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TGS2011: DA2 demo hands-on, all talent descriptions


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#1326
Adhin

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Yeah actually, now that you mention it the new mini-map is easier to get a good glimpse at that kind of stuff for quick reference. I never really payed attention to it but I love how its faded, blends away but is still easy to look at for using as a map. They did a snazzy job on that.

#1327
Qays

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Peter,

Can you confirm if the mana regen components of Elemental Mastery, Galvanism, and Spirit Mastery stack?

#1328
Adhin

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Yeah they stack, if effects from different sustains that're the same do, then all 3 of them stack. Though to get all three you need to spend 8 points in each. That's 24 Skills just to get +0.75% mana regeneration. Remember, +10 regen = 0.25% so..yeah. It would be pretty sweet, the abilities you'd gain would all be useful and your regeneration would be pretty nice.

Though Peter has said earlier mages have access to more +regeneration via items then other classes at a base so it's probably not some kind of requirement to do. So I wouldn't do it unless you actually want the abilities in each web for your own use, you know?

#1329
Ultimecia

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I"m curious how Rally/Unite will work exactly. It states your compagnions get the benefits from Control, Might, Turn the Blade or Elemental Aegis.
As far as I know you can have 2 of these on, but it states 'or' but my tank will have Turn the Blade and Control on. I also don't recall a duration on it.
At least these tooltips are useful, DAO's tooltips are pathetic "you gain a bonus" well thanks for the info

#1330
Sabresandiego

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Rally/Unite works for 10 seconds. It restores 50%/100% of companions stamina/mana over the course of 10 seconds, and gives them the benefits of an aura for those 10 seconds.

#1331
godlike13

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I like the sound of most of the Mage branches, the only one that kind of irks me is Spirit. Spirit Bolt and Walking Bomb sound awesome, and i would like to get the branch's passive to make them even more awesome, but Death Syphon is a requirement and that just sounds like a waste :unsure:. What to do, what to do...

#1332
Rocambole4

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godlike13 wrote...


I like the sound of most of the Mage branches, the only one that kind of irks me is Spirit. Spirit Bolt and Walking Bomb sound awesome, and i would like to get the branch's passive to make them even more awesome, but Death Syphon is a requirement and that just sounds like a waste :unsure:. What to do, what to do...


I highly doubt Death Syphon will be a waste. I use it often in Origins, mana regen = good in my book.

What makes me a little afraid to go heavy spirit is - Walking Bomb is only good with upgrades, and Walking Bomb will be much worst (actually, exactly like it is in Origins) when playing on Nightmare... Friendly Fire on a delayed explosion that follows an  enemy = kinda complicated if compared with more traditional AoE.

#1333
godlike13

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Death Syphon needs a reserve of 20% of mana though. Ya it regenerates 5% per corpse, but u'll need 4 corpse just to break even.

#1334
Alodar

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Rocambole4 wrote...

godlike13 wrote...


I like the sound of most of the Mage branches, the only one that kind of irks me is Spirit. Spirit Bolt and Walking Bomb sound awesome, and i would like to get the branch's passive to make them even more awesome, but Death Syphon is a requirement and that just sounds like a waste :unsure:. What to do, what to do...


I highly doubt Death Syphon will be a waste. I use it often in Origins, mana regen = good in my book.

What makes me a little afraid to go heavy spirit is - Walking Bomb is only good with upgrades, and Walking Bomb will be much worst (actually, exactly like it is in Origins) when playing on Nightmare... Friendly Fire on a delayed explosion that follows an  enemy = kinda complicated if compared with more traditional AoE.


Walking Bomb will need the assist of Horror or Petrification or the upgraded Glyph of Paralysis to keep them where you want them.

Alodar Posted Image

#1335
Adhin

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untrue, regardless of upgrades it will cause the explosion. That's 100% of the monsters HP on there death while its active. So its... I dunno more of a timing thing, when a monster is at low health, throw Walking Bomb on it and kill it off, presto-instant massive explosion. Course in NM that's going to be... really hard to make not destroy your tank. Have to incorporate some kinda paralyze/stun, run the melee's out, then detonate. But 100% max HP of the mob, the damage potential for that's pretty disturbing.

