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TGS2011: DA2 demo hands-on, all talent descriptions


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#1226
Stardusk78

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Sabresandiego wrote...

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.


So any mage or rogue/warrior will need to invest in mana and stamina respectively?:crying:

#1227
Sabresandiego

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Stardusk78 wrote...

Sabresandiego wrote...

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.


So any mage or rogue/warrior will need to invest in mana and stamina respectively?:crying:


Not necessarily. Ability costs dont go up with level either... You only need to invest if you want a large pool to use more abilities.

#1228
Adhin

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Some of them where duplicates or ugprades and, theres 10 things per Web (if you count upgrades). Thats 60 base not 56. Then 3 specializations brings that up to 90. If you count full skills in DAO (not awakening) you get 84. Overall its very comparable however, the same numbers for Warrior, Rogue equal that of mages now, instead of being there 40-50 of the last game.

Also keep in mind you can only get 2 specializations. So in DAO that was 76 total, and in DA2, 80. I still hold that DA2, even for mages, has more flexibility and a greater emphasis on Specializations. Plus Warrior/Rogue don't get screwed in choices.

-edit-
Kept saying DAO when I meant DA2.

Modifié par Adhin, 27 février 2011 - 08:19 .


#1229
Adhin

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Stardusk78: Also keep in mind theres no more Fatigue, even sustained just reserve a section of mana off instead of adding a fatigue like thing. So when a spell says 20 mana - thats all it'll ever cost (well may end up being 15 mana if an upgrade shaves off 5). but yeah basically what Sabre said. Mana costs are static.

#1230
Peter Thomas

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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


Er... dammit. Yeah. Noon is too early on a Sunday...

#1231
Sabresandiego

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Does fortitude help to prevent friendly fire spell effects like being frozen? For example if set my tactic to have Bethany cast winters blast on target of Hawke, and Hawke is within the blast radius of winters blast, will the game perform a check on fortitude before freezing Hawke. Winter's Blast has a 100% chance to freeze normal enemies within a small area of the target.

Modifié par Sabresandiego, 27 février 2011 - 08:30 .


#1232
0rz0

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I think that would be magic resistance, not foritude, if at all?

#1233
Grumpy Old Wizard

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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.


Actually the spells in DA2 are weaker in general, even if you burn 2 spell picks to get the "upgraded" spell.  And have longer cooldowns. Oh, I VERY much disagree that half the spells in DA:O were terrible.

#1234
Sabresandiego

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0rz0 wrote...

I think that would be magic resistance, not foritude, if at all?


fortitude is supposed to help resist against the after effects of spells like burning and freezing. I am curious to know if it works with friendly fire, especially something like winters blast which has a 100% chance to freeze normal enemies.

#1235
Nighteye2

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Peter Thomas wrote...

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.


That does sound like somewhat of a relief - having so many party members fighting off-screen for so much of the time would seem like a major impediment to me. Since you only mention the placement of AoEs, does that mean that party members being off-screen didn't cause you significant trouble on Nightmare?

#1236
Stardusk78

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Adhin wrote...

Stardusk78: Also keep in mind theres no more Fatigue, even sustained just reserve a section of mana off instead of adding a fatigue like thing. So when a spell says 20 mana - thats all it'll ever cost (well may end up being 15 mana if an upgrade shaves off 5). but yeah basically what Sabre said. Mana costs are static.


Or heavily invest in passive abilities...

#1237
Adhin

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Fortitude resist 'FORCE', Physical or Elemental. It doesn't resist 'freezing' or stuns or things like that. Basically each damage type has an 'effect' it can apply to you if its 'force' exceeds 10% of your maxHP. So Physical damage that relates to getting knocked back, to excessive force knocking you down/thrown back. For the Elemental Force stuff its dependent on energy type. So to much elemental force and you can catch on 'fire' which plays out a 'oh **** im on fire' animation that lasts an amount of time based off how much Elemental Force you took compared to your 10% Threshold. Fortitude directly negates, 1:1 ratio away from force.

