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


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#901
andar91

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It's possible, but that might be something that only works well in multiplayer which was designed around a smaller number of potential skills per character... The SP two handed tree, for example, starts off with active abilities blocking access to the passives on both sides.  Even if those passives could effect one handed weapons, you'd need to either pay 2 talent points to access them or build a character with the intention of using both weapon styles... considering how limited talent points and available skills will be, this might not worth it...

 

I'm not even sure it would work on every passive... take "Clear a Path" for example.  Can one handed weapons even hit multiple targets?  If not, then the passive won't do anything...  On the other hand, I could see "Shield Breaker" working regardless of the weapon...  it's hard to say at this point.

 

Oh yeah, I know you'd have to spend some points to get to some of them. I just think that, for some builds, it could be worth it.

 

I wonder if we'll get bonus points to spend on talents for certain story points like in Origins and/or manuals and such. It would be nice.



#902
Icy Magebane

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Oh yeah, I know you'd have to spend some points to get to some of them. I just think that, for some builds, it could be worth it.

 

I wonder if we'll get bonus points to spend on talents for certain story points like in Origins and/or manuals and such. It would be nice.

Undoubtedly bonus points will appear in some form.  Humans even start off with a free talent or spell if I understand their racial bonus correctly. 



#903
PillarBiter

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Undoubtedly bonus points will appear in some form.  Humans even start off with a free talent or spell if I understand their racial bonus correctly. 

 

they do indeed.

 

I'm guessing that, even though lv25 is the level cap, our quizzy will probably be able to get something around 30 skill points, if he makes the 'correct' decisions in some situations.

 

In DAII, I also did this. I made a 2H berserker-reaver build, but I only used 2 aggressive abilities (the 2 that could do cross-class combos from 2H). The rest of my build went either for abilities that could up my damage (also, assail was hi-laaaaarious) or dps (haste), or increase my stamina (second wind), the rest was just used for positive sustaineds.

 

So basically, I had a very limited amount of used abilities, but every other point I could get was put into supporting the basic Awesome-button style. 

I'm kind of hping I get to build something like this in DAI too.

 

 

I also made something similar for rogue en mage, although they needed more core abilities.


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#904
Hibernating

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I'm guessing that, even though lv25 is the level cap, our quizzy will probably be able to get something around 30 skill points, if he makes the 'correct' decisions in some situations.

Sauce on the level 25 level cap? I heard it was a soft cap since there's no level scaling eventually no one gives XP. 



#905
Adhin

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Last I heard they said '25-30'. I think folks are just saying 25 as a generalization. I'd imagine it's actually 30, or 35, and they just don't expect most to ever get above 30. But then we don't know, it could be 25 and they just figured it would be pointless to let us keep going further or something.



#906
PillarBiter

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yes, 25 was a generalization. Although, seeing as they restrict our ability usage to 8 for tactical reasons, I'd be surprised if there wasn't a hard cap.

 

Personally, I'll be squeezing every last drop of exp from every last enemy I encounter. (reminds me of a southpark episode where they killed thousands upon thousands of 1exp enemies to level up as much as possible, I shall be doing this as well)



#907
Hibernating

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yes, 25 was a generalization. Although, seeing as they restrict our ability usage to 8 for tactical reasons, I'd be surprised if there wasn't a hard cap.

 

Personally, I'll be squeezing every last drop of exp from every last enemy I encounter. (reminds me of a southpark episode where they killed thousands upon thousands of 1exp enemies to level up as much as possible, I shall be doing this as well)

 

Its been explicitly stated there's not a hard cap.

 

"“They key is to not have a cap. When you arbitrary just stop getting experience, it honestly kind of sucks in my opinion. The way experience is granted in Inquistion is as you tackle monsters and going after things and as they get too low level for you they stop granting you experience. This is a fairly standard RPG mechanic and by the time you’re capped out and no longer gaining experience, you’ve killed some of the toughest stuff in the world,” Mike said.

