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TGS2011: DA2 demo hands-on, all talent descriptions


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#1376
Naitaka

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Zhel_Ryn wrote...

Warrior heavy parties are plausible, but likely you'll want to send them at seperate groups of enemies as much as possible. Same experiences as Naitaka for the most part though. My archer run was by far the easiest to manage, albeit knowing to completely disable Beth's Fireball tactic helped a lot lol. Two handed tank was great fun though, very happy with that run (group didn't ever wipe, but Hawke died to Beth during the Emmissary fight). =P

Something I noted: Miasmic Flask didn't seem to FF Carver or Aveline, or at least, didn't stun. I did see them move much slower once in a while though.

Another thought: Stonewall/Bulwark and Barrier/Arcane Fortress; these upgraded may be very worthwhile for a tactical "bomb the tank" situation.


Yah I did my 2-handed playthrough first and forgot to turn off Beth tactic in the beginning. Tried testing different combination of tactic set up but nothing seem to work very well for aoe spells, looks like everything with FF needs to be microed on NM. Just did a Sword and Board run, very easy to manage as well. Going to test Dual Weapon now.

#1377
asfaltowy

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This is madness. Playing 2-handed warrior is suicide for you and murder for party members who get caught in the arc. Don't mention fireball... FF seems to be quite unbalanced

#1378
Taleroth

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Don't expect the demo build to have final's behavior for FF.

#1379
Tleining

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@ asfaltowy
seriously? Maybe that is why ff is limited to nightmare, because it requires you to pay attention to how your party is positioned.

#1380
asfaltowy

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ok, as for fireball it's obvious and quite easy to control. but what with the AOE attacks (like 2-handed)? when activated, you dont see the actual arc (like with spells or this S&S talent, dont remember the name). unless you have a good idea what is 30 degrees angle and so on, it may be difficult to even control it manually

#1381
Tleining

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so keep your party members well behind the 2h-warrior. If someone gets too close to the mage, let the rogue take care of him.

#1382
Naitaka

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Ok, tested every weapon, DW is by far the fastest run for me, probably even faster than Archer, both of them are pretty easy. On the other hand, two-handed warrior are horrible with the FF unless you micro manage everything. Either use him as main tank and have Aveline protect your mage, or have Aveline main tank and have 2-handed warrior go after lone enemies. (Which is a terrible idea because two-handed has horrible single target damage) Mage on the other hand isn't too bad, but infernal is pretty useless with FF on because you can't target it in optimum location so most of the attack misses. CoC is an excellent spell even with FF on simply because it comes out instantly with no travel time, no way to mess it up.

Right now the companion AI are really bad with those "close-in" attack. Often running into Infernal and Hail of Arrow whenever they change target, hope we can turn closing attack off in retail.

Modifié par Naitaka, 01 mars 2011 - 05:21 .


#1383
Naitaka

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Tleining wrote...

so keep your party members well behind the 2h-warrior. If someone gets too close to the mage, let the rogue take care of him.


Even using Mighty Blow with Aveline standing beside you will FF and instant KO her. Best way to play 2h-warrior now is to COMPLETELY turn off tactic, I think I won't even use Carver and Fenris if I play on NM.

#1384
asfaltowy

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Demo on nightmare is quite an interesting experience. Try to use Scythe on the group of 3 enemies near Isabela - she goes down with one hit, hah.

#1385
Ultimecia

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Yea 2handed is brutal with FF. However this encourages you to use the 2hander for add control (worked perfectly for Ogre and the last fight of the demo against whatshisface-with-the-annoying-accent)
But I do like it alot. That said I will do my first playthrough on Hard because I'm not insane :)

#1386
Tleining

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@ Naitaka
how is "standing beside you"="well behind you"?

#1387
asfaltowy

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Ultimecia wrote...
That said I will do my first playthrough on Hard because I'm not insane :)


Me too. I would like to have fun with some spells just this one time, then I'm gonna torture myself with nightmare

#1388
Naitaka

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Tleining wrote...

@ Naitaka
how is "standing beside you"="well behind you"?


And you want Aveline who's holding all the aggro standing well behind you because? Two-handed warrior as it is right now is simply counter-productive in the demo unless you use him as a tank, which I highly doubt is viable on nightmare if FF works the same way in retail.

     xxo2
    xA1x

A: Aveline
1, 2: Two-Handed Hawke
x: enemy
o: enemy Hawke use Mighty Blow on

Hawke in position 1 and 2 both turned out to be instant KO on Aveline.

Modifié par Naitaka, 01 mars 2011 - 05:59 .


#1389
Aroya

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Peter, I know you mentioned subtle combat mechanics throughout this thread. For nightmare players, will there be comprehensive combat mechanics somewhere online or even in the game manual?

#1390
TGFKAMAdmaX

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asfaltowy wrote...

Ultimecia wrote...
That said I will do my first playthrough on Hard because I'm not insane :)


Me too. I would like to have fun with some spells just this one time, then I'm gonna torture myself with nightmare

I have to agree. i want a challenge but also to have fun. i will try nightmare after im familiar with everything rather than just jumping in head first.

#1391
Cloaking_Thane

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Shame abt nightmare, I was going to go 2hw nightmare first run, now I'll leave 2hw to a subsequent hard play through

#1392
Zhel_Ryn

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JohnEpler wrote...

Bear in mind, of course, that Nightmare was not balanced at the time of this build. The fact that some of you folks are taking a difficulty option that was unlocked via fan mods as 'this is how it'll be in the final game', well, I'd be careful about doing so.

Of course, the fact that assumptions are already being made suggests that my warnings will likely fall on deaf ears for some, but hey.


