It's worth noting that the skill tree we saw was for Blackwall and not the Inquisitor. So there is a chance, however small, that they are not identical between the two.
Skill Trees: View and discuss DA:I's skill tress here.
#1426
Posté 01 octobre 2014 - 07:15
#1427
Posté 01 octobre 2014 - 07:21
Dude. What the actual ****.
Did they seriously make the skill trees linear now? You can only go down path #1 or path #2? I was so stoked that they finally let the branches connect more between the paths so you'd have more options. It's not like pre-reqs are even that important anymore. Every ability looks very balanced and good in different situations. Why can't we get Block and Slash, Pommel Strike, and Whirlwind, but skip Mighty Blow and the first passive ability on the right side of the tree? For what possible reason is that not ok? This just means fewer possible character building options.
I get where you're coming from, but maybe it was a balancing issue? In DA2 they had a lot of branching paths for skill trees but almost every skill had "x points in whatever" as a requirement, so we wound up taking a lot of undesired skills to get to where we wanted... this is probably just so that we can't cherry pick the best abilities without giving up anything in exchange. So it could simply be a similar but less intrusive version of the DA2 system.
#1428
Guest_IceQuinn_*
Posté 01 octobre 2014 - 08:05
Guest_IceQuinn_*
A good amount of things have changed/been polished/tweaked/shuffled etc ; since way back when we first saw these skill trees (which was expected, I think). Icons re-coloured, these little markings i.e *-diamond: related to combos) added. A couple other things I noticed:
- The Focus bar/pool, present in past videos was absent in the twitch video and in parts (new footage) of the Crating and Customization video.
- Some active skills now have two arrows (top & bottom) marked on their icon’s border (Shield Wall, Whirlwind…), I've no clue though what that means.
- Stealth’s icon now has a little “^” marking (top of the border). Again, no idea.
- WTH this with Solas and the Red Lyrium crystals… part of Fade Step, Mind Blast(???), something entirely else? What’s happening, what am I missing? Can’t quite make it out… O.o
(I’d say like a ninja Mind Blast right after Fade Step, but nothing on the combat menu...)
....
WHAT IF focus abilities are now not part of the skill trees, but we get them in a different way, a different path, like the Mark of the Rift ability?
Maybe they decided to get all focus abilities OUT of the skill trees, and leave just 5 actives per tree.
This would make sense, since we know by now that for example in the Spirit tree we will have a AoE healing spell and a distance Revive spell, and there is actually not room for both. Since Cameron said in the last demo that there is a revive spell in the bottom of the spirit tree... Where is the AoE heal that obviously will be used with focus?
It is outsideeeeeeeeeeeee
...
I was thinking the same thing. Though we’ve seen Focus build up, (well, I) have not seen it deplete/consumed (after Haste was used, I mean, but maybe that wasn’t implemented back then? O.o) – EXCEPT, for this one time when Mark of the Rift was used (Fallow Mire, extended gameplay) – it immediately went poof after this skill was used. So, to me, these Focus abilities might’ve been relocated to their own “special” tab/tree (“Berserk” included). Should we see an updated version of the “Primal/Entropy” tree, I’d say Haste would probably be missing in there, as well. Am I 100% sure? NO! lol How could I... xD
All in all. Good news is, November 18 is right around the corner so we’ll find out soon enough about all of these things and much more, & it will all make sense. xD I’m mostly like, bring it already (though I wouldn’t mind a bit more on the specs, seeing them in action… just a lil’ taste)! ![]()
- Icy Magebane aime ceci
#1429
Posté 01 octobre 2014 - 08:44
-snip-
- Some active skills now have two arrows (top & bottom) marked on their icon’s border (Shield Wall, Whirlwind…), I've no clue though what that means.
-snip-
The most recent image of the Block and Slash icon has it as well... perhaps this indicates Sustained abilities since they all drain mana/stamina? Um... except for Whirlwind, according to the old description. That talent has both a star (Impact Detonator) and this new border... but when you think about it, 10 stamina for Whirlwind sounds a bit low, and in the videos, it seemed to vary in duration... so perhaps it continues and drains stamina so long as the button is held down?