“You’re probably done with the game because you’ve killed almost everything, so that’s kind of our approach. It’s more of a soft-cap and there will be a point at which you stop leveling up somewhere.”

 

Sauce- http://gamingbolt.co...el-cap-detailed

 



#908
themageguy

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I cant wait til specs and skill trees are released.

#909
LexXxich

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In DAII, I also did this. I made a 2H berserker-reaver build, but I only used 2 aggressive abilities (the 2 that could do cross-class combos from 2H). The rest of my build went either for abilities that could up my damage (also, assail was hi-laaaaarious) or dps (haste), or increase my stamina (second wind), the rest was just used for positive sustaineds.
 
So basically, I had a very limited amount of used abilities, but every other point I could get was put into supporting the basic Awesome-button style. 
I'm kind of hping I get to build something like this in DAI too.
 
 
I also made something similar for rogue en mage, although they needed more core abilities.


It's great that you could make such a build and utilise it effectively. I, for example, prefer to have more abilities available and as such built my characters with less focus and more generality, going as far as keeping some abilities unupgraded.
Wouldn't it be nice if DAI supported both my and yours favourite playstyles?

#910
PillarBiter

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It's great that you could make such a build and utilise it effectively. I, for example, prefer to have more abilities available and as such built my characters with less focus and more generality, going as far as keeping some abilities unupgraded.
Wouldn't it be nice if DAI supported both my and yours favourite playstyles?

 

It would, I won't deny that. 

 

Look, don't get me wrong. I still don't see why they didn't add it. It would have been very easy, and I also remain sceptical about the 'tactics' explanation. 

 

BUT, I don't think it'll hamper a good gameplay experience. I think they'll have ironed that out.

 

 

 

For example: What I'm thinking now for build is (usual build)

I'll have some attacking skills, boosting skills, counter skills and tool skills.

So for normal fights, I'll have equipped counter, but for boss fights I'll use evade.

Same, for normal fights I'll equip chain, but for boss fights I'll use a focus. Or that mark of the rift ability thing. 

 

But that's all speculation of course.



#911
andar91

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For me, I tended to try and accumulate a lot of abilities early on in the game (talking about DA2 here, and I play mages), but I always got to a point around the end of the second act where I start forgetting I have abilities. I'll be like...oh gee, okay, where do I put this talent point? And I would throw it somewhere and sometimes not even remember it.

 

I don't think it's bad, I think you just tend to build up a certain strategy over time. The best part about Maker's Sigh was that if I got bored I could totally reorient myself but keep playing.

 

The hardest part about the beginning of the game is that having 2-3 abilities and such is really boring. I think the sweet spot is when I've fleshed out at least one full tree (around level 10-13).



#912
LexXxich

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BUT, I don't think it'll hamper a good gameplay experience. I think they'll have ironed that out.

The question is, of course, whether it'll be a good gameplay experience by a specific definition I share. It just might become great at things I don't care about and bad at things I like. It already happened in significant measure in DA2, where certain design decisions made me loath seriously playing the game. I won't go into details here as it's a separate discussion.

#913
PillarBiter

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I hope for you that you'll like it ;)

 

I took a liking to DAII, so I'll have a step ahead towards liking DAI...



#914
Kage

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I dont know why I missed this for so long, but the Maker rift, the ability that sucks all the demons in a zone, is a.Focus Skill. You can see how it depletes the Focus meter in the demo of gameriot, 1 week ago, exclusive gameplay.

Maybe its our first focus spell, common for any Inquisitor
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#915
Hellion Rex

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I dont know why I missed this for so long, but the Maker rift, the ability that sucks all the demons in a zone, is a.Focus Skill. You can see how it depletes the Focus meter in the demo of gameriot, 1 week ago, exclusive gameplay.

Maybe its our first focus spell, common for any Inquisitor

Damn, good eye!

And it's called "Mark of the Rift".



#916
Guest_IceQuinn_*

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Banishing all demons in the area like only a BOSS could!  <3



#917
andar91

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Damn, good eye!

