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Skill Trees: View and discuss DA:I's skill tress here.


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#726
andy6915

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At this point it seems likely.  The Necromancy tree would be pretty light without some of the old spells mixed in, and Walking Bomb was a prerequisite for Animate Dead in DA:O.  It wouldn't be unreasonable for some of the Spirit and Entropy spells to have migrated to the spec.  I'm thinking an active version of Death Sypon + Death Magic, Drain Life, Spirt Bolt, and some kind of debuff... I dunno.  We won't have many spells to work with, so there may be spirit damage spells combined with Entropy debuffs, like Drain Life + Weakness or maybe Spirit Bolt + Vulnerability Hex...

 

I was more thinking classic DA spirit spells would be in rift mage (crushing prison would fit quite nicely in a spec called that) and entropy would be in necromancy. Guess we'll see soon enough.



#727
Icy Magebane

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I was more thinking classic DA spirit spells would be in rift mage (crushing prison would fit quite nicely in a spec called that) and entropy would be in necromancy. Guess we'll see soon enough.

You could be right since we're only getting 3-4 spells max in each tree... Animate Dead is a given, so if Necromancers also had Life Drain and Walking Bomb, that would pretty much be it.  Rift Mage is too nebulous a concept for me to comfortably speculate, but I hope Crushing Prison returns in some form.  It may have been considered redundant in light of the "Static Cage" spell, however... I'm not really sure.



#728
PillarBiter

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Ah, there's the answer, we got shafted into only being able to access 8 skills because it needed to play in multiplayer.

 

I could've accepted it if it was for tactical reasons, but this is lame -_-


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#729
andar91

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I still don't think it'll be that big a deal. We can change them out.

 

So, ability stuff from the MP video.

 

 

-At 0:45, a mage uses Mind Blast, and the two shades are apparently afflicted with Fear. That's new!

 

-Firestorm has a different animation than at PAX; it's a little more subtle, but I, personally, like it. It also appears to leave a patch of ground burning for a time, though I could be misinterpreting a visual effect.

 

And all of the Rogue passives and one active shown in the funky skill tree (these may or may not be the same in the main game, but I think they will be, just organized differently):

 

Bloodied Prey (Passive)

Your strikes cut deeper into any foe whose current health is lower than your own.

 

Damage Bonus: 10%

 

Cunning on Unlock: +3

 

Strafing Shots (Passive)

You can move faster while firing without sacrificing accuracy.

 

Speed Bonus: 100%

 

Dexterity on Unlock: +3

 

Gaps in the Armor

Your attacks slip past armor to find a target's hidden vulnerabilities.

 

Armor Penetration: 25%

 

Dexterity on Unlock: +3

 

Long Shot (Active)

You fire a powerful single shot that delivers more damage the farther you are from the target.

 

Damage: 200% Weapon Damage

Damage Bonus: 600% at 15 meters

Cooldown Time: 8 seconds

Cost: 50 Stamina

 

Precision Detonator Ability: Use on incapacitated foes for a combo.

 

 

 

I thought it all looked cool. The only thing I didn't like was 'Gaps in the Armor' seems like a weird name for a passive, but other than that, cool!


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#730
Mornmagor

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Wait, we can only map 8 keys even on PC? Is this true? I haven't seen that anywhere.



#731
andar91

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Wait, we can only map 8 keys even on PC? Is this true? I haven't seen that anywhere.

 

We know that is so on the consoles. I don't think we know about PC yet because we haven't seen the UI. But it has been suggested by some that a limit to active abilities would make sense for multiplayer, and as such, would be on all platforms.

 

It has been confirmed that the abilities can be switched while in the field.



#732
themageguy

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In the ign video, see the claws ability of what I'm assuming could be the Reaver?

It's at about 3.26
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#733
Kage

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Ah, there's the answer, we got shafted into only being able to access 8 skills because it needed to play in multiplayer.

 

I could've accepted it if it was for tactical reasons, but this is lame -_-

 

I do not agree. While I am certain the multiplayer aspect of Dragon Age has been a major factor in deciding the gameplay and combat, I do not think it has any impact AT ALL regarding the 8 skills we have. In multiplayer it doesnt make sense to be able to change abilities in combat, that is true. However, they could just allow that in single player and not allow it in multiplayer.

