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Tactical part of the game.


3 réponses à ce sujet

#1
Danoniero

Danoniero
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Minutes ago I was watching gameplay from E3 and I saw lets call It "tactical mode" during fight. I just do not saw any tactic there.

Do we will have any skills that make enemies sleep, knock back etc like in most older an few modern RPGs? Or maybe our characters will have like 5-6 skills that do just pure damage and nothing else.



#2
Allan Schumacher

Allan Schumacher
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I'd imagine because the "dungeon" is a lot longer than any other, and has the greatest number of bosses.

 

The level range for Deep Roads starts at a higher level.  A gating encounter was put right at the beginning of the Orzammar quest because death rates were quite higher during that plot than elsewhere, and the gating encounter served one of two purposes:

 

People would get frustrated early and turn around, coming back later.

People would be able to manage the first combat, and as such likely be able to manage the rest of the content (whether because they are patient with save loads, or just particularly strong players).

 

Easier to do this than to do another full balancing pass over such a large area.


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#3
Allan Schumacher

Allan Schumacher
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If you use a respec mod. then you have Morrigan with Mana Clash and the Warden with Fireball. You could also beeline it for Mana Clash. You can have 33 magic points if you dump all of your stats in magic, which is what a power-gaming build for mages does anyway.


Well, when playing the game prerelease we didn't use a respec mod.  It's also possible that you guys are stronger players than others too.



#4
Allan Schumacher

Allan Schumacher
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That ended up hurting you in terms of fun, because you actually reduced your overall XP cut. 

 

Only if your measurement of fun was XP acquisition.  (Being a bit pedantic though... I'd argue it's less fun for other reasons... such as wandering around not accomplishing anything while you enter every area, but hey someone might find that fun).