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Limited Abilities/spells


63 réponses à ce sujet

#26
XX-Pyro

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Don't like the idea very much. I also think cooldowns are ridiculously dumb.

#27
MichaelStuart

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Emzamination wrote...

I... can't see any pros in this request. It seems like all you're asking is for mages to be nerfed just for more difficult gameplay. I'm not opposed to more difficulty, but I am opposed to nerfing classes just for the sake of it. But then again, I suppose you did say it should be optional, tho this is really more a job for a personal mod, than a game mechanic.


My suggestion would also effect warriors and rogues. Is it still nerfing if everyone is effected?

#28
MichaelStuart

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XX-Pyro wrote...

Don't like the idea very much. I also think cooldowns are ridiculously dumb.


Never liked cooldowns myself. Always seemed pointless to me.

#29
Emzamination

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MichaelStuart wrote...

Emzamination wrote...

I... can't see any pros in this request. It seems like all you're asking is for mages to be nerfed just for more difficult gameplay. I'm not opposed to more difficulty, but I am opposed to nerfing classes just for the sake of it. But then again, I suppose you did say it should be optional, tho this is really more a job for a personal mod, than a game mechanic.


My suggestion would also effect warriors and rogues. Is it still nerfing if everyone is effected?


Yes, it just means you're nerfing everyone. Nerfing means to make something detrimental or weaker.

#30
Abraham_uk

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XX-Pyro wrote...

Don't like the idea very much. I also think cooldowns are ridiculously dumb.



I don't like combing two magic systems.

I love the cooldown system.
I love the magic point system.

But combing them, is like combing curry and chocolate. Yuck!
Okay I exaggerate, but I hope I've made my point.

#31
MichaelStuart

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Emzamination wrote...

MichaelStuart wrote...

Emzamination wrote...

I... can't see any pros in this request. It seems like all you're asking is for mages to be nerfed just for more difficult gameplay. I'm not opposed to more difficulty, but I am opposed to nerfing classes just for the sake of it. But then again, I suppose you did say it should be optional, tho this is really more a job for a personal mod, than a game mechanic.


My suggestion would also effect warriors and rogues. Is it still nerfing if everyone is effected?


Yes, it just means you're nerfing everyone. Nerfing means to make something detrimental or weaker.


Thanks I've always wonder about that.

#32
Emzamination

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MichaelStuart wrote...

Emzamination wrote...

MichaelStuart wrote...

Emzamination wrote...

I... can't see any pros in this request. It seems like all you're asking is for mages to be nerfed just for more difficult gameplay. I'm not opposed to more difficulty, but I am opposed to nerfing classes just for the sake of it. But then again, I suppose you did say it should be optional, tho this is really more a job for a personal mod, than a game mechanic.


My suggestion would also effect warriors and rogues. Is it still nerfing if everyone is effected?


Yes, it just means you're nerfing everyone. Nerfing means to make something detrimental or weaker.


Thanks I've always wonder about that.


Np =]

#33
Gazardiel

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Funny, I had a college friend who also wanted to put more restrictions on magic use (such as a fail rate for all spells in D&D 3E, even for Magic Missile).

Choosing a set of spells before leaving town works well for high-roleplaying style games, where you can get XP and "defeat" enemies without necessarily killing them. It would be nice to see more options like that in some games (not necessarily DA) at some point, but nerfing damage dealing in high-throughput games doesn't fit. Would warriors get tired and run out of sword-swings?

#34
coldSnap

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please god no

#35
xXRazen

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XX-Pyro wrote...

Don't like the idea very much. I also think cooldowns are ridiculously dumb.


Can you explain why you think cooldowns are dumb?

#36
XX-Pyro

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xXRazen wrote...

XX-Pyro wrote...

Don't like the idea very much. I also think cooldowns are ridiculously dumb.


Can you explain why you think cooldowns are dumb?


After I cast a fireball, why can't I cast it again instantly if I have the mana? Did I somehow forget how to cast the spell? It makes no sense, and is a cheap limiting factor. Creating spell combos with unique effects is how you fix the problem of spamming spells, not silly cooldowns.

#37
Wulfram

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I wouldn't mind doing this for items, but I don't think it would be particularly good idea for spells and abilities.

#38
MichaelStuart

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Wulfram wrote...

I wouldn't mind doing this for items, but I don't think it would be particularly good idea for spells and abilities.


I fully support limited equipment.

#39
Guest_krul2k_*

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do you mean like guild wars? you have alot of skills/spells but you can only have like 4 or 5 on the hotbar at any giving time?

#40
MichaelStuart

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krul2k wrote...

do you mean like guild wars? you have alot of skills/spells but you can only have like 4 or 5 on the hotbar at any giving time?


I have never played Guild Wars, but if you can only change those abilities/spells at certain places, then yes, that's what I'm meaning.

