THat is correct.
I want to know what happens in Inquisition when a mage weaponless.
What happens in DA2? I've actually never tried to go weaponless in that game.
THat is correct.
I want to know what happens in Inquisition when a mage weaponless.
What happens in DA2? I've actually never tried to go weaponless in that game.
In DA2, you get a default weapon. You cannot go unarmed.
Quoting myself here, as I think this is a better place to post this.
Anyone have any thoughts or information on this?
Unless I'm closing fade rifts every few minutes in the game then I don't think it will be an issue. Repetition is going to exist. In fact, repetition is almost in everything you do in most games today. It's when you notice it when that becomes a problem. So hopefully they balanced out how much you close rifts and how you do it.
In a game this big you're going to do A LOT of tasks that feel very repetitive. I think that's inevitable. Never played a 100+ hour RPG that was able to get around that. Resources have to end somewhere when designing whatever. It's all on how those limited resources are used to tackle the tasks. Some games do it better than others. I think DAI will be one of the better ones. They're getting plenty of polish time.
I also preferred the Hand Blast.
I wonder if you get it back when you don't have a weapon equipped.
Maybe it's a sustained ability?
Edit: The E3 video was an old build, maybe they changed it.
wait.....did they change the mage auto attack?
instead of the "hand blasts" they now use their staves to blast as in DA2?
They been that way since DAO. What are you talking about?
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.
They been that way since DAO. What are you talking about?
I like the new combat and love the icons but I hope we can have our own painting style icons with our faces. I can't wait for this game.
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.
Fade tears are only going to be one type of combat encounter, though. And I already said one way in which closing the tears is interesting. Another is that closing tears is what makes the Inquisitor unique to begin with, so it needs to be represented, and that letting the player initiating the closing gives them a small dose of control over their player (personally I don't care about this last part, but some players definitely like that illusion of control).
Unless I'm closing fade rifts every few minutes in the game then I don't think it will be an issue. Repetition is going to exist. In fact, repetition is almost in everything you do in most games today. It's when you notice it when that becomes a problem. So hopefully they balanced out how much you close rifts and how you do it.
In a game this big you're going to do A LOT of tasks that feel very repetitive. I think that's inevitable. Never played a 100+ hour RPG that was able to get around that. Resources have to end somewhere when designing whatever. It's all on how those limited resources are used to tackle the tasks. Some games do it better than others. I think DAI will be one of the better ones. They're getting plenty of polish time.
The difference here is that something like this can just not exist, and the game would be better for it. Like I said, there could be more to it. Maybe the party can damage it while it's exposed and preparