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Blood Magic - Concerns and Suggestions


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31 réponses à ce sujet

#1
Caldura0079

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 Good day Ladies and Gentleman I know that you probably get a lot of subjects and such on these forums, but so far i have not seen anything about this subject. Also not knowing where to put this type of subject since it spans all of the previous and possibly future of the Dragon Age Series, I just thought I would just place it here.
My suggestion actually addresses some of the things that some of the enemy blood mages and such have been able to do, but for some reason the PC them self can not do(if you are a mage and have choosen the blood mage specialization). Like make strong deals with demons to get more power, augment your own physical properties, and in the severe case of a mage not having enough will or mental strength to keep their mind and sanity, become an abomination 9in some way shape or form).
I myself had honestly wanted to do these sorts of things whenever I became a blood mage in both DA:O and DAII, but I can understand how some of that may be seen as 'Broken' or over powered by some, but it was just something that had always been on my mind whenever I play the game. Like your companions becoming more and more concerned as you delve deeper in the arts of Blood Magic was something that I thought was lacking from both games. (I believe Wynne only mentioned it once in DA:O, not sure on that)

So what I suggest is to actually expand the capabilites of blood magic, like to be able to experiment with it in whatever sanctum that you may create, to take some of your enemies (since they will no doubt be countless) either dead or alive and just do research to enhance or own abilities or to enhance whatever creatures that you may create. 

Other abilities that are seen are basically to control people (as seen throughout the series) either to get an upper hand or to just toy with them in there own little way. Or it was mentioned in some Lore in the game that Blood magic is suppose to enhance your actual abilities with your spells and such and I never really noticed that big of a difference. Like in DA:O in the Mage Origin story, that should be enough to actually get the point across.

Overall I think this would add a whole new deminsion of depth to those who play a blood mage in the future if the abilities were expanded, or just the capabilities to do other things then just sacrifice your own life force to do some cool things to enemies.

So if there are any other suggestions that I may have missed or if there are other concerns that I didn't address, but are itching at the back of your mind then I think all of us would like to hear about it.

#2
the_one_54321

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A lot of the stuff you listed seems like it would come in sharp contrast with story requirements in the game. Not that they would be uninteresting, but including them as variables in the game would be incredibly demanding for development, if you will also include PCs that are not mages, or even just don't intend to use blood magic.

#3
xsvrrx

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Or you could force your Mage Companion to fallow the (dark side-loosely meaning) so your companions get tension of you based off your Blood Mage companion. or at least that kinda make sense to me.

#4
Caldura0079

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It was just things that i noticed whenever I did play kind of a "Hey that's not fair! i'm a blood mage too, why can't i make the dead bodies come back up and make them dance like puppets!' obviously I was yelling at my screen when something like that happened lol, but i felt a little cheated is all.

#5
Uccio

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I would love to see outside combat use of magic weather or not it is Blood magic or not. Restricting the use of magic only to combat is too boring.

#6
xsvrrx

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Ukki wrote...

I would love to see outside combat use of magic weather or not it is Blood magic or not. Restricting the use of magic only to combat is too boring.


lol

This reminds me of how I used to run around in KOTOR just igniting and puting away my lightsaber non stop.

#7
Caldura0079

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xsvrrx wrote...

Ukki wrote...

I would love to see outside combat use of magic weather or not it is Blood magic or not. Restricting the use of magic only to combat is too boring.


lol

This reminds me of how I used to run around in KOTOR just igniting and puting away my lightsaber non stop.


Yeah I remember doing that as well, lol

#8
Dejajeva

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All I want is for being a mage in particular to how show up more in game via dialogue and consequences.

#9
Lilaeth

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Caldura0079 wrote...

It was just things that i noticed whenever I did play kind of a "Hey that's not fair! i'm a blood mage too, why can't i make the dead bodies come back up and make them dance like puppets!' obviously I was yelling at my screen when something like that happened lol, but i felt a little cheated is all.


Same here - it's like you're a Blood Mage but not really (maybe in case your Companions freak out!)!

#10
Caldura0079

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Yeah it was just the simple fact that you only seemed to be a blood mage, it is kinda like how you would be able to get the Reaver Specialization in Dragon Age: Origins. There was some serious party consequences depending on who you brought with you. That kind of thing would probably add a little more depth if applied to the blood mage as well.

Just something to look into a little bit, I just felt that it was missing some stuff in particular to the story. Like if you were a blood mage in Dragon Age: Origins, or even in Dragon Age 2, I felt that if you had the willpower or even the constitution to do it, to be able to bend demons and such to your will and actually gain some bonus' in the future and such, just my thought.

