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Question about DA2...


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#1
BronzTrooper

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I got DA:O and Awakening a little while back and I'm planning on getting DA2 sometime soon.  I'm curious about the differences in combat and strategy the games.  I'm still getting used to the combat and micro-managing in DA:O (I use to play a lot of ME and I never really felt that micro-managing my squad was necessary so I let them do their thing) and I want to know how much changed.  I'm also curious about any non-plot related changes there are though the combat differences are more pressing to me at the moment.  I know a bit about DA2 thoughnot from first or second-hand experience.  All I know is that the combat changed as well as quite a few other things (which, apparently, upset a lot of fans) as well as the fact that you can only play as a human.  Anything you can tell me would really help.  Thanks!



Side note: Now that I think of it, the combat in DA:O reminds me of KOTOR, at least as far as the controls go.  Actually, I think it is close to identical.  Then again, I haven't played the game since I was, what?  7?  8?  It has been so long that I can't remind exactly.  If that's the case, then I guess I'm just readjusting to the combat.  I don't remember micro-managing my team unless we were really hard-pressed (such as that damn Rancor on Tatooine.  I always had to spam grenades on it from behind the corner of the hall that led to its pit until it died.  It always was a pain...).  Ah... I miss KOTOR... :unsure:

#2
Forst1999

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The core of the combat is very similar, but the game is much faster. The talent system was completly revamped, some stuff from DA:O is gone (like dual-wielding warriors, shape-shifters and arcane warriors). There are fewer kinds of potions and such.
The main difference comes from the enemies. There are A LOT of mooks that attack in waves. Enemy mages and assassins take you out extremely fast in some cases.
If you are playing a console version, you get a "move to" order in the wheel menu, so you can position your party much better than in DA:O.
Skills are gone, so crafting is much easier. Making traps isn't possible any longer. You can't change your companions armor, but everything else.

#3
BronzTrooper

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Forst1999 wrote...

The core of the combat is very similar, but the game is much faster. The talent system was completly revamped, some stuff from DA:O is gone (like dual-wielding warriors, shape-shifters and arcane warriors). There are fewer kinds of potions and such.
The main difference comes from the enemies. There are A LOT of mooks that attack in waves. Enemy mages and assassins take you out extremely fast in some cases.
If you are playing a console version, you get a "move to" order in the wheel menu, so you can position your party much better than in DA:O.
Skills are gone, so crafting is much easier. Making traps isn't possible any longer. You can't change your companions armor, but everything else.

Wow.  Well, that's a lot of changes.  I'm not to broken up about not being able to make traps because I never really touched that anyway.  Now, not being able to change the armor my companions wear reminds me of ME2.  Anything else?

#4
caradoc2000

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Tactics settings work surprisingly well for companions, which reduces the need for micromanagement (unless you play on nightmare difficulty which has friendly fire).

The wave combat makes tactical placement of your party members more difficult as the waves essentially appear out of thin air.

Crafting ingredients work a lot like the minerals in ME1. You need to find and tag the deposits after which they can be used for crafting (i.e. elfroots no longer appear in your inventory).

Also note that potions now have significant cooldowns (e.g. for health potion 30 secs).

#5
BronzTrooper

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Cooldowns for potions? Now that's just stupid. Well, at least I know in advance. How many companions can you recruit? What are their classes? You can give me names so I know who is who.

#6
caradoc2000

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Gamer072196 wrote...

Cooldowns for potions? Now that's just stupid. Well, at least I know in advance.

Also note that heal spell cooldown is now 40 secs (instead of 5).

How many companions can you recruit? What are their classes? You can give me names so I know who is who.

Anders - mage
Aveline - S&S warrior
Bethany - mage or Carver - 2H warrior
Fenris - 2H warrior
Isabela - dual-wielding rogue
Merrill - mage
Sebastian - archer rogue (with Exiled Prince DLC)
Varric - crossbow rogue

Modifié par caradoc2000, 21 octobre 2013 - 03:21 .


#7
Ribosome

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It's worth emphasizing the specifics of the companions' classes (two-handed, archer, dual-wield, etc.) because in DA2, your companions follow a single combat style instead of the way it worked in Origins where you could make Alistair or Leliana dual-wield, for example. So Aveline wouldn't have access to the two-handed talents. The mage companions don't follow too specific of a template, but some restrictions exist (Merrill can't learn creation spells, and Anders can't learn entropy spells).

Also, your companions don't get access to the same specializations that your main character can choose from. Instead, each of them have their own unique specialization tree that further capitalizes on their strengths.

Modifié par ViaNegativia, 21 octobre 2013 - 03:32 .


#8
Frostmourne86

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You could view your companions' specialization tree as a combination of several of the specialization trees that the Player Character can choose from.

#9
BronzTrooper

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Thanks. I didn't think that Anders would show up in DA2. So, who is better to have in your group for the majority of the game? I know that Anders is one of those because he is a healer, so who else? Let's assume S&S warrior...

Modifié par Gamer072196, 21 octobre 2013 - 07:07 .


