at lvl 9, 22 Con so that was 203 HP via other sources. Demo HP doesn't scale with lvl but I mean, thats the demo. All kinds of wonky stuff in there. Though I'm still guessing its a static HP value based off class (like warrior starting with 150 or something), and growth is Con/Talent/Item based?

#1131
Utoryo

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Peter Thomas:

A Warrior by default will get more initial threat and generate more threat through damage than other classes.

But I remember earlier that someone from Bioware (either you or Mike) said that when possible enemies would target party members with less armor first (unlike DA:O where it was most armor first), not simply warriors. Has this changed? If so, are there still enemies with specific behaviours (e.g. assassins) that tend to attack your mages/rogues first? How large is the area being considered by enemies to decide which party member to attack (in absolute terms or relative to DA:O)?

Also the Rally description says "Mana/stamina regeneration rate: +200 for companions" - that's HUGE whether it's in absolute or percentage terms (and the upgrade makes it +400). I know it's the 'rate', but Deep Reserves only has a +10% permanent rate boost, and it costs an entire ability point! Is it a typo, has it been changed since then, or am I missing something?

Thanks a lot for all your great replies in this thread! (genuinely very appreciated even if you don't answer this, I don't want to look like I'm fishing for a reply ;))

#1132
Peter Thomas

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Atmosfear3 wrote...

Question:

For abilities that get upgraded to say cause stagger like Pommel Strike, when it reads STAGGER chance: 100% vs. stunned targets, does that mean you can only stagger an enemy with pommel strike thats already stunned (by someone else) or does it apply the stagger effect because pommel strike is a stun ability in itself?


That was worded that way by someone else for consistency. It means that a target affected by the stun of base ability is automatically staggered as well. So... if you're stunned by it, you have a 100% chance of becoming staggered.

#1133
Peter Thomas

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Adhin wrote...

And Peter thanks a ton for all this but, heres another question heh... heh. Health - do classes gain HP via level, or is it just a base value based off class + con + item bonuses? In a Giantbomb quick look showed a warrior with 263 HP at lvl 9, 22 Con so that was 203 HP via other sources. Demo HP doesn't scale with lvl but I mean, thats the demo. All kinds of wonky stuff in there. Though I'm still guessing its a static HP value based off class (like warrior starting with 150 or something), and growth is Con/Talent/Item based?


classes have varying initial stats. They don't gain Health or Stamina per level, only from attribute points and equipment.

#1134
Peter Thomas

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Utoryo wrote...

Peter Thomas:

A Warrior by default will get more initial threat and generate more threat through damage than other classes.

But I remember earlier that someone from Bioware (either you or Mike) said that when possible enemies would target party members with less armor first (unlike DA:O where it was most armor first), not simply warriors. Has this changed? If so, are there still enemies with specific behaviours (e.g. assassins) that tend to attack your mages/rogues first? How large is the area being considered by enemies to decide which party member to attack (in absolute terms or relative to DA:O)?


Different creatures can have different AI tactics and seek out specific things first, but threat generation as a system works the way I stated.

Also the Rally description says "Mana/stamina regeneration rate: +200 for companions" - that's HUGE whether it's in absolute or percentage terms (and the upgrade makes it +400). I know it's the 'rate', but Deep Reserves only has a +10% permanent rate boost, and it costs an entire ability point! Is it a typo, has it been changed since then, or am I missing something?


That stamina generation number is an abstraction. The +200 is for 10s. You gain a large bonus for 10s with an active ability, or you get a smaller passive bonus at all times.

Stamina, Mana and Health regeneration are all percentage based. The reason for abstracted numbers was because the decision was made not to show low fractional values. +10 is something like +0.25%/sec regeneration rate.

#1135
Adhin

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Nice, that definitely makes Constitution and Willpower more useful then it was in DAO, very happy about that.

#1136
Sabresandiego

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Peter Thomas wrote...

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.


