Well I think your idea would be cool too, in its own way. (basically just like any other spell, then, except with cool animations) But the day I can play a bear who spits fireballs and breathes frost is the day my life is complete.finalcabbage wrote...
Casting spells in animal form sounds a bit odd, but you could add benefits to certain spells, or even new spells, depending on the form. Bears with magic hats that get a bonus to defensive buffs? Could work, but I'd rather have a really cool animation that ruins mooks at short range.
Viable Shapeshifting
#26
Guest_Puddi III_*
Posté 08 octobre 2012 - 06:00
Guest_Puddi III_*
#27
Posté 08 octobre 2012 - 06:11
I'd also like to see humanoid versions of the form. What I mean by that is the option to instead of turning into a wolf you turn into a creature that's more like a werewolf. Instead of turning into a bear you turn into a werebear type creature. Instead of turning into a drake (because drake/dragon form should be available) you turn into some sort of human/dragon hybrid creature.
#28
Posté 08 octobre 2012 - 11:53
#29
Posté 08 octobre 2012 - 01:11
channeling spirits (like the spirit-healer does, but for attack, defense etc. would be nifty, too!)
greetings LAX
#30
Posté 08 octobre 2012 - 01:42
I still play Hordes of the Underdark a lot, Neverwinter Nights expansion, and my latest character was probably my 6th or 7th Shifter and having to ability to turn into some of the most powerful monsters in the game is still fulfilling and totally awesome.
Problem with Origins was the fact that Shape-Shifting kind of got shafted. The forms were weak, with limited abilities and poor auto attack damage, the scaling was broken which only nerfed damage further, and the forms were so... Unimaginative. Spider, Wolf, Bear... Really?
This franchise has Dragons, Drakes, Arcane Horrors, Golems, Revenants, Shades, Ghouls, Wyverns, Ogres and Treants(and Werewolves), and Bioware choose basic animal forms for shape shifting...? *Facepalm*
It would be an incredible specialization if a little more effort and imagination went into it.
Modifié par Sylvanpyxie, 08 octobre 2012 - 01:52 .
#31
Guest_PurebredCorn_*
Posté 08 octobre 2012 - 01:47
Guest_PurebredCorn_*
finalcabbage wrote...
Lots of disscussion of things people would like to see in DA3. I would like to see shapeshifting revisited in a way that makes it super awesome. It would be cool if a shapeshifting mage simply turned into an animal for a short duration in order to achieve a specific effect. A mage might morph into a huge bear and do a large amount of melee damage to all surrounding enemies. This way the mage would only be an animal for the duration of the attack's animation instead of a sustained ability that removes spell casting.
Another idea might be turning into a wolf in order to shred a single target and make all surrounding enemies flee. A spider could overwhelm one enemy and poison others. The point would be to give a mage the ability to handle close combat with a super cool ability that comes with a fancy animation but doesn't make the mage worthless.
Anyway, that's my suggestion. Can't wait for this game!
I like your idea, finalcabbage.
#32
Posté 08 octobre 2012 - 02:53
#33
Posté 08 octobre 2012 - 03:36
Doing sustained shapeshifting on the other hand tends to have major balance issues.
You can't have mages being able to become capable of outfighting the fighter at the wave of a hand, but if they're too much weak then shapeshifting starts to look pointless.
Logically you'd expect shapeshifting to overwrite physical stats, but allowing that tends to cause major balance issues too.
Shapeshifting should allow you to fly, but allowing that really isn't practical unless the game is already written to assume you can fly.
#34
Posté 08 octobre 2012 - 04:12
Self: Mana or stamina >= 50% | Deactivate Mode: Shapeshift (some creature)
Self: Mana or stamina =< 10% | Activate Mode: Shapeshift (some creature)
That way the mage could auto-attack in shapeshifted form until enough mana has come back. At that point, they'd revert to human form to cast their devastating spells.
The problem with that is how we only have place for mana -or- stamina on the UI. Unless that design paradigm is changed, this would disable us from having any abilities while in shapeshifted form.
#35
Posté 08 octobre 2012 - 04:20
KiddDaBeauty wrote...
The problem with that is how we only have place for mana -or- stamina on the UI. Unless that design paradigm is changed, this would disable us from having any abilities while in shapeshifted form.
Or the abilities could not use up any stamina/mana. Of course that could be difficult to keep balanced, but it could work. Give them a long enough cooldown that you'd be better off shifting back to human rather than waiting it out, maybe.
Modifié par Wulfram, 08 octobre 2012 - 04:21 .
