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DRAGON AGE™: INQUISITION Gameplay Features – Combat


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#176
Zehealingman

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So, I rewatched the video .... 7(?) times now.

 

-) Mage staff got slowed down, doesn't look bad.

-) From 0:24-0:26 I think Vivienne is hitting that demon da2 meelemage like.

-) The Winters Grasp/however the freeze spell is now called looks gorgeous!


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#177
The Night Haunter

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eh, anyone else see that unlocking some of the skills will boost Quizzy's stats?

thats nice right, right??

That's actually one of the parts I am most excited about. I hated in DA2 that if I wanted my stamina pool to raise at all I had to pump will. In DAO there was a base increase every level, which helps your character feel more powerful as you go, instead of being able to use an ability the same exact number of times from level 1 to level 20.

 

This system could be a cool middle ground between auto-increasing attributes of DAO (health and mana/stamina) and never increasing without direct involvement in DA2. Picking up some tanky skills might increase health, mages might get willpower or magic depending on trees. Rogues might be able to grab some stamina increasing stats as extra perks of skills they already want.


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#178
LolsLikeMuttley

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I normally always go with rogue for a first play through but in all the gameplay videos so far mage just looks fantastic. I love the fluidity of the combat without the over the top vibe that I always got with DA2. Just when I thought it wasn't possible I'm really looking even more forward to this game.

 

Also, I'm a fan of that dulcet toned narration  :D



#179
Innsmouth Dweller

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Not necessarily. The weapon damage could be calculated from stats and you just get the result here. Most tabletop RPGs work that way with modifiers.

i don't mind a modifier. i don't understand spell damage being based on weapon properties alone



#180
Heimdall

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i don't mind a modifier. i don't understand spell damage being based on weapon properties alone

Well... If that weapon is a staff, and the staff is being used in the spell, then conceptually the quality of the staff might be related to the spell.


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#181
ProfessionalPirate

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I`ve looked thrugh the video again, it seems like the "grey barrier" is only on warrior characters - Iron Bull and Blackwall, and i think on the Inquisitor where he`s a warrior, so maybe it`s a class thing. And i agree that "blue barrier" looks like a magic defence thing. I also thought that maybe it`s an indicate of a cooldown of some big skill, becouse in some scenes it was decreasing rapidly, but then again it could be an aoe spell from enemies.

Yeah, that's kinda what I'm thinking, it seems that it could play a role in health management, as thy have limited healing this time around. It could be a mechanic to compensate for that



#182
The Night Haunter

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DAO did have combo like similar to da2.  it just was not noticable. Like Rogues doing more damage to stun enemies as an ability bonus or status effect allowing for more damage. It just that they were very few. Even the spell combo system was very combination and just as few uses in battle. But da2 system is still more complex and flexible. No matter how you cut it you go more use out of da2's system. While doing storm of the century is cool, you don't have many time you can use it. While da2, you can nearly clear a room with a disorientation effect, a waking bomb spell, and a spirit bolt/scatter attack.

Those were abilities, not combos. Rogues got a talent that let them auto crit stunned enemies. The effects of the status effects (lowered defense mostly, plus others) isn't a combo itself, its just an effect.

 

Now as for DA2 being more useful, sure it was. Every fight I could chain lightning some dude in the face for massive damage (or assassinate the hell out of a boss for ridiculous damage). But honestly it just becomes standard after that, it isn't a 'special' combo in my eyes, because it happens every fight. That's why I liked DAOs, you had to plan them and execute them just so in order to get the benefits. DA2 you just shield slam with tank, and chain lighting and the enemies are practically obliterated already. Then you can do that other Staggered ability of S&S and blood hemorrhage whatever health the enemy has left. Its super powerful sure, but it gets old because it happens all the time.



#183
leaguer of one

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i don't mind a modifier. i don't understand spell damage being based on weapon properties alone

It's not only weapon properties alone.



#184
Innsmouth Dweller

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Well... If that weapon is a staff, and the staff is being used in the spell, then conceptually the quality of the staff might be related to the spell.

sooo... if a mage loses her/his weapon, he/she loses the ability to do anything but hiding behind a rock?



#185
The Night Haunter

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i don't mind a modifier. i don't understand spell damage being based on weapon properties alone

It isn't weapon damage alone. It is probably the exact same as DA2 where your base damage (weapon) was increased by magic (stats) then pushed through a formula (the spell itself) and outcomes big numbers. The difference here is that DAI is telling you how much the weapon effects the end damage, rather than having it be some hidden formula in the background. This change is only a UI change, not a mechanic change.


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#186
Innsmouth Dweller

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flashfire - yada yada yada

 

200% weapon damage

lasts 439827 insert time unit

 

no other info about damage. am i blind now?



#187
spacediscosaurus

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sooo... if a mage loses her/his weapon, he/she loses the ability to do anything but hiding behind a rock?

 

I'm pretty sure in DA:O if you didn't have a staff equipped, you couldn't do magical auto-attacks. You could still cast specific spells, but auto-attacks became fist-punches, like the other classes when they didn't have weapons.



