Where are people seeing firestorm in the Rift Mage tree? I can see Stonefist but not Firestorm.
I think the Focus ability.
Where are people seeing firestorm in the Rift Mage tree? I can see Stonefist but not Firestorm.
I think the Focus ability.
So does artificer have a skill (focus ability?) that's only useful to archers? Seems like it. Or maybe it changes depending on your equipment? Perhaps assassin will have one for dagger rogues. I'm still thinking I want to play a tempest dagger rogue, even though I know almost nothing about tempest.
Well, launching a rain of projectiles seems better suited to machinery than an ordinary weapon anyway.
So maybe companions have their own unique focus abilities in the specialization trees, to make up for those only the inquisitor has access to? (they have those, right? I have not been paying attention to this stuff for very long) I don't know. I don't know anything! So you CAN have Varric use daggers, but why bother? (I was never going to bother anyway; I like companions having their own style~)
I actually like elemental abilities for mages anyway, so I'm not really disappointed that they're focused on that. My condolences to those who are.
One postive (sort of stated by Ishten) of the mage trees is that we should be able to dip into many of the trees. In DA2, I always felt like I specialized in one or the other, but now we can get at least a little bit of everything.
My mage build is what I call my Archmage build. I have done this with other RPGs that involve some form of magics.
In TES for example, I invested in all the schools of magic, enchanting and alchemy. I mastered alchemy and enchanting but the magic schools I only went up to expert. Manage to create a very versatile mage that could deal with and do pretty much anything. Sneak & manipulate ? Illusion. Do damage ? Destruction. Protect ? Restoration. Alter reality ? Alteration. Pets ? Conjuration.
In DAO I did this as well. Invested in the base magic schools. Manage to create a versatile Mage Warden than could heal himself, destroy stuff, create pet (raise dead), debuff, mind manipulation (sleep).
In DA2 the same went with Hawke as well. I did not have Spirit Healer spec or the Force Mage spec. But I could paralyze groups with glyphs or well placed sleep. I could heal myself.
So if I decided to play as a Mage Inquisitor, most likely I will do this again. Just focus on the basic trees to create a well rounded mage. Should do fine.

Just for a bit of perspective. Combined with the removal of attribute point spending, and dropping down character specs you can have from 2 to just 1, the sheer loss of customization is... staggering.
Streamlining can be great. Combining the elemental weapon spells into just one in Dragon Age 2 was an inspired decision. As was combining the "Heroic Aura" spells together. It can be used to great effect.
But this is very, very drastic.
What's funny is that for all the damn choices in DAO, I either didn't like about half of the spells or never had enough level ups to even get all the ones I did like, so I really don't give a damn about the numbers. I prefer my mages to make stuff blow up, and maybe have a nice support spell or two, which DAI seems to be doing pretty well with, in my opinion.
So that guy finally uploaded his classes vid. I can't post it though or do screenshots because of computer troubles. So go watch it if you havn't already, it shows loads of trees.
Just for a bit of perspective. Combined with the removal of attribute point spending, and dropping down character specs you can have from 2 to just 1, the sheer loss of customization is... staggering.
I kinda felt like Bioware was going the way of simplicity for DA:I -- this just kinda reinforces that notion sadly ![]()
So that guy finally uploaded his classes vid. I can't post it though or do screenshots because of computer troubles. So go watch it if you havn't already, it shows loads of trees.
Yo, Mikey, check the bottom of page 71, I posted all of the screenshots, man. I got you covered.
Just for a bit of perspective. Combined with the removal of attribute point spending, and dropping down character specs you can have from 2 to just 1, the sheer loss of customization is... staggering.
Streamlining can be great. Combining the elemental weapon spells into just one in Dragon Age 2 was an inspired decision. As was combining the "Heroic Aura" spells together. It can be used to great effect.
But this is very, very drastic.
Wait, we cannot spent attribute points anymore ?! Where and when did THIS happen ?!
Wait, we cannot spent attribute points anymore ?! Where and when did THIS happen ?!
Ummm, we don't know how attributes work, but when the guy levelled up in a video yesterday, he never went to the attributes screen. I'm not sure if he necessarily even knew if attributes could be affected.
What's funny is that for all the damn choices in DAO, I either didn't like about half of the spells or never had enough level ups to even get all the ones I did like, so I really don't give a damn about the numbers. I prefer my mages to make stuff blow up, and maybe have a nice support spell or two, which DAI seems to be doing pretty well with, in my opinion.
I see this criticism a lot, but really there was only four or five crappy spells in all of Dragon Age Origins and those were that pithy wisp, the Arcane tree passive that boosted staff damage, and all of the Heroic buffs that were separate.
The virulent bombs and necromancy, the paralysis inflicting trees, the hexes, the four elements of the primal school, the anti-magic spells, the telekinetic shields and prisons, the trap/territory control style glyphs, the healing and the party support. There were many, many options. It was okay to only get 20 spells in the game, because this only made your decisions mean more, made customization matter more. It also properly represented the sheer breadth of what magic in Thedas is capable of.
Ummm, we don't know how attributes work, but when the guy levelled up in a video yesterday, he never went to the attributes screen. I'm not sure if he necessarily even knew if attributes could be affected.
That was why I was asking. I think its a false rumor . I know Bioware is going down the path of streamlining but there are just some lines you do not cross, such as not allowing players to distribute their attributes on their own.
I see this criticism a lot, but really there was only four or five crappy spells in all of Dragon Age Origins and those were that pithy wisp, the Arcane tree passive that boosted staff damage, and all of the Heroic buffs that were separate.