#36
Posté 08 octobre 2012 - 04:32
#37
Posté 08 octobre 2012 - 04:57
#38
Posté 08 octobre 2012 - 05:29
#39
Posté 08 octobre 2012 - 05:33
#40
Posté 08 octobre 2012 - 06:03
Atlanth wrote...
It would also be really cool if shapeshifting would somehow affect questlines. Like, if you are a shapeshifter and have to infiltrate the Circle or something, then you could turn into a raven and do so as an alternative way instead of fighting your way through or persuading the templars to let you in. Come to think of it, something like that would be really cool for any specialization.
Yes, that would be great indeed - to have you be able to use class specific skills to solve questlines in unique ways.
Somehow I suspect though that implementing that would be more work than they can afford.
#41
Posté 08 octobre 2012 - 06:38
Swordfishtrombone wrote...
Atlanth wrote...
It would also be really cool if shapeshifting would somehow affect questlines. Like, if you are a shapeshifter and have to infiltrate the Circle or something, then you could turn into a raven and do so as an alternative way instead of fighting your way through or persuading the templars to let you in. Come to think of it, something like that would be really cool for any specialization.
Yes, that would be great indeed - to have you be able to use class specific skills to solve questlines in unique ways.
Somehow I suspect though that implementing that would be more work than they can afford.
You think? Some of the other games do it too and it would make any future game more attractive. Besides, I do not think it would be that much more work. Would be great if some of the devs told us if it's feasible at least...
#42
Posté 08 octobre 2012 - 06:42
#43
Posté 08 octobre 2012 - 11:08
#44
Posté 26 octobre 2013 - 01:32
#45
Posté 26 octobre 2013 - 01:36
#46
Posté 27 octobre 2013 - 12:41
Combat Tweaks allowed sustainable spells like Spell Shield to stay up while running around as a spider.
Extended Shapeshifting had much better forms that were granted once the PC killed a certain number of darkspawn and Bosses to win the Ogre shape.
#47
Posté 27 octobre 2013 - 02:03
In that, we should make it more dynamic and interesting with in game consequences.
Once we started the specialization questline, we will be a single spell called Analyze and a ritual.
Now in order to, say unlock wolf form, we have to :-
1) Cast the Analyze spell on sufficient number of live wolves. Analyze is a spell that allows the player to analyze the wolf, its form, how it acts & move. Naturally, this cannot be dones in one go so multiple casting on different types of wolves is required
2)Harvest the essence of a wolf. By this I mean harvest a wolf's pelt and its heart and use it in for the ritual you have been given.
& voila ! You have unlocked a shapeshifting form.
In order to level up you just use the form a lot. In other words, you will be a better wolf if you exist and fight as a wolf longer.
This applies to any and all animals in Thedas. This process varies depending on the creature you wish to shapeshift into. For example, it will be harder if you want to unlock dragon form / drake form as opposed to bear form.
This means the player has a free reign in choosing what they wish to shapeshift into.
Obviously the shapeshifting questline will involve you having to learn some basic forms such as wolf and mouse. The others the player can discover for themselves.
Also, shapeshifting attributes are determind by magic & willpower instead of strength, constitution & dexterity. It only makes sense. Additionally, each form gives both a passive and active boost to the character. Mouse form increases dexterity and allows you to be stealthy. Bear form increases you strength and armor. Insect Swarm form increases missile deflection and nature and poison resistance, etc.
Each and every form will have its own pros and cons. That way each and every form will have its relevance. One will not be fully better than another. Say if we can shapeshift into a sylvan, we get massive boost to nature resistance, armor and attack but we get a malus to fire resistance since sylvans are vulnerable to fire. By contrast mouse form is very weak to all forms of attack but you gain a high level of stealth which allows you to sneak and scout an area. If we can shapeshift into dragons, we will still have some form of weakness like weakness to frost and some malus to missle deflection because its a dragon, a damn big target which can be hit easily by bows but we get massive melee boost, fire abilities, stun roar, etc.
Furthermore, for each form you learn you get a resistance from their attacks and some will not attack you. Say if you have mastered the wolf form, you gain resistance from wolf attacks and low level wolves recognize you as their kin / acknowlege you so they will not attack you.
This way, each specialization is unique, it is up to the player to unlock what specialization they choose, it is up to them to upgrade which one they choose, each specialization has its own pros and cons and each is powerful in its own way.
Modifié par The Sin, 27 octobre 2013 - 02:04 .





Retour en haut







