Aller au contenu

Photo

Spells in DAO vs DAII, and missing spell combinations.


  • Veuillez vous connecter pour répondre
27 réponses à ce sujet

#1
Ramza_1

Ramza_1
  • Members
  • 59 messages
Forgive me if this has been mentioned before.  

In DAO, one of my favorite features (and one that got me most excited before the game released) was the spell combinations. 

I almost always play a mage first in RPGs, not because I find the story or role of the mage more compelling, but because usually they have a more complex, broad, or nuanced combat system.  Some games make the sword play very nuanced, such as in the Witcher 2, I always go the swordplay route without (upgraded quen) because it is more challenging and makes me plan more than simply spamming Igni would. (this is on dark mode).  I felt like some of the complexity of the mage class was reduced in DAII.

In DAO, every single mage ability was a new spell, providing varied ways to approach combat. 
Spell combinations such as Grease + Fireball added an additional layer of complexity that I sorely missed in DAII.  Moreover, I missed the sheer breadth of mage spells there were in DAO in DAII, and equally missed agonizing over which would be the most fun versus the most effective way to destroy my enemies.  

I think that in DAO the spells themselves were generally more interesting, either because of graphics or mechanics.  In particular, I remember the fire tornado in DAO had one of the coolest spell graphics I've ever seen in the game.  It seemed an apt manifestation of what a truly powerful mage should be able to accomplish.  I also liked that I could cast it anywhere and anytime I pleased, and not only during combat.  I like "control".

Finally, I also felt like some of the physics for the spells functioned better in DAO; for example, the fireball spell would always knock enemies down.  Darkspawn fireballs would do the same to me.  Whereas in DAII, the fireball does nothing but some damage and only briefly staggers enemies that it hits.

Modifié par Ramza_1, 14 avril 2012 - 08:12 .


#2
Satyricon331

Satyricon331
  • Members
  • 895 messages
Yeah, I largely agree. One of the things I like about the BG games is that I can vary the playstyle of the game by varying the class(es) I pick for my party. If I want something simpler I can have more fighters (there are people who've soloed the games with a fighter!) and if I want something more intricate I can have more spellcasters. To me, that type of diversity is much more meaningful than railroading the classes into different weapon styles (which, sure, the BG games had too).  I personally didn't appreciate how much they toned down the mages just so they could homogenize the classes into being basically flashy spellcasters-by-other-names (edit: cross-class combos worsened this problem for me). DAO combat had its weaknesses but I felt its mages were more enjoyable and its warriors and rogues less silly (though don't get me started on DAA), but even in DAO I would have preferred more playstyle diversity.

Modifié par Satyricon331, 14 avril 2012 - 09:05 .


#3
Guest_Puddi III_*

Guest_Puddi III_*
  • Guests
I thought DAO had quite a few useless mage spells (Spell Bloom, Weakness, the whole anti-magic line, etc), whereas in DA2 most all of the spells have their uses. Firestorm replaced Inferno just as well, though I do miss Blizzard, at least. But I am disappointed that you did not mention the most egregious omission of all, though: Shapeshifting. (Arcane Warrior too, I guess)

They got rid of spell combos to have more equality by introducing the cross-class combo system. I didn't care for many of the spell combos except Paralysis Explosion (when it didn't crash my game). Storm of the Century was way OP and grease fire did piddly damage. Shattering was OK, but then, DA2 still has that. Actually, the animate dead spell and "combo" were neat too, but that goes to my gripe with DA2's lack of summoning in general (moreso about lack of Ranger for Rogues).

I like how you used Fireball as the example of better physics, when that's pretty much the only example there is. I liked Fireball better with knockdown, true, but DA2 did add the Force Mage spec, and add physical force to some other spells like Mind Blast. I think DA2 in general used force a lot more to its potential, the only problem is that the Fireball spell should have used physical force instead of elemental force, to make it like DAO.

#4
Ramza_1

Ramza_1
  • Members
  • 59 messages
Part of the joy for me is "finding" uses for some of these ostensibly useless spells. For instance, I did not think the anti-magic line was that great in the beginning either, but that last spell alone lets you one-shot some really difficult enemies. Weakness was pretty meh, but I found uses for spell bloom as well. I liked "experimenting", and the same goes for spell combos. Grease fire was awesome because you could light it and put it out, you could modify the environment in an admittedly pidly and small way. You could also slow enemies down with grease and then use the huge fire tornado spell.

#5
Ramza_1

Ramza_1
  • Members
  • 59 messages
Also, I understand why some people like shape shifting and arcane warrior, but I never cared for either very much myself.

#6
Felene

Felene
  • Members
  • 883 messages
I miss Force Barrier, why do they remove it?

#7
Davillo

Davillo
  • Members
  • 301 messages
I know what you are talking about even though DA:2 made casting and using spells fun for me I was missing the old spells and their effects. The sheer amount of spells in Origins for a mage was ridiculous and I loved it I could make the character any way I wanted and that went also for warriors and rogues. I wish I could play the old origins spells set with the new engine like for example using magic might, being an arcane warrior, playing with sustains all that stuff from the last game.

#8
cJohnOne

cJohnOne
  • Members
  • 2 425 messages
I think an instant win button spell is a bad idea.

#9
Ramza_1

Ramza_1
  • Members
  • 59 messages

cJohnOne wrote...

I think an instant win button spell is a bad idea.


What are you talking about?

#10
Realmzmaster

Realmzmaster
  • Members
  • 5 510 messages

Ramza_1 wrote...

cJohnOne wrote...

