Yeah I agree IceQuinn, even if its just a name change it just adds a bit more personality to it. I think 1-2 talents being changed, or tweeked would also make sense. Either way its odd they have them and can't teach us in said thing but maybe they don't get access to it till we get past that point in the story either. Still curious when that comes about in the story.
Skill Trees: View and discuss DA:I's skill tress here.
#1526
Posté 03 octobre 2014 - 11:50
#1527
Posté 03 octobre 2014 - 11:51
I'm the Blue Power Range the Knight Enchanter here Viv! If you can't teach me the spec, things aren't looking too good for you!!
Unless you throw nice parties, in which case i'll snob it since i don't like parties at all ![]()
#1528
Posté 04 octobre 2014 - 12:19
Tank: Me
Marshmallows: Everyone except Iron Bull & Cassandra
Iron Bull: Iron Bull
Riding Partner: Cassandra
#ridethebull
They're ruining my party composition!
#1529
Posté 04 octobre 2014 - 12:30
I'm
the Blue Power Rangethe Knight Enchanter here Viv! If you can't teach me the spec, things aren't looking too good for you!!
Unless you throw nice parties, in which case i'll snob it since i don't like parties at all
For a second there, I read 'parties' and 'panties'. WHOA, Vivienne, we don't need to know!
Ahem.
Anyway, I actually really liked how companions in DA2 had their own individual trees, though I hated...HATED...HATED...that they were locked out of another tree for no reason.
So honestly, I"d love if they had their own, but I in no way expect that from Inquisition. It's possible, but I think they're going to have regular specialization trees. Which I'm sure will be fine, but I loved the individual ones. Added a lot to their character, I thought, in a really fun mix of mechanics and story.
Ooh, oh, oh! Let's come up with personalized abilities for the companions in Inquisition! I'll do a few.
Blackwall
In Peace, Vigilance (Active)
Grey Wardens have long faced terrible foes in battle, and this toughness has saved them in many fights. When this ability is activated, Blackwall instantly gains some guard; the amount gained increases the lower his health is. After 30 seconds, the guard vanishes.
Warden's Duty (Passive)
Blackwall places his duty to others above all else, and his dedication can keep him standing longer than other warriors. Blackwall can continue to fight normally for 10 seconds even when reduced to 0 hit points.
+3 Constitution
Vivienne
Ruthless (Passive)
In battle and in politics, those who strike hard and fast are also the ones who stand victorious. Vivienne offers no mercy to those who oppose her.
+10% Damage dealt by all spells
Enchanter's Mantle (Active)
Vivienne is one of the most savvy mages in the Circle, and is among the most adept spellweavers of their number. She can use her spells to maximum effect whilst conserving her mana. After this effect ends, Vivienne loses all mana and must wait to use her magic again.
Mana cost of all spells: 0
Duration: 10 seconds
Cole
Fade From Memory (Passive)
Cole is difficult to keep in one's memory, and he has learned how to apply this in battle. Cole generates less threat than others.
Threat Generation: -25%
Mean Streak (Passive)
Friendship means everything to Cole, and those who harm his friends are sure to taste his fury. Any enemy who has struck down one or more of Cole's allies takes more damage from Cole, and he has a higher chance of inflicting a critical hit.
+15% Damage
+25% Critical Chance
I have way too much fun making abilities.
#1530
Posté 04 octobre 2014 - 05:57
Do we know yet if all attributes are tied to abilities and passives? I thought I saw an ability that raises strength which I mentioned a while back in this thread.
#1531
Posté 04 octobre 2014 - 06:01
Are you asking if you can only gain attributes by equipment and skill choices? Cause no, they're just minor bonuses to represent the training or something.
#1532
Posté 04 octobre 2014 - 06:07
Good then we still get to pick how and what our attributes will go up. I was really worried.
#1533
Posté 04 octobre 2014 - 06:24
Yeah, in multiplayer we might also but might not? They've said re-setting a lvl 20 char to 1 will net bonus attribute points to spend in the odd-ball 3 (Cunning, Con and willpower) for all characters. Not sure if that has a stopping point, not sure if we get to spend points per char lvl up to 20 (20 is only max or MP btw, Campaign is 30, that might be a softcap).
Either way, definitely get to spend points in the main game.
- UniformGreyColor aime ceci
#1534
Posté 04 octobre 2014 - 07:34
My next question actually does have to do with MP. Since other games had restrictions on what you could equip based on Attr. I am wondering if it is a similar system in MP. What I mean is if we have some sort of inventory for previously used gear that we would have to equip if we went back to LVL 1 in MP. I know breaking down gear is a big thing in MP but wondered if we got a set of armour that we really like if we could keep it for when we do in fact have to respec our MP characters.
#1535
Posté 04 octobre 2014 - 07:49
I'd imagine you can keep it, considering its equipment to equip and we choose if we break stuff down or not. Can't see why we couldn't just hold onto it. It's not like it'll require we break **** just to equip other stuff - that could cause an issue of people not wearing something at all. So im gonna make a educated wild guess at 'yeah we can keep are stuff'.
#1536
Posté 04 octobre 2014 - 08:00
Is there any info on how much stuff we can keep in our inventory both SP and MP? I was thinking that it would be cool if we eventually get just the right gear from various breakdowns and then it becomes our go to armour and weapons for any given level for our MP chars. This could mean a lot of different armour and weapons we would have to keep eventually. You have to figure that we have 12 is it(?) chars and different levls of gear so that could amount to quite a bit of stuff.
#1537
Posté 04 octobre 2014 - 08:05
I have no idea but its using the crafting system from SP. So it's schematic + material based. Get a Schematic for something, make it great with good materials.Get a high lvl item that you don't want (for a class you don't play or something) and break it down. Get materials for the thing you 'do' want, make a high end version of it. That's really all I really know though.
