Elemental Powers
#1
Posté 10 septembre 2013 - 02:36
#2
Guest_EntropicAngel_*
Posté 10 septembre 2013 - 02:39
Guest_EntropicAngel_*
And water is acceptable, but it's often too cumbersome.
#3
Posté 10 septembre 2013 - 02:46
#4
Posté 10 septembre 2013 - 02:47
Oversimplification...greekmonkey95 wrote...
Lightning and electricity are heat energy caused by friction...
#5
Posté 10 septembre 2013 - 02:47
#6
Guest_EntropicAngel_*
Posté 10 septembre 2013 - 02:48
Guest_EntropicAngel_*
greekmonkey95 wrote...
Lightning and electricity are heat energy caused by friction...
What? Electricity is electrons. Electrons are not fire.
#7
Posté 10 septembre 2013 - 03:07
#8
Posté 10 septembre 2013 - 03:17
#9
Posté 10 septembre 2013 - 03:24
#10
Guest_EntropicAngel_*
Posté 10 septembre 2013 - 03:37
Guest_EntropicAngel_*
Maria Caliban wrote...
If electrons exist in Thedas, I doubt anyone knows about them, so lightning could easily be classified as a form of fire.
I have trouble with that. Lightning + metal = BAD. This was something they mentioned in that first combat preview. While fire + metal=bad, but nothing like the former (Or electricity/lightning + water, though water has yet to debut in the DA series). They act very differently, not just on a molecular or micro level but very much so on a macro level too. I don't think they can be classified as the same, or extensions of one another.
#11
Posté 10 septembre 2013 - 04:28
#12
Posté 10 septembre 2013 - 04:58
#13
Posté 10 septembre 2013 - 05:03
#14
Posté 10 septembre 2013 - 05:09
greekmonkey95 wrote...
Metal could be a branch of earth
With metal they intended the armour of your enemy, not a spell.
I don't understand the need to unite fire and lightning, considering that you already said that they should out water with ice. Air spells should be incorporate in lightning branch.
Modifié par hhh89, 10 septembre 2013 - 05:11 .
#15
Posté 10 septembre 2013 - 06:19
It is because it comes from mana or blood, not electrons. Consuming lyrium will add mana, not using batteries
#16
Posté 10 septembre 2013 - 06:24
It would be very cool if you could manipulate existing masses of water, such as lakes or rivers, but I can imagine how difficult that would be to acomplish for something you would probably not be able to use very often. Perhaps if the game had mainly taken place at sea ...
Which would leave simply conjuring water. What would it do? Just more damaging spells? Spells that slow/immobilize?
#17
Posté 10 septembre 2013 - 06:40
They're not going to put lightning and fire together in the same branch of they're going DA2 route with elemental spells, because they have a similar function. Ice spells and earth spells have different functions, so they'd put them with fire and lightning.
Regardless, my hope is that they add more elemental spells in general.
#18
Posté 10 septembre 2013 - 06:45
Water wall, create wall of water that can block a path, absorb incoming attacks either physical or magic, slowing down whoever run through it
Water elemental, summon a powerful water elemental that immune to physical attack (physical attack run through it), it attack is firing jet of water that slow down enemy and give penalty to attack
Water surfing, summon water on any surface then surf on it, increase movement speed
Water cage, imprison enemy inside a water cage to drown them, similar like Crushing Prison, if the enemy survive when the spell wear off it give penalty to attack, defense and movement speed
Water Ball, shoot enemy with water ball, give physical damage, knock back and then penalty to movement speed
#19
Posté 10 septembre 2013 - 07:01
Wind shield, misdirect arrows attack on self especially, misdirect melee attack
Float, make enemy float in the air, unable to move and attack or defend (similar like KotOR)
Jump attack, wind helping to make jump attack
Wind surge, a compressed wind attack on it's path, enemies surround it blown away (like Archer Lance but bit difference)
Wind wall, a wall of wind that push enemy away
Tornado, enemies got trapped in a tornado, spinnng and hit everything, stunned if they survive
Modifié par Qistina, 10 septembre 2013 - 07:03 .
#20
Posté 10 septembre 2013 - 07:25
#21
Posté 10 septembre 2013 - 07:27
EntropicAngel wrote...
What? Lightning and electricity are a completely different thing from fire.
Don't tell the Firebenders that...
#22
Posté 10 septembre 2013 - 07:29
Invisibility under Spirit
Some Holy Spells as well
#23
Posté 10 septembre 2013 - 08:13
Qistina wrote...
Water shield, create shield from water, absorb fire damage, absorb physicl damage
Water wall, create wall of water that can block a path, absorb incoming attacks either physical or magic, slowing down whoever run through it
Water elemental, summon a powerful water elemental that immune to physical attack (physical attack run through it), it attack is firing jet of water that slow down enemy and give penalty to attack
Water surfing, summon water on any surface then surf on it, increase movement speed
Water cage, imprison enemy inside a water cage to drown them, similar like Crushing Prison, if the enemy survive when the spell wear off it give penalty to attack, defense and movement speed
Water Ball, shoot enemy with water ball, give physical damage, knock back and then penalty to movement speed
Qistina wrote...
Wind walking, increase movement speed
Wind shield, misdirect arrows attack on self especially, misdirect melee attack
Float, make enemy float in the air, unable to move and attack or defend (similar like KotOR)
Jump attack, wind helping to make jump attack
Wind surge, a compressed wind attack on it's path, enemies surround it blown away (like Archer Lance but bit difference)
Wind wall, a wall of wind that push enemy away
Tornado, enemies got trapped in a tornado, spinnng and hit everything, stunned if they survive
I certainly like the fluff from this. Just having more spells and more variety to choose from.
I still question whether it is worth it to be able to do the same thing with several different spells. We already have ways to slow the enemy (ice spells), increase movement speed (haste), protect yourself from damage, immobilizing them ... Using water on land feels redundant. It would be cool if you were out at sea or around actual bodies of water a lot, but that doesn't seem to be the case.
Wind, I could buy. At least spells that do a lot of knocking enemies back and around. Perhaps rendering ranged weapons useless.
#24
Posté 10 septembre 2013 - 08:22
Wind spells and already more likely, Mages already have a great variety of spells for differd surposes; for instance the effect of "Wind walking" can already be achived with a spell in the creation skill tree
#25
Posté 10 septembre 2013 - 09:19
eluvianix wrote...
I am all up for water. Any waterbenders out there?
^^
no - i don't want to need to carry around a lot of water in order to fight effectively (so fire, earth or air for me, if you go the avatar-road - but in DA you would not need that (ingredients for spells, that would ruin my day...and make mages a lot less appealing...i hope they never go that way!))
greetings LAX
ps: water? - yes please (want to send tidal-waves at the enemy, to push them back, unleash water-tentacles etc.





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