Are you saying that how good a piece of equipment is depends on when you find it? Or does the equipment actually level along with you? Is the level of equipment set, does it evolve with you, or only evolve based on what level you are when you find it?

#1137
Peter Thomas

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Sabresandiego wrote...

Are you saying that how good a piece of equipment is depends on when you find it? Or does the equipment actually level along with you? Is the level of equipment set, does it evolve with you, or only evolve based on what level you are when you find it?


Random gear is levelled when you find it. Uniques have a set level. There are some pieces of equipment in the game that level with you.

#1138
Adhin

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I think its all set now. I personally disliked the tiered items in DAO. But then I felt like that was just a lot of base filler garbage like you see in Diablo Clones, and you know, Diablo. Plus getting a sweet set of armor super early on meant its base stats where a bit weak in comparison to late game which is kinda stupid.

Basically I think when they made items they gave it an invisible level (level of which spans the same number as player lvls so they coudl technically make a lvl 50 item) that determines a kind of base requirement. Stats (maybe from runes?) increase the requirements as well above that base internal level.

I'm almost positive (for the most part) items don't just grow with the player, if they did there would be little reason for them to have the 5-star quick rating system as **** would just auto-adjust to the player. I know there are some bonus DLC items that adjust though so its something that the game supports though.

-edit-
And DevNinja'ed! :ph34r:

Modifié par Adhin, 26 février 2011 - 07:00 .


#1139
Sabresandiego

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Peter Thomas wrote...

Sabresandiego wrote...

Are you saying that how good a piece of equipment is depends on when you find it? Or does the equipment actually level along with you? Is the level of equipment set, does it evolve with you, or only evolve based on what level you are when you find it?


Random gear is levelled when you find it. Uniques have a set level. There are some pieces of equipment in the game that level with you.


Using warrior massive armor as an example, you said that the attributes required for wearing it are strength and con. Is there a specific ratio, or does a DPS based armor have a higher STR requirement with little to no CON, and a tanking based armor have a higher CON requirement with little to no STR? Or is it just different for every piece of armor, whether the armor is geared for DPS or tanking?

Also a recent European review gave the game a score of around 87 and listed class development as one of the negative features of the game. I know you stated that in your 100 hour nightmare playthrough that you were able to heavily invest into 4 trees. Could you clarify this a little? By heavily invested did you mean about 6 points in 4 trees, totaling 24 points at level 25?

 I know you also hinted at being able to aquire ability points from "other sources", but even 2 or 3 bonus ability points seems to leave you very restricted in your class development. Having too many talent points would be just as bad or worse then having too few. Would it be possible for you to clarify a bit, considering this major reviewer listed class development as lacking? I know you guys at bioware do an awesome job of game design, so I am sure the reviewer is off base, I am just hoping for a bit of clarification in regards to class development through the game. 

Modifié par Sabresandiego, 27 février 2011 - 01:15 .


#1140
Adhin

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Which reviewer is that? Think I listened to a pod cast recently from Europe PC magazine thingy. they seemed pretty happy with the talent setup and all that. Kinda makes me wonder exactly what they thought was bad about the system. Most 'bad' I've heard about it is from people who have no idea wtf there doing in the first place. Which doesn't make it bad, just means they're horrible at builds.

I remember one review on an older RPG said the classes where bad cause he kept making horrible character builds and 'that should be impossible'.

#1141
Sabresandiego

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Adhin wrote...

Which reviewer is that? Think I listened to a pod cast recently from Europe PC magazine thingy. they seemed pretty happy with the talent setup and all that. Kinda makes me wonder exactly what they thought was bad about the system. Most 'bad' I've heard about it is from people who have no idea wtf there doing in the first place. Which doesn't make it bad, just means they're horrible at builds.
I remember one review on an older RPG said the classes where bad cause he kept making horrible character builds and 'that should be impossible'.


