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


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#926
EnduinRaylene

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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.

Interesting, but haven't they said that levels would be on a gradual curve, where the early levels come pretty fast and later levels can take a long time to get, much like ME series where 59-60 required almost the same amount of Exp as 1-59? So a raw average doesn't really mean much, because who would want to spend 108 hours just to reach level 18.

 

In that case levels 1-6 could take 100xp, then 7-11 could take 200xp, 12 - 250xp, 13 - 300xp, 14 - 350xp, 15 - 400xp, 16 - 500xp, 17 - 700, 18 - 900xp, 19 - 1200xp, 20 - 1600xp, 21 - 2500xp, 21 - 4000xp, 22 - 6000xp, 23 - 8000xp, 24 - 10000xp, 25 - 20000xp. So in terms of time spent it would only take a couple dozen hours to reach say level 20, but then 21-25 could take several dozen hours themselves. 



#927
luckyloser_62

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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...

Yeah static cage looks fantastic, I think the whole lightning tree will fit very nicely with the KE. A force pull would be a really good spell, either way I just hope the other actives in the tree support the weapon ability so it is more than just auto attacks with a more magical weapon. I also have been saying for a while that I hope the blade takes on the element of the staff, to add versatility and an extra magical flavor to the spell. 



#928
The Night Haunter

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Interesting, but haven't they said that levels would be on a gradual curve, where the early levels come pretty fast and later levels can take a long time to get, much like ME series where 59-60 required almost the same amount of Exp as 1-59? So a raw average doesn't really mean much, because who would want to spend 108 hours just to reach level 18.

 

In that case levels 1-6 could take 100xp, then 7-11 could take 200xp, 12 - 250xp, 13 - 300xp, 14 - 350xp, 15 - 400xp, 16 - 500xp, 17 - 700, 18 - 900xp, 19 - 1200xp, 20 - 1600xp, 21 - 2500xp, 21 - 4000xp, 22 - 6000xp, 23 - 8000xp, 24 - 10000xp, 25 - 20000xp. So in terms of time spent it would only take a couple dozen hours to reach say level 20, but then 21-25 could take several dozen hours themselves. 

While true I doubt they would go all the way from 3 hours average per level to 6 hours average. People would complain about the slow leveling. 

 

The data I listed is just for reference, what they have done informs what they might do in the future.



#929
Adhin

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@We Stand Midnight Clad : the only thing I'd add to that is for doing an 'everything' run is 100+ hours compared to DAO - with Expansion, being 60 hours. We're talking twice the length. Many of that may not even involve XP gain due to crafting or something but generally speaking your games gonna last twice as long as anything you saw in DAO. With same general level structure I'd imagine they curve the xp more then they have in the past, past lvl 15 or 20.

 

Generally, I would expect a curve increase on required XP compared to DnD's linear progression to the point where anything past 20 takes far longer then past games. But who knows, I just can't see it being 'super fast' 2 hour avg when the game takes 100+ hours. Or what, 30-50 for just the main story? It's a big ass game.



#930
PillarBiter

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whew, so much to reply too...

 

first off: Mark of the rift, a focus ability?! Well spotted! And good thing as well. That would be ridiculously overpowered otherwise, and indeed a good way to let the player get to grips with the focus mechanic.

 

Second: I'm no fan of arcane warrior, but I do expect the knight enchanter to play as a jedi. 'nuff said. Also, I LOVED force mage on DAII (force mage + blood mage + fire/ice = no other skills required). I'm reeeeaaaallly hoping rift mage has something like that.

 

Third: the levelling. I'm not bothered with this, really. The first couple of levels will come fast enough, so you'll be able to get a strategy going (get to your 8 skills :P ). Once you've reached that, it'll probably slow down a bit. And the later levels (20+) will probably come VERY slowly.



#931
themageguy

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Im currently playing a spirit and creation focused mage in dragon age 2.

something I've noticed with all the trailers and videos - no spirit damage staffs or spells?

despite the slight changes to the spirit tree, i do hope we get spirit damage spells. Like walking bomb, death cloud etc.

i have a strong feeling, and im mostly likely wrong, that the necromancy spec will be the domain of spirit damage spells in addition to animate dead.

and.....im okay with it

#932
Kage

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I would say there is some spirit damage in some form, since we have seen in a demo (dont remember which one), an enemy that had a spirit vulnerability.

But it was a lot of time ago, so who knows...



#933
themageguy

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Also, having read asunder (for the millionth time) recently, when a templar uses their powers to protect themselves from magical attack, it is described as an aura.

Im really hoping that Templars get the animation for a new skill. Something akin to fenris' lyrium ghost animation or tallis ability that makes her immune to magic attacks for a time.

i think this would be a handy skill to use when faced with ranged magical bombardment and would look awesome.

#934
themageguy

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I would say there is some spirit damage in some form, since we have seen in a demo (dont remember which one), an enemy that had a spirit vulnerability.
But it was a lot of time ago, so who knows...


i normally play as an elementalist, but am absolutely loving walking bomb at the moment in dragon age 2.