#41
Guest_krul2k_*

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yeah you could only change your skill/spells out in "safe zones", i honestly liked it, it was different an made me think an plan ahead, for ppl liking the tactical side of things in DA this would probably add an enhance it tbh

#42
Guest_Raga_*

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I like both systems. Vancian style mages are more challenging to play (IMO) and work well in a game where you MUST use strategy or you will die. I think that's the strength of it. You can refit your mage as needed for each fight and aren't stuck with whatever spells you picked at level up. In DA if I pick nothing but fire spells I'm stuck with that and heaven forbid I meet a fire elemental or something. In BG, I can always go buy some ice spells and prepare differently for the fight.

The strength of the DA system is that mage's are more balanced in their power. A BG mage can be a force but once he's out of spells he's useless and helpless. In DA you can't refit, but you never become helpless either.

In short, I like both systems, but I don't think Vancian would work in DA unless the whole game got overhauled into a more traditional pause and play kind of format. 

Modifié par Ragabul the Ontarah, 16 janvier 2013 - 11:08 .


#43
freche

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Considering how magic has worked so far, it would be kind of a lore stretch to start limiting spells. If a mage have learned a spell he can cast it.
- Hey buddy, we need a fireball on that barricade or we will be squished by those 200 darkspawn chasing us.
- Erm, about that. Sorry, no can do.
- WHAT!? I saw you casting fireballs yesterday.
- Well, I decided that today I'm only going to cast Petrify.
- ... great...

And I agree with XX-Pyro on that cooldowns are dumb.

#44
Leoroc

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I think the original Everquest had the best system. You get eight spell slots and you can cast those eight spells as many times as you have mana. You can swap spells anytime between fights. It eliminates the need for having three or four hotbars in combat like SWTOR, or going to a bigger resolution to get a longer bar like DAO (boy was I glad to get a monitor that did 1920x1080).

It makes you think strategically for the different fights.

#45
Gibb_Shepard

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Blair Brown wrote...

Abraham_uk wrote...

The Opening Poster's idea reminds me of Vancian Casting system used in Baldur's Gate 1 & 2.

Check out this web page.



This is really hard to explain.
Anyway. Because of the Dragon Age lore, this kind of casting system cannot be implemented.

But perhaps in Bioware's new IP they might do something similiar.


For further explanation of what the Vancian casting system is, check out thisvideo.


That casting system is the reason i'm hesitating getting BG1/2 again.... hated it.


Completely agree with you man. It's exactly the reason i can't even finish BG2.

Modifié par Gibb_Shepard, 17 janvier 2013 - 12:27 .


#46
Giant ambush beetle

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I loved the way Baldurs Gate and Icewind Dale handled mages and spellcasting, the limited amount of spells made me spend time figuring out tactics for my mage, that way combat was a little more challenging and it felt more rewarding and tactical.

I think thats what I hate the most about modern RPG's, they have gotten so simple - especially mages and spellcasting - I hardly ever have to think about tactics or...anything in those games, just spam the most powerful spells your mage has and you're going to win, no strategy whatsoever even on higher difficulties.

#47
Pzykozis

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Vancian magic being mentioned just gives me shivers. I think games like Guild wars are enjoyable despite their choice of limited skills rather than because of it.

#48
Thibax

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Please, NO!
No limits for spells and talents. Why limits?
There are several magic schools and weapons styles and each one need a certain number of skills.
It's enough to resting and regain mana.
If I am a powerful mage why in the world I need to rest to change my spells to an adventure? It's ridiculous.
If we want more replay value, with less spells/talents more chances to create always the same characters.

We want freedom. No prison.

#49
Harle Cerulean

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I can't agree with this because frankly, it doesn't make sense. If your warrior knew how to execute a shield bash yesterday, they're not going to forget how today simply because you, the player, decided you didn't want to equip that ability. It's the same for any class: it just doesn't fit that they would be restricted from doing something they know how to do. For warriors and rogues limiting by equipment can make sense, to an extent - say you don't equip your warrior with a shield, then obviously, they're not going to be shield bashing anyone, even if they did yesterday. If you give your rogue a bow instead of a pair of daggers, they're going to have a hard time slitting throats.

But that falls through when it comes to mages, who don't need special equipment for any of their abilities - and they're not going to refuse to cast an ice or paralyze spell on an ogre that needs freezing because they (see: you, the player) decided they wanted to focus on casting fire today. that's not how magic works in Thedas - once a mage knows a spell, as long as they have mana to use it, they can use it. Changing that would change the world.

#50
Foolsfolly

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Blair Brown wrote...

Abraham_uk wrote...

The Opening Poster's idea reminds me of Vancian Casting system used in Baldur's Gate 1 & 2.

Check out this web page.



This is really hard to explain.
Anyway. Because of the Dragon Age lore, this kind of casting system cannot be implemented.

But perhaps in Bioware's new IP they might do something similiar.


For further explanation of what the Vancian casting system is, check out thisvideo.


That casting system is the reason i'm hesitating getting BG1/2 again.... hated it.


Amen.

When I tried BG2 a year or so ago that damn magic system was one of the many things that had me banging my head against a wall. I never felt comfortable with that system. The entire time I just wished it was like every other video game with magic.

Damn I hated that. Probably because I didn't grow up with it. I grew up with... well magic systems like Dragon Age.