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Mage Animations Ruin The class


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#1
Sabresandiego

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Mage animations are so long that they ruin the class for me. If I cast a spell, I am typically stuck in a casting animation for the next 3 seconds where I cant move or do anything. This is really annoying when I want to move out of an AOE, cast a heal on a teamate, or quickly CC an enemy assassin or mage. My character just stands there waving his arms and refuses to move.

I'm not saying mages are weak, because they arent. But the non-responsive controls mages have to deal with (even their final autoattack animation makes you stuck for an inordinate amount of time ) just make the class annoying and less fun to play then the other classes.

#2
ezrafetch

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It bugs me too. I'm struggling to maintain interest in mages. Granted, I've only gotten a Rogue through the Deep Roads (I've got a Warrior that I have also failed to get to the Deep Roads due to interest levels). I'm trying to design a mage that doesn't cast anything with an animation longer than 3s.  The bigger question is: would it even be good enough?  I suppose that remains to be seen.

#3
October Sixth

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Don't think of it as animations. Traditionally spells have had cast times, they don't go off right away.
They're not as reactive.

#4
Denvian

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Could be worse... could be origins.

#5
soteria

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Those don't bug me. What I don't like is the way the game seems to prioritize auto-attack over skills, depending on where you are in the "string" of attacks. If you're one or two attacks before the end of the string, you have to move to manually cancel the animation if you want to cast right away. I pushed a button, but nothing awesome happened. :(

#6
Lord_Tirian

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October Sixth wrote...

Don't think of it as animations. Traditionally spells have had cast times, they don't go off right away.
They're not as reactive.

Also note how bigger spells have longer animations - a spirit bolt goes off almost instantaneously, a tempest takes some seconds.

I'm pretty sure that's exactly how it's intended to work - big AoE effects need to be cast in a safe spot.

#7
Grumpy Old Wizard

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October Sixth wrote...

Don't think of it as animations. Traditionally spells have had cast times, they don't go off right away.
They're not as reactive.


Traditionally mage spells have been more powerful. :)  Alas, most are very weak in DA2.

Yes, the long casting times for some spells are deadly to the mage on NM. All the enemies move so fast by the time the mage is in the middle of some spells he is being beaten on by several enemies.

Meanwhile the other classes "cast" their AOEs quite quickly.

Modifié par Grumpy Old Wizard, 14 mars 2011 - 01:14 .


#8
Graunt

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Sabresandiego wrote...

Mage animations are so long that they ruin the class for me. If I cast a spell, I am typically stuck in a casting animation for the next 3 seconds where I cant move or do anything. This is really annoying when I want to move out of an AOE, cast a heal on a teamate, or quickly CC an enemy assassin or mage. My character just stands there waving his arms and refuses to move.

I'm not saying mages are weak, because they arent. But the non-responsive controls mages have to deal with (even their final autoattack animation makes you stuck for an inordinate amount of time ) just make the class annoying and less fun to play then the other classes.


Lol.  Not to be a jerk, but it looks like your recent Mage playthrough isn't going to sell you on the class at this point.  Anyway, I have more of an issue with the 4th staff animation than anything else.  It's so long and drawn out and it doesn't even do more damage than the previous shots.  The only spell I've found to be "problematic" is Tempest.  But then it seems like all large area of effect spells do that same 3-4 second cast.  The rest not so much.

Yes, the long casting times for some spells are deadly to the mage on
NM. All the enemies move so fast by the time the mage is in the middle
of some spells he is being beaten on by several enemies.


Gravitic is your friend.

I'm trying to design a mage that doesn't cast anything with an animation longer than 3s.  The bigger question is: would it even be good
enough?  I suppose that remains to be seen.


Sure it would be.  Just focus mostly on single target spells along with Chain Lighting and go for Walking Bomb as your area of effect (that is, if you're not on Nightmare or are comfortable with just hitting back rows).  It would actually be more like playing an Archer than anything else and you could have your immunities covered.  Tempest is probably safer, but it has that animation...

Something like this might actually be pretty decent: biowarefans.com/dragon-age-2-talent-builder/#mzSrihPIANLpTynEeBCHdUx1aGILp

Modifié par Graunt, 14 mars 2011 - 01:30 .


#9
SpezXVII

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I wouldn't mind the longer animations for the larger AOE's if their damage wasn't so underwhelming. In comparison to what a Warrior or Rogue can do, my Mage might as well be calling down a firestorm of ping-pong balls.

#10
x-president

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I don't seem to be having weak aoe spells.  That fire storm rocks enemies.  Of course with any strong enemy you are gonna have problems.


Also you can use them to buy time sense they can slow down enemies from attacking.



Anyways I really don't mind the animations too much.  Instead of watching a bar fill up, the mage actually does something.  The differenece is you can't cancel mid spell.

Personally I like the instant casting.  Trying to charge up a spell was worse imo. 

#11
godlike13

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I haven't found this to be a problem.