Id be surprised if this signature dragon age spell is not in inquisition.

#935
PillarBiter

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i normally play as an elementalist, but am absolutely loving walking bomb at the moment in dragon age 2.

Id be surprised if this signature dragon age spell is not in inquisition.

 

Never really used it :/ I usually blew everything up anyway :P

 

Although I do see it of being more use this time around. However, I do expect some more potent changes to it... mainly because I expect it to be in the necromancer tree. 

 

For example: Walking bomb: Upon dying, the enemy explodes and causes damage (10 second effect) .

Mind control bomb: The enemy now fights at your side while it is bomb-infected.

Virulent walking bomb: When the controlling enemy attacks another enemy, there's a 20% chance of infecting the other enemy with walking bomb

And then there could be a passive which states that enemies under the influence of spirit spells have their life drained.

 

That's how I imagine the new spells working, combining some effects makes it so you need less abilities to be able to do the same amount of things. That's how I HOPE they work now, anyway...


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#936
themageguy

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Never really used it :/ I usually blew everything up anyway :P

Although I do see it of being more use this time around. However, I do expect some more potent changes to it... mainly because I expect it to be in the necromancer tree.

For example: Walking bomb: Upon dying, the enemy explodes and causes damage (10 second effect) .
Mind control bomb: The enemy now fights at your side while it is bomb-infected.
Virulent walking bomb: When the controlling enemy attacks another enemy, there's a 20% chance of infecting the other enemy with walking bomb
And then there could be a passive which states that enemies under the influence of spirit spells have their life drained.

That's how I imagine the new spells working, combining some effects makes it so you need less abilities to be able to do the same amount of things. That's how I HOPE they work now, anyway...

I agree with you. Especially about necromancer spec

#937
Innsmouth Dweller

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@PillarBiter

i think it should stay in spirit tree, if there is one. maybe because i hope necromancer spec to be something new entirely.

 

i'm not familiar with DA2 spells/trees (it was so long ago...), i think walking bomb and virulent walking bomb were separate spells in DA:O. the virulent one is a good candidate for a passive ability. with 'mind control bomb' excluded, cuz blood magic.



#938
Kage

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Yeah, Walking Bomb is a really really iconic spell we have not seen yet.

Maybe they decided to remove it, DAI has a very different approach in regards of amount of enemies. In this game, there are less enemies but are stronger. Maybe walking bomb could not fit with that...  I hope it returns, it has always been an awesome spell, very fun, and risky.

 

I remember the times when you could send Alistair, taunt and holy smite so you get aggro from EVERYTHING, then virulent walking bomb on a mob + force field on Alistair. Kill that mob with something, and everything explodes... How broken was magic in DAO endgame lol.

 

In DA2 I remember dying many times to Walking Bomb, to the point I did not like it anymore. Killing 5 mobs was not worth the risk in that game, since each encounter had 29384298347298347 mobs.

 

I hope we see walking bomb, and crushing prison...



#939
wowsuper

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

 

 

Patrick Weekes has recently announced that a completionist run will take 80 hours, not 150 (and I think that even 80 hours is an overstatement).

If this is accurate the game will be approximatively as long as DA:O.

 

Oh, and about the whole level cap thing... The devs stated that there is no cap, but they also said that at a certain point we'll stop gaining exp because our level will be much higher than most of the enemies. So there actually IS a level cap, an unofficial one. In fact it would be enough to look at the level of the toughest enemies to find out pretty precisely what level it is.



#940
Jester

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In DA2 I remember dying many times to Walking Bomb, to the point I did not like it anymore. Killing 5 mobs was not worth the risk in that game, since each encounter had 29384298347298347 mobs.

Walking bomb was very good - it dealt AOE damage comparable to fully upgraded Assassinate. Unfortunately it dealt ~75 % of max HP (maximum damage possible?) to tank, even with maxed spirit resistance. On anything lower than Nightmare, it was probably broken though. 

 

Patrick Weekes has recently announced that a completionist run will take 80 hours, not 150 (and I think that even 80 hours is an overstatement).

If this is accurate the game will be approximatively as long as DA:O.

 

Where did half of the content go...

Not that I'm really complaining, I'd take 80 hours of interesting, hand-crafted and compelling content, over 150 hours of fetch or find & kill quests anytime.

I'd also be more likely to replay an 80 hours game (which is still ~20 hours longer than DA:O, or about as long as DA:O+Awakening+all DLC), than 150 hours game. 



#941
themageguy

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Anyone seen this video?

Apologies if it's already been announced to the topic

Link https://m.youtube.co...h?v=-hjBn8ltlq0

At 3.35 we see the Mark of the Rift ability detailed.

"You open a small rift that plunges nearby enemies into the fade. They return moments later, wounded by contact with the raw matter of the fade. Demons near fade rifts are particularly vulnerable and are banished entirely. "

Ladies and gentlemen, this sounds awesome.