So it helps resist damage related CC like effects, but not actual direct skill/spell special effects like being frozen, or stuns or what have you. Plus most of that's player stuff. enemies don't use player abilities as Peter has said.

#1238
Rocambole4

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Grumpy Old Wizard wrote...
Actually the spells in DA2 are weaker in general, even if you burn 2 spell picks to get the "upgraded" spell.  And have longer cooldowns. Oh, I VERY much disagree that half the spells in DA:O were terrible.


I agree with you about the spells not sucking. I think there's a lot of redundancy in DA:O and I guess that's what they tried to avoid in DA2 (a perfect example would be Sleep and Paralyze - paralyze is now an upgrade to sleep, and 9 out of 10 times you'd use mass paralisys over Sleep if you had both in Origins).

Also, yes, I think in DA2 the spells are weaker (or have very long cooldowns). Thing is, a mage with mana pots avaiable was absurdly overpowered in DA:O compared to the other classes. Their power level was adjusted so they are all equaly good. Of course mages had to suffer a nerf, and even with that buff others where buffed. IT has to be done sometimes.

And yes, I love mages.

#1239
Sabresandiego

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Adhin wrote...

Fortitude resist 'FORCE', Physical or Elemental. It doesn't resist 'freezing' or stuns or things like that. Basically each damage type has an 'effect' it can apply to you if its 'force' exceeds 10% of your maxHP. So Physical damage that relates to getting knocked back, to excessive force knocking you down/thrown back. For the Elemental Force stuff its dependent on energy type. So to much elemental force and you can catch on 'fire' which plays out a 'oh **** im on fire' animation that lasts an amount of time based off how much Elemental Force you took compared to your 10% Threshold. Fortitude directly negates, 1:1 ratio away from force.

So it helps resist damage related CC like effects, but not actual direct skill/spell special effects like being frozen, or stuns or what have you. Plus most of that's player stuff. enemies don't use player abilities as Peter has said.


So whats the force effect of ice if its not being frozen? Or lightning for that matter? According to the description of fortitude, its purpose is to help prevent the loss of control of your character due to knockback animations or elemental effect animations. We know burning is the effect animation for fire, but what is it for ice if its not freeze? And lightning is stun isn it? Fortitde should help prevent those, but maybe it doesnt. Thats why this is a good question and would love to hear from Peter about it.

Modifié par Sabresandiego, 27 février 2011 - 09:07 .


#1240
Adhin

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@Nighteye: That kinda thing, being aware of your party members and so forth is just if your keeping track of them. If you have a tendency to blank out on that kind of stuff and need a high up view to keep them in line you may find problems. I played with a much more constricted view then you'll have to deal with on the PC due to playing on Console (and still will) and its not an issue.

I kinda related to this (and, I know, people may cringe a bit but bare with me) CoD or any other more 'recent' shooter or, really any kind of recent game. Basically CoD at base, floods your screen with information, specifically the Map. Gives away gun sounds from enemies. Now you go back 10 years, they didn't do that. You relied entirely on sound and so forth. You kept track of things, once you get used to that kinda thing you become a better player at it. For instance, CoD again, playing that online in Hardcore mode completely removes the GUI. No more map, no real info at all actually. You keep track of your ammo mentally, keep track of friendlies mentally, your more aware of your surroundings.

So now relating this to DA2, RPG's in general. If you where used to a tactical view before, you had a lot of direct visual information on that type of view but you couldn't see further ahead of your self (or behind you). But DAO on PC didn't really use 'waves' of enemies (just poorly implemented waves on consoles). So it didn't matter right? They where all there from the start.

Now look at DA2 and most encounters that aren't small skirmishes will involve waves. Enemies coming in from other areas around your current fighting location. Techically a top-down view would limit your awareness, depending on the combat field your currently on. If you play (even pulled back) from a more horizontal view point, you can more easily gauge whats going on by a quick scan of the field. And once you get used to that you'll be able to better judge where your party members are, it'll be more quick memory. You'll be (hopefully) more aware of your surroundings.

