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The magical visuals of warrior/rogue abilities


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#151
In Exile

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Too fast and too much Awesome Button™. I guess a bit of realism is too much to ask for when it comes to warriors and rogues.

 

Their animations can be realistic when their flesh melts when set on fire or their noses break when hit once with a shield, how about that?


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#152
ManOfSteel

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But what do I know? I'm just a billionaire ninja-detective with severe childhood trauma.

You reveal too much...


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#153
Guest_TheDarkKnightReturns_*

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You reveal too much...

 

What, you jelly you work off of a reporter's salary? I bet if you were a billionaire ninja-detective instead of an alien you'd want to tell as many people as possible Clark.


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#154
Maraas

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Why wouldn't a small logo (or symbol) be as effective?

Same reason why it's easier to notice a neon sign than a plain billboard. Especially when there's a lot of neon around. )) Between the magical effects and rich palette of the game a small logo is only slightly better than textlog.

#155
Eternal Phoenix

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Same reason why it's easier to notice a neon sign than a plain billboard. Especially when there's a lot of neon around. )) Between the magical effects and rich palette of the game a small logo is only slightly better than textlog.

 

Depends on the sizing of the symbols. It worked fine in Dark Souls:

 

SnrFd.png

 

Besides, I don't really see how having huge blue trails of light surrounding the Inquisitor's as he charges is meant to convey anything. It's just there for visual eye-candy and it's too much. This was the initial discussion point.

 

 

i don't understand. it's different game if you like DD that much why not play it again. please let DA be DA.

 
Exactly, you don't understand. :rolleyes: I don't want Inquisition to be Dragon's Dogma. Besides, Dragon Age started with more realistic visuals for warriors until Dragon Age 2 changed it, so I should be the one saying "please let DA be DA" because of how Bioware is turning the combat visuals into something reminiscent of a MMO with flashy abilities. I think you misunderstand the point of this topic too, it's my opinion (an opinion shared by others). It's not like I'm forcing it down people's throats or threatening Bioware as I'm still buying the game regardless. I think they've done a fantastic job with everything else.
 


#156
Maraas

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Besides, Dragon Age started with more realistic visuals for warriors until Dragon Age 2

It really didn't. Overstrained isn't better than over-the-top and certainly not "more realistic".
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#157
Eternal Phoenix

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It really didn't. Overstrained isn't better than over-the-top and certainly not "more realistic".

 

I don't see how an overstrained strike is somehow less realistic than jumping 7ft into the air to deliver a blow to the ground that hits multiple enemies and sends out a shockwave. That's what the mighty blow was replaced with in DA2.

 

 

 

One of the definitions of "realistic" is "representing things in a way that is accurate and true to life" and Origins did that with the mighty blow. Slow or not, it represented what a strike should look like. The DA2 version didn't.

 

​Okay, Origins may have suffered from overstrained animations but making weapons weightless didn't solve that problem, in fact it created a new one. I do think you've misunderstood my point on Origins though. When I referred to it, it was to point out that magical visuals didn't accompany most of the warrior attacks in Origins and that that's the aesthetic Inquisition should have went with whilst still using the same animations (which are achievable as DD showed). Adding an unneeded visual effect just makes it look too over-done.


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#158
BioFan (Official)

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It could be a mage ability that improves stats for the party? 



#159
Gannayev of Dreams

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I think they've found a happy medium between the first and second games.  DA:I combat hasn't bothered me in the least by anything seen thus far.



#160
Maraas

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I don't see how an overstrained strike is somehow less realistic than jumping 7ft into the air to deliver a blow to the ground that hits multiple enemies and sends out a shockwave.

I meant not so much talents as combat as a whole. Here is what a regular sword strike looks like in DAO. It's even worse for the two-handed weapons. It's not "accurate and true to life", unless we're talking swordplay under water. I can see why they decided to pump it up for DA2.

 

But I agree that lack of inertia and weight is not a solution. The thing is, speed and weight aren't mutually exclusive (as DAO and DA2 would have you believe), DAI seems to have both and is better for it:

tumblr_n7hnj4CyK21rsntc8o1_500.gif

Okay, Origins may have suffered from overstrained animations but making weapons weightless didn't solve that problem, in fact it created a new one. I do think you've misunderstood my point on Origins though. When I referred to it, it was to point out that magical visuals didn't accompany most of the warrior attacks in Origins and that that's the aesthetic Inquisition should have went with whilst still using the same animations (which are achievable as DD showed). Adding an unneeded visual effect just makes it look too over-done.

