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


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#951
CronoDragoon

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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.

 

Yeah but as I edited above just now they still had that with the official demo, while still having an additional Tactics menu.

 

 

DABlockandSlash.jpg

 

 

Don't get me wrong I'm worried too, but I think we're missing something. I find it really hard to believe they think "use, don't use, prioritize" is enough.

 

If so, then it means that perhaps the press x is supposed to be used in conjuction with the actual tactics menu somehow. Maybe to help with switching abilities in and out?



#952
EnduinRaylene

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Yeah but as I edited above just now they still had that with the official demo, while still having an additional Tactics menu.

 

 

 

 

Don't get me wrong I'm worried too, but I think we're missing something. I find it really hard to believe they think "use, don't use, prioritize" is enough.

 

If so, then it means that perhaps the press x is supposed to be used in conjuction with the actual tactics menu somehow. Maybe to help with switching abilities in and out?

Let's hope. Also comparing the that screen shot and the new video, the little box corners in the new video that are around each ability icon are ugly as hell and overlap really badly. Step it up BioWare this menu system is for the dogs. 



#953
Guest_IceQuinn_*

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Phew! You guys got me real scared there for a moment  :P

 

That's something else. I mean, there's gotta be another menu/window for Tactics Setting (X) just like there is (Y) for View Ability Tree. Something's missing. Also, this from PC Gamer:

 

Automated AI settings are preserved, too, like how much mana a mage should keep in reserve, or at what HP threshold a character should down a potion.

 

Meaning, there is more. Plenty more and I'm hoping, no, I'm convinced(!),that Tactics will be just, on a whole new level of awesome in DA:I. ^^


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#954
EnduinRaylene

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Phew! You guys got me real scared there for a moment  :P

 

That's something else. I mean, there's gotta be another menu/window for Tactics Setting (X) just like there is (Y) for View Ability Tree. Something's missing. Also, this from PC Gamer:

 

 

Meaning, there is more. Plenty more and I'm hoping, no, I'm convinced(!),that Tactics will be just, on a whole new level of awesome in DA:I. ^^

Good find. That gives me more hope, but the way things are presented in the demo vid have me very cautious. Just the new system of Check Mark, X and Star is troubling, but the fact that they removed the entire Tactics section from the demo really worries me, but it is possible they did that just to keep it out of the demo like they did locking some of the other features in the main menu.

 

This is why we need a good video showcasing all the basic mechanics of combat, stats and abilities. There's just too much we don't know right now and there's no reason for us not to. It's gameplay info not story or plot related stuff.



#955
andar91

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Wow, we see a lot of abilities in that video. I'm going to put their descriptions here for convenience. Some of them have been posted before, but I'm gonna write up all shown in the video since I'm not positive which are new and which aren't.

 

 

Warrior

 

Block and Slash

You stand ready to deflect the next incoming attack and deliver a punishing counter to your attacker.

 

Damage: 150% Weapon Damage

Cost: 5 stamina per second

 

Combat Roll

You dive and roll where the battle needs you to be, whether it's escaping from a group or moving to flank an opponent.

 

Cost: 20 Stamina

 

Earthshaking Strike

Your great blow tears open the ground with a shockwave that batters enemies caught in its path.

 

Number of Hits: 2

Damage per Hit: 150% Weapon Damage

Area of Effect: 12 meters

Cooldown Time: 20 Seconds

Cost: 50 Stamina

 

Grappling Chain

With a hooked chain and a lot of muscle, you drag your target into arm's reach.

 

Damage: 100% Weapon Damage

Cooldown Time: 8 seconds

Cost: 20 Stamina

 

Mark of the Rift

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.

 

Mighty Blow

You deliver a powerful attack that crumples foes, leaving them knocked down for a short time.

 

Damage: 200% Weapon Damage

Area of Effect: 3 meters

Knockdown Duration: 3 seconds

Cooldown Time: 18 seconds

Cost: 50 Stamina

 

War Cry

You taunt all nearby enemies with a shouted challenge, gaining extra guard for each enemy affected.

 

Duration: 8 seconds

Guard per Enemy: 20%

Cooldown Time: 24 seconds

Cost: 35 Stamina

 

Whirlwind

You spin with your weapon outstretched, cutting through any enemies in your path.

 

Damage per Hit: 70% Weapon Damage

Cooldown Time: 24 seconds

Cost: 10 Stamina

 

Horn of Valor

Your war horn's blast rings across the battlefield, giving allies the strength to fight harder.