Wait... Scythe also has it. Why would that be? The Devs mentioned that warriors have a "charge" ability in the Twitch video... so does that mean that Scythe is now a sustained charging move rather than a quick forward burst attack? That would really suck... ![]()
A lot of of food for thought in that post, though... it's interesting to ponder, though these constant changes make attempts to decipher the talent/spell system a bit frustrating. I mean, it's fun, but the part where they change everything and then we have to start all over again is not so fun... :/
#1430
Posté 01 octobre 2014 - 08:56
So as of yesterday Mike confirmed on twitter there is, in fact a mana/focus based group heal spell in the game. So looks like the actual 'end' is a group heal (needing mana/focus) and the other spell is probably distant revive (more so considering there are potions that can also be thrown to revive). So healing still in, I wasn't completely delusional in remembering/thinking that group heal existed for mages.
Buncha folks posted it in the thread about healing not existing... they're all still ignoring that and bitching about there being no healing though. Think I've given up on that thread all together lol.
- mikeymoonshine aime ceci
#1431
Guest_IceQuinn_*
Posté 01 octobre 2014 - 09:35
Guest_IceQuinn_*
The most recent image of the Block and Slash icon has it as well... perhaps this indicates Sustained abilities since they all drain mana/stamina? Um... except for Whirlwind, according to the old description. That talent has both a star (Impact Detonator) and this new border... but when you think about it, 10 stamina for Whirlwind sounds a bit low, and in the videos, it seemed to vary in duration... so perhaps it continues and drains stamina so long as the button is held down?
Wait... Scythe also has it. Why would that be? The Devs mentioned that warriors have a "charge" ability in the Twitch video... so does that mean that Scythe is now a sustained charging move rather than a quick forward burst attack? That would really suck...
That’s what I thought, right? (“sustaineds”), i.e Shield Wall – keeps blocking as long as you hold it, Whirlwind – keeps… well, spinning LOL repeatedly as long as you hold it; but then with Scythe (which, I can see the icon there, but hadn't seen the ability in action), I just, wasn’t too/enough sure about it to go on...
Now that you mention: I'm thinking, Scythe might be more like Whirlwind in that aspect (repeated moves, with the button held down) rather than like, a continued non-stop charge. So. The two-arrows marking might mean that you can choose to "sustain"/hold/keep the ability going, whatever, as long as you hold the button down. As for Stamina: at least w/ Whirlwind, each swing/spin seems to drain a certain (same) amount of Stamina & that keeps going.
Stealth’s new “^”: I was thinking = toggle(?). But then again what other toggles do we have and/or seen (recently, updated icons) to make a comparison, maybe venture like a safer guess? So…
lol
A lot of of food for thought in that post, though... it's interesting to ponder, though these constant changes make attempts to decipher the talent/spell system a bit frustrating. I mean, it's fun, but the part where they change everything and then we have to start all over again is not so fun... :/
I know exactly what you mean! haha xD
- Icy Magebane aime ceci
#1432
Posté 01 octobre 2014 - 10:58
Maybe someone's already asked and answered this question, but in relation to skills and such - do we know if there will be any intra-class combos available? I'd love to be able to take out an all-one-class party every once in a while, and while cross class combos are awesome, having a couple combos that require two or more of the same class in the party would be extremely excellent.
#1433
Posté 01 octobre 2014 - 11:20
Maybe Focus meter is not there, because it is so soon in the story (it is level 5 after all), that you have not yet access to focus.
#1434
Posté 01 octobre 2014 - 11:38
Maybe Focus meter is not there, because it is so soon in the story (it is level 5 after all), that you have not yet access to focus.
I agree with that, but you may also be right about them being moved over to their own tree. They are probably unlocked with something other than talent points as well... just a wild guess, ofc.
#1435
Posté 01 octobre 2014 - 11:55
Maybe someone's already asked and answered this question, but in relation to skills and such - do we know if there will be any intra-class combos available? I'd love to be able to take out an all-one-class party every once in a while, and while cross class combos are awesome, having a couple combos that require two or more of the same class in the party would be extremely excellent.
Well, I think that will be so. In the E3 demo, the Qunquisitor Mage freezes enemies and then uses Stonefist, and 'Shatter' shows up.
I think they're separated into 'Detonator' abilities that affect enemies already influenced by something.
We've also seen, very, very briefly in the Multiplayer demo, a Mind Blast spell make two asleep enemies frightened (a Rogue knocked them out).