At least, that's what I find happens when I'm using a camera angel like that instead of the old isometric birds-eye. Ultimately you can pull in more information if your paying attention, its less... focused.

#1241
Adhin

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It's not really an effect like stun. Technically there all 'stuns' if you want to think of it that way. It's just unique animations so, Ice may very well be getting uncased in ice. I just mean that's not 'directly' related to the ice spell upgrades. If that makes any sense. As that's a direct upgrade outside of Elemental Force. Lightning im sure is a electrocuting stun animation. I think they said 'spirit' is actually like its trying to force your soul out of your body or something so that should be interesting! And I'd imagine Nature is like being poisoned.

-edit-

Force instance we'll use ice as an example (and heres hoping im right on that). Not upgraded, does 20 dmg k? Fire it off at a monster who has 100 hp thats 20% of it, so he gets frozen (cause his fort sucks balls for this example). No idea how long, but then you fire it off at a boss who has 400 HP. Thats only 5% of its HP so he never gets frozen.

Now you upgrade it, 100% freeze vs normal enemies. Boss guy lowers that to 50%. Alright so now every other spell, you freeze said boss for whatever duration the upgrade states, well little less cause its a boss. Either way Fortitude could help the mook resist it, but the boss with huge HP wont ever get effected by it, and the ugprade is a forced, always kinda thing.

They just ultimately would look the same and the force based one, duration would be based off how much 'elemental force' you did past there 10% hp. Could be 2 seconds, could be 6 cause you chunked off 80% of there hp in 1 blast.

Modifié par Adhin, 27 février 2011 - 09:18 .


#1242
Sabresandiego

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Adhin wrote...

It's not really an effect like stun. Technically there all 'stuns' if you want to think of it that way. It's just unique animations so, Ice may very well be getting uncased in ice. I just mean that's not 'directly' related to the ice spell upgrades. If that makes any sense. As that's a direct upgrade outside of Elemental Force. Lightning im sure is a electrocuting stun animation. I think they said 'spirit' is actually like its trying to force your soul out of your body or something so that should be interesting! And I'd imagine Nature is like being poisoned.


And fortitude is supposed to help prevent all of those animations. Thats why I am wondering if it help prevent being frozen by friendly fire winters blast.

#1243
Peter Thomas

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Sabresandiego wrote...

So whats the force effect of ice if its not being frozen? Or lightning for that matter? According to the description of fortitude, its purpose is to help prevent the loss of control of your character due to knockback animations or elemental effect animations. We know burning is the effect animation for fire, but what is it for ice if its not freeze? And lightning is stun isn it? Fortitde should help prevent those, but maybe it doesnt. Thats why this is a good question and would love to hear from Peter about it.


The force effect for cold is a short animation that mimics the player being frozen for a second or two and breaking free. That's different from a freeze/paralysis effect that's applied to the target. Fortitude only affects damage reactions.

Modifié par Peter Thomas, 27 février 2011 - 09:22 .


#1244
Adhin

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*points up to his edit*

Right and I mean that basically, from 'Winter's Blast' no it wouldn't. Since thats a direct 100% chance vs normal (probably lower % vs players). Fortitude would only help vs the Elemental Force. Which in that example 27 dmg, would be 54 Elemental Force with no resistance.

I could be wrong though, not sure how players handle that % based auto-stuff in comparison to normal/bosses. I know Bosses shave off a lot of that %.

-edit-

:ph34r:'ed ...but :wizard: for being right :lol:

Modifié par Adhin, 27 février 2011 - 09:23 .


#1245
Guest_iOnlySignIn_*

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Peter Thomas wrote...

iOnlySignIn wrote...
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?

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

Thanks! I'm still not giving up on an inventory screen-less melee Archer though. So my question is, does Rogue abilities from trees other than Archery and DW have the same exact effect no matter what weapon you're equipped with?