 

Where have I seen that before? Oh yeah, in Mass Effect 3 xD

Didnt we have more than 3 skills in Mass Effect, and we could access the rest in a middle of combat? IIRC yeah (I honestly dont remember exactly lol) And I remember in multiplayer there were 3 abilities and that's it.

 

So I dont agree with that. Multiplayer has affected, yes. But not in the limitation of skills mid combat, that is another thing.



#734
Gamemako

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Ah, there's the answer, we got shafted into only being able to access 8 skills because it needed to play in multiplayer.

I could've accepted it if it was for tactical reasons, but this is lame -_-


Did I call it? I did call it. I'm always right, you know. ;)

Now they just have to use those icons from the old character page in the MP lobby, and my prophecy will be fulfilled!

-Firestorm has a different animation than at PAX; it's a little more subtle, but I, personally, like it. It also appears to leave a patch of ground burning for a time, though I could be misinterpreting a visual effect.


I don't like it at all. Looks like annoying randomness and less clutch awesomeness. Been playing the ArcheAge beta as an Enforcer (Battlerage/Sorcery/Auramancy), and there's a PBAoE spell called Searing Rain like that which I only use against very large enemies because it misses everyone else too often to be worthwhile over just using the basic single-target attacks. Same kind of issue happened in DA2. It's a common design with a common failing, I suppose.

#735
Kage

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In the ign video, see the claws ability of what I'm assuming could be the Reaver?

It's at about 3.26

 

Oh, good catch mate!!!

Yeah, I think it is s reaver (he has the devour icon), and he did a really strange move which is independent on the weapon used. It must be a reaver active!

If we have that, and the devour (which is iconic, and MP has the icon), then we already know most its actives. I would love to see Aura of Pain as a passive too, it was fun. The only bad part of it was to toogle it all the time. However, given that there is no regen, maybe it does not exist anymore.... :'(



#736
Gamemako

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I do not agree. While I am certain the multiplayer aspect of Dragon Age has been a major factor in deciding the gameplay and combat, I do not think it has any impact AT ALL regarding the 8 skills we have. In multiplayer it doesnt make sense to be able to change abilities in combat, that is true. However, they could just allow that in single player and not allow it in multiplayer.
 
Where have I seen that before? Oh yeah, in Mass Effect 3 xD
Didnt we have more than 3 skills in Mass Effect, and we could access the rest in a middle of combat? IIRC yeah (I honestly dont remember exactly lol) And I remember in multiplayer there were 3 abilities and that's it.
 
So I dont agree with that. Multiplayer has affected, yes. But not in the limitation of skills mid combat, that is another thing.


Someone else made a good point in the MP thread about this:

Except for the developer statement that:

"MP and SP were developed side by side. The multiplayer environment gave us a perfect opportunity for testing combat, creatures, and encounter design, and since the two environments are near-identical, every improvement spread to both parts of the game."

Combat testing. For SP. With MP. The limited number of skill slots. The inability to open a radial menu. All of the gameplay simplification. How does this NOT make sense in light of that?


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#737
Raven X

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In the ign video, see the claws ability of what I'm assuming could be the Reaver?

It's at about 3.26

 

I noticed that too!  looks interesting.



#738
Kage

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Still it does not make any sense, I think. Of course they can test things from SP and MP, but we are talking only about the restriction of allowing us access to skills not mapped or not. That has nothing to do with multiplayer.

 

I am really really concerned about the 8 skill limitation and I cannot understand why they did it, but I am sure it was not due to multiplayer. It makes no sense for me. It does not take much development time to just not include the skill option in the radial wheel, or block it, you know. It is easy as pie. Heck, they might even have different wheels both modes. Maybe multiplayer does not have a wheel at all!

 

I really think ME3' MP success has hugely defined how DAI is, but not about limiting skills to 8.



#739
andar91

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Personally, I could concede that multiplayer has something to do with the 8 ability limitation.

 

I just don't see it as that big a deal. It's possible other people will be really bugged by this, but as long as we can switch abilities, I'm fine.

 

The last question regarding this issue, in my view, is whether we can switch them in combat or not. Perhaps I will tweet Mike (if I can figure out how to tweet AT someone).



#740
Gamemako

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Still it does not make any sense, I think. Of course they can test things from SP and MP, but we are talking only about the restriction of allowing us access to skills not mapped or not. That has nothing to do with multiplayer.