I agree on all accounts except "unneeded", but I think we've reached a stalemate here. ))

 

Just to clarify, though: from what I've seen of Dark Souls (I haven't actually played it, so take it with a grain of salt) it's not so flashy overall. In DAI combat there's a lot of sparky things going on. )) Having your warrior glow while charging really helps to know at first glance if they're using specific talent or just engaging. Because there's many characters on screen at the same time and many things happening all at once—and all of it sparkles and glows and shines. Weapon trails, fireworks fireballs, dragon breath, ice and lightning and other spells, various combinations of different talents—you either go completely different way and remove all this stuff altogether or might as well make warriors glow, too. Just so you could see what they're doing in all that lightshow. ))

 

It's why developers add these obnoxious effects in the first place—to make things stand out. I mentioned earlier one of my favourite games, Severance. Note the flashy bits, if you will:

Spoiler

Are those effect really necessary? Each combo is really distinct and you can easily tell them apart by animation alone, without red and yellow glow. And yet. Our brains are just wired this way: it's why we use smilies and text colour and so on to emphasize the meaning of a message, to make sure that the other will notice.

 

It's not obligatory, of course, but it works and works well. Reason enough to make a game using this quirk of human nature. ))


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#161
Wulfram

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Maybe there'll be a de-sparkle mod.



#162
TurretSyndrome

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Maybe there'll be a de-sparkle mod.

 

Definitely going to be on the lookout for one. Wanna play Dragon Age: Inquisition not Dragon Age: infamous second son.



#163
Eternal Phoenix

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I meant not so much talents as combat as a whole. Here is what a regular sword strike looks like in DAO. It's even worse for the two-handed weapons. It's not "accurate and true to life", unless we're talking swordplay under water. I can see why they decided to pump it up for DA2.
 
But I agree that lack of inertia and weight is not a solution. The thing is, speed and weight aren't mutually exclusive (as DAO and DA2 would have you believe), DAI seems to have both and is better for it:
tumblr_n7hnj4CyK21rsntc8o1_500.gif

I agree on all accounts except "unneeded", but I think we've reached a stalemate here. ))
 
Just to clarify, though: from what I've seen of Dark Souls (I haven't actually played it, so take it with a grain of salt) it's not so flashy overall. In DAI combat there's a lot of sparky things going on. )) Having your warrior glow while charging really helps to know at first glance if they're using specific talent or just engaging. Because there's many characters on screen at the same time and many things happening all at once—and all of it sparkles and glows and shines. Weapon trails, fireworks fireballs, dragon breath, ice and lightning and other spells, various combinations of different talents—you either go completely different way and remove all this stuff altogether or might as well make warriors glow, too. Just so you could see what they're doing in all that lightshow. ))
 
It's why developers add these obnoxious effects in the first place—to make things stand out. I mentioned earlier one of my favourite games, Severance. Note the flashy bits, if you will:

Spoiler

Are those effect really necessary? Each combo is really distinct and you can easily tell them apart by animation alone, without red and yellow glow. And yet. Our brains are just wired this way: it's why we use smilies and text colour and so on to emphasize the meaning of a message, to make sure that the other will notice.
 
It's not obligatory, of course, but it works and works well. Reason enough to make a game using this quirk of human nature. ))


I agree on your points with Origins. I think there were a great deal of people who thought the animation and general speed should be changed which is what Bioware did with DA2 (but they over-did it by making everything too fast). Inquisition's regular attacks seem to be a perfect middle ground.
 
I agree on the animations but I think you can have glows and weapon trails without over doing it. Severance isn't too flashy with its abilities. In fact its combos remind me of Knights of the Temple:

 

 

The player in this video performs special abilities which are accompanied by different color weapon trails but no flashy effects.

 

I see your point, however, where these effects can quickly convey what abilities are in use and how this could help in tactical mode (so you can instantly see what abilities your party members are performing) although IMO Origins did the same thing by having the name of the skill above the companion's head and it worked just as well.


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#164
In Exile

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I don't see how an overstrained strike is somehow less realistic than jumping 7ft into the air to deliver a blow to the ground that hits multiple enemies and sends out a shockwave. That's what the mighty blow was replaced with in DA2.

 

 

 

One of the definitions of "realistic" is "representing things in a way that is accurate and true to life" and Origins did that with the mighty blow. Slow or not, it represented what a strike should look like. The DA2 version didn't.

 

​Okay, Origins may have suffered from overstrained animations but making weapons weightless didn't solve that problem, in fact it created a new one. I do think you've misunderstood my point on Origins though. When I referred to it, it was to point out that magical visuals didn't accompany most of the warrior attacks in Origins and that that's the aesthetic Inquisition should have went with whilst still using the same animations (which are achievable as DD showed). Adding an unneeded visual effect just makes it look too over-done.