Judging by this, there's still chances things won't be quite as harsh in retail; or maybe it'll be MORE harsh. =P

My initial plans were a TH tank with 3 ranged allies most of the time. Think I'm in the clear, and will be having a blast on nightmare!

#1393
Alodar

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I'm going to repeat a post made by John Epler in the mod thread:

JohnEpler wrote...

Bear in mind, of course, that Nightmare
was not balanced at the time of this build. The fact that some of you
folks are taking a difficulty option that was unlocked via fan mods as
'this is how it'll be in the final game', well, I'd be careful about
doing so.

Of course, the fact that assumptions are already being
made suggests that my warnings will likely fall on deaf ears for some,
but hey.



Alodar :)

#1394
Gvaz

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Hoping I can get peter or another dev to reply to my idea:

Anyways I think heals need a little bit of a buff.

Heals tend to top, or close to, a character off. However, you have one heal on a 1
minute cooldown. As a healer spec, this is more of an "oh ****" button
rather than something integral.

In the creation tree, there is an item to improve the heal, by increasing health regen by 20%.Now, if
this is 20% on TOP of what it does for base healing, this is rather weak
for a 60s cooldown, since even unspec'd the Heal spell fills mostly all
of the bar (it feels like it does anyways). Here are some thing I feel
would be a better replacement (in case any devs read this, I really wish
they would)

One of these to replace the Heal spell upgrade
-  reduce the cooldown by 20 seconds, increase the mana cost of Heal by 20%.
- heal the lowest party member by 50% of the total heal on the target (in
this case, it would be 40% of a dude's hp, so say 20% of whoever you're
healing is done to the lowest HP party member
- for the next 10 seconds, the person healed is also healed for 10% of their HP once every ten seconds, for 20 seconds.

This is still in line with what they originally wanted, but gives the
Creation tree a bit more needed utility, and helps to allieviate the
"okay so I dropped a heal, someone else needs some heals buuuut i can't
and im just sorta sitting around on my laurels waiting for mind blast to
finish cooldown while I do barely any damage to mobs with auto attack.

This is after playing on the demo's Nightmare difficulty that a modder worked in. Any feedback? :D

Modifié par GvazElite, 01 mars 2011 - 07:01 .


#1395
Tleining

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Naitaka wrote...

Tleining wrote...

@ Naitaka
how is "standing beside you"="well behind you"?


And you want Aveline who's holding all the aggro standing well behind you because? Two-handed warrior as it is right now is simply counter-productive in the demo unless you use him as a tank, which I highly doubt is viable on nightmare if FF works the same way in retail.

     xxo2
    xA1x

A: Aveline
1, 2: Two-Handed Hawke
x: enemy
o: enemy Hawke use Mighty Blow on

Hawke in position 1 and 2 both turned out to be instant KO on Aveline.


Because that's her role? Aveline is a wall between enemies and your support (Mage/Rogue). Your 2h goes after clustered enemies further away.
At least that's how i would play them. S&S as Guardians and 2H as Frontline tanks as far away from the party as possible (while still within healing-range)

#1396
Shinimas

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Just don't get Giant's Reach on 2H Warrior, so you don't cream your allies with Mighty Blow.

#1397
TGFKAMAdmaX

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Alodar wrote...

I'm going to repeat a post made by John Epler in the mod thread:

JohnEpler wrote...

Bear in mind, of course, that Nightmare
was not balanced at the time of this build. The fact that some of you
folks are taking a difficulty option that was unlocked via fan mods as
'this is how it'll be in the final game', well, I'd be careful about
doing so.

Of course, the fact that assumptions are already being
made suggests that my warnings will likely fall on deaf ears for some,
but hey.



Alodar :)

Good to keep in mind. I change my mind again. I will play on nightmare!!!

#1398
Naitaka

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Tleining wrote...
Because that's her role? Aveline is a wall between enemies and your support (Mage/Rogue). Your 2h goes after clustered enemies further away.
At least that's how i would play them. S&S as Guardians and 2H as Frontline tanks as far away from the party as possible (while still within healing-range)


Well, we'll see, I'm just not too hopeful about 2h warrior's ability to tank large group of enemies without immunity to flanking and critical, plus the massive damage reduction in the weapon and shield tree. If they don't auto-level our companions when we meet them, I might just skip Giant's Reach on anyone who use 2h altogether. Ontop of that, I'm planning to use alot of the party-based sustainable in nightmare and I don't want to send a lone party member out of the 10~16m range unless it's absolutely necessary.

Modifié par Naitaka, 01 mars 2011 - 07:23 .


#1399
Rm80

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5. Lingering Shroud
Requires: Level 6
Requires: Stealth
Points required in Suberfuge: 2
The rogue is master of concealment. If the rogue is obscured and stealthed at the same time, the rogue is able to take a single action, like making an attack or using an item, while still maintaining stealth. Only the obscure effect is lost. The rogue's second action will still break stealth. When paired with other abilities that enhance stealth. When paried with other abilities that enhance stealth, like Ambush or Shadow Veil, this can be a powerful advantage.
Type: Passive ability


question: Is Obscured some abillity you get from talents? or what is it?

Modifié par Rm80, 01 mars 2011 - 07:34 .


#1400
Naitaka

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Rm80 wrote...

question: Is Obscured some abillity you get from talents? or what is it?


Certain Rogue upgrades give respective talents the ability to buff team members within the AOE with obscure effect. Bursting Arrow and Fatiguing Fog comes to mind.

Modifié par Naitaka, 01 mars 2011 - 07:39 .