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Bigger Spells For DA"The Next Thing"


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#1
BioFan (Official)

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 In DA:O/Awakening, there were some pretty darn big spells, but even though "Varric exagerates", DA2 spells just looked puny in comparison. SO Bioware, cna we get some bigger spells for DA "the next thing"?
tell me what you guys felt about the spells


Inferno v.s. Fire Storm

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Blizzard V.S Cone of cold

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Tempest v.s. Tempest
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other large spells present in origons:

Deathcloud
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hand of winter
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thorn blades
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Modifié par Ericander77, 03 juin 2012 - 10:43 .


#2
Dakota Strider

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Disagree entirely. What we actually need are spells that are useful outside of combat. It makes no sense with all the schools of magic that are available, all we have are spells that can either hurt, protect or heal someone. There should be spells with other purposes.

Modifié par Dakota Strider, 04 juin 2012 - 03:55 .


#3
BioFan (Official)

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Dakota Strider wrote...

Disagree entirely. What we actually need are spells that are useful outside of combat. It makes so sense with all the schools of magic that are available, all we have are spells that can either hurt, protect or heal someone. There should be spells with other purposes.


i like that reasoning too

#4
PsychoBlonde

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Dakota Strider wrote...

Disagree entirely. What we actually need are spells that are useful outside of combat. It makes no sense with all the schools of magic that are available, all we have are spells that can either hurt, protect or heal someone. There should be spells with other purposes.


Like what?  Spells that produce food or a safe place to sleep?  Nobody sleeps or eats in these games.  There's no "resting" mechanic.  Spells that open locks or disarm traps?  Now you're stepping on rogue territory.  Spells that make you invisible or silent?  The only stealth in DA2 was in DLC.

Combat is THE gameplay mechanic in the series thus far.  There's no point in having non-combat abilities the way they have it set up now because there's nothing outside of combat for them to affect.  Granted you could have spells that give other conversation options, but they'd need something equivalent for rogues and warriors so all that would really change would be some cosmetics.

Here's the thing, also: the "big spells" in Origins were some of the least combat-effective.

I'd rather they focus on overall gameplay improvement (perhaps introducing new non-combat gameplay elements, perhaps not), and having spells/abilities that are interestingly complex to use effectively.  The size/impressiveness of the visual effect ain't all that important.

#5
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Dakota Strider wrote...

Disagree entirely. What we actually need are spells that are useful outside of combat. It makes no sense with all the schools of magic that are available, all we have are spells that can either hurt, protect or heal someone. There should be spells with other purposes.


Could you elaborate a bit more because I'm having a hard time coming up with a spell that's not useful and why it should be available. Oh, I know, the cookie spell!

Nevermind, Psychoblonde answered my question.

Modifié par PurebredCorn, 04 juin 2012 - 03:57 .


#6
AkiKishi

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Dakota Strider wrote...

Disagree entirely. What we actually need are spells that are useful outside of combat. It makes no sense with all the schools of magic that are available, all we have are spells that can either hurt, protect or heal someone. There should be spells with other purposes.


That just makes mages more overpowered than they already are.

#7
Reznore57

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I don't know , a cave with no light on , mages could use a spell to light the way , and non mages torches.
A blood mage could use mind control for information , a warrior could beat/use threat , a rogue could steal a document etc...

#8
Dakota Strider

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As requested, a rambling list, and partial explanation of how they could be used.  The only limit is imagination, or lack there of.

Some would be healing type of spells, that would be considered to have a casting time, that is not practical in combat, Remove Disease, Regenerate Health (this would work in a system where they remove all in combat regen for health, mana and fatigue; and greatly reduce the rate of out of combat regens. Using this spell quadruples health regen, while halfing mana regen). Remove Blindness/Deafness. This would be useful if they implemented a system that made injury kits much more difficult to make, acquire and use. Also, if traps were made to cripple and incapacitate as opposed to kill (because people will just reload if killed), having these type of recovery spells would be necessary. Restoration spells for the quicker recovery of Demon/"undead" attacks. Ability raising spells (temporary of course. This would be in the hopes that your ability scores come into play for more things than only combat. The game should be more than just conversation and combat. Although the right spells can help in diplomatic skills as well. It would also seem logical that some mage would have come up with some form of Dispel Magic, by now, that did not involve Blood Magic. And one reason for Dispel Magic, would be if the player had access to Glyphs and Wards to protect their homes, belongings, or campsites. And of course if the player has them, his opponents would too. Mending or Repair type spells for inanimate objects could surely have some use. There are many sort of Divination spells that could be used for various things. Some for detection, like detect life, or detect spirits/demons. A divination spell to find traps, should not remove them, but would be useful in a combat, when the rogue may be too busy to actually disarm the trap. Spells that may be restricted to Dalish elves, like speak with animals, or plants and Animal Friendship.

The use of spells should not be limited to only combat. I do not think people have this great fear of mages, just because of what they are capable of on the battlefields, nor because they might use Blood Magic or turn into abominations. Mages should have the use of magicks that allow them to accomplish things that are either impossible for the average person, or something that would require an average person to do a great deal of work. And apostate mages who wish to earn the good will of their neighbors, so not to be reported on, would also make use of spells to serve their community. It may be a pipe dream to hope that the DA team will suddenly start incorporating these principles, but it something Bioware has done in past games. It seems like in their attempt to "go forward" they are actually dropping things that make their game worlds more complete, and make players feel like they are actually in a living world, and not just a few cinematic conversations mixed in with arcade style combat.