Must be amusing to see a dwarf inquisitor wield this kind of magic lol
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#942
andar91

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Patrick Weekes has recently announced that a completionist run will take 80 hours, not 150 (and I think that even 80 hours is an overstatement).

If this is accurate the game will be approximatively as long as DA:O.

 

Oh, and about the whole level cap thing... The devs stated that there is no cap, but they also said that at a certain point we'll stop gaining exp because our level will be much higher than most of the enemies. So there actually IS a level cap, an unofficial one. In fact it would be enough to look at the level of the toughest enemies to find out pretty precisely what level it is.

 

That is NOT what Weekes tweeted.

 

And that's one playthrough done, start to finish, full game, no cheats. About 80 hours and by NO MEANS completionist.

 

He followed up with:

Will note: people who prefer shorter games could do less than I did. NOT 80 hrs minimum. Still, LOT of game to play if you want. :)

 

I also remember somebody saying that a completionist run through the game took around 150 hours, but I'm not sure when that was said or who said it.

 

Also, good GOD, how do you post tweets in regular format?


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#943
EnduinRaylene

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Anyone seen this video?

Apologies if it's already been announced to the topic

Link https://m.youtube.co...h?v=-hjBn8ltlq0

Well from the looks of that Tactics as we know it is dead. Where previous demos showed a tactics menu at the top along with the Abilities and Attributes headings, it's gone and what is left seems to be 3 stage system of Use, Don't use or Prioritize(aka Check mark, X and Star symbols) next to the active abilities list for all party members. So that is something that really bothers me.

 

If someone who is fluent in German could translate what's being said that would be very helpful. But this change certainly doesn't sit well with me. I was OK with the 8 ability limit since it doesn't inherently change things, but the tactics system in DAO and DA2 was a great feature, and while I normally opt to control my companions every step of the way, it was nice being able to set up complex triggers and scenarios that they would initiate and execute on their own.



#944
PhroXenGold

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Well from the looks of that Tactics as we know it is dead. Where previous demos showed a tactics menu at the top along with the Abilities and Attributes headings, it's gone and what is left seems to be 3 stage system of Use, Don't use or Prioritize(aka Check mark, X and Star symbols) next to the active abilities list for all party members. So that is something that really bothers me.

 

If someone who is fluent in German could translate what's being said that would be very helpful. But this change certainly doesn't sit well with me. I was OK with the 8 ability limit since it doesn't inherently change things, but the tactics system in DAO and DA2 was a great feature, and while I normally opt to control my companions every step of the way, it was nice being able to set up complex triggers and scenarios that they would initiate and execute on their own.

 

Now that really worries me if true. The tactics system, particularly in DA2, was fanatstic. Crippling that is far more of an issue than 8 ability slots.



#945
wowsuper

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And that's one playthrough done, start to finish, full game, no cheats. About 80 hours and by NO MEANS completionist.

 

Apparently the website where I've read this piece of news was wrong. That's relief.



#946
Jester

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Now that really worries me if true. The tactics system, particularly in DA2, was fanatstic. Crippling that is far more of an issue than 8 ability slots.

Not that i personally care - I don't use tactics system at all, it's my personal preference. However, it would be a bad sign if they removed/crippled such a system, not even mentioning it as a huge slap in the face to thousands of players who like to rely heavily on it.



#947
themageguy

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Also at 3.38
Poisoned weapons
Duration 10 seconds
Damage 50% weapon damage per second
Damage duration 8 seconds
Cool down time 24 seconds
Cost 20 stamina

This being an activated skill, makes me wonder if we also get access to frost and lightning as I remember seeing in another video Sera had icons that represented these elements. I could be wrong, but could the tempest spec specialise in elemental concoctions or are they available to all rogues.

Can't wait to see more info on The class specs

#948
CronoDragoon

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Well from the looks of that Tactics as we know it is dead.

 

That footage is from Gamescom though, and the other footage we have from the official Gamescom demo still has the Tactics menu. It's possible they simply disabled the option for demo-ing it to the public so people didn't mess around with it and break their companions' AI?

 

I mean it's hard for me to believe the two demos were from that significantly different builds of the game, and the official demo with the Tactics menu still had the "press x to toggle tactics setting" button in addition to the menu.



#949
themageguy

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That footage is from Gamescom though, and the other footage we have from the official Gamescom demo still has the Tactics menu. It's possible they simply disabled the option for demo-ing it to the public so people didn't mess around with it and break their companions' AI?



I think you're right

#950
EnduinRaylene

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That footage is from Gamescom though, and the other footage we have from the official Gamescom demo still has the Tactics menu. It's possible they simply disabled the option for demo-ing it to the public so people didn't mess around with it and break their companions' AI?

I thought that might be possible, and I hope it is, but the fact that they have the Check Mark, X and Star icons next to each ability, with the X button saying "Tactics Setting," kinda of has me worried and rather hesitant to just say it's a feature they disabled for the demo.