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TGS2011: DA2 demo hands-on, all talent descriptions


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#1276
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druplesnubb wrote...
Also on FF: Why was it removed from all difficulties except nightmare?


Excellent question! Why, Peter?

#1277
Gill Kaiser

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Yeah, I wish Hard still had 50% friendly fire.

#1278
Adhin

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Nighteye2 wrote...

That would work if all enemies came from the front. But with the more horizontal problem you also have enemies coming from behind the spot where your camera is viewing from. Unlike the isometric birds-eye-view, where you can keep an eye on all directions at once, not just what's in front of you.

Even in the short demo, I seldom had all my party members on-screen. I don't mind assassin-type enemies going after my mage, but I do want it to happen on-screen so that I can at least respond to it and try to save her - instead of her getting killed off-screen because of the camera angle. :bandit:


I think your missing my point there Nighteye2. Your birds-eye view, in the last fight would of only seen the initial room. It wouldn't of seen the doorway either, so you wouldn't of known about them till they got up to your group in the first place. Which means you would of had to move the camera over to the left to check it periodically. With the other view you can pan around and see the door, infact you can do the entire fight pretty much staring at the door get the full room and that.

It's more situation its just something you have to think about. Where as your Birds-eye-view your used to 'not' thinking about it. Which was my point. Same thing with the FPS refrense and a map showing locations. It's easy information that lets people 'not pay attention' as much. Once that cruch goes away they fumble around for awhile till they get used to actually paying attention to there surroundings. They become, ultimately, more aware.

Not sure if you watched that 1 hour look at the demo from the brit guy, whatever his name is, but he kept wanting to keep the camera in 1 place and kept ****ing that it never gave him a good angle. All because he was used to it always being fixed higher up staring at the floor. He never once actually just paused and did a quick battle scan to see the locations mobs would be most likely to come from and kept getting swarmed.

I recommend playing the demo a few times and getting used to using the camera to actively look around often as you fight. Your guys on auto-attack, use that time to spin the camera around a bit to keep track of stuff. Use your other party members to switch camera position for new angles. It requires more work on your part, but it ultimately yeilds more information then a Isometric ever possibly could due to its fixed 'staring at the ground' view. Though in tight quarters, Isometric is obviousely and easy ideal. DA2 seems to have some more distance and vertacality to it though.

#1279
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 Here is one post Mike made about respecing in DA 2. Whether or not you can respec an ally, I don't know.

#1280
Adhin

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Also Sabre really it wont be to bad with the 2H, as far as the arch. if you get into a group in the demo just as an example it can be kinda a pain just to hit 3 guys properly with out giant reach. And with it, it just makes it a bit easier. if there tightly packed yeah but as Peter said, if another party member is with in melee reach on the 'other' side of the line - they wont be hit by it even with giant reach so, it shouldn't be to big of a deal. Unless your down to 1-2 targets and there right next to them, in front of you. Just a matter of position the person behind. Also I never got mighty blow to hit more then 1 target at a time.

#1281
Xewaka

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distinguetraces wrote...

druplesnubb wrote...
Also on FF: Why was it removed from all difficulties except nightmare?

Excellent question! Why, Peter?

No friendly fire makes AoE effects easier to balance, as you have only to take into account radius size and damage.

#1282
Adhin

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That and if you make hard difficult with no FF, and then you activate it for NM along with all the other stuff...youch.

Also I think it may have to do with glancing blows in FF. I mean NM glancing blow is 1/10 so, thats 10% your dmg. If your FF is set to 50%, I think Hard is probably about 1/4th damage for glancing, that'd be about 1/8th. You'd do more FF damage with auto-attack in Hard if that would prove true. Though im sure they could of altered that kinda thing specifiaclly for Hard diff.

Modifié par Adhin, 28 février 2011 - 12:31 .


#1283
druplesnubb

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Xewaka wrote...

distinguetraces wrote...

druplesnubb wrote...
Also on FF: Why was it removed from all difficulties except nightmare?

Excellent question! Why, Peter?

No friendly fire makes AoE effects easier to balance, as you have only to take into account radius size and damage.


So they are balanced around not hitting your allies? I guess that would remove my worries that I can't ever use aoe on lower difficulties (unless I'm making sure no ally is within the range) without making the game too easy.

Modifié par druplesnubb, 28 février 2011 - 12:34 .


#1284
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Xewaka wrote...

distinguetraces wrote...

druplesnubb wrote...
Also on FF: Why was it removed from all difficulties except nightmare?

Excellent question! Why, Peter?

easier


I see.

#1285
druplesnubb

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distinguetraces wrote...