And it's called "Mark of the Rift".

 

I hadn't noticed it either, but it makes sense. That would be awfully powerful if you could use it any time you wanted. It would render entire levels irrelevant (combat-wise).



#918
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Rift Mage speculation (again??? I know, I know... lol.) :P The Force/Gravity/Telekinetics theory:

 

The more I think about it, the more it makes sense. We know what Fade rifts cause, not unlike when that Pandora hussy opened her little box and all kinds of crap came out - so, why not the opposite? Manipulating Rift energy to create, i.e a black hole/vortex/maelstrom/singularity etc, that sucks foes in while they float around helplessly? A couple spells, using previous ones as templates:

 

1)- "Gravity Well": The mage conjures a maelstrom of rift energy that draws enemies to its center. Enemies pulled into the field's orbit are held/dangling up in the air or are slowed.

 

2)- "Rift Burst": A burst of rift energy that hurtles enemies with great force away from the core of the blast, tossing them like ragdolls or stunning them briefly (higher-rank/protected foes).

 

3)- "Veil Prison": Traps an enemy in a rift between the real world and the Fade dealing massive damage over time while they are held. Or simply, a crushing cage/field of "rift force"/energy.

 

More-Intense-Magical-Prowess.gif

 

Do you love it?


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#919
andar91

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Cool ideas, but I feel like they're really close to Force Mage.

 

I'm sort of anticipating a different direction for Rift Mage. Otherwise, why not just have Force Mage?

 

Of course, one could say similar things about the Knight Enchanter.



#920
luckyloser_62

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I can see that, and it would be a great basis for the spec. However, I'm still hoping for some physics based spells in the Knight Enchanter line *cough*Jedi*cough*. Maybe using force mage-like pushes and such to complement the playstyle of getting close and personal with a summoned weapon. Either way I'm not particularly actually expecting many, if any, force mage abilities to make a return. The gravitic ring spell is essentially replaced by static cage anyway. 



#921
rocsage

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spirit...wasn't that the mana clash tree?

yep

http://dragonage.wik...wiki/Mana_Clash



#922
Guest_Magick_*

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Still no specialization appearances :/



#923
Guest_IceQuinn_*

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I can see that, and it would be a great basis for the spec. However, I'm still hoping for some physics based spells in the Knight Enchanter line *cough*Jedi*cough*. Maybe using force mage-like pushes and such to complement the playstyle of getting close and personal with a summoned weapon. Either way I'm not particularly actually expecting many, if any, force mage abilities to make a return. The gravitic ring spell is essentially replaced by static cage anyway. 

I hear ya. Though I'd say Static Cage would more to Mass Paralysis...(?) Dunno. But it looks like such a fantastic spell, regardless. I die for it. <3

 

Physics, knocks etc -based spells are suspiciously missing (*apparently*!), so that'd be another + to this theory. But, whether it involves that or not, Rift Mage is IMO the most... mysterious(?), nebulous of the three, I mean, they could spin this spec a number different ways. And I'm sure it'll be great.^^

 

 

Knight Enchanter, it'd be cool if the mage turned their staff into a blade dealing that type of dmg (fire, ice, lightning etc)... would be a lovely animation/sFX to have, on top of the power itself. Maybe...? :P

 

A cool Force-y move for KE, I think, would be the Revenant's pull (peeved me off so, but it WAS kinda awesome) - and in that, sort of the magic counterpart to Warrior's "c'mere" chain-pull move...


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#924
themageguy

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What are some of the things everyone's hoping to see in the specs?

#925
The Night Haunter

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On the topic of the level cap, here are some statistics.

Average time per level on a completionist game (150 hours):

25 Cap - 6 Hours per Level

30 Cap - 5 Hours per Level

35 Cap - 4.28 Hours per Level

 

In DAO at launch my games were usually 60 hours, ending with level 20, which is an average of 3 hours per level.

In DA2 my games were usually 40 hours, ending at 22-23. With is less than 2 hours per level.

 

Just food for thought.