 

Damage Bonus: 15%

Armor Bonus: 15%

Duration: 10 seconds

Cooldown Time: 18 seconds

Cost: 35 Stamina

 

Lunge and Slash

You lunge forward, then spin with a slashing strike if your first blow connects. You can use this attack to close with opponents.

 

Damage: 175% Weapon Damage

Cooldown: 8 seconds

Cost: 35 Stamina

 

Challenge

Your powerful shout carries across the battlefield, taunting a targeted enemy and improving your guard.

 

Duration: 8 seconds

Guard Amount: 10%

Cooldown Time: 16 seconds

Cost: 20 Stamina

 

Shield Bash

Many foes think a shield is just for defense. You correct that mistake with a brutal slam that does bonus damage to an enemy's guard.

 

Damage: 300% Weapon Damage

Bonus Damage vs. Guard: 800%

Cooldown Time: 8 seconds

Cost: 35 Stamina

 

Rogue

 

Poisoned Weapons

You coat your weapons in a deadly toxin, making every attack poison enemies for a short time.

 

Duration: 10 seconds

Damage: 50% Weapon Damage every second

Damage Duration: 8 seconds

Cooldown Time: 24 seconds

Cost: 20 Stamina

 

Knockout Bomb

You hurl a grenade containing a powerful concoction that puts nearby enemies to sleep. Sleeping enemies awaken after taking damage.

 

Duration: 10 seconds

Cooldown Time: 20 seconds

Why no AoE???

 

Stealth

You step into the shadows, all but invisible to your enemies. Attacking from stealth gives you a damage bonus and brings you back to the enemy's attention. Dealing damage to enemies reduces the ability's cooldown time.

 

Damage Bonus: 100%

Cooldown Time: 24 seconds

Cost: 20 stamina

 

Throwing Blades

You hurl a group of knives at all nearby targets, ripping through their armor and leaving it sundered.

 

Number of Hits: 4

Damage per Hit: 100% Weapon Damage

Duration: 8 seconds

Cooldown Time: 12 seconds

Cost: 50 stamina

 

 

 

 

Mage

 

Flashfire

You ignite an enemy with searing pain and send them fleeing in panic.

 

Fire Damage: 200% Weapon Damage

Fear Duration: 4 seconds

 

Fire Mine

You mark the ground with a glyph that takes a short time to prime. Once it is ready, it will erupt into flame when an enemy crosses it, damaging and staggering the target.

 

Fire Damage: 400% Weapon Damage

Activation Delay: 3 seconds

Cooldown Time: 12 seconds

Cost: 35 Mana

 

Barrier

You create a shimmering protective barrier that acts as temporary additional health. The barrier decays naturally over time.

 

Barrier: 100%

Area of Effect: 4 meters

Cooldown Time: 24 seconds

Cost: 50 mana

 

Lightning Bolt

You summon a bolt of lightning that blasts and paralyzes a single target. If other nearby enemies are nearby (lol), the bolt will paralyze the target for longer.

 

Electric Damage: 150% Weapon Damage

Paralyzation Duration: 2 seconds per nearby enemy

Shocked Duration: 10 seconds

Cooldown Time: 16 seconds

Cost: 35 mana

 

Mind Blast

You send enemies staggering with an explosion of willpower that drives them back and makes them less likely to target you again.

 

Area of Effect: 5 meters

Cooldown Time: 8 seconds

Cost: 20 mana


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#956
mikeymoonshine

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This thread has really taken off, :D   I must try harder to keep up with it. 



#957
andar91

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Lightning Bolt confuses me a bit; didn't we see multiple targets paralyzed in the Gamescom demo? Or were they just 'Shocked".

 

And what is 'Shocked' and 'Chilled' anyway?

 

Also, the abilities seem cool, but some of the wording is a bit confusing to me. What's Guard? Is that a new stat or something? Also, Throwing Blades says in the description it sunders enemies armor, but it doesn't say anything about that in the ability's stats.



#958
CronoDragoon

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Lightning Bolt confuses me a bit; didn't we see multiple targets paralyzed in the Gamescom demo? Or were they just 'Shocked".

 

And what is 'Shocked' and 'Chilled' anyway?

 

Those might be the new status effects for Cross-Class combos, the way you had disorient, stagger, and brittle in DA2. In other words after 10 seconds you can't combo an ability off Lightning Bolt's Shocked status anymore.



#959
The Night Haunter

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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.

