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Blood Magic, Gameplay, and The Inquisition


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#126
Xilizhra

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Whatever, I think it is a good way to flesh out the BM character from what it currently is.  Currently as a PC it isn't even as fully fleshed out as it is for NPCs, but fine keep the spec booring and without any actual depth.

Oh, I'm sure plenty of depth could be had. Mind control in conversation options, for instance.



#127
Uccio

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According to The World of Thedas, the more painful the sacrifice, the stronger the effect of the spell.  I imagine a foe or two would do for the draining of blood. That can't be pretty. 

 

 

Apparently that is a function added later to the lore. just to make it more "evil". I still play as blood mage in every game, friendly and kind.



#128
Jigglypuff

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I hope we have the power to turn people into abominations :wub:



#129
Roninbarista

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Apparently that is a function added later to the lore. just to make it more "evil". I still play as blood mage in every game, friendly and kind.



It's quite fearsome as a power.

#130
Veruin

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Apparently that is a function added later to the lore. just to make it more "evil". I still play as blood mage in every game, friendly and kind.

I believe it was added since Bioware wanted to establish, "This is our version of evil magic.  This magic is simply not the same branch of magic that you use willy nilly like you would the Primal or Creation trees." and players simply weren't seeing it.

 

Of course, that's just my theory.


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#131
CybAnt1

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Of course, I've never quite gotten why Entropy isn't seen as "evil," as well. It's kind of the "Warlock" school. Full of curses, plagues, hexes, and everything negative. (Although from a practical point of view, it's also the "Controller' school.) Entropy is the increase of chaos and disorder ... 

 

Though there is that one Spirit spell that drains energy from corpses ... that's kinda necromantic, too. 



#132
Roninbarista

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I believe it was added since Bioware wanted to establish, "This is our version of evil magic.  This magic is simply not the same branch of magic that you use willy nilly like you would the Primal or Creation trees." and players simply weren't seeing it.

 

Of course, that's just my theory.

 

I like the power it gave my mage, but at the same time I got to use it unscathed. I suppose redefining it was inevitable for Bioware. At least make it gruesome. 



#133
Palidane

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Of course, I've never quite gotten why Entropy isn't seen as "evil," as well. It's kind of the "Warlock" school. Full of curses, plagues, hexes, and everything negative. (Although from a practical point of view, it's also the "Controller' school.) Entropy is the increase of chaos and disorder ... 

 

Though there is that one Spirit spell that drains energy from corpses ... that's kinda necromantic, too. 

 

Gameplay and story segregation. People have expectations for a mage class, and one of those is being able to crowd control and stun people. They needed to make that possible without it being a massive, game-changing moral dilemma. Imagine if you had to sell your soul to a demon to wield axes instead of swords as a warrior.



#134
Roninbarista

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Of course, I've never quite gotten why Entropy isn't seen as "evil," as well. It's kind of the "Warlock" school. Full of curses, plagues, hexes, and everything negative. (Although from a practical point of view, it's also the "Controller' school.) Entropy is the increase of chaos and disorder ... 

 

Though there is that one Spirit spell that drains energy from corpses ... that's kinda necromantic, too. 

 

The entropy spells became my favorite. It was an experiment to try and uses spells I didn't previously for new playthroughs.  Entropy has the power to mess with people's heads. I think between them and spirit healers, the templars must have been on high alert on a regular basis. 



#135
Uccio

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I believe it was added since Bioware wanted to establish, "This is our version of evil magic.  This magic is simply not the same branch of magic that you use willy nilly like you would the Primal or Creation trees." and players simply weren't seeing it.
 
Of course, that's just my theory.


Probably, but I believe Bio got that wrong. Atleast I knew from the start what blood magic is supposed to be, I just was prepared to use it for good. It's part of the roleplaying, shades of grey (no, not that book :)). It's not black or white and frankly l find such approach extremely boring if that was Bio's intent.

#136
shodiswe

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Blood magic didn't seem powerful enough to make it worthwhile..... I certainly wouldn't use it..

