What? That makes no sense in the context of his question.
It has everything to do with the question. Once a player gets 8 actiive abilities, all further levels are just picking passives.
What? That makes no sense in the context of his question.
It has everything to do with the question. Once a player gets 8 actiive abilities, all further levels are just picking passives.
It has everything to do with the question. Once a player gets 8 actiive abilities, all further levels are just picking passives.
No they're not. You can get actives further into the game. You're not automatically stuck with the first 8 actives you get. You can switch in actives further down the line.
If only, a Jedi is EXACTLY what I was "hoping" the KE would be, but it doesn't look at all like that to me.
I mean it to me looked more like a mage who "occasionally" strikes with some energy arc thing (it doesn't look anywhere near a lightsaber or sword in general) and then it disappears.
I was hoping it'd be a permanent weapon that you could craft and it would stay visually on your and replace your melee attacks and there'd be more melee-focused abilities (Think of force push/pull, throwing your energy blade, etc).
It's a sword, or has the basic vague shape of it(cross shape resembling hilt and all), but you need to pause at the right time to see it, cause it's too darn fast o.o
Doesn't it bother you that those passives work like spells, but they are just automaticly used by the game?
It's like the game presess buttons for you.
Nope, I actually like it. Who ever complained about a free spell? lol I actually prefer not to use the wheel to select spells, it breaks up the flow of combat. These passives just make it easier to cope with. Stormbringer is basically just like having a free Tempest active all the time, with fewer strikes to balance it.
Nope, I actually like it. Who ever complained about a free spell? lol I actually prefer not to use the wheel to select spells, it breaks up the flow of combat. These passives just make it easier to cope with. Stormbringer is basically just like having a free Tempest active all the time, with fewer strikes to balance it.
I like a lot of the passives, and Stormbringer caught my eye as worth obtaining.
I think there are going to be some amazing combos of passives for all the classes. The stat boosts are already incentive enough to grab a few extras from trees I wasn't planning on using for my Inquisitor Mage!
In pevious games you actually decided whet you want to use and when. Now the game plays itself for you through those passives.
I still can't make up my mind as to be a mage (mix of support, damage, and necromancy) or an Archer/Assassin.
Either way I favor ranged attacks, and both offer some good abilities. My goal is to cause pain and damage when all diplomacy and negotiations fail.
In pevious games you actually decided whet you want to use and when. Now the game plays itself for you through those passives.
I don't really know how 25% longer horror duration is the game playing itself, but if you say so.
Lightning tree is looking very good. Spirit's improved (though no Crushing Prison :<), and Winter looks interesting. All in all, being a mage looks, once again, like pure fun.
Sabotage's grappling hook sounds neat. Archery's getting better, though I hope they get their own kill animations--one of the things I hated in DAO and DAII was that archers never got to look cool. The Artificer tree isn't as trap-y as I'd hoped
Still, I like that rogues are getting more variety in their styles--you can have one on traps, one on poisons, one on stealth...
Warriors still look as boring as ever. I miss mowing through enemies with dual-wield longswords.
I still can't make up my mind as to be a mage (mix of support, damage, and necromancy) or an Archer/Assassin.
Either way I favor ranged attacks, and both offer some good abilities. My goal is to cause pain and damage when all diplomacy and negotiations fail.
Lightning tree is looking very good. Spirit's improved (though no Crushing Prison :<), and Winter looks interesting. All in all, being a mage looks, once again, like pure fun.
I am definitely excited for the Storm tree, it looks absolutely beast. I plan on focusing almost entirely on the Storm and KE trees. I am actually disappointed with spirit, it seems to be all about barrier, and I also don't like the switch in color scheme from purple to green although that is a bit nit picky. Frost looks good for support, but lacks heavy damage. I don't understand how a frost glyph can snap freeze an enemy, but do no damage...
I don't really know how 25% longer horror duration is the game playing itself, but if you say so.
Stormbringer? Guardian Spirit? What others are there? How many passives are built around barrier?
Stormbrinder randomly strikes enemies without any player contol. Guardian spirit - out of players control.
I am definitely excited for the Storm tree, it looks absolutely beast. I plan on focusing almost entirely on the Storm and KE trees. I am actually disappointed with spirit, it seems to be all about barrier, and I also don't like the switch in color scheme from purple to green although that is a bit nit picky. Frost looks good for support, but lacks heavy damage. I don't understand how a frost glyph can snap freeze an enemy, but do no damage...
In PAX 2013 frost glyph (now frost mine) did little damage when activated. But apparently BioWare decided that mages were too OP in PvP because of that, so they nerfed it.
What is this pvp to which you're referring?
In PAX 2013 frost glyph (now frost mine) did little damage when activated. But apparently BioWare decided that mages were too OP in PvP because of that, so they nerfed it.
Stormbringer? Guardian Spirit? What others are there? How many passives are built around barrier?
Stormbrinder randomly strikes enemies without any player contol. Guardian spirit - out of players control.
Stormbringer doesn't do stuff without player input, it requires positioning, you can sit back and it won't do a thing, until you run into combat and start shooting out lighting bolts. Barrier upgrades all require a barrier cast, unless you think no ability should ever be upgradable, I don't see the problem with that.
I'm not familiar with Guardian Spirit.
KE barrier retaliation doesn't do anything without player input. Increased duration/effect ditto. You have to actually cast the spell for this to happen. If the spell came vanilla with these effects would you still be angry? Do you hate flame wall because once a player casts it it doesn't require further player action to damage enemies? Should mines be force activated by players rather than proximity based?
I don't really understand what you dislike about this.
What is this pvp to which you're referring?
PvP is an MMO term meaning "player versus player".
He incorrectly used the term. He most likely meant PvE, which means "Player versus Enemy". Which is basically normal combat in Dragon Age versus enemies.
Id suggest....Archer / Tempest
You get the fun of archery, the diversity of taking advantage of elemental weaknesses and people think you're a little mad
PvP is an MMO term meaning "player versus player".
He incorrectly used the term. He most likely meant PvE, which means "Player versus Enemy". Which is basically normal combat in Dragon Age versus enemies.
It was ironic.
Look at around 28:36.
Stormbringer doesn't do stuff without player input, it requires positioning, you can sit back and it won't do a thing, until you run into combat and start shooting out lighting bolts.
This alone is astounding. You practicly equalized engaging or not engaging in combat as a player choice to use or not to use Stormbringer. If you can't grasp how ridiculous it is, than there is truly no hope.
This alone is astounding. You practicly equalized engaging or not engaging in combat as a player choice to use or not to use Stormbringer. If you can't grasp how ridiculous it is, than there is truly no hope.
Really? A mage can't engage in combat from extreme distance? In that case Stormbringer does nothing, you are out of range of its bolts. On the other hand you specifically move closer so that you are just behind the front line, thus allowing your storm bringer to do stuff. This is a tactical decision, stay safe and don't use storm bolts or run forward and shoot lightning out of your eyes.
It doesn't just shoot out lighting without player input, positioning is a key part of tactics and is part of your input. I'm sorry if you don't like a lighting shield type ability, just don't take it. Fire Mines work the same way, except they are ground located and one-off rather than player based and continuous. Fire Mine allows you to stay safe in the back, storm bringer requires you to move closer to activate it. As I asked earlier (and you conveniently ignored) do you hate all 'timed' abilities or just the ones that let you pretend what you want to pretend?