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


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#1976
Mornmagor

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I don't really mind the less spells, since we have no idea what the passives are actually, they could be more meaningful than before, then again, i still don't mind.

 

What i DO mind, and will speak out against, is that the aesthetics of Mages are really messed up, for me, and maybe for some others as well.

 

What do i mean by that? It's simple. First, elements, have way too much impact on Mage gameplay, it's like you need to pick something out of fire, water(ice), and lightning, with the occasional earth spells. I don't like it, but i can live with that.

 

The placement of an earth spell, Stone Fist, if it is indeed that, in the Rift Mage Spec, is, in my opinion, just wrong. The aesthetics of a specialization should feel different than the generic primal Mages of DA2 or DA:O.

 

A Specialization, which you can choose only once, should be, and feel unique. Taking old spells, and putting them there "because they might make sense", well, takes away from the "unique", and puts generic into the specializations as well. I mean, Stone Fist and Firestorm are something unique to Rift Mages now?

 

I don't like "an earth spell" and "a fire spell", in specializations. They should have unique aesthetics, away from the elements.

 

If the "stone fist" is just one exception, i get it. But i would prefer it, if each spec had its unique abilities, and didn't resort to borrowing spells from old games' basic Mage trees. Having some spells of previous specializations, i can get behind, but taking a generic elemental ability and naming it a spec ability?

 

I don't think so.

 

P.S. I kind of hope these trees were not final because they didn't want the streamers to spoil all the trees yet, but i doubt it.


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#1977
PillarBiter

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I'm thinking a month before release the trees are pretty final...

 

In any case, I've gone from denial and anger to acceptance. They've playtested it a lot more than we have speculated. The trees will be what they are. To me, they're looking pretty good actually, a lot of possibilities for combos. But, I think I'm just going to wait for the game to come out because at the moment we're just going in circles in this thread. 

 

I'd like for some more warrior trees to leak, but we'll see it when we'll see it.


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#1978
Mathias

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I'm thinking a month before release the trees are pretty final...

 

In any case, I've gone from denial and anger to acceptance. They've playtested it a lot more than we have speculated. The trees will be what they are. To me, they're looking pretty good actually, a lot of possibilities for combos. But, I think I'm just going to wait for the game to come out because at the moment we're just going in circles in this thread. 

 

I'd like for some more warrior trees to leak, but we'll see it when we'll see it.

 

When I found out about how simplified the skill trees and attribute system were, I skipped all the steps and went straight to acceptance, but not for the reason you might be thinking. I didn't accept it because I found it to be a great idea. I accepted it because it doesn't surprise me in the least bit that Bioware would do this. They've been streamlining their games ever since EA. I don't like it, but I know that this is how it's gonna be.


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#1979
themageguy

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Hmmm maybe the firestorm ability we see isn't actually firestorm at all. Maybe its something like avalanche from Diablo 3.

Afterall, the icon for the spec is horror from dragon age 2 if im not mistaken.

#1980
The Elder King

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Btw, is it just me or is focus abilities only seem to be present in Specialization trees now ?

It seems so.

#1981
themageguy

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The top right icon in the templar tree has me interested.

In the novel asunder, we see a templar channel her power to make her sword glow and crackle with energy.

I hope this skill is reminiscent of what was in the novel.
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#1982
Bayonet Hipshot

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It seems so.

 

Great ! I plan on doing a no specialization playthrough so Focus abilities can kiss my Inquisitor's arse...



#1983
Adhin

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@Ishten: you can only bind 8 things anyway, and if they're part of the specialization tree (like they are for companions) they're not required to get anything else. So you could just, you know, never buy it. Though if they are obtained via some other method for the Inquisitor (current speculation, least on my end) you could just... not... bind it at all. For me, at least, it's gonna depend on what is available as to weather or not I'll have one bound.

 

For instance I kinda wanna make a druidy-ish like mage like I have in the past games so if I can get the group heal with out going necromancer I'm solid. If I 'have' to go necromancer (not saying it's in there for dorian just an example) that would kinda... put a damper on that whole idea. Don't really want necromancer specialization tagged onto that at all but meh. Druids have always had some necromancy stuff tagged into there spell lists in DnD. Hell they got touch spells that'll cause rapid growing flesh eating maggots to develop internally till you die from them, pretty screwed up.

 

...aaanyway, my only point is - don't not take a specialization just cause it may have a focus skill, you can just 'not' take the focus skill. No point limiting your self that much. Course if you don't want any specializations all together then screw it, they just take up special hotkey slots anyway. :P


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#1984
Bayonet Hipshot

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@Ishten: you can only bind 8 things anyway, and if they're part of the specialization tree (like they are for companions) they're not required to get anything else. So you could just, you know, never buy it. Though if they are obtained via some other method for the Inquisitor (current speculation, least on my end) you could just... not... bind it at all. For me, at least, it's gonna depend on what is available as to weather or not I'll have one bound.