Xewaka wrote...

distinguetraces wrote...

druplesnubb wrote...
Also on FF: Why was it removed from all difficulties except nightmare?

Excellent question! Why, Peter?

easier


I see.


A single out-of-context word from a  post by someone who isn't even a developer is about as unreliable as you can get when it comes to answers.

#1286
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druplesnubb wrote...

distinguetraces wrote...

Xewaka wrote...

distinguetraces wrote...

druplesnubb wrote...
Also on FF: Why was it removed from all difficulties except nightmare?

Excellent question! Why, Peter?

easier


I see.


word


Thank you for your agreement.

#1287
Adhin

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Nice partial quote. It's 'easier to balance'... big difference.

#1288
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Adhin wrote...

Nice partial quote. It's 'easier to balance'... big difference.


Yes, that's an important clarification -- I didn't mean "easier for the player."

#1289
Adhin

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Really tired so not sure how ya intending that to sound but....yeah. It's a good thing for balance, it allows them to set situations up in a more static manner, if they know FF isn't an issue things can get more hectic at a base level. Which if everythings based off that initially should translate into a harder NM, even ignoring all the other crazy stuff they threw into it.

Also one of the reasons im happy they took out Isometric view. The counters in DAO where kinda bleh, position wise. Everything was based off that narrowed angel view, monsters tended to be clustered specifically to account for that. Also glad they're using extended (proper) waves for some encounters. I know DAO 'technically' supported wave fights but they're triggers where kinda...crappy.

More so on consoles, the wolves at Lothering for instance? You'd get the bulk pack then after they died, about 5 seconds later 1 wolf would spawn...then 5 seconds after it died, another lone wolf. Was very, very awkward. Didn't really make any sense. But if the games literally based off that, well demo shows a good example of it, can make things interesting, bit more free-flowing.

#1290
bunny-gypsy

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Thank you, Naitaka , for the info! :o

I'm going to be a healing mage (with a couple of damage spells) again, just like in my DA: O playthrough. Hopefully, the healing specialization is still there. I just love to play a healer whenever I play mage (or if any game allows healing). (In the game Infamous, I was always healing people all of the time!) 

Modifié par bunny-gypsy, 28 février 2011 - 01:19 .


#1291
Tleining

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@ bunny-gypsy
spirit healer is still there, but apparently, to use Group Heal, the "Healing Aura" (sustained talent) has to be active.
http://dragonage.wik..._(Dragon_Age_II)

#1292
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Adhin wrote...
-edit-
iOnlySignIn: May want to take stealth anyways for your Archer. It's basically an instant aggro dump like rank 3 was in DAO. Short duration though, but would definitely be useful even in its base form. Plus you can get that passive for auto-crits out of Stealth :ph34r:

We'll see. I'm having too much fun with Smoking Arrows at the moment.:bandit:

But anyways, an Archer Rogue will probably have too many talent points to spend, unlike any other class. I'm really torn between the Kung Fu Archer and the DW Assassin at the moment.

#1293
Sabresandiego

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Is the tactics system good enough to be able to setup rogues to use armistice and goad effectively? I am thinking of taking these abilities to protect my healer, but I do not want to have to pause the game and issue the orders in order to use them.

For armistice it says radius is 10m. Is that around the rogue or around the ally you are trying to protect?

For goad it says radius is 6m. Is that around the rogue? Can you tell the tactics system which companion you want goad to transfer threat to?

Modifié par Sabresandiego, 28 février 2011 - 04:15 .


#1294
Ultimecia

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As far as I know you should be able to Sabre. The tactics logic operate very similar to compiler style logic. As long as you use Goto tactic nr [whatever], you can make nested if's. That should be enough for important skills to work intelligently (and makes you respect properly coded AI :) )
If you make the tactic
1 Enemy: Attacking Bethany > Goto 2
2 Ally: Aveline > Goad
I'm not an expert on rogues though so I don't know the exact mechanics on their talents but something like the above should give you an idea

#1295
Stardusk78

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iOnlySignIn wrote...

Adhin wrote...
-edit-
iOnlySignIn: May want to take stealth anyways for your Archer. It's basically an instant aggro dump like rank 3 was in DAO. Short duration though, but would definitely be useful even in its base form. Plus you can get that passive for auto-crits out of Stealth :ph34r:

We'll see. I'm having too much fun with Smoking Arrows at the moment.:bandit:

But anyways, an Archer Rogue will probably have too many talent points to spend, unlike any other class. I'm really torn between the Kung Fu Archer and the DW Assassin at the moment.


Since you are new to DA, go for a DW assassin; as I said, imo intense specialisation (provided it is done well) always wins out in a few points here and there....then you can try a mage and then you can try an archer...