 

Even if it had been legal I wouldn't have been a fan, now that it's illegal aswell it just seems like a whole lot of trouble for nothing.



#137
The Baconer

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Really, a random chance for your character to be possessed or to draw HP from your allies seems cheap and artificial. I think the potential to really maximize its power should be made available, but it should be up to the player how far they really want to go.



#138
Cainhurst Crow

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Apparently that is a function added later to the lore. just to make it more "evil". I still play as blood mage in every game, friendly and kind.


I don't really agree, I think it was established in DAO with jowan's ritual to send you or your companion into the fade. He needed to kill Arlessa in what appeared to be a highly painful way in order to fuel his spell. If it was just based on life energy and blood, he could have conversely just used multiple volunteers from the room and spread the effects enough to make them non-lethal or non-life threatening.
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#139
Anvos

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I believe it more has to do with the fact that removing the spirit from the body via death opens up life force that binds the spirit and the body, and possibly leaches some of the energy as a spirit passes beyond the fade.

 

Also Jowan is an apprentice mage who only learned blood magic from what he could gleam from the conceptual tomes Irving removes from the library shelves in the opening, so its doubtful he was at an advanced level of blood magic.



#140
renfrees

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The entropy spells became my favorite. It was an experiment to try and uses spells I didn't previously for new playthroughs.  Entropy has the power to mess with people's heads. I think between them and spirit healers, the templars must have been on high alert on a regular basis. 

I consider Entropy tree as canon for full support and anti-boss Mage. The only time i didn't run from Arishok was when i played BM+Entropy mage (BM wasn't really that useful, but it added nice HP pool to withstand his attempts), poor thing couldn't catch a breath. High dragon was also very pissed at being chopped down with frightening speed. Delicious.


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#141
Lotion Soronarr

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I don't give a damn if Merrill isn't more powerful, I just don't want to be forced to do things I wasn't intending to do. Do not seek to control my character's actions.

 

 

But that's exactly what demons are trying to do.

 

It's ironic.

The biggest proponents of blood-magic want it in the game and what it "done right" (UNLIMITED POWER!!!), but don't want the negative consequences.

 

They want those to be nuisances at worst.

Maybe if a demon tries to posses you, we can have a  tug-of-war minigame that even a 2-yer old can with with his eyes closed?

If you'd want to TRULY model blood magic, you'd have random attacks from a demon who's sucess would depend on your current mental state (which ironicly isn't modeled at all) and it's power (which would be random).

 

You got drunk? Penalty to resist possesion.

Something shocking/tragic happened? Penalty.

Didn't get enough sleep? Penalty.

Area with thin veil? Penalty.

High willpower? buff.

Etc..

 

That would mean that a bad roll = game over. As it should. And you'd have to re-load.

 

But we can't have that, people would scream bloody murder

 

 


Really, a random chance for your character to be possessed or to draw HP from your allies seems cheap and artificial. I think the potential to really maximize its power should be made available, but it should be up to the player how far they really want to go.

 

Other way around.

It is cheap not to have it.

Granting the PC (and his party) total immunity to the danger the rest of the world faces is cheap, and presetns a skewed view at the danger of magic.


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#142
Xilizhra

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If you'd want to TRULY model blood magic, you'd have random attacks from a demon who's sucess would depend on your current mental state (which ironicly isn't modeled at all) and it's power (which would be random).

Only if you tried to summon demons, which I wouldn't implement as a PC spell because it's almost universally a bloody stupid idea.



#143
Cainhurst Crow

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Lotion Soronarr, nothing you suggested follows the canon of blood magic, and is more about being a mage in general. And since the devs have stated in the past how shitty the possession mechanic was in their alpha builds of previous dragon age games, I doubt we'll see it incorporated.

#144
The Baconer

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Other way around.

It is cheap not to have it.

Granting the PC (and his party) total immunity to the danger the rest of the world faces is cheap, and presetns a skewed view at the danger of magic.

 

I didn't say anything about total immunity. If people want a better understanding of the blood mage "experience", I don't see how condensing it to just another stat or dice-roll would make it any less cheap or video-gamey than it already is.