#188
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#189
Roninbarista

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I enjoyed the peek behind the veil, so to speak. I can't wait to try out the game.

#190
DeceptiveWalrus

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Quoting myself here, as I think this is a better place to post this.

 

However, one thing that concerns me is those fade rifts when fighting demons. They look kind of annoying because, from what I tell from the videos, it's necessary to close them after the player finishes the enemy wave or waves, and they cannot be closed until that is done. Can we actually close them while we're fighting, or at least in-between waves? If not, they'll just be redundant chore. Being required to hold down the A button after every fight doesn't sound fun at all. Am I missing something, and there's more to it?

 

One thing I do appreciate is that, when a new wave of demons is going to appear, the game looks to give you a warning of exactly where they will spawn a couple seconds to prepare. That's a much better approach to the enemies dropping down out of thin-air in DA2, although I hope it only applies to the fade demons.

 

Anyone have any thoughts or information on this?



#191
leaguer of one

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Those were abilities, not combos. Rogues got a talent that let them auto crit stunned enemies. The effects of the status effects (lowered defense mostly, plus others) isn't a combo itself, its just an effect.

 

Now as for DA2 being more useful, sure it was. Every fight I could chain lightning some dude in the face for massive damage (or assassinate the hell out of a boss for ridiculous damage). But honestly it just becomes standard after that, it isn't a 'special' combo in my eyes, because it happens every fight. That's why I liked DAOs, you had to plan them and execute them just so in order to get the benefits. DA2 you just shield slam with tank, and chain lighting and the enemies are practically obliterated already. Then you can do that other Staggered ability of S&S and blood hemorrhage whatever health the enemy has left. Its super powerful sure, but it gets old because it happens all the time.

Not auto crit. 100% crit. And that was a combo. It a combo be cause it required more then one move and /or person for it to be effective. That's not the only one. A rogue can shatter a frozen enemy with a low blow ability. And it matter not it's special or not.  Move is only as good as how much you can use it. Saying the spell combo system is better because it takes alot of work to use it is not a plus to it's benefit. It should be a regular occurrence or off regular. The spell combo system is not even that.



#192
ParagonPunk

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Can I just mention the music. Because holy moly I am loving what Trevor Morris is doing with the soundtrack so far.


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#193
ViSeiRa

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Anyone notice how the elvish inquisitors are actually much skinnier than humans? I love it!

 

Also, even though I quite like the new portraits.. the old ones were better in my opinion.



#194
TheGreyson

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I have a feeling that the staff twirl attack is a mage style like two hand warrior or sword and board warrior. Same class, two different styles of combat. I mean it would make sense right? You want hand blast style mage? You got it. You want staff slinging mage? You got that too. Just about what you choose. But, ya know, it's just a theory.

#195
azarhal

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It's basically the same system as DA2, I think.  All the spells do multiples of your basic auto-attack damage.

 

"Weapon Damage" kind of implies that stat bonuses wouldn't be included, but I suspect that's over-reading things.

 

DA2 didn't specify a % of weapon damage like like that. Spells had specific damage value in the trees.



#196
CronoDragoon

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I don't know, I think closing the tears like that could feel very satisfying after a tough fight. Like putting a stamp on how hard you just stomped those demons.

 

The tears have a health bar, which I think corresponds to how many waves have been unleashed. Seems unlikely you'll be able to close a Fade tear that's still pretty healthy.

 

I'm also not sure you have to hold a button down.



#197
Raven X

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So, I rewatched the video .... 7(?) times now.
 
-) Mage staff got slowed down, doesn't look bad.
-) From 0:24-0:26 I think Vivienne is hitting that demon da2 meelemage like.
-) The Winters Grasp/however the freeze spell is now called looks gorgeous!


hmmm......good catch about the staff melee.

I slowed the video down, and it's hard to tell if it's a melee animation or just the same as ranged.

#198
Sylvius the Mad

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Everything looks great,

... Except the mage autoattack :( loved the handblast more.

I also preferred the Hand Blast.

I wonder if you get it back when you don't have a weapon equipped.
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#199
DeceptiveWalrus

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I don't know, I think closing the tears like that could feel very satisfying after a tough fight. Like putting a stamp on how hard you just stomped those demons.

 

The tears have a health bar, which I think corresponds to how many waves have been unleashed. Seems unlikely you'll be able to close a Fade tear that's still pretty healthy.

 

I'm also not sure you have to hold a button down.

 

Yeah, but every time over a 50+ hour experience? And there's instances like fighting that Tevinter mage in the Redcliffe demo, where the Inquisitor had to close two or three rifts after mook waves before he could get back to fighting the guy. That seems like it would all add to up to being pretty annoying. What's interesting about having to press/hold the A button? I just hope there's more to it than that, because otherwise it's a pretty pointless chore from a gameplay perspective.



#200
Sylvius the Mad

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I'm pretty sure in DA:O if you didn't have a staff equipped, you couldn't do magical auto-attacks. You could still cast specific spells, but auto-attacks became fist-punches, like the other classes when they didn't have weapons.

THat is correct.

I want to know what happens in Inquisition when a mage weaponless.