I also do not believe this would make mages over-powered, but give them some use outside of combat.  As well as help install in them a reason for the respect the class deserves.  Mages are not my favorite class to play, regardless of how powerful they are.  But I think they are not being used to their full potential

Modifié par Dakota Strider, 04 juin 2012 - 04:20 .


#9
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Dakota Strider wrote...

As requested, a rambling list, and partial explanation of how they could be used.  The only limit is imagination, or lack there of.

Some would be healing type of spells, that would be considered to have a casting time, that is not practical in combat, Remove Disease, Regenerate Health (this would work in a system where they remove all in combat regen for health, mana and fatigue; and greatly reduce the rate of out of combat regens. Using this spell quadruples health regen, while halfing mana regen). Remove Blindness/Deafness. This would be useful if they implemented a system that made injury kits much more difficult to make, acquire and use. Also, if traps were made to cripple and incapacitate as opposed to kill (because people will just reload if killed), having these type of recovery spells would be necessary. Restoration spells for the quicker recovery of Demon/"undead" attacks. Ability raising spells (temporary of course. This would be in the hopes that your ability scores come into play for more things than only combat. The game should be more than just conversation and combat. Although the right spells can help in diplomatic skills as well. It would also seem logical that some mage would have come up with some form of Dispel Magic, by now, that did not involve Blood Magic. And one reason for Dispel Magic, would be if the player had access to Glyphs and Wards to protect their homes, belongings, or campsites. And of course if the player has them, his opponents would too. Mending or Repair type spells for inanimate objects could surely have some use. There are many sort of Divination spells that could be used for various things. Some for detection, like detect life, or detect spirits/demons. A divination spell to find traps, should not remove them, but would be useful in a combat, when the rogue may be too busy to actually disarm the trap. Spells that may be restricted to Dalish elves, like speak with animals, or plants and Animal Friendship.

The use of spells should not be limited to only combat. I do not think people have this great fear of mages, just because of what they are capable of on the battlefields, nor because they might use Blood Magic or turn into abominations. Mages should have the use of magicks that allow them to accomplish things that are either impossible for the average person, or something that would require an average person to do a great deal of work. And apostate mages who wish to earn the good will of their neighbors, so not to be reported on, would also make use of spells to serve their community. It may be a pipe dream to hope that the DA team will suddenly start incorporating these principles, but it something Bioware has done in past games. It seems like in their attempt to "go forward" they are actually dropping things that make their game worlds more complete, and make players feel like they are actually in a living world, and not just a few cinematic conversations mixed in with arcade style combat.

I also do not believe this would make mages over-powered, but give them some use outside of combat.  As well as help install in them a reason for the respect the class deserves.  Mages are not my favorite class to play, regardless of how powerful they are.  But I think they are not being used to their full potential


Although I didn't find mages to be overpowered in DA2, what you are suggesting would definitely make them so. Why would anyone even want to play any other class if the mage can basically do everything?

#10
AkiKishi

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PurebredCorn wrote...

Although I didn't find mages to be overpowered in DA2, what you are suggesting would definitely make them so. Why would anyone even want to play any other class if the mage can basically do everything?


That's basically the problem. In D&D (at least with PnP) it's somewhat mitigated by not being able to do things that often and having to choose one spell or another. In DA without any such restrictions is just overpowered.

#11
Dakota Strider

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PurebredCorn wrote...


Although I didn't find mages to be overpowered in DA2, what you are suggesting would definitely make them so. Why would anyone even want to play any other class if the mage can basically do everything?


One simple way, is to remove some of their power in combat.  A DA mage, is generally physically much more resilient than a D&D counterpart.  Perhaps DA is giving them far too many protective items, making them an equivelent to a warrior in full plate.  Making them weaker physically would make them more reliant on the other party members, and make people resist the urge to fill their party with mages. 

However, I really do not believe adding spells outside of combat would overpower a mage.  In many ways, they would be used to strengthen other party members, so it would be a symbiantic relationship/parthership.  And many of the things I have suggested are not impossible without magic, so a player would always have an option to use different methods. 

Modifié par Dakota Strider, 04 juin 2012 - 04:59 .


#12
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I think because in the DA universe there are no druids, clerics, or arcane rangers, and there are only mages it would feel a bit overpowered for one class to have all the powers you are suggesting. Personally, I would prefer to just focus on spells that do damage in combat.

And I do agree with the OP that the AoE spells in DA2 lost their spectacularness from Origins. Even the Force spells weren't as visually awesome as I would have expected.

Modifié par PurebredCorn, 04 juin 2012 - 05:19 .


#13
RinpocheSchnozberry

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If I have to so micromanage characters that I need to individually remove blindness, curses, poison, warts, muffin tops, pigeon toe, and the runs, then the magic system is totally broken. If there has to be a non-combat healing spells, then it should be "Restore" which removes all the afflictions on a character. But in that case... why not just use the medical packs like we see in DAO and DA2? Non combat healing spells are not worth it, nor are spells that cast light and detect anything but traps. I do not spend time clicking on a button every couple steps.

Now, was magic better in DAO? Yes. It was huge and sweeping. My best and most favorite mage was a pure AoE machine and I absolutely loved that character. The huge swirling clouds of death... the massive impact of my mage on the world around her... it was kick ass. The magic in DA2 was better animated I feel... Like the sweeping arc of ice or the way that the fireballs exploded. That was kick ass. I felt like my spells were part of the world more so than in DAO.