#1296
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Stardusk78 wrote...
Since you are new to DA, go for a DW assassin; as I said, imo intense specialisation (provided it is done well) always wins out in a few points here and there....then you can try a mage and then you can try an archer...

I agree.

I suspect that Assassination and Vendetta (from the Assassin/Duelist trees as mentioned by Peter) are something like Assassination Cloak from ME2 Infiltrator, i.e. a straight up damage/attack increase for one basic attack, or for a very short time, with possibly some bonus in threat reduction or critical chance.

This would mean a DW Rogue with no point in the Archery Tree can still deal out massive pinpoint damage using a bow with Assassination/Vendetta, which is what a DW Rogue needs against melee staggering enemies like Ogres.

DW Rogue also benefits from better synergy with powers from other trees, e.g. Follow-Through & Stunning Power.

Modifié par iOnlySignIn, 28 février 2011 - 07:10 .


#1297
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Sabresandiego wrote...

Is the tactics system good enough to be able to setup rogues to use armistice and goad effectively? I am thinking of taking these abilities to protect my healer, but I do not want to have to pause the game and issue the orders in order to use them.

For armistice it says radius is 10m. Is that around the rogue or around the ally you are trying to protect?

For goad it says radius is 6m. Is that around the rogue? Can you tell the tactics system which companion you want goad to transfer threat to?

Have you considered using Isabella with Back-to-Back as a protector of your Artillery and Healer? That is a talent I'm definitely planning on getting for my DW Rogue. It would not only allow the Rogue to instantly offer support, but also allows the Rogue to escape from possibly hordes of melee attackers (It's like using Charge to escape as a ME2 Vanguard). Moreover, it has great synergy with Blindside as the enemies attacking your Healer/Archer will not turn their attention to the DW Rogue immediately. Finally, Back-to-Back leads to Follow-Through, a Rogue's Bolster.

For me, Back-to-Back is awesome from an RP perspective. Back-to-Back => Rush => Backstab => Twin Fangs conveys well the message of "Nobody messes with my sister!" or "Nobody messes with my friend Varric!" :-)

Modifié par iOnlySignIn, 28 février 2011 - 07:20 .


#1298
Adhin

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The only problem with that Ultimecia is that if 1 isn't true, it'll still look at 2, making 1 pointless. Tactics is one of them awkward little things where, using jump-to's is better used to 'skip' sections then goto sections due to how that whole thing works.

For instance one thing I would do in DAO to have my companions turn off modes was, at the end of the thing I'd have all the deactivation, and the tactic just before it I'd say Enemy, any -> Attack. Once an action is performed or is a success in the tactics line it, instead of moving down the row, jumps back up to the top. I used to use a jump to to avoid that stuff but attack had the same effect and saved me a space.

Either way tactics are very effective if you take the time to learn how it works and really get into it. But unless you section off a lower section via the attack thing I mentioned it'll just skip right onto number 2 if number 1 is false, making that checked often.

#1299
Qays

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Dear BioWare,

Why does Fireball do such terrible damage? It's by far the weakest mage AE - even weaker than lowly Cone of Cold!

Note that I'm pretty pumped about the game in most other respects.

#1300
Naitaka

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Ultimecia wrote...

As far as I know you should be able to Sabre. The tactics logic operate very similar to compiler style logic. As long as you use Goto tactic nr [whatever], you can make nested if's. That should be enough for important skills to work intelligently (and makes you respect properly coded AI :) )
If you make the tactic
1 Enemy: Attacking Bethany > Goto 2
2 Ally: Aveline > Goad
I'm not an expert on rogues though so I don't know the exact mechanics on their talents but something like the above should give you an idea

Actually, that is not the correct usage of "Goto" action. Tactic always reads from top to bottom, if a condition returns false it'll check the next condition instead. So for you example, regardless of whether 1 returns true or false, 2 will always be checked.

To set up double condition, you actually have to do this:

1. Enemy: Attack Bethany > Goto 3
2. Self: Any > Goto 4
3. Ally: Aveline > Goad
4. (Continue your tactic here...)

This way, 3 will only be checked when 1 returns true, hope this help clear it up.

This is the main reason why I wish they don't limit the tactic slots. I use 25~30 slots for every character (with the aid of mods of course) in DA:O and still don't find that to be enough. It was actually my goal in DA:O to not lift a hand during combat and let the A.I. do all the work to see if my party can finish nightmare on their own, with the exception of some boss fight where tactics don't work, such as the trap in the Anvil of the Void. Hopefully, DA2 will prove a better challenge.
:P

Modifié par Naitaka, 28 février 2011 - 09:19 .