I think an instant win button spell is a bad idea.


What are you talking about?



I think he is refering to Mana Clash in the Spirit section. 

#11
PinkShoes

PinkShoes
  • Members
  • 1 268 messages
I miss a lot of spells but tbh what i miss the most in DA2 was the enermy mages didnt have the same spells as us also we never saw what effect a spell had on us so the dispel magic spell seemed pretty useless.

#12
Sylvius the Mad

Sylvius the Mad
  • Members
  • 24 126 messages
I missed Paralysis Explosion - that was a great spell combo, though I can see how it would have been horribly unbalanced without friendly fire.

#13
Guest_Puddi III_*

Guest_Puddi III_*
  • Guests
To be clear, the anti-magic line I was referring to is not the one with Mana Clash in it. It's the one with Spell Shield, Dispel, Anti-Magic Ward, and Anti-Magic Burst. I guess they can be useful versus mages, but they seem like a waste to me when there's Glyph of Neutralization (which has great prerequisite spells) and Mana Clash. Mana Clash has a couple of questionable prerequisite spells, but it's so good it's hard not to take anyway. Spell Might is OK for the spellpower boost.

Actually, looking at the description of Fireball and the Searing Fireball upgrade in DA2, apparently the people who wrote the descriptions expected Fireball to have a physical force effect. Dunno if that's a bug, or the left hand not knowing what the right hand is doing re: physical vs elemental force, or what.

#14
seraphymon

seraphymon
  • Members
  • 867 messages
well spell might was also a requirement for storm of the century soo...

and i thought fire was a huge downgrade in DA2, in every aspect. Even in the looks from when we saw the candle in the very beginning close up. Fire looked cheap and had like no force or lack of impact feel, unlike DAO.

#15
LegendaryBlade

LegendaryBlade
  • Members
  • 1 482 messages

Filament wrote...

I thought DAO had quite a few useless mage spells (Spell Bloom, Weakness, the whole anti-magic line, etc), whereas in DA2 most all of the spells have their uses.


I'm sorry. What?

Spell Bloom is a great buff, and I used it before every optional 'super fight' like section of the game. And the anti mage line had that spell that did damage to the enemy based on how much Mana they had, that spell is how I managed to get the 'Do a ****load of damage' acheivement.

Those are some of the better spells in the game.

#16
BanksHector

BanksHector
  • Members
  • 469 messages
I liked the spells in DAO more, but Mages was just so much more fun to play in DA2. I hope they take what worked for both to give them more spells and still keep them fun as heck to play.

#17
Guest_Puddi III_*

Guest_Puddi III_*
  • Guests

LegendaryBlade wrote...

Filament wrote...

I thought DAO had quite a few useless mage spells (Spell Bloom, Weakness, the whole anti-magic line, etc), whereas in DA2 most all of the spells have their uses.


I'm sorry. What?

Spell Bloom is a great buff, and I used it before every optional 'super fight' like section of the game. And the anti mage line had that spell that did damage to the enemy based on how much Mana they had, that spell is how I managed to get the 'Do a ****load of damage' acheivement.

Those are some of the better spells in the game.

In my experience it was a waste of time due to having a negligible effect on mana regeneration, barely enough to recoup the casting cost. And that's the second time someone has misunderstood which line the "anti-magic line" actually is.

#18
Dejajeva

Dejajeva
  • Members
  • 361 messages
People thought mages in DAo were overpowered, right? I've been replaying Origins and I can mostly like, throw firestorm in on a group, walk out the door, and by the time I come back, everyone's basically dead. I've not used Mana clash, is it more super powered than Firestorm?

#19
seraphymon

seraphymon
  • Members
  • 867 messages
i never thought Mages in DAO to be overpowered, not even arcane warriors.

As for mana clash its for a single enemey that has mana. It zaps all their mana and does dmg in proportion to their mana loss, so essentially enemies even bosses have soo much mana, that when you use mana clash it 1 shots them. Enemies including ones such as gaxkang, that is if its succesful and they dont resist it.

#20
Dejajeva

Dejajeva
  • Members
  • 361 messages
So Mana Clash isn't an AoE spell? I thought it was. No matter, I'll try to get it next time I play. :) Thanks for the reply.

#21
Guest_Puddi III_*

Guest_Puddi III_*
  • Guests
Mana clash does affect a wide area, which I know because I remember killing Marjolaine's mages on either side of the room with it.

I personally did find mages to be a bit overpowered, which the setting justifies, but which nonetheless is why I tried not to bring more than one mage around at a time (though when my Warden was a mage I often relented and brought Morrigan anyway). This probably contributed to my feeling of Spellbloom being worthless.

#22
seraphymon

seraphymon
  • Members
  • 867 messages
it does affect an area, from the the target, but since only mana people are affected by it it usually just kills 1 person.

#23
the_one_54321

the_one_54321
  • Members
  • 6 112 messages
Mages are arguably the most versatile class. Depending on what spell areas you focus on, they can fill any of the other roles, except for picking locks on sneaking. Battlefield management is best left up to spells in almost all cases. Well built mages in the party will run the game.

#24
elfdwarf

elfdwarf
  • Members
  • 810 messages
mana clash work on mages and demons

#25
deuce985

deuce985
  • Members
  • 3 572 messages
I'd definitely like to see spell variety in DA3. I don't really get why we got "less" in DA2.

I do think combo spells were done much better in DA2 though.