 

For instance I kinda wanna make a druidy-ish like mage like I have in the past games so if I can get the group heal with out going necromancer I'm solid. If I 'have' to go necromancer (not saying it's in there for dorian just an example) that would kinda... put a damper on that whole idea. Don't really want necromancer specialization tagged onto that at all but meh. Druids have always had some necromancy stuff tagged into there spell lists in DnD. Hell they got touch spells that'll cause rapid growing flesh eating maggots to develop internally till you die from them, pretty screwed up.

 

...aaanyway, my only point is - don't not take a specialization just cause it may have a focus skill, you can just 'not' take the focus skill. No point limiting your self that much. Course if you don't want any specializations all together then screw it, they just take up special hotkey slots anyway. :P

 

True we can only bind 8 but you forget something.

 

If you play using tactical camera and be cautious...You will notice in all the videos so far, no enemy engages you. You and your party initiate the combat  engagement.

 

So this, coupled with a free flowing tactical camera, allows a good and perceptive player to get over the ridiculous 8 ability limit in that they can survey the area, check the resistances, adjust their spells accordingly and then engage...

 

Which means a good player need not to worry about the 8 ability limit. Only those who zerg rush and play purely in action mode will. 



#1985
KnightXE

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The top right icon in the templar tree has me interested.

In the novel asunder, we see a templar channel her power to make her sword glow and crackle with energy.

I hope this skill is reminiscent of what was in the novel.

 

ooh!!  yes please!!


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#1986
Wulfram

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If there's only one focus ability per character, there doesn't seem like there's a great deal of tactics with that resource



#1987
blussi

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I'm still greatly confused by the concept of focus as well..



#1988
Icy Magebane

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I'm still greatly confused by the concept of focus as well..

The concept?  They are basically "Limit Breaks" like in Final Fantasy, or generic super moves from fighting games (or Marvel Ultimate Alliance, which this game heavily resembles)... the party builds them up by dealing damage, though each person has an individual bar that they use separately... that's pretty much it.  The ones we know about so far are Mark of the Rift, Hail of Arrows, and Haste... um... I think that's it.  Group Heal is a speculated ability, and we don't know exactly what the Templar and Rift Mage can do... we've only seen the icons.



#1989
Illyria God King of the Primordium

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I'm still greatly confused by the concept of focus as well..

In lore or in gameplay?  

 

In lore it's that wide effect spells would require a certain amount of co-ordination - suddenly moving a lot faster than you would otherwise is something you have to mentally prepare yourself for I'd imagine, so it requires a certain amount of time working together, of getting into the rhythm of combat before casting Haste is a good idea, for example.  

 

In gameplay it's a way to prevent the 'lelHasteallthetime' from DAO and to prevent people chaincasting Storm of the Century on their electricity immune warriors and removing every ounce of challenge.  



#1990
Wulfram

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But if you've only got access to one focus ability anyway, it doesn't seem very different from just slapping a lengthy cooldown on it.



#1991
luckyloser_62

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https://twitter.com/...030001241272321

@Gladion20 No, assigning stats is not part of level up. They grow as you level, buy talents, and, notably, equip gear.



#1992
Mornmagor

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I don't really see the point in focus abilities.

 

They are just strong abilities with a long cooldown. Instead of a normal cd, they also have that focus thing, which you build through the fights.

 

I mean what, now i have to wait for my focus to build up to use Firestorm?

 

Is there a point or merit, to a mechanic called focus, instead of slapping a long cooldown on it? Because, effectively, focus build-up and usage just puts a long cooldown with a similar method.



#1993
PhroXenGold

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I don't really see the point in focus abilities.

 

They are just strong abilities with a long cooldown. Instead of a normal cd, they also have that focus thing, which you build through the fights.

 

I mean what, now i have to wait for my focus to build up to use Firestorm?

 

Is there a point or merit, to a mechanic called focus, instead of slapping a long cooldown on it? Because, effectively, focus build-up and usage just puts a long cooldown with a similar method.

 

The general point as I see it is that you have to actively be fighting in order to get focus. That allows Bioware to control when and where you can use such abilities much better. Putting something on a cooldown, no matter how long that cooldown is, means, at the very least, you can use it every fight, as you can just wait around for it to recharge. With Focus, in the other hand, you can't do this. If an ability takes three battles worth of focus to cast, you're going to have to use it sparingly, keep it for the times you really need it, beacuse you can only use it every three fights, thus increasing the tactical depth by adding in a much more challenging decision to make on it's use, whereas the "once per fight" of cooldowns is a no-brainer. This ties in with the changes to healing which stops you trying to drag fights out in order to gain focus.