German PC Gamer said there was a lack of class development. Perhaps he skipped the side missions, or did not find bonus talent points which are available throughout the game?

#1142
Adhin

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Just read the post on that, it wasn't really setup as a negative critism just that there was a ton of skills but your limited in what you can get. Plus the guy said the games 15 hours long. All the bullet points in that made it seem like he didn't exactly go out of his way. Point is It seems like to me he kinda rushed through for the sake of the review. Probably got to lvl 15-ish and got the feeling he could of doubled his playtime if he did more stuff.

Though I do hope theres some bonus points my current build setup I have has 10 lvls free for specializations and I'm feeling happy about it. But then I don't want 10+ 'active' abilities. Seems like a massive waste to have that much crap when you don't use half of it most of the time. Rather have 5-6 useful things and the rest into 1-2 sustained, passives and upgrades. Anything else and you wont even have the stamina/mana to use due to ability overload.

-edit-
I mean with 2 specialization thats 80 points to spend right? Lvl 20-ish thats 20 points so yeah thats 1/4th whats available. I can see comparing it how it seems like a super tiny amount, kinda is. But it just means theres a ton of ways to build any given class. Which, if you ask me, is freakin' awesome.

Modifié par Adhin, 26 février 2011 - 08:13 .


#1143
Sabresandiego

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Adhin wrote...

Just read the post on that, it wasn't really setup as a negative critism just that there was a ton of skills but your limited in what you can get. Plus the guy said the games 15 hours long. All the bullet points in that made it seem like he didn't exactly go out of his way. Point is It seems like to me he kinda rushed through for the sake of the review. Probably got to lvl 15-ish and got the feeling he could of doubled his playtime if he did more stuff.

Though I do hope theres some bonus points my current build setup I have has 10 lvls free for specializations and I'm feeling happy about it. But then I don't want 10+ 'active' abilities. Seems like a massive waste to have that much crap when you don't use half of it most of the time. Rather have 5-6 useful things and the rest into 1-2 sustained, passives and upgrades. Anything else and you wont even have the stamina/mana to use due to ability overload.

-edit-
I mean with 2 specialization thats 80 points to spend right? Lvl 20-ish thats 20 points so yeah thats 1/4th whats available. I can see comparing it how it seems like a super tiny amount, kinda is. But it just means theres a ton of ways to build any given class. Which, if you ask me, is freakin' awesome.


I definitely think having too few talent points is probably better than having too many because of all the different builds you can try. However I have to point out that the weapon talents tend to have more of the active and fun talents, where as other trees like vanguard, warmonger, battlemaster, and defender seem supplementary. Sure you could build Hawke by completely ignoring the weapon trees, but is running a bunch of sustains and autoattacking really that fun? When choice is too limited, its a problem. 

Also what makes specializations special? Are they better than normal trees? If they are, then you can expect someone to always invest in 1 base tree and 1 specialization (if they like to max trees). Of the base trees, weapon and shield, 2 handed, archery, and dual wield are the most practical because they have all the active and fun abilities.

So the most common builds you will see are something like weapon and shield + templar, or 2h + berserker, or Dual Wield + Duelist, or Archery + Assassin. People will ofcourse dabble in other trees, but you will rarely see someone go vanguard + berserker with nothing in 2h because its boring to not have any active abilities such as mighty blow, scythe and whirlwind. Nobody likes being an autoattack bot.

Thats why I really feel that players need to be able to max out at least 3 trees by end game. That is 30 points however, and assuming you beat the game at level 23 that would mean finding 7-8 bonus ability points, which is highly unlikely. 

Modifié par Sabresandiego, 26 février 2011 - 08:51 .


#1144
Adhin

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Well, they've said they want specializations to change your play style or more directly support a play style. If you look at base warrior its all general sweeping stuff to either support tanking or support damage.

