Mage specializations, Blood Magic and Game Play/Story Segregation
#1
Posté 26 septembre 2012 - 08:34
There's a lot of complaints about the Blood Magic specialization not being recognized by the characters in the game world. I'm wondering if it would be possible to not make Blood Magic a specialization, but rather a set of extra abilities similar to the abilities gained in Warden's Keep. That way, you would gain them through an in-world event, similar to how it happened in Origins. It wouldn't necessarily need to be balanced against the other specializations in this case either. You could instead choose to make Blood Magic as powerful as the story intends it to be instead of about as powerful as other specializations. It's power could instead be balanced with reactions from characters in the game. That way, the game wouldn't suffer from the rather horrible game play/story segregation which took place in DA2 and to a lesser extent in DA:O.
#2
Posté 26 septembre 2012 - 09:20
#3
Posté 26 septembre 2012 - 09:38
#4
Posté 26 septembre 2012 - 10:33
I support this approach.Xewaka wrote...
They addressed this point in a con panel: They've stated that they would like to (if time and budget allows) to give each specialization certain weight in how the world reacts to the character (possibly through a specialization-specific sidequest). They've also stated that the most likely way they could afford to give each specialization its own content is to make the character able to pick a single specialization, rather than two, so they can avoid the permutation issue (having to do a quest per spec combo triples the amount of content needed).
#5
Guest_FemaleMageFan_*
Posté 26 septembre 2012 - 10:54
Guest_FemaleMageFan_*
#6
Posté 26 septembre 2012 - 11:21
I'd gladly sacrifice a second spec for a more in-depth single spec.
Maybe my dreams of being recognized as a blood Mage in game will come to fruition in DA3.
I guess we'd have a damage focused spec, healing and support and then a hybrid/ melee.
#7
Posté 26 septembre 2012 - 12:18
Wulfram wrote...
If becoming a blood mage doesn't have a huge impact on the games story, it shouldn't be made available.
Also get rid of the divide between blood mage as it plays in-game and the codex. The codex tells us you can use blood magic to control or read minds, to summon demons, etc. Blood mages you see in Dragon Age can create cursed werewolves, extend their own life, even trap the soul of an Arch-Demon! Then you spec to blood mage and...nothing.
Blood mage characters should get to use the cool blood mage powers.
#8
Posté 26 septembre 2012 - 01:23
It would be a resource hog, but I would like them to become major story/mechanic choices. It should change the way you essentially play the class. The blood magic mechanic is actually one of the better ones imo. It makes another stat have a large importance, it has restrictions (on healing, which is in itself a major mechanic), and it has a lot of RP potential, even if the previous 2 games didn't do a good job of supporting it. If anything I would hold blood mage up as the one spec they should model the others off of. (Well, other than AW.)
Modifié par relhart, 26 septembre 2012 - 01:24 .
#9
Posté 26 septembre 2012 - 07:48
LookingGlass93 wrote...
Wulfram wrote...
If becoming a blood mage doesn't have a huge impact on the games story, it shouldn't be made available.
Also get rid of the divide between blood mage as it plays in-game and the codex. The codex tells us you can use blood magic to control or read minds, to summon demons, etc. Blood mages you see in Dragon Age can create cursed werewolves, extend their own life, even trap the soul of an Arch-Demon! Then you spec to blood mage and...nothing.
Blood mage characters should get to use the cool blood mage powers.
Thats the most annoying part of being a blood Mage to me (besides no one including the PC caring) the NPC blood mages get all of these really interesting powers, and then you get to like....hurt yourself for extra mana and stuff. If anything it should be the other way around.
#10
Posté 26 septembre 2012 - 07:53
I'd actually play a Blood Mage if they did something like that!Xewaka wrote...
They addressed this point in a con panel: They've stated that they would like to (if time and budget allows) to give each specialization certain weight in how the world reacts to the character (possibly through a specialization-specific sidequest). They've also stated that the most likely way they could afford to give each specialization its own content is to make the character able to pick a single specialization, rather than two, so they can avoid the permutation issue (having to do a quest per spec combo triples the amount of content needed).
#11
Posté 26 septembre 2012 - 07:54





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