#10
coldwetn0se

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Honestly, I would suggest taking all of them out for a spin. I have run with every combo of characters, and depending on your play style (or willingness to adjust or change it), you can make a case for every combo. Hell, my first play through I was a Rogue Archer who had a party of Fenris (2h), Aveline (S&S), and Varric (medieval equivalent of an AR...lol!). I rarely brought the mages on any quests. (btw, it had nothing to do with hating them, it was just that the play style I was using was well suited for this team, and was also relevant to how I was RPing that particular Hawke).

I have also run mage heavy, melee heavy, and balanced. They all can work. Let your RPing have some influence, and give all the companions a try, and see where you want to go from there.

Of course, this is merely advice.....play as you see fit, and have fun!

#11
caradoc2000

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Gamer072196 wrote...

Thanks. I didn't think that Anders would show up in DA2.

Two for the price of one - you get Justice as well.

So, who is better to have in your group for the majority of the game?

Depends on your class and playstyle. I think you are the only one who can answer that question.

#12
Ribosome

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Gamer072196 wrote...

Thanks. I didn't think that Anders would show up in DA2. So, who is better to have in your group for the majority of the game? I know that Anders is one of those because he is a healer, so who else? Let's assume S&S warrior...


If you care at all about the higher difficulties, what I've gathered from the various guides on the forums is that you want to minimize the number of melee companions you use due to friendly fire issues and the waves of enemies demanding that you use AoE talents. So S&S is nice to have for this reason. I don't play on NM and have no plans to do so, but someone else could easily explain this better than I can. 

Otherwise, just go for what you feel compliments your class (there are plenty of opportunities to experiment). Personally I prefer building Hawke into a healer mage just so I have more flexibility with companion combinations and don't feel obligated to drag Anders along with me at all times. 

Modifié par ViaNegativia, 21 octobre 2013 - 10:23 .


#13
BronzTrooper

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Ah, so any set can work if you play your cards right. In DA:O, I always found myself taking Alistair, Leliana, and Morrigan/Wynne with me (excluding my Elven mage. With her, I always brought Leliana and 2 warriors, though I most brought Alistair because I was RPing her and wanted her to bring Alistair so they could be closer). Unless there is anything else about the combat, I'd like to know what origins there are to choose from. Also, do you import old games? I ask because I'm not entirely sure...

#14
caradoc2000

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Gamer072196 wrote...

I'd like to know what origins there are to choose from.

There are no origins in DA2, it always begins the same way: you escaping the destruction of Lothering.

Also, do you import old games?

You can import your DAO save, but as you play a different protagonist, imports only affect the 'state of the world' and which side quests you will get (depending on your choices in DAO/DAA).

Modifié par caradoc2000, 22 octobre 2013 - 02:20 .


#15
BronzTrooper

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No origins? I'm disappointed...

And as for the imports, I kind of expected it to be like that if you could import. Anything else I should know?

#16
thats1evildude

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The key to combat in DA2 is cross-class combos., especially on the higher difficulty settings. You won't be able to use them until Level 7, but they become crucial later on.

#17
caradoc2000

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CCCs are only really needed on nightmare difficulty.

#18
thats1evildude

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They're pretty important on Hard too. Makes your life a lot easier.

#19
BronzTrooper

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Alright. Can I have some examples?

#20
caradoc2000

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http://dragonage.wik...ss-Class_Combos

#21
thats1evildude

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Another thing to keep in mind: I don't know if you played Awakening or were importing a save made after the end of DAO, but there's a bug that affect's Nathaniel's appearance in DA2. If he wasn't in the party when you faced the Mother, you won't get a quest associated with Nathaniel in Act 3. It doesn't matter what else you did - he has to be in the active party with the Warden.

#22
BronzTrooper

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thats1evildude wrote...

Another thing to keep in mind: I don't know if you played Awakening or were importing a save made after the end of DAO, but there's a bug that affect's Nathaniel's appearance in DA2. If he wasn't in the party when you faced the Mother, you won't get a quest associated with Nathaniel in Act 3. It doesn't matter what else you did - he has to be in the active party with the Warden.

Then I will have to bring him with me when I play through with my mages.  Won't be a problem with my other characters because I always bring a healer with me.  Just in case, is there anyway to fix it?

#23
caradoc2000

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Gamer072196 wrote...

Just in case, is there anyway to fix it?

Hang Nathaniel and be done with him. It is no less his father did to your family.

#24
Face of Evil

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Gamer072196 wrote...

Then I will have to bring him with me when I play through with my mages.  Won't be a problem with my other characters because I always bring a healer with me.  Just in case, is there anyway to fix it?


There is no way to fix this bug. If you want Nathaniel's Act 3 quest, he must be physically present at the end of Awakening when you face the Mother.

If you leave him at the Keep, even if it is fully upgraded, you will not get "Finding Nathaniel" and instead receive a different Act 2 quest.

Modifié par Face of Evil, 25 octobre 2013 - 08:52 .


#25
caradoc2000

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You do get the Fools Gold quest instead, so Nat is no big loss.