Say, you Rush a small group of enemies who are close to you and your Rush has been upgraded to Blitz. Does it do the same damage/force whether you're equipped with a bow or dual weapons?

Also, when enemies get to melee range, an Archer Rogue switch to a melee animation instead, which seems to have much higher number of attacks per second than the archery animation. Does an Archer Rogue's DPS increase at melee range? How does that compare to a DW Rogue's base DPS without using any DW abilities (Lacerate, Unfogiving Chain)?

Modifié par iOnlySignIn, 27 février 2011 - 09:27 .


#1246
Sabresandiego

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Question about friendly fire: Player abilities seem to do massive amounts of damage as levels go up, multiple times the amount of health a player or his companions have. I am assuming friendly fire is scaled down in some way so that a single shot of friendly fire doesn't instantly kill your companions, correct?

#1247
Adhin

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Yeah iOnlySignIn, basically all abilities outside of weapon webs (DW, Archery for rogue, 2H, WnS for Warrior) can be used regardless of weapon choice. That includes specializations as well. So you can play an Archer Assassin if you wanted to, for instance.

As for DPS I don't think so. DPS stays the same, and attack speed in relation to the DPS determines damage on attack. So your Archery is slower but has larger damage 'impact', so more likely to knock back. Melee range for Archery is faster but much less damage.

#1248
Peter Thomas

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iOnlySignIn wrote...

Thanks! I'm still not giving up on an inventory screen-less melee Archer though. So my question is, does Rogue abilities from trees other than Archery and DW have the same exact effect no matter what weapon you're equipped with?

Say, you Rush a small group of enemies who are close to you and your Rush has been upgraded to Blitz. Does it do the same damage/force whether you're equipped with a bow or dual weapons?

Also, when enemies get to melee range, an Archer Rogue switch to a melee animation instead, which seems to have much higher number of attacks per second than the archery animation. Does an Archer Rogue's DPS increase at melee range? How does that compare to a DW Rogue's base DPS without using any DW abilities (Lacerate, Unfogiving Chain)?


The damage number in the ability description while wielding a bow is the damage it will do. Only a few abilities alter their damage multiplier based on the weapon you're wielding.

The Archer melee attacks still have their damage based off the bow, but because they're faster, the damage is reduced by a factor. The DPS should be approximately the same as at long range.

#1249
Peter Thomas

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Sabresandiego wrote...

Question about friendly fire: Player abilities seem to do massive amounts of damage as levels go up, multiple times the amount of health a player or his companions have. I am assuming friendly fire is scaled down in some way so that a single shot of friendly fire doesn't instantly kill your companions, correct?


No. As damage goes up, you'll need to be increasingly careful with your abilities. At the start it's not so big a deal, but if you have the super ultra mega attack late in the game that does 1000 points of damage, you really don't want to be hitting friends with that.

#1250
Sabresandiego

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Peter Thomas wrote...

Sabresandiego wrote...

Question about friendly fire: Player abilities seem to do massive amounts of damage as levels go up, multiple times the amount of health a player or his companions have. I am assuming friendly fire is scaled down in some way so that a single shot of friendly fire doesn't instantly kill your companions, correct?


No. As damage goes up, you'll need to be increasingly careful with your abilities. At the start it's not so big a deal, but if you have the super ultra mega attack late in the game that does 1000 points of damage, you really don't want to be hitting friends with that.


At level 6 my mighty blow is doing 360 damage. Scythe is doing 225 damage. That would one shot any companion I accidentally hit, or take the majority of their life even after armor, including Aveline who has 175hp at level 6! Looks like 2 handed is going to be a rough class to play on nightmare considering they are AOE focused. It is also hard to not to hit your tank with abilities like mighty blow, scythe, and whirlwind, since all the enemies will be bunched around the tank if you are doing it right. 

Do abilities do full damage or glancing damage to companions? If my math is right, at level 10 if you accidentally hit a teamate with whirlwind they will be killed instantly...

Modifié par Sabresandiego, 27 février 2011 - 10:03 .