 

As I said, I think the true extent of the power (and thus the consequences) should be governed by the player. After all, wouldn't the supposition that "the power of Blood Magic corrupts" carry more gravity if you, the player, were to prove it correct through your own actions?



#145
Roninbarista

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I consider Entropy tree as canon for full support and anti-boss Mage. The only time i didn't run from Arishok was when i played BM+Entropy mage (BM wasn't really that useful, but it added nice HP pool to withstand his attempts), poor thing couldn't catch a breath. High dragon was also very pissed at being chopped down with frightening speed. Delicious.

 

In game I wonder how entropy mages are looked upon, considering they have the power to influence thoughts (horror and walking nightmare). 

 

My understanding is Circle mages that are spirit healers are observed closely by templars for their stronger connection to the fade.

 

Haven't combined it with the blood mage with entropy, but that sounds like a badass combo.  



#146
renfrees

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In game I wonder how entropy mages are looked upon, considering they have the power to influence thoughts (horror and walking nightmare). 

 

My understanding is Circle mages that are spirit healers are observed closely by templars for their stronger connection to the fade.

 

Haven't combined it with the blood mage with entropy, but that sounds like a badass combo.  

Its more of a supportive combo for your physical damage dealers, as both schools are focused on lowering enemy's dmg resistance and armor in addition to weakening/control. One Whirlwind/Scythe/Archer Lance clears an entire field under Entropic Cloud and Hemorrhage (which both provide an additional crowd-control), while Nightmare and Hexes provide great single-target damage and control.


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#147
KaiserShep

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But that's exactly what demons are trying to do.

 

It's ironic.

The biggest proponents of blood-magic want it in the game and what it "done right" (UNLIMITED POWER!!!), but don't want the negative consequences.

 

They want those to be nuisances at worst.

Maybe if a demon tries to posses you, we can have a  tug-of-war minigame that even a 2-yer old can with with his eyes closed?

If you'd want to TRULY model blood magic, you'd have random attacks from a demon who's sucess would depend on your current mental state (which ironicly isn't modeled at all) and it's power (which would be random).

 

You got drunk? Penalty to resist possesion.

Something shocking/tragic happened? Penalty.

Didn't get enough sleep? Penalty.

Area with thin veil? Penalty.

High willpower? buff.

Etc..

 

That would mean that a bad roll = game over. As it should. And you'd have to re-load.

 

But we can't have that, people would scream bloody murder

 

 

 

 

Other way around.

It is cheap not to have it.

Granting the PC (and his party) total immunity to the danger the rest of the world faces is cheap, and presetns a skewed view at the danger of magic.

 

I can see something like this, but unfortunately, turning a specialization into a game-over minefield could prove to be more trouble than it's worth.



#148
Roninbarista

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Its more of a supportive combo for your physical damage dealers, as both schools are focused on lowering enemy's dmg resistance and armor in addition to weakening/control. One Whirlwind/Scythe/Archer Lance clears an entire field under Entropic Cloud and Hemorrhage (which both provide an additional crowd-control), while Nightmare and Hexes provide great single-target damage and control.

 

Gotcha. I like this option as it is a different way to play the mage for me. Usually it's entropy, and elemental attacks.



#149
Lotion Soronarr

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Only if you tried to summon demons, which I wouldn't implement as a PC spell because it's almost universally a bloody stupid idea.

 

Because demons only try to posses mages during summoning, right?

 

Leave it to Xil to completely ignore/handwave the dangers of magic.



#150
Innsmouth Dweller

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Blood magic should be OP. Chantry wouldn't be scared of it if the only danger was some mages going emo (yeah, i went there) instead of drinking lyrium potions. But there should be a catch - as Lotion Soronarr said, demons attacking blood mage, maybe penalties in certain areas. Maybe some kind of minigame/mini dungeon in Fade when PC after major quests (something annoying/boring like the Fade part in Origins). Or even some of quests shouldn't be avaiable because NPCs would attack PC instantly. And it would be nice if companions actually noticed you slitting wrists in fight and said something (I cannot imagine a blood mage romancing Cassandra)