#1336
Adhin

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godlike13: of a simple, base 200 mana (that would be with 20 willpower, easy to do) That leaves you with 160 mana to use. Regeneration still goes off your original max 200 for the %rates, so 5% is +10 mana per corpse. 2 corpses is a new spell. If you use 2 AoE' to kill a pack of mobs then walk over, you basically get all your mana back for free.

That's definitely worth it. Though it'll section off 20%, the regen wont regen past that point so turning it off wont net you 100%. So it's something you'd probably want to keep on, or turn on after your below 80% already so its not consuming existing mana to activate (just like good ol' DAO).

#1337
godlike13

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Disturbing, and potentially the most powerful move in the game it sounds like :devil:.

#1338
Adhin

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Oh yeah, I almost want to use it on a bos smob like the ogre and not kill off any packs that maybe around... just so I can see them all die instantly from it.

#1339
Shinimas

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godlike13 wrote...

Death Syphon needs a reserve of 20% of mana though. Ya it regenerates 5% per corpse, but u'll need 4 corpse just to break even.


Unless you turn it on after you get to at least 80% mana.

Modifié par Shinimas, 28 février 2011 - 10:17 .


#1340
Nighteye2

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Adhin wrote...
@Nighteye2: Your ignoring how i explained it again and blatantly speaking as if you keep the camera afixed in a single direction. My point is its easy to spin the camera around to check things out. Isometric view gives you a top-down view, you can't see enemies off far with out moving your camera 'away' from your party. Sure you can use that to go well away from your party and check things out they wouldn't be able to see and in that you can get ore information before a fight, or pause and do that during a fight.


No, I specifically mentioned moving the camera - having to do that too much is one of my main complaints against the low angle. I specifically acknowledged and adressed your point, even though you accuse me of ignoring it.

I was just trying to get across its not hard to keep track of your party and that Isometric view is more of a crutch then something inherently better for gameplay. My 'map vs no map' still applies. Map doesn't make FPS better, its just a crutch people get used to and stop paying attention to the things they should be.


By the same logic, people might consider a car a crutch - which is fine when talking about short distances, but doesn't work for long distances.
In some specific battles the low angle may work better, but over the course of the entire game the isometric view is much more useful. DA:O did it really well by allowing players to use both.

And how did he keep track of his party, seriously? Easily im sure, It's not hard. If you can't keep track of them with out having a top-down view I recommend you get some practice in on that demo. You do seem pretty heavily tied to your isometric is the best thing though so, im gonna stop trying to convince you otherwise. I do like Isometric after all, I just realize how limiting it is if its not detachable (like RTS games), but then when it is, its time consuming to get the information you need at which point in, in my opinion, boarders on cheating to get info your squad couldn't possible have about that one enemy in the toilet, down the hall to the left.


It's not that I can't keep track of them, it's that it is tedious to do so without the isometric camera. I readily acknowledge that in some specific situations the low angle does work better (for example the bridge to the dwarven fortress in the Deep Roads, where all enemies come front the front and none from behind).

But for general combat, the non-isometric camera has too many limitations which I keep bumping into again and again, even during the short span of the demo. Even if the camera is in a good position when the combat starts, the moment I attack an enemy the camera follows and before long it's pointed at a wall and I have to turn it, distracting me from the actual combat while repositioning the camera.

It's a constant fight, with the camera being a worse threat than the darkspawn. :bandit:

#1341
godlike13

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Shinimas wrote...

godlike13 wrote...

Death Syphon needs a reserve of 20% of mana though. Ya it regenerates 5% per corpse, but u'll need 4 corpse just to break even.


Unless you turn it on after you get to at least 80% mana.


Huh?

#1342
Taleroth

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godlike13 wrote...