#11
Cultist

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Blood Magic is the skill that every Thedas hates, except for Tevinter. Player should put some effort to earn it. Simply learning it out of hawke's ass DA2-style is plain wrong. I would prefer entire quest branch with several steps. For example, PC should bring a living victim and perform a ritual by sacrificing him\\her and obtain various rare ritual components to enable Blood Mage specialization. This specialization should put player before difficult moral dilemmas - to sacrifice someone, to use someone etc. Let me remind you about Grimoire of Pestilential Thought from Planescape: Torment. This book provied benefits and power for evil deeds, such as selling your companions to slavery or killing them.
Blood magic should be powerful but also should have a high price.
Although I will gladly pay any price to learn it in-game.

#12
LolaLei

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That would be fun, especially if your companions and NPC's react to you differently because of it.

#13
nightcobra

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Cultist wrote...

Blood Magic is the skill that every Thedas hates, except for Tevinter. Player should put some effort to earn it. Simply learning it out of hawke's ass DA2-style is plain wrong. I would prefer entire quest branch with several steps. For example, PC should bring a living victim and perform a ritual by sacrificing himher and obtain various rare ritual components to enable Blood Mage specialization. This specialization should put player before difficult moral dilemmas - to sacrifice someone, to use someone etc. Let me remind you about Grimoire of Pestilential Thought from Planescape: Torment. This book provied benefits and power for evil deeds, such as selling your companions to slavery or killing them.
Blood magic should be powerful but also should have a high price.
Although I will gladly pay any price to learn it in-game.


blood magic isn't as much as evil as it is a very powerful magic that requires a high cost but that is easily exploitable by using others as its source. there should be two paths of abilities in blood magic, the self-sacrifice tree and the sacrificing others tree. that's the way i see it anyway.

#14
Caldura0079

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I agree that a lot of the things that you have to do in blood magic should come with a lot of pain staking work and persistence, like so many other blood mages they didn't learn all that they know over night, So that is where the experimentation and such comes into play. Being able to control others to bring fresh 'Subjects' to the mage in question.

Of course this would come at a high price depending on the companions and if you are accidentally found out and don't silence them. Like certain party members being royally pissed or concerned about you, or actually not caring depending on there demeanor on the situation.

Having a large portion dedicated to either routing blood magic or embracing it regardless of class or even game could turn out to be an interesting endeavor.

#15
Chiramu

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I think Blood Magic should be made more wicked and evil if anything. It should be more like using Voodoo magic :<. Voodoo being the creepiest magic ever to exist in the world, Blood Magic should be like that.

I think if Bioware actually did creepy animations to go with using Blood Magic, like human puppets or showing us how a Blood Mage casts a spell to take over the mind of another that would make it scarier.

At present Blood Magic is not a scary magical practice at all, and everyone in the Dragon Age world is suppose to be afraid of it. Thus, it needs to be made SCARIER.

#16
Caldura0079

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Chiramu wrote...

I think Blood Magic should be made more wicked and evil if anything. It should be more like using Voodoo magic :<. Voodoo being the creepiest magic ever to exist in the world, Blood Magic should be like that.

I think if Bioware actually did creepy animations to go with using Blood Magic, like human puppets or showing us how a Blood Mage casts a spell to take over the mind of another that would make it scarier.

At present Blood Magic is not a scary magical practice at all, and everyone in the Dragon Age world is suppose to be afraid of it. Thus, it needs to be made SCARIER.


Agreed, if it is so despised and feared by everyone then it should actually be that way, should be people find out it should be more of a 'Grab your torches and pitchforks!' scenerio unlike in DA2 like 99% of the populace couldn't even tell you were even a mage, like every templar had on blinders when it came to hawke for some reason. In any case, back on subject. Something like a physical transformation to would freak out the populace or something, or that the actions that they do while casting should make anyone not actually involved in the fight afraid for there lives.

#17
Chiramu

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Caldura0079 wrote...

Chiramu wrote...

I think Blood Magic should be made more wicked and evil if anything. It should be more like using Voodoo magic :<. Voodoo being the creepiest magic ever to exist in the world, Blood Magic should be like that.

I think if Bioware actually did creepy animations to go with using Blood Magic, like human puppets or showing us how a Blood Mage casts a spell to take over the mind of another that would make it scarier.

At present Blood Magic is not a scary magical practice at all, and everyone in the Dragon Age world is suppose to be afraid of it. Thus, it needs to be made SCARIER.


Agreed, if it is so despised and feared by everyone then it should actually be that way, should be people find out it should be more of a 'Grab your torches and pitchforks!' scenerio unlike in DA2 like 99% of the populace couldn't even tell you were even a mage, like every templar had on blinders when it came to hawke for some reason. In any case, back on subject. Something like a physical transformation to would freak out the populace or something, or that the actions that they do while casting should make anyone not actually involved in the fight afraid for there lives.


When a Blood Mage casts a spell with their blood they should be weakened or at least look pale (you've lost a lot of blood damnit). 