So I think they work more on an ability basis than on a status effect basis (thank GOD it felt so FAKE in DA2).
#1436
Posté 02 octobre 2014 - 12:15
Well, I think that will be so. In the E3 demo, the Qunquisitor Mage freezes enemies and then uses Stonefist, and 'Shatter' shows up.
I think they're separated into 'Detonator' abilities that affect enemies already influenced by something.
We've also seen, very, very briefly in the Multiplayer demo, a Mind Blast spell make two asleep enemies frightened (a Rogue knocked them out).
So I think they work more on an ability basis than on a status effect basis (thank GOD it felt so FAKE in DA2).
In the E3 demo we also saw the inquisitor set of an electrical combo called discharge by hitting a shocked enemy with stone fist.
#1437
Posté 02 octobre 2014 - 12:16
@TheGusWho: Basically what Andar91 said, it looks like it's setup more like ME3 where there are primers and detonators. Doesn't really matter who sets, or detonates, weather it's the mage casting something to freeze a target then following up with a rock fist to detonate it, or if a warrior runs up to do it for them. It maybe quicker to have 2 character pull that off but ultimately a mage can set off his own stuff, as can warrior/rogue set off their own stuff as well.
Apparently, and this may just be the MP (but I doubt it) the Reaver's Devour (self-heal) is more potent when combined with another one of their skills that causes AoE dmg based off how low their own health is. So... Reaver, at least, has it's own self combo as well. So yeah, combo's all over the place and an individual is able to setup and trigger it them selves as well as use team work to accomplish the same (or other varied outcomes, maybe).
#1438
Posté 02 octobre 2014 - 12:47
So basically: the ability combos are unf-worthy. Glorious - I am definitely going to try at least a couple missions with an all-class party (Cole/Varric/Sera/Roguequisitor, Iron Bull/Cassandra/Blackwall/Warriquisitor, Vivienne/Solas/Dorian/Magequisitior) in all my playthroughs, then. If nothing else, it'll make for a really cool challenge.
Thanks for the responses - I thought I'd been paying attention, but I completely missed everything you pointed out. You guys rock.
#1439
Posté 02 octobre 2014 - 12:48
True... I think I might actually prefer it this way since it's a bit less flexible and will require us to make hard decisions about what skills we want to learn.
I don't because it means we will probably have to take abilities we really don't want to have.
#1440
Posté 02 octobre 2014 - 12:51
I don't because it means we will probably have to take abilities we really don't want to have.
That's always been the case though... remember DA2's "x skills in somethingoranother" requirement? The real issue for me is that we can't even access those crappy, unwanted talents/spells anymore... either way, I'm just trying to look on the bright side. The system isn't changing at this point, so I think it's best to accept it and start adapting to it early.
#1441
Posté 02 octobre 2014 - 01:30
I don't because it means we will probably have to take abilities we really don't want to have.
Agreed, although unless the trees change massively, at least the more multi-purpose spells (fade step, barrier) are in the top tier.
#1442
Posté 02 octobre 2014 - 04:31
So screenshots.
Adding them to the OP.
Thanks for posting that here Icy, I didn't even notice that there was a tree in it when I watched the video.
Hey Mikey if possible could you please get a screenshot of the qunari mage casting winters grasp? It looks like there are two new spell icons we could discuss....and it looks epiic
#1443
Posté 02 octobre 2014 - 04:33
Hey Mikey if possible could you please get a screenshot of the qunari mage casting winters grasp? It looks like there are two new spell icons we could discuss....and it looks epiic
Totally got you covered, man.
This Winter's Grasp looked freaking enormous!
As for the image, I see Barrier, Fade Step, Fire Mine, and Winter's Grasp equipped, as well as two new spell icons that are in effect as well. The blue shield thing is definitely new, but I am unsure if the green shield is Barrier or something else entirely.
- themageguy et sarbas aiment ceci
#1444
Posté 02 octobre 2014 - 04:47
As for the image, I see Barrier, Fade Step, Fire Mine, and Winter's Grasp equipped, as well as two new spell icons that are in effect as well. The blue shield thing is definitely new, but I am unsure if the green shield is Barrier or something else entirely.
In the Twitch video, the Inquisitor was enclosed in a Barrier but didn't have a green shield icon next to their abilities and stamina... no idea what those symbols might mean.