Actually that was specifically stated to not be a completionist run through. He tweeted it was 'By no means a completionist play through.'



#960
Icy Magebane

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It's good to finally see some of the rogue skills... before I get to the positives... poison is a skill now?  So... no more poisons with various effects?  No more warriors with poisoned weapons?  Okay...  guess I'll just wait and see how that turns out.

 

On the bright side, stealth is back.  I heard a rumor that it wasn't going to be returning, so it's nice to know that was incorrect.

 

Looks like the Barrier spell is going to be invaluable... I might need to travel with 2 mages at all times, but that will depend on what other classes bring to the table in terms of defensive buffs.

 

And War Cry is... Taunt now?  So what abilities do Champions have?  Sounds like Horn of Valor could have also been a Champion ability, since it's pretty much an active version of Rally from DA:O.

 

Actually that wasn't as positive as I expected it to be... the new skills are kind of a mixed bag for me, but I'm remaining skeptical mainly to avoid disappointment.  Overall the combat seems promising, at least... it could be a refreshing change of pace.



#961
andar91

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It's good to finally see some of the rogue skills... before I get to the positives... poison is a skill now?  So... no more poisons with various effects?  No more warriors with poisoned weapons?  Okay...  guess I'll just wait and see how that turns out.

 

Actually, poison is still in. We see it at 8:40 or so (a bit after).

 

 

Cole uses it in the fight to poison his daggers. I think, basically, it's a skill but you can also still use it like an item.

 

It could be class-restricted, though, I'm not sure. But it doesn't say that in the poison's description.


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#962
Icy Magebane

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Actually, poison is still in. We see it at 8:40 or so (a bit after).

 

-snip-

 

Cole uses it in the fight to poison his daggers. I think, basically, it's a skill but you can also still use it like an item.

 

It could be class-restricted, though, I'm not sure. But it doesn't say that in the poison's description.

Oh my, you are simply on fire with the video's today.  I was under the assumption that the poison skill applied a general "poison," but it seems that isn't the case.  Thanks for the heads up!



#963
andar91

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Oh my, you are simply on fire with the video's today.  I was under the assumption that the poison skill applied a general "poison," but it seems that isn't the case.  Thanks for the heads up!

 

Hahaha, thanks. 

 

Well, the Poisoned Weapons ability probably does. But I think you can also use separate poisons.

 

I think it makes sense, personally. Poison is such a rogue-y thing, I don't mind it being an ability (just like the grenade).



#964
LexXxich

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But then, it'd imply that rogues somehow can have infinite grenades/poisons with specific effect, but not with any other effects.

#965
Icy Magebane

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Hahaha, thanks. 

 

Well, the Poisoned Weapons ability probably does. But I think you can also use separate poisons.

 

I think it makes sense, personally. Poison is such a rogue-y thing, I don't mind it being an ability (just like the grenade).

Maybe... I often had Alistair or warrior Wardens learn to use poison to augment their attacks.  The basic ones were a nice boost, but some of the tier 4 poisons were godly.  The same goes for grenades... I found them especially useful if my mage Warden happened to get surrounded or ran out of mana at a bad time.  Plus there was no casting time so grenades were sometimes more useful than spells depending on the situation...

 

Well, that kind of diversity is likely a thing of the past, but that might not be such a bad thing.  I'm sure I'll adapt to the new system... heck, I'm even starting to consider playing as a rogue the first time through.  I had been favoring 2 handed warrior, but rogue might give me the greatest amount of flexibility in what party members I can bring along... if they have exclusive access to poisons, that might give them an edge.



#966
andar91

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But then, it'd imply that rogues somehow can have infinite grenades/poisons with specific effect, but not with any other effects.

 

Yes. It's not hardcore realism. I know many people don't like it, but I don't care. It's a stretch, but not a HUGE stretch that a rogue can quickly mix up a basic compound for a grenade. I have a far greater problem with a Warrior ability creating a Wall of Fire. Now THAT's a stretch for me, even.

 

Maybe... I often had Alistair or warrior Wardens learn to use poison to augment their attacks.  The basic ones were a nice boost, but some of the tier 4 poisons were godly.  The same goes for grenades... I found them especially useful if my mage Warden happened to get surrounded or ran out of mana at a bad time.  Plus there was no casting time so grenades were sometimes more useful than spells depending on the situation...