 

DA:O used 2H swords comically wrong. It used shields comically wrong, essentially having the character attack in the way that made them most vulnerable to enemy swings. DA:O also had effects that made you glow like a Christmas tree. 



#165
Rawgrim

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The two-handed style was way too slow in DA:O, absolutely. Making it slow for characters with a low Str score, would be cool. and faster if their Str was high.



#166
Eternal Phoenix

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DA:O used 2H swords comically wrong. It used shields comically wrong, essentially having the character attack in the way that made them most vulnerable to enemy swings. DA:O also had effects that made you glow like a Christmas tree. 

 

maxresdefault.jpg

 

Seems pretty vulnerable there to me too.



#167
n7stormrunner

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people. we're talking about game were a block is a mystery even to demigod master swordsman. if you want realistic swordsmanship your in the wrong series I would think this would have been made clear by now. more so in half the people asking for it have no clue what it actually looks like. and bad news friends it's closer to da: 2 which isn't to say da: 2 is anywhere near close.

 

just repeat "it's a fantasy game" til you unclench. just assume whatever magic that lets half naked rogues take a fireball to the face.makes things glow randomly.same 



#168
Schreckstoff

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I hope that's the case. It seemed a bit too much IMO.

If it's to do with being buffed with magic then I guess that only leaves the mighty blow and Sera's teleportation which aren't as bad if you ask me. Though I still find the idea of teleportation being given to a non-mage class a tad bit silly.

They already had teleportation for rogues in DA2 and how is stealth or being able to make it rain arrows less magical than a super backflip?

#169
The Baconer

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They already had teleportation for rogues in DA2 and how is stealth or being able to make it rain arrows less magical than a super backflip?

 

And then there was, of course, Flicker.



#170
In Exile

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maxresdefault.jpg

 

Seems pretty vulnerable there to me too.

 

Well, yeah, since that's a DA:O animation. Note that I also didn't say that DA2 did it better - just that DA:O did it badly. 



#171
Rawgrim

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They already had teleportation for rogues in DA2 and how is stealth or being able to make it rain arrows less magical than a super backflip?

 

The lore tells us only mages has magic, not everyone holding a weapon. That is the core of it,



#172
9TailsFox

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The lore tells us only mages has magic, not everyone holding a weapon. That is the core of it,

You wrong. Lore tells opposite.

"Magic courses though all living beings in Thedas. Some even believe it is power that gives all beings life. yet despite magic's ubiquity, only a rare few possess the ability to manipulate it." World of Thedas page 89

And Teplars and Spirit Warriors are proof, non mages manipulating magic.

Everyone have magic but not enough mana.


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#173
Rawgrim

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You wrong. Lore tells opposite.

"Magic courses though all living beings in Thedas. Some even believe it is power that gives all beings life. yet despite magic's ubiquity, only a rare few possess the ability to manipulate it." World of Thedas page 89

And Teplars and Spirit Warriors are proof, non mages manipulating magic.

Everyone have magic but not enough mana.

 

I worded it wrong, then. Only mages (and lyrium munching Templars) have the ability to actually do anything with magic. If everyone could do it, it (as it is in combat) would mean everyone should be stuffed in a Mage`s Circle, then. Wierd that mages gets singled out, when everyone wielding a weapon is clearly using magic too. It nullifies the whole point of the Circles, really.


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#174
Schreckstoff

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The lore tells us only mages has magic, not everyone holding a weapon. That is the core of it,

I'm not debating whether it be magic or not, I'm saying there've been plenty of abilities on all classes that look magical.



#175
KaiserShep

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DA:O used 2H swords comically wrong. It used shields comically wrong, essentially having the character attack in the way that made them most vulnerable to enemy swings. DA:O also had effects that made you glow like a Christmas tree. 

 

In some cases, you didn't just have glowing. When I first started Awakening, I was getting thoroughly pissed off by the pulsing stomping noise that was apparently coming from Mhairi, only to discover (after some time) that the wretched Air of Insolence passive ability was the reason. I didn't even care what it did. I had to go into tactics to make sure it never came back. And then suddenly Justice's zombie form did the same thing. I don't know what BioWare was thinking when they made that effect.

As for the glowing effects, I was always a bit annoyed by them in Origins as well, because they made dialogue scenes look pretty ridiculous. Like how Leliana's passive ability makes everyone shimmer purple.


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