For instance Reaver, as we all know screws with your health. Damage for low hp, an ability to drain life from opponents so thats a self heal. It's a constant dance with your health that directly translates into damage. Which isn't something base warrior does. I'm not sure what Berserker does like that, but the description says something about momentum so I'd imagine it has timed kill bonuses or something. But I honestly have no idea, but I do plan to take all of Berserk (4 things, 1 sustained, 2 active, and 1 passive). Not sure on upgrades but probably the sustained.

As for saying most folks wont go Vanguard + Berserker I think that's more of your preference coloring your view. There's plenty of people out there already who have been drooling over Vanguard. +100% dmg for 15 seconds? It may not be a 'instant hit' thing but holy crap thats crazy damage wise. And a lot of people, thats as far as they think when they build stuff.

Battlemaster and Warmonger folks will go into just for the buff and group management stuff. My current thought out build involves Warmonger for Taunt and Bravery fully upgraded, little bit into 2H - not much really mostly just for the 2 passives, rest will be Reaver/Berserker. Sadly I have to take MIghty Blow just to get the passives but meh, I can at least make use of that.

#1145
Icy Magebane

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I think the lack of skill points question is valid because of the level requirements for certain skills. I have been primarily looking into mages, but I've also noticed this with the other classes. Sometimes you need 3-4 abilities you don't actually plan to use in order to get a specific power. While that's a good system in and of itself, the fact that you have roughly 20 points aside from tomes (which I assume would all be spent on Hawke) means that every wasted point will greatly impact your character. I could be over-reacting... it just seems like whenever I try to build a character around certain abilities, I hit a roadblock in the form of prerequisites such as needing 2 other abilities and 3-4 points in that tree. This puts you on a rather specific path, and if you only get 1 point per level, you end up taking skills you don't want and only learning those you do around level 10+. At this point, learning even 1 spell from my mage's second spec is out of the question.

Edit:  And I realize that Peter probably can't give specific information on the number of tomes availible... I guess I just wanted to agree that I noticed a problem too.  If it really is one... maybe the powers I think are useless would actually come in handy.

Modifié par Icy Magebane, 26 février 2011 - 08:51 .


#1146
Adhin

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I haven't but I never focus on 'end of web talents'. I think that's something people instinctively do. They automatically look at 'whats at the end' and assume its the best **** since sliced bread and have to have it. Though I will admit mage and rogue I find it hard to build stuff exactly how I want it. But that has less to do with how the webs are setup and there just being to many things I'd want. Rogue specifically, damn thing is filled with all kinds of awesome that fit a play style I enjoy.

Mages on the other hand, its a bit more sectioned off so I can do it based off specific mage archetypes like "Necromancer" or build it like a Druid or something. Though some of the mage webs do seem rather, excessive in how much they require to get to some of the points, Entropic I think is one of them? Thing has so many direct skills you have to chain all just to get.

And then yeah you get stuff like Primal that requires more points then whats actually there to buy just to get the last passive so it means you need to have at least 1 upgrade along with all the base skills. I do agree on stuff like that I would of rather not seen, I think that's a bit of a BS move that ultimately forces things more then I'd like.

But generally I like how its looking so its one of them things I get over quickly. =P

#1147
Morroian

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Peter I don't know if this has been asked or answered but do the bonuses on elemental mastery, galvanism and spirit mastery stack?

#1148
Icy Magebane

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Don't get me wrong, I generally to like the new system. I'm just impatient to see if my builds are practical are not... lol

#1149
Icy Magebane

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Morroian wrote...

Peter I don't know if this has been asked or answered but do the bonuses on elemental mastery, galvanism and spirit mastery stack?

As Peter described it, the only bonuses that do not stack are ones that occur because of the same ability.  So if multiple skills grant +10 attack, then they all work in unison, etc...

#1150
Adhin

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Yeah he's also said +10 regeneration is basically 0.25% max per second. So if you get all 3 that would be +30? so .75% mana every second on top of base regeneration. Beats the way they used to do regen I'll tell ya that much, makes willpower way more useful.