I think the problem in DA2 with Blood Magic is the fact that there was so much evil and destruction that it desensitised us to it when it came to a more dramatic sequence. The same thing happens with using death as a story telling medium. Our characters kill so many living people that when the writers try to write an actual death of a character into the story it makes us just shrug our shoulders and feel "meh". 

LESS IS MORE BIOWARE.

#18
Caldura0079

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Well the way that I see blood magic is that they wouldn't be weakened until the end of combat since they would possibly have a way to fortify there own body while they are draining the blood until it completely drains them dry, but that's me.

I wouldn't say desensitized, as Origins had plenty of death (Darkspawn and regular alike) and whenever a certain character did die, it could still have an effect on you, I wouldn't say less is more, but the correct way to implement it would be better.

Instead of the whole prologue - Someone important to the character dies, Act one - possibly another important person to the character dies or goes away, Act two - an important person dies, as well as an enemy, Act three - I think you all know where this is going. Though these could have possibly been handled better or actually can not be foresee and thus be unexpected. Of course that many important deaths so tightly packed together (even though it was meant to be seen as several years apart) can become rather predictable.

#19
Chiramu

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Caldura0079 wrote...

Well the way that I see blood magic is that they wouldn't be weakened until the end of combat since they would possibly have a way to fortify there own body while they are draining the blood until it completely drains them dry, but that's me.

I wouldn't say desensitized, as Origins had plenty of death (Darkspawn and regular alike) and whenever a certain character did die, it could still have an effect on you, I wouldn't say less is more, but the correct way to implement it would be better.

Instead of the whole prologue - Someone important to the character dies, Act one - possibly another important person to the character dies or goes away, Act two - an important person dies, as well as an enemy, Act three - I think you all know where this is going. Though these could have possibly been handled better or actually can not be foresee and thus be unexpected. Of course that many important deaths so tightly packed together (even though it was meant to be seen as several years apart) can become rather predictable.


With the deaths, I'm talking about all the human,elven and dwarven NPCs that you cut to pieces during your quests. Can't we just "knock them out" (like Batman Arkham Asylum)? Instead we see human-like characters blown to bits constantly and we're suppose to feel something when a companion character kills more people? You only kill at LEAST a 1000 people playing the game. Mass murder at the end of it from another person is nothing >.>.

#20
Cultist

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You murder enemies, not innocent people. Blood Magic should force player to make hard decicions

#21
wingman007

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I honestly feel that the blood mage pool should be more akin to the pool you learn in wardens keep. Also I felt like blood mage in doa2 was weaker than in origins.

#22
Caldura0079

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wingman007 wrote...

I honestly feel that the blood mage pool should be more akin to the pool you learn in wardens keep. Also I felt like blood mage in doa2 was weaker than in origins.


Actually it was a little bit stronger in DA2 since it was allowed to effect the undead creatures, in Origins it had no effect on the undead, as you would constantly see the Immune status come up with them, so you had to rely on other elemental attacks in order to do the damage needed.

#23
Irx

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I'd actually suggest to remove blood magic as a player option, because implementing it realistically requires too much work (proper reactions from npcs, dialogs, quest options), for just one spec of one class.

#24
Big I

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Irxy wrote...
I'd actually suggest to remove blood magic as a player option, because implementing it realistically requires too much work (proper reactions from npcs, dialogs, quest options), for just one spec of one class.



This. Having a PC blood mage introduces a story/gameplay disconnect.


NPC blood magic is an awe inspiring force (creating Zathrian's curse, preserving Avernus's life, Dark Ritual etc). PC blood magic is incredibly weak in comparison. No demon binding, no mind control, nothing. Gameplay and balance limitations rob it of most of it's uniqueness.


Blood magic should be in the game as story or plot element (Dark Ritual) not a gameplay mechanic (fueling spells with the health bar).

#25
Caldura0079

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Irxy wrote...

I'd actually suggest to remove blood magic as a player option, because implementing it realistically requires too much work (proper reactions from npcs, dialogs, quest options), for just one spec of one class.


In all honesty it wouldn't be that hard to balance the proper reactions, dialogs and quest options, if you allowed it with every class and specialization, even though that would be very demanding and possibly quite intriguing and add more depth to the character, but that is just me. Specializations like the Reaver and Blood Mage essentially drive off the same element: Health. Of course the reaver and blood mage are almost exact opposites when it comes to that, but that is the truth, as for the rogue, they can easily incorporate something for the Assassin, Duelist, or Shadow (examples from DA2). So it isn't that hard of a thought, just a tedious thing that some people may or may not like.

For Example the Reaver, Berserker, Blood Mage, Assassin would probably give off more of a feared reaction if they are found out and such. While the Shadow would be of a hush hush type reaction, The Duelist might be seen as an Awe inspiring thing. The Templar would probably depend on what area you would be during the war and such. of course this is just randomness of things to think about. (i know i have forgotten a few, I'm sure that someone could of some good reactions for the others)