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TGS2011: DA2 demo hands-on, all talent descriptions


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#1201
Grumpy Old Wizard

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Adhin wrote...

Heh keep in mind Primal, while party friendly, doesn't do nearly as much damage as the Elemental Web. Fire Rain alone can devastate like crazy, Lightning skills just do less direct damage at base due to there party-friendly nature, but its been stated if you get lucky with your grouping you can hit an absolute ton of targets with Chain Lightning due to how it jumps around.


Yeah, the Elemental spells may do more damage but the Primal spells can be used more often due to there party friendly nature. Fireball would be nice to hit a group that is rushing towards you but when the cooldown comes up next time odds are you won't be able to use it except perhaps to target an archer or two.

I did three solo NM mage playthroughs in DA:O and came to value spell versatility over sheer damage.

Modifié par Grumpy Old Wizard, 27 février 2011 - 07:23 .


#1202
Peter Thomas

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Adhin wrote...

I'd love to know the base regeneration rate of both characters, and also what the bonus % regeneration Warrior and Rogue get. Peter's said Rogues get regen for base auto-attack as a basic class feature, and then you get a passive like this:

3. Follow-Through
Requires: Level 7
Requires: Back-to-Back
Points required in Scoundrel: 2
The rogue thrives on continued momentum in combat, dashing from one attack to the next. The rogue now regains more stamina than normal from every basic attack.
Stamina regeneration: +1% per basic attack
Type: Passive ability

So that's an extra 1%, if they have 1-2% base, lets say 1%, thats 2% of there stamina per non-special move attack. Warrior's seem to get a base bonus regeneration based off killing things. That could be an interesting combination thing where killing off a few guys at once gives you enough to use another big move.

I could easily see that kind of momentum being built up.Which leads me to believe while Reaver plays with the Warriors health to give bonuses, Berserker may do the same but for stamina. Least I hope so, would be pretty crazy to get some kinda momentum going with all that.

So yeah Peter, if you could give us base % regen rates, and what % rogue/warrior get for there base-attack/killing would be sweet.
:D


I don't have the numbers open, but for passive rates, the Mage is higher than the other 2, and has access to more talents/gear that raises regen rates.

Rogues... that talent is supposed to double their regen from attacks, but there is an issue I can't discuss about that.

Warrior I believe regain 2.5-5% of their stamina per rank of the enemy killed (critter, normal, lieutenant, boss, elite boss). Don't remember which number it was balanced to in the end.

#1203
Sabresandiego

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Peter Thomas wrote...

iOnlySignIn wrote...

Question for Peter because I'm tempted to invest into both the Archer and the Dual Weapons trees like him:

Can Rogues change weapons during combtat? If so, then how do they do it? Hotkey? Inventory screen? How long is the weapon-changing animation, compared to say, Lacerate?

If I'm required to access the inventory screen to change weapons, then I'll never invest into both trees, because that would break the flow of combat. I hope it's like Mass Effect, where a small anmiation plays when you change weapons with a hotkey.

Perhaps the DA:O players here can enlighten me. How do you switch weapons in DA:O?


You need to use the inventory screen. It was a GUI/UI decision early on to remove quick weapon swapping.

There was a short delay after you switch weapon sets (might be a bug, might be background loading of a different animation blendtree).


Peter does the game allow respec for Hawke or companions in any way. Also, I have noticed that Bethany comes with 1 default ability (fireball), aveline with 2 (shield defense, taunt), and Fenris with 3 (mighty blow, rally, control). Does the amount of default abilities your companions have when they join your party vary by companion, or vary according to the level which you find them? If you are able to respec your companions, do they keep those default abilities?

Modifié par Sabresandiego, 27 février 2011 - 07:24 .


#1204
Peter Thomas

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Zhel_Ryn wrote...

Still loving the information in this thread ^.^:

Punishing Lance: When it says weaker enemies, will this be 'weakened' (low health) or rank (critter/normal)?


Rank. Weaker meaning critters and normals.

#1205
Peter Thomas

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Adhin wrote...

I got a question actually Peter I think you can answer, Stamina and Mana 'Reserve' on sustained abilities. It makes it sound like its sectioning off a % of max mp/sp like the static cost of old sustained abilities but we've been told its the new fatigue before. So my question is how exactly does that work? Does it just section off % of your bar, does it make skills cost %more, or both?


There is no fatigue. Reserve sections off a percentage of your total mana/stamina pool that you can no longer use/regenerate.

#1206
Peter Thomas

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andar91 wrote...