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#1994
Eudaemonium

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I don't really see the point in focus abilities.

 

They are just strong abilities with a long cooldown. Instead of a normal cd, they also have that focus thing, which you build through the fights.

 

I mean what, now i have to wait for my focus to build up to use Firestorm?

 

Is there a point or merit, to a mechanic called focus, instead of slapping a long cooldown on it? Because, effectively, focus build-up and usage just puts a long cooldown with a similar method.

 

An obvious difference is that Focus is built through combat, whereas a long cool down would just tick down. With a long cool down you could just stand around for 20 minutes between each fight and then firestorm everyone or cast mass heal or whatever. Since Focus requires combat you can't just do this, which thus forces you to press on and adds to the whole 'attrition' concept they're going for.



#1995
Mornmagor

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I get that, but why couldn't they make cooldowns run only in fights, and locked outside of it?

 

The answer i guess would be to allow us to use abilities outside of combat for whatever reason.

 

So focus just puts a barrier for strong abilities in combat.

 

Could work i guess.

 

Although, i seriously hope those abilities are worth it, because firestorm, if not hugely tweaked, will be something we won't use much for focus.

 

 

I do think, however, that these abilities, the big ones that use focus, could just have a normal cd, that is locked in combat, and does not run outside of it.



#1996
Biotic Sage

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The general point as I see it is that you have to actively be fighting in order to get focus. That allows Bioware to control when and where you can use such abilities much better. Putting something on a cooldown, no matter how long that cooldown is, means, at the very least, you can use it every fight, as you can just wait around for it to recharge. With Focus, in the other hand, you can't do this. If an ability takes three battles worth of focus to cast, you're going to have to use it sparingly, keep it for the times you really need it, beacuse you can only use it every three fights, thus increasing the tactical depth by adding in a much more challenging decision to make on it's use, whereas the "once per fight" of cooldowns is a no-brainer. This ties in with the changes to healing which stops you trying to drag fights out in order to gain focus.

 

Exactly.  If Group Heal was on a simple cooldown, I'd be way too tempted to sit around after a battle waiting to use it before moving on in an area.  That would annoy me to the point of dismissing the game.



#1997
Icy Magebane

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You know, I really don't think that we can choose our companions' Focus abilities... if they can be used individually, that means that 4 mages could potentially have 4 Group Heals that they could whip out whenever they wanted and breeze through the game.  In order for these to be balanced, they probably can't be duplicated within the same party... which is one of the reasons why we won't be seeing them in multiplayer.  They did say that specializations are optional for the Inquisitor, so the Mark of the Rift must show up somewhere other than a spec tree.. so perhaps the Inquisitor is unique in that they can learn 2 Focus powers (although I really do think it's just Mark).

 

One more interesting thing to note... the Templar and Rift Mage trees were in the same shape, and the Focus power was in the same position in those trees... is it possible that the Inquisitor's Mark of the Rift simply takes the place of whatever Focus power is normally in that tree?  And if the Inquisitor never chooses a spec, it's just a floating icon not surrounded by anything?  I could be wrong about all of that, but they haven't told us how Focus powers are unlocked yet... and since they are not at the end of these trees, but seem to be placed randomly, it's possible that they are not unlocked with talent points... for example, it would take 5 talent points to reach the Templar and Rift Mage Focus powers, whereas the Artificer only requires 3... if these are "super moves," wouldn't they require the same point investment?



#1998
Biotic Sage

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I get that, but why couldn't they make cooldowns run only in fights, and locked outside of it?

 

 

 

 

That's even worse!  I would be way too tempted to keep one weak enemy alive in a fight intentionally so I could let my Group Heal cooldown go all the way up and use the ability!



#1999
Mornmagor

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That's even worse!  I would be way too tempted to keep one weak enemy alive in a fight intentionally so I could let my Group Heal cooldown go all the way up and use the ability!

 

Damnit, they saw through me!

 

Although, this means focus builds up on damage? I thought it builds up in general in combat.

 

Nice, i learned something today, which means i have to find a way to abus adapt to the system :P



#2000
PhroXenGold

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I get that, but why couldn't they make cooldowns run only in fights, and locked outside of it?

 

The answer i guess would be to allow us to use abilities outside of combat for whatever reason.

 

So focus just puts a barrier for strong abilities in combat.

 

Could work i guess.

 

Although, i seriously hope those abilities are worth it, because firestorm, if not hugely tweaked, will be something we won't use much for focus.

 

I certainly agree with the last line. Using a focus ability should seriously affect the course of a battle. They're your "oh crap" button that you pull out when the faecal matter intersects the spinny thing.