#1445
Posté 02 octobre 2014 - 04:52
I am actually really excited that the skills have been broken into different lines like we saw in the two handed tree for Blackwall up because of what this means for choosing skills. This means we can dabble in more trees or better yet we don't have to get through "too many" skills to get the best abilities for that tree. I just don't like the idea of having to focus entirely on 3 trees to make a build viable instead of maxing one branch of a tree and then moving on to maxing another branch in another tree until I have about 6 branches maxed in 5 different trees. I prefer to be able to max more things than just three trees. What I mean by all this is that if the branches connect between the trees there is a better chance that self combos have more to do with a particular tree. Not only that but I don't particularly like min-maxing when it comes to choosing skills and without the branches connecting to each other there is a better chance of more builds being viable as a general rule. I hope that makes sense. If clarification is needed I would be happy to oblige.
Also one other thing. It looks like while doing fade step you can pic the direction you want to go while stepping. I am also wondering if fade step also has a hold down mechanic that makes you go further the longer you hold down the button. I apologise if there been an answer to this already.
Modifié par UniformGreyColor, 02 octobre 2014 - 05:02 .
#1446
Posté 02 octobre 2014 - 05:20
Totally got you covered, man.
As for the image, I see Barrier, Fade Step, Fire Mine, and Winter's Grasp equipped, as well as two new spell icons that are in effect as well. The blue shield thing is definitely new, but I am unsure if the green shield is Barrier or something else entirely.
The circle-shaped icons above the active abilities in the bottom right? Those are Passive ability effects that are currently applied to the character. T
he green shield one was detailed in one of the mage ability previews: it's Guardian Spirit.
The blue shield one is in the Winter tree (because it's blue) and looks to have the Entropy symbol on it. I'm guessing this has something to do with adding weakening/debilitating effects to your cold attacks.

- Icy Magebane aime ceci
#1447
Posté 02 octobre 2014 - 05:28
#1448
Posté 02 octobre 2014 - 05:30
i may have gotten caught up in how awesome it was seeing my future qunari mage cast a winters grasp of epicness
- Icy Magebane aime ceci
#1449
Posté 02 octobre 2014 - 08:15
Hmm, the separating of the 2hander skill tree(and probably other trees) is kind of a downer. I could come to grips with the 8 ability limit, since we'd have a lot of freedom of being able to choose which abilities we'd get without wasting too much skill points. But splitting them up means you'll HAVE to get some useless ones...
That said, there are still some options.
1) This is only for blackwall. Every companion may have different trees ordened due to their personality (this woudl actually be friggin' AWESOME)
2) This is an old build (unlikely)
3) this was a multiplayer build (also pretty unlikely)
4) This is a new build, but still experimental and subject to change (semi-unlikely)
5) Bioware did this intentionally to mess with us (strangely, pretty likely
)
I'm mostly hoping for 1)
#1450
Posté 02 octobre 2014 - 08:30
Hmm, the separating of the 2hander skill tree(and probably other trees) is kind of a downer. I could come to grips with the 8 ability limit, since we'd have a lot of freedom of being able to choose which abilities we'd get without wasting too much skill points. But splitting them up means you'll HAVE to get some useless ones...
That said, there are still some options.
1) This is only for blackwall. Every companion may have different trees ordened due to their personality (this woudl actually be friggin' AWESOME)
2) This is an old build (unlikely)
3) this was a multiplayer build (also pretty unlikely)
4) This is a new build, but still experimental and subject to change (semi-unlikely)
5) Bioware did this intentionally to mess with us (strangely, pretty likely
)
I'm mostly hoping for 1)
My view is that they don't HAVE to be useless if they are all truly unique abilities and even if they are somewhat undesired late game doesn't mean that they don't fill a niche early game. My idea is its like this: you start off with nearly nothing and then gradually you get better and better skills, equipment and the like until your gear and skills are so epic that it boggles the mind. This doesn't mean that combat gets less challenging because I actually want the game to get harder and harder as I play through the main story line and am exploring more and more dangerous places with bigger and badder enemies. In regards to your outlook on the likelihood of individualized skill trees I am all for it! I think that would make the game we are looking at from a great game to a spectacular game. If they put that much detail into this game, minds will be blown and it will be the game everyone talks about for years and years.





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