Posted ImagePosted ImageLightning spells ignore friendly fire.  And Winter's Grasp and Stonefist should be safe, as they're single target spells as far as I know.


Even though it was in in the earliest demos, there is an issue with the description of Winter's Grasp's upgrade. it makes the attack a small AoE. You can see in the demo in the exaggerated part it will freeze/damage multiple enemies around the target.

#1207
Adhin

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Here's a question that came up recently about injuries. How each one reserves 20% maxhp, is that addactive, that being, 4 injuries in NM end up being 80% of your maxhp locked away?

#1208
Nighteye2

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Peter, in your playthrough on Nightmare, how much did you have to fight the camera? How big of a bother was the lack of a proper isometric view?

#1209
Sabresandiego

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Peter Thomas wrote...

Adhin wrote...

I got a question actually Peter I think you can answer, Stamina and Mana 'Reserve' on sustained abilities. It makes it sound like its sectioning off a % of max mp/sp like the static cost of old sustained abilities but we've been told its the new fatigue before. So my question is how exactly does that work? Does it just section off % of your bar, does it make skills cost %more, or both?


There is no fatigue. Reserve sections off a percentage of your total mana/stamina pool that you can no longer use/regenerate.


When using sustains, is stamina regeneration still based upon your total stamina pool, or only your total available stamina pool after sustains? For example the ability "Unite" is a 100% stamina refill over the course of 10 seconds. If a party member had sustains on that reserved 50% of his stamina, would "Unite" refill his available stamina in 5 seconds, or in 10 seconds?

Modifié par Sabresandiego, 27 février 2011 - 07:45 .


#1210
Peter Thomas

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Sabresandiego wrote...

Peter does the game allow respec for Hawke or companions in any way. Also, I have noticed that Bethany comes with 1 default ability (fireball), aveline with 2 (shield defense, taunt), and Fenris with 3 (mighty blow, rally, control). Does the amount of default abilities your companions have when they join your party vary by companion, or vary according to the level which you find them? If you are able to respec your companions, do they keep those default abilities?


Some are given abilities to help define their character. I don't have an exact list right now, though.

On respecs... Mike has commented on that before. I can't elaborate further.

#1211
Peter Thomas

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Adhin wrote...

Here's a question that came up recently about injuries. How each one reserves 20% maxhp, is that addactive, that being, 4 injuries in NM end up being 80% of your maxhp locked away?


Yes.

#1212
Peter Thomas

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Nighteye2 wrote...

Peter, in your playthrough on Nightmare, how much did you have to fight the camera? How big of a bother was the lack of a proper isometric view?


In some cases it made placing AoEs at the perfect spot a bit more difficult, or targeting really really far away on a slope, or things like that. But enemies affected by an AoE get highlighted, so it's not really hard to see who's affected. I do like having a top-down camera, but once you've played with the current one for a bit, it's really not much of an issue. YMMV of course.

#1213
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Peter Thomas wrote...

Adhin wrote...

Here's a question that came up recently about injuries. How each one reserves 20% maxhp, is that addactive, that being, 4 injuries in NM end up being 80% of your maxhp locked away?


Yes.


Well, here's my own masochism coming out -- I love this. Injuries in Origins felt sort of like an afterthought. Death should be scary, is my thinking.

#1214
Rocambole4

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Adhin wrote...

Heh keep in mind Primal, while party friendly, doesn't do nearly as much damage as the Elemental Web. Fire Rain alone can devastate like crazy, Lightning skills just do less direct damage at base due to there party-friendly nature, but its been stated if you get lucky with your grouping you can hit an absolute ton of targets with Chain Lightning due to how it jumps around.


Ah, that's sur sure. But you know, if you're gonna use more than 1 melee and play on insanty, I'd guess not killing half your group would be good.

#1215
Peter Thomas

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Sabresandiego wrote...

When using sustains, is stamina regeneration still based upon your total health pool, or only your total available health pool after sustains? For example the ability "Unite" is a 100% stamina refill over the course of 10 seconds. If a party member had sustains on that reserved 50% of his stamina, would "Unite" refill his available stamina in 5 seconds, or in 10 seconds?


Total Health pool. So if that gave an actual bonus of 10%/sec regeneration, it would fill up 10% per second up until 50%, then you wouldn't notice any further regeneration unless you were using abilities. The regeneration is still there, just doesn't have an effet since you're at your cap.

#1216
Adhin

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You mean Stamina regeneration is based off Max stamina (regardless of sustained) not your health pool, right? Or is all regeneration based off hp, that doesn't seem right =P

#1217
Sabresandiego

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Peter Thomas wrote...