To each their own. There were quite a few spells I had no real interest in. Just because you found them useful, doesn't mean everyone else did.
Ah, l see I am late to the party. Thanks again rex I should be able to update the thread tomorrow.
That was why I was asking. I think its a false rumor . I know Bioware is going down the path of streamlining but there are just some lines you do not cross, such as not allowing players to distribute their attributes on their own.
They seem to be attached to what passive and active abilities you take. One spell taken will increase your willpower by +3. Another might increase your intelligence +3, or your strength, constitution and so-on.
If the demo player was simply unaware of points to be spent, there would be a HUD icon indicating to them that they need to finish leveling up. This has always been a feature of the series, the upward pointing arrow that appears on your player icon to make sure you know.
It's not hard to infer this from such context clues.
Streamlining can be great. Combining the elemental weapon spells into just one in Dragon Age 2 was an inspired decision. As was combining the "Heroic Aura" spells together. It can be used to great effect.
But this is very, very drastic.
Thanks for the graph puts it very well. IMHO DA2 did well in streamlining the abilities to an acceptable level while still providing variety but the streamlining should have ended there. Now, presumably due to the 8 ability limit, it has been reduced to a stupidly low level. So there is far less customisation in the key area of an rpg. The series is morphing from an rpg to a shooter.
Just quoting them again, so people can see them.
Here are some
Spoiler
More
Spoiler
Running DAO multiple times made the depth and breadth of the amount of spells .. combined with the combos it was so much fun to play.. sleep, horror.. nightmare.. waking bomb .. plus elemental spells.. the possibilities for creativity and exploration were there.
To each their own. There were quite a few spells I had no real interest in. Just because you found them useful, doesn't mean everyone else did.
Are there only four or five hairstyles you tend to favor when crafting a character's appearance?
Does this preclude the others from not deserving to exist?
I mean, just because some people would find Qunari with long hair to be interesting, doesn't mean everyone else will. So I suppose it is also without incident that such things were left out, following your logic.
Thanks for the graph puts it very well. IMHO DA2 did well in streamlining the abilities to an acceptable level while still providing variety but the streamlining should have ended there. Now, presumably due to the 8 ability limit, it has been reduced to a stupidly low level. So there is far less customisation in the key area of an rpg. The series is morphing from an rpg to a shooter.
Mmm without actual shooter elements.
To each their own. There were quite a few spells I had no real interest in. Just because you found them useful, doesn't mean everyone else did.
I sort of felt like this too.
I admit being disappointed over the mage trees now, but I still agree with this.
What I would really like to see is a system where we can upgrade base abilities in more than one mutually exclusive direction. I THINK ME did this? I dunno, never played (though I may start up the first one tonight - I got it on Steam).
So the way I imagine it is this:
Winter's Grasp
You enclose an enemy in a burst of ice that damages and freezes them.
200% Weapon Damage
Freeze Duration: 6 seconds
Upgrade: Icy Burst
Your spell now releases ice in a small radius around the target, damaging and freezing nearby enemies as well.
Size: 5 meters
Upgrade: Everlasting Ice
You focus your wintery wrath onto the target, dealing more damage and freezing it more thoroughly than before.
300% Weapon Damage
Freeze Duration: 11 seconds
At least with a system like this, different playthroughs might be more interesting. I'd still want a decent (bigger than DA:I) selection of base abilities though, but it would be a way to have less abilities at any given time but more customization choices.
Mage skill trees and famed 8 active abilities limit give me an impression that combat is designed around the multiplayer...
Much of the magic lore is either reduced or removed from the game. Apparently all mages in the universe suddenly forgot how to heal, can't remember the sleep spell or debilitating curses. Thedas mages seem to suffer from a serious case of mass amnesia.
Rogues got antigravity boots and mutated to become partly frogs, while warriors learned to create firewalls and summon rocks from the ground. Lets not forget that the Inquisitor and his companions are a band of unique mutants who move and attack a lot faster than anyone else.
Origins had a great start, it set the world, its lore and more tactical approach to combat. Dragon Age 2 was a hack and slash experiment that got mixed player reactions at best. They said that they want to fall between the two in Inquisition. Looks more like the only thing that reminds me of Origins in videos that we've seen so far, is that the pace is slightly slower than DA2.
The rest is brought to level of DA2 and beyond. While some aspects of it I like, I can't help but feel that Inqusition could be seen as a lore-rape if one keeps Origins and 2 in mind. If I am right, BioWare could be described as a taking a giant dump on what was supposed to be the core of their own creation.
Mmm without actual shooter elements.
Its functionally moving closer to a shooter, I'm not saying it is now but its closer to the ME series than DAO and DA2, and ME2 and ME3 are a mix of shooters and rpg.
Mmm without actual shooter elements.
It's more like it's turning into a solid action RPG.
I'm much more concerned by the lack of representation for hexes, paralyzes and crushing prisons, glyphs, elemental weapon buffs and healing spells. These things that defined so many mages, like Darkspawn and demon casters... it feels awful, knowing characters I've played in previous games were capable of these unique things and my Inquisitor will not be.
Given this ability count, logically there should only be one fire spell, one lighting spell, and one ice spell in the whole game of Inquisition. Primal is a very small portion of what mages are capable of, and it has a totally disproportionate representation.
Spells kind of felt repeated.
I don't know about anyone else, but when I spec'd my mage and got a lot of the options available, I felt like he wasn't really special. I had almost every spell at my disposal. I'd also rather have spells that feel distinct from one another. I really didn't get that feeling in DA:O.