#1538
Posté 04 octobre 2014 - 09:47
One of the fighting styles subzero could form a sort of frost on him that acted as armor in a way. Do you think a dagger tempest would utilise a similar effect using their potions? Then any damage they dealt would deal cold damage and possibly freeze or chill enemies/???
#1539
Posté 04 octobre 2014 - 12:43
So do we know yet if they'll reveal all the skill trees before release? I'm trying to decide between a Sword n' Board Warrior or a DW Rogue, but I need to look at the Weapon and Shield tree to make a decision.
#1540
Posté 04 octobre 2014 - 12:48
Wait so mages only have 4 skill tress now plus 3 specialization trees? I remember seeing lot more in one of the demo videos..
#1541
Posté 04 octobre 2014 - 12:51
I have yet another question. Do we know if the racial passives apply to companions or even NPCs for that matter?
#1542
Posté 04 octobre 2014 - 01:03
@blussi : That's the way it's been since we've ever seen footage.
@UniformGreyColor: I haven't heard if they do but I would imagine they do? They might not though, that may just be something for the player only... but then who knows. Would make sense for it to be race-specific, more so considering outside of human they're very non-skill oriented. Dwarves with magic resist, qunari with +50 hp. Don't see why it wouldn't be taken into consideration really.
#1543
Posté 04 octobre 2014 - 02:19
They have changed Qunari's passive, although in the latest demo we saw it had the old passive of 50 health.
Blussi, there are 4 skill trees for every class, and a 5th one to chose amongst the 3 specializations. Companions have their specialization already locked, which is the same as the Inquisitor's ones.
However I believe there will be some other abilities outside those trees, maybe some gained automatically by advancing the main story, because there is at least 1 focus ability called "Mark of the Rift" which does not belong anywhere. And it makes sense to start the game with that ability granted.
That, and the fact that focus abilities are nowhere to be seen in the latest footage, makes me think they might all be adquired in a separate way.
#1544
Posté 04 octobre 2014 - 02:41
Ahh Qunari get 10% melee defense. Wonder if that's avoidance style like in DAO or %-resistance. Would be nice if in a video they would go over attributes and stats. Still curious if armor is DR like DAO or %resist... really hoping it's DR based (or like DT in Fallout games). DA2 system, as a whole just wasn't very well handled. Never like it when your armor seems to get weaker as you lvl. Yeah you always want to get higher stats as you lvl but seeing that % get lower and lower just was aggravating.
#1545
Posté 04 octobre 2014 - 02:50
They have changed Qunari's passive, although in the latest demo we saw it had the old passive of 50 health.
Blussi, there are 4 skill trees for every class, and a 5th one to chose amongst the 3 specializations. Companions have their specialization already locked, which is the same as the Inquisitor's ones.
However I believe there will be some other abilities outside those trees, maybe some gained automatically by advancing the main story, because there is at least 1 focus ability called "Mark of the Rift" which does not belong anywhere. And it makes sense to start the game with that ability granted.
That, and the fact that focus abilities are nowhere to be seen in the latest footage, makes me think they might all be adquired in a separate way.
Wow, thank you I didn't know this! Not that the lack of number in skill tree is necessary a bad thing, but it does make game sounds a bit more casual to me (it's not a bad thing too of cousre). Wonder if they'll ever do game feature video for skill trees in the future..
#1546
Posté 04 octobre 2014 - 02:53
Wow, thank you I didn't know this! Not that the lack of number in skill tree is necessary a bad thing, but it does make game sounds a bit more casual to me (it's not a bad thing too of cousre). Wonder if they'll ever do game feature video for skill trees in the future..
I don't like it, particularly for mages. If fire and ice each get a tree, that means lightning and earth are shoved together and are getting less. The elementalist focus seemed kind of weird in the first place (I miss Entropy and Creation as base trees), but to further limit those elements just seems very restrictive.
Other classes I'm not so worried about.
I will say, though, that I don't really think it will be more casual. The abilities we've seen are pretty interesting and many require some forethought (like Static Cage or Wall of Ice).
#1547
Posté 04 octobre 2014 - 02:57
I think Earth might be gone, in all honestly.I don't like it, particularly for mages. If fire and ice each get a tree, that means lightning and earth are shoved together and are getting less. The elementalist focus seemed kind of weird in the first place (I miss Entropy and Creation as base trees), but to further limit those elements just seems very restrictive.
Other classes I'm not so worried about.
I will say, though, that I don't really think it will be more casual. The abilities we've seen are pretty interesting and many require some forethought (like Static Cage or Wall of Ice).
#1548
Posté 04 octobre 2014 - 03:02
I don't like it, particularly for mages. If fire and ice each get a tree, that means lightning and earth are shoved together and are getting less. The elementalist focus seemed kind of weird in the first place (I miss Entropy and Creation as base trees), but to further limit those elements just seems very restrictive.
Other classes I'm not so worried about.
I will say, though, that I don't really think it will be more casual. The abilities we've seen are pretty interesting and many require some forethought (like Static Cage or Wall of Ice).
Yeah separating fire and ice and making trees specifically devoted to them is such an odd choice IMO. I miss entropy tree too as it was my favourite school of magic in both DA:O and DA2 (It just made playing mage much more interesting) but I'll hold my judgement until I know & see more.
#1549
Posté 04 octobre 2014 - 03:07
By the way, equipment is level dependant this time around, not stat.
#1550
Posté 04 octobre 2014 - 03:15
If I wanted to ask a dev if they're gonna reveal all the skill trees before release, who would I ask on twitter?





Retour en haut