Sabresandiego wrote...

When using sustains, is stamina regeneration still based upon your total health pool, or only your total available health pool after sustains? For example the ability "Unite" is a 100% stamina refill over the course of 10 seconds. If a party member had sustains on that reserved 50% of his stamina, would "Unite" refill his available stamina in 5 seconds, or in 10 seconds?


Total Health pool. So if that gave an actual bonus of 10%/sec regeneration, it would fill up 10% per second up until 50%, then you wouldn't notice any further regeneration unless you were using abilities. The regeneration is still there, just doesn't have an effet since you're at your cap.


I see, I calculated "Unite" +400 to be 100% over the course of 10 seconds (10% per second) after you gave us the info that "Deep Reserves" +10 came out to .25% per second.

Modifié par Sabresandiego, 27 février 2011 - 07:46 .


#1218
Rocambole4

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Mike, about group composition, are we limited to 2 NPCs of each class or are we free to play as we wish without being worried of making some compositions impossible by killing our friends?

I'm thinking about events like the the destruction of Andraste's ashes in Origins. I killed both Wynne and Lelianna at my first playthrough, leaving me with a much worst group after that event. I didn't want to damage my group (I'm ok with NPCs dying, as long as they are replaceable), but I felt forced to avoid destroying the ashes because Wynne was such a powerhouse on my group.

#1219
Chrumpek

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Happy to see lightning spells in but can't help but feel a little dissappointed by the amount of spells that mage got. It's 56 spells in DAII (coutning also the "upgrades" as a spells) vs 105 in DA:O (that includes awakening in it but that's only 16 more).

That is almost 2 x times less that we get now, why cut them? That helped keep replayability and experimenting with lots of different mage builds.

#1220
Sabresandiego

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Adhin wrote...

You mean Stamina regeneration is based off Max stamina (regardless of sustained) not your health pool, right? Or is all regeneration based off hp, that doesn't seem right =P


LOL I meant to say stamina pool, and Peter didn't catch my mistake! Thankfully he knew what I meant.

#1221
Sabresandiego

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Chrumpek wrote...

Happy to see lightning spells in but can't help but feel a little dissappointed by the amount of spells that mage got. It's 56 spells in DAII (coutning also the "upgrades" as a spells) vs 105 in DA:O (that includes awakening in it but that's only 16 more).

That is almost 2 x times less that we get now, why cut them? That helped keep replayability and experimenting with lots of different mage builds.


Its about quality, not quantity. More than half the spells in origins were terrible. They did an amazing job with spells and talents in DA2.

#1222
Chrumpek

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Rocambole4 wrote...

Mike, about group composition, are we limited to 2 NPCs of each class or are we free to play as we wish without being worried of making some compositions impossible by killing our friends?

I'm thinking about events like the the destruction of Andraste's ashes in Origins. I killed both Wynne and Lelianna at my first playthrough, leaving me with a much worst group after that event. I didn't want to damage my group (I'm ok with NPCs dying, as long as they are replaceable), but I felt forced to avoid destroying the ashes because Wynne was such a powerhouse on my group.


You could have avoided that by swapping wynne for that event. In the ashes temple, "the gauntlet" you don't need a perfect party because it's all riddles and not actual fighting.

Knowing that you were going to destroy the ashes you should have known that a senior mage that believes in the maker and a chantry sister would disaggre with your actions. Your not forced to do anything actually. 

Also wynne was a powerhouse because you trained her that way - you could easily do the same with morrigan but that is ofc optional.

#1223
Chrumpek

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Sabresandiego wrote...

Chrumpek wrote...

Happy to see lightning spells in but can't help but feel a little dissappointed by the amount of spells that mage got. It's 56 spells in DAII (coutning also the "upgrades" as a spells) vs 105 in DA:O (that includes awakening in it but that's only 16 more).

That is almost 2 x times less that we get now, why cut them? That helped keep replayability and experimenting with lots of different mage builds.


Its about quality, not quantity. More than half the spells in origins were terrible. They did an amazing job with spells and talents in DA2.


What do you mean by terrible and what spells are you refering to?

#1224
Stardusk78

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Lord Peter of Bioware,

Do Stamina and Mana automatically increase with level? Could I just invest 3 points of magic in my mage every level or would I eventually suffer from an insufficient mana supply?

#1225
Sabresandiego

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Stardusk78 wrote...

Lord Peter of Bioware,

Do Stamina and Mana automatically increase with level? Could I just invest 3 points of magic in my mage every level or would I eventually suffer from an insufficient mana supply?


He has answered this question. No they do not increase with level.