 

Well, that kind of diversity is likely a thing of the past, but that might not be such a bad thing.  I'm sure I'll adapt to the new system... heck, I'm even starting to consider playing as a rogue the first time through.  I had been favoring 2 handed warrior, but rogue might give me the greatest amount of flexibility in what party members I can bring along... if they have exclusive access to poisons, that might give them an edge.

 

I'm a little confused about what you're saying, and I'm not sure we're entirely on the same page. You seem to be suggesting that poisons are class-restricted, which is possible, but there's been no evidence of it that I know of.

 

The poison in the video I posted didn't say it was restricted by class, and we've also seen a Warrior use a grenade before (Antivan fire in the PAX demo from last year).

 

I think there will be poisons we use like potions that are available to all classes.

 

I also think rogues have an ability that poisons their weapons that is in no way connected to any item in their inventory or on the potion belt. Like...Miasmic Flask in DA2.



#967
Sylvius the Mad

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Just thought of something.

My rogue with Stealth suddenly became a much more valuable scout.

Is there non-combat stealth?

DA2 didn't have it.

#968
Icy Magebane

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I think it makes sense, personally. Poison is such a rogue-y thing, I don't mind it being an ability (just like the grenade).

This is what I was referring to.  The idea that a class restriction for poison makes sense.  If that is the case in DA:I, then rogues would have an edge in my eyes.

 

I also think rogues have an ability that poisons their weapons that is in no way connected to any item in their inventory or on the potion belt. Like...Miasmic Flask in DA2.

Probably... I hope you'll forgive my wild theories, but until they give us the details (all of them), there's almost nothing outside the realm of possibility.



#969
Icy Magebane

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Is there non-combat stealth?

DA2 didn't have it.

You could use stealth outside of combat in DA2...  I don't know how effective it was since the party would never wait where you told them to hold position, but it was possible.



#970
Sylvius the Mad

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You could use stealth outside of combat in DA2... I don't know how effective it was since the party would never wait where you told them to hold position, but it was possible.

You couldn't trigger it outside combat, could you?

There was stealth in MotA, but only in pre-defined areas.

#971
EnduinRaylene

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Is there non-combat stealth?

DA2 didn't have it.

This Gamescom demos Cole active stealth in combat and it doesn't stop when it'so over he just runs around the world stealthed. There was another video where Cole even runs into that cathedral with the mini boss guy and walking around them and they didn't notice him at all, only comes out of stealth when he attacks someone. And it doesn't seem like you aren't able to use abilities unless enemies are around, I'm not sure if that's the case in safe zones like Towns or anything, but I think there is a good chance you should be able to activate stealth whenever you want.

 

Edit: Here we go, player purposefully imitates stealth outside of combat with Cole and just runs around indefinitely until attacking which brings him out of stealth, as well the stealth stays active even when his weapons are sheathed.



#972
Icy Magebane

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You couldn't trigger it outside combat, could you?

There was stealth in MotA, but only in pre-defined areas.

There was a mission where a woman in the Hanged Man asked you to eavesdrop on some sailors late at night... In order to earn the bonus, you had to listen to the whole meeting, so I always entered stealth before getting near them.  It was definitely possible, although it rarely had any applications outside of combat...

 

edit:  Since I had nothing better to do I tested this out... Varric was able to enter stealth in the Viscount's Keep during the day.



#973
Churchader

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So i guess "guard" is what makes the characters health look armored like we have seen in various gameplay videos. Just wonder what it actually does

#974
Sylvius the Mad

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This Gamescom demos Cole active stealth in combat and it doesn't stop when it'so over he just runs around the world stealthed. There was another video where Cole even runs into that cathedral with the mini boss guy and walking around them and they didn't notice him at all, only comes out of stealth when he attacks someone. And it doesn't seem like you aren't able to use abilities unless enemies are around, I'm not sure if that's the case in safe zones like Towns or anything, but I think there is a good chance you should be able to activate stealth whenever you want.

Edit: Here we go, player purposefully imitates stealth outside of combat with Cole and just runs around indefinitely until attacking which brings him out of stealth, as well the stealth stays active even when his weapons are sheathed.

Good news. Thank you.

#975
Sylvius the Mad

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There was a mission where a woman in the Hanged Man asked you to eavesdrop on some sailors late at night... In order to earn the bonus, you had to listen to the whole meeting, so I always entered stealth before getting near them. It was definitely possible, although it rarely had any applications outside of combat...

edit: Since I had nothing better to do I tested this out... Varric was able to enter stealth in the Viscount's Keep during the day.

Okay, I officially don't remember DA2 at all.