Dare I ask: More magic?
#1
Posté 17 septembre 2012 - 06:09
While DA:O and DA2 both had plenty of magical moments in 'em.. I'm personally hoping that the diversity in magics will be increase upon. Though the list of current spells is awesome, by far, I still feel like there could be more to explore upon. Surely elemental magic can do more than just the typical spells? And blood magic.. In-game characters always made it sound so awesome; yet when the player used it was somewhat.. Disappointing (Compared to those in-game words, that is)
Would you prefer for more (and more diverse) skills in the game? (Melee skills as well, of course)
#2
Posté 17 septembre 2012 - 06:11
Modifié par King Cousland, 17 septembre 2012 - 06:13 .
#3
Posté 17 septembre 2012 - 06:12
As for blood magic I think it's important to remember that if the developers make it as awesome in practice as it is in lore, it's going to completely overshadow everything else and become the only viable build. There is such a thing as gameplay balance.
#4
Posté 17 septembre 2012 - 06:14
What might be interesting with magic specifically though thinking about it. Is that if we are going to end up kind of picking sides in this game. That maybe at least with magic the skills we can learn reflect the side of the conflict we end up on. One side could be more rigid and formal the other more hedge magic in nature and dipping more into the darker sides of magic. Perhaps with a couple story opportunities to dip into the other side a bit but keeping our primary focus.
Modifié par Reptillius, 17 septembre 2012 - 06:17 .
#5
Posté 17 septembre 2012 - 06:14
Darth Wraith wrote...
More skills and options on level-up is always a good thing. I hope they bring back skills (in addition to spells/talents) as well.
As for blood magic I think it's important to remember that if the developers make it as awesome in practice as it is in lore, it's going to completely overshadow everything else and become the only viable build. There is such a thing as gameplay balance.
Perhaps, but for me, that would defeat the purpose of roleplaying. I only use blood magic if it makes sense for my character to use it according to their personality and beliefs.
#6
Posté 18 janvier 2014 - 08:30
#7
Posté 18 janvier 2014 - 08:41
#8
Posté 18 janvier 2014 - 08:47
#9
Posté 18 janvier 2014 - 09:31
#10
Posté 18 janvier 2014 - 09:32
#11
Posté 18 janvier 2014 - 09:33
Modifié par Rotward, 18 janvier 2014 - 09:34 .
#12
Posté 18 janvier 2014 - 09:46
#13
Posté 18 janvier 2014 - 09:54
Fortunately it looks like DA:I is moving that way a little bit. It was said in the demo that the Templar's landing boats could be destroyed with Antivan fire or Fire Magic, and you also see later, Viviene cast an ice wall to create cover. The pessimist in me wants to expect no more than these two examples being used over-and-over, but you never know.
#14
Posté 18 janvier 2014 - 09:54
#15
Posté 18 janvier 2014 - 09:59
Rotward wrote...
Yea, the magic feels very limited. I don't think it's the magic system that's at fault though. Rather, there's very little opportunity to cast unique, prepared, or utility spells. When was the last time we saw a mage light a campfire, or prepare a ritual to bypass some ancient ward, or whatever? It's like magic is just an alternative to swords, most of the time.
Magic is an alternative to swords. A superior alternative. There's very little a game could do with magic that would be possible in an RPG.
#16
Posté 18 janvier 2014 - 10:03
http://nox.wikia.com/wiki/Wizard
http://nox.wikia.com/wiki/Conjure
http://nox.wikia.com/wiki/Warrior
this game belong to EA so there shouild be no problem
and it seems that they have already used harpoon for warrior
#17
Posté 18 janvier 2014 - 10:05
#18
Posté 18 janvier 2014 - 10:05
In Exile wrote...
Rotward wrote...
Yea, the magic feels very limited. I don't think it's the magic system that's at fault though. Rather, there's very little opportunity to cast unique, prepared, or utility spells. When was the last time we saw a mage light a campfire, or prepare a ritual to bypass some ancient ward, or whatever? It's like magic is just an alternative to swords, most of the time.
Magic is an alternative to swords. A superior alternative. There's very little a game could do with magic that would be possible in an RPG.
I'd point to the Quest for Glory games as an RPG/adventure hybrid that had a great use of stats, skills and utility (as well as combat) magic. But those games were not party-based.
#19
Posté 18 janvier 2014 - 10:07
Fast Jimmy wrote...
I'd point to the Quest for Glory games as an RPG/adventure hybrid that had a great use of stats, skills and utility (as well as combat) magic. But those games were not party-based.
I can't comment, having not played the series.
#20
Posté 18 janvier 2014 - 10:12
#21
Posté 18 janvier 2014 - 10:19
Nuloen wrote...
adding necromancy would be awesome
I second that!
#22
Posté 18 janvier 2014 - 10:23
in DA most magic is from Fade so its just illusion so it should not affect Thedasx-aizen-x wrote...
more spells that effect the environment
but blood magic,entrophy or rune magic (used by sandal) is from Thedas
maybe rune magic will not even weaken the Veil
Modifié par Nuloen, 18 janvier 2014 - 10:26 .
#23
Posté 18 janvier 2014 - 10:30
In Exile wrote...
Rotward wrote...
Yea, the magic feels very limited. I don't think it's the magic system that's at fault though. Rather, there's very little opportunity to cast unique, prepared, or utility spells. When was the last time we saw a mage light a campfire, or prepare a ritual to bypass some ancient ward, or whatever? It's like magic is just an alternative to swords, most of the time.
Magic is an alternative to swords. A superior alternative. There's very little a game could do with magic that would be possible in an RPG.
Magic isn't supposed to just be an alternative to melee though. It makes the idea of "Magic" feel flat and mundane, even more so than weapons, which often have interesting enchantment and crafting systems tied into them. The idea of Magic used outside of combat I think is the best step towards that.
And the Idea of it being "Superior" hasn't been true for quite some time. As I said before, just mechanically, Melee options have tons more variety and often tie greatly into other aspects of the game, like exploration. Magic is just "Level up, get new spell", how is that superior? If you're judgment of value and superiority is based solely on how much damage something is doing, you're doing it wrong.
#24
Posté 18 janvier 2014 - 10:39
Deflagratio wrote...
Magic isn't supposed to just be an alternative to melee though. It makes the idea of "Magic" feel flat and mundane, even more so than weapons, which often have interesting enchantment and crafting systems tied into them. The idea of Magic used outside of combat I think is the best step towards that.
For magic to work outside of combat, the game has to be designed around that. Using magic as a substitute for lockpicks is what makes it mundate and flat, IMO, not summoning a meteor from the sky to wipe out a whole platoon.
Melee options have tons more variety and often tie greatly into other aspects of the game, like exploration. Magic is just "Level up, get new spell", how is that superior? If you're judgment of value and superiority is based solely on how much damage something is doing, you're doing it wrong.
There are very few RPGs were something other that damage and AOE count. In fact, in most RPGs melee is reduced just to auto-attack whacking. It's only more recent cRPGs that even have melee mean something other than auto-attacking with caster-like special attacks.
Variety is worthless if there's a clear winning option.
Modifié par In Exile, 18 janvier 2014 - 10:39 .
#25
Posté 18 janvier 2014 - 10:44





Retour en haut