There's a key word in that quote I want to point out: "The multiplayer environment gave us a perfect opportunity for testing combat, creatures, and encounter design..."

It's not ideal to test encounter design with disparate tools. This suggests that the two were designed together, and when the decision is as incredibly hard to defend as it is from a tactical gameplay perspective, it's clear that having MP was a huge factor.
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#741
DarkKnightHolmes

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As someone who's favorite class is mage, I know I'm going to be getting really annoyed with all the going back and forth through the menu just to assign one spell.  <_< 


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#742
themageguy

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Oh, good catch mate!!!
Yeah, I think it is s reaver (he has the devour icon), and he did a really strange move which is independent on the weapon used. It must be a reaver active!
If we have that, and the devour (which is iconic, and MP has the icon), then we already know most its actives. I would love to see Aura of Pain as a passive too, it was fun. The only bad part of it was to toogle it all the time. However, given that there is no regen, maybe it does not exist anymore.... :'(

Reaver is my fav non- Mage class/spec. And even then, a Reaver uses a form of blood magic, so technically I'm a magic user despite being a warrior :)


Also, I noticed at 3.05 we see what looks like a red lyrium encrusted humanoid zapping an enemy with red lightning.

#743
Biotic Sage

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If anyone thinks that the 8 ability limit and the apparent removal of sustainable abilities is not due to multiplayer, they are in deep, deep denial


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#744
Biotic Sage

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Personally, I could concede that multiplayer has something to do with the 8 ability limitation.

 

I just don't see it as that big a deal. It's possible other people will be really bugged by this, but as long as we can switch abilities, I'm fine.

 

The last question regarding this issue, in my view, is whether we can switch them in combat or not. Perhaps I will tweet Mike (if I can figure out how to tweet AT someone).

 

You can switch them out "in the field."  I highly doubt that means you can switch them out in combat.  And even if you could, are you honestly ok with that interface?  Do you want to have to go through that whole process of cycling through all those screens to get a new ability hotkeyed?  Bioware wouldn't design something that clunky, so I think it's safe to infer that you must choose which 8 active abilities you want and assign them before you do battle.



#745
Paul E Dangerously

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My main issue with the eight-slot limit is that it just murders utility characters. A warrior might not feel it, but a rogue or mage is going to get a pinch. How many skills did you have in Origins - or even DA2 - that you used on a situational basis, but not often enough to put into the main rotation?


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#746
Icy Magebane

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If anyone thinks that the 8 ability limit and the apparent removal of sustainable abilities is not due to multiplayer, they are in deep, deep denial

Yeah... forgot about those sustains.  It also makes sense that this may have been the real reason behind the removal of nearly all healing magic, or at least a factor.


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#747
Biotic Sage

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My main issue with the eight-slot limit is that it just murders utility characters. A warrior might not feel it, but a rogue or mage is going to get a pinch. How many skills did you have in Origins - or even DA2 - that you used on a situational basis, but not often enough to put into the main rotation?

 

Exactly.  Situational abilities are dead.  Which means a large chunk of the tactical experience is dead.  You are now using 8 active abilities as fast as the cooldowns will allow.  That's almost all you have to worry about now.


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#748
Guest_IceQuinn_*

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-At 0:45, a mage uses Mind Blast, and the two shades are apparently afflicted with Fear. That's new!

 

Yeah! <3 Also, interesting compared to previous versions of the spell; in DA:O - stun; DA2: stun/knock back - both more Telekinetic in nature; whereas in DA:I it inflicts Fear/Nigthmare, mental derangements/debuffs suggesting a more Telepathy-based type mind power. Though: not sure if Mind Blast's got an upgrade, and that could be it (telekinetically pushing foes away).

 

If that "Repulsion" Glyph (seen in the Redcliffe demo, launching IB up in the air) is indeed a Rift Mage spell, and a playable spell - I'm more and more inclined to believe that Rift Mage could be a version of DA2's Force spec, in that physics, Telekinetic-y kinda spells would belong in there; crossing my fingers that Crushing Prison (in whatever form) is going to make it!  :P


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#749
raging_monkey

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I doubt rift mage would be that similar to force mage but at this point it seems reasonable

#750
themageguy

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I'm hoping that rift mages can wield veil fire as a weapon. Green fire looks pretty :D