Shinimas wrote...

godlike13 wrote...

Death Syphon needs a reserve of 20% of mana though. Ya it regenerates 5% per corpse, but u'll need 4 corpse just to break even.


Unless you turn it on after you get to at least 80% mana.


Huh?

Reserving mana does not take any away if you're already below that threshold.

Use mana -> Drop below 80% -> Activate
You've lost nothing, except fatigue.

Unless this behavior is changed for DA2.

Modifié par Taleroth, 28 février 2011 - 10:34 .


#1343
godlike13

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Does that work for any sustain?

#1344
Nighteye2

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Taleroth wrote...
Use mana -> Drop below 80% -> Activate
You've lost nothing, except fatigue.

Unless this behavior is changed for DA2.


I didn't notice any decrease in mana when activating an ability in the demo. Perhaps it's more like spells costing 20% more to cast?

#1345
Sylvius the Mad

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Morroian wrote...

m14567 wrote...

LOL, I get the feeling that's not going to be well received by some.

Don't see why not, if you want FF this is done the way it should be, AOE damage should be indiscriminate.

Sure, but it reveals other shortcomings in the rules.

If I can hit things for 1000 damage, why does nothing ever hit me for 1000 damage?  Presumably I'll be fighting powerful creatures, but somehow my FF is more dangerous than they are.

Everything I learn about DA2's combat makes the game look worse.

#1346
Sylvius the Mad

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Taleroth wrote...

Use mana -> Drop below 80% -> Activate
You've lost nothing, except fatigue.

Unless this behavior is changed for DA2.

I don't think DA2 even has Fatigue anymore.  Does it?

Certainly what you describe worked well in DAO.  I had all of my sustains activate based on Mana/Stamina levels.

#1347
falconlord5

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Sylvius the Mad wrote...

Morroian wrote...

m14567 wrote...

LOL, I get the feeling that's not going to be well received by some.

Don't see why not, if you want FF this is done the way it should be, AOE damage should be indiscriminate.

Sure, but it reveals other shortcomings in the rules.

If I can hit things for 1000 damage, why does nothing ever hit me for 1000 damage?  Presumably I'll be fighting powerful creatures, but somehow my FF is more dangerous than they are.

Everything I learn about DA2's combat makes the game look worse.


'Cause getting one-shotted is a right pain in the ass?

#1348
Phoenixblight

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Sylvius the Mad wrote...

Taleroth wrote...

Use mana -> Drop below 80% -> Activate
You've lost nothing, except fatigue.

Unless this behavior is changed for DA2.

I don't think DA2 even has Fatigue anymore.  Does it?

Certainly what you describe worked well in DAO.  I had all of my sustains activate based on Mana/Stamina levels.



No Fatigue is not in DA 2. 

#1349
EgoSoul

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Sylvius the Mad wrote...

Taleroth wrote...

Use mana -> Drop below 80% -> Activate
You've lost nothing, except fatigue.

Unless this behavior is changed for DA2.

I don't think DA2 even has Fatigue anymore.  Does it?

Certainly what you describe worked well in DAO.  I had all of my sustains activate based on Mana/Stamina levels.


Yes Fatigue is no more

Peter Thomas wrote...
Fatigue is no longer in the game. If you have the requirements to wear
an item, you can. Things like sustained abilities no longer apply
fatigue, but are restricted using their mana/stamina reserve.


Edit: :bandit:

Modifié par EgoSoul, 28 février 2011 - 11:37 .


#1350
lv12medic

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Sylvius the Mad wrote...

I don't think DA2 even has Fatigue anymore.  Does it?


As far as I can tell, no it doesn't.  I know fatigue from armor was confirmed as getting the axe from Laidlaw somewhere.  Not sure about sustained abilities, though my guess is no.  I think they only have an effect on the max mana/stamina available.

*edit*:ph34r:'d.  I'm too slow a typer it seems :P*end edit*

Modifié par lv12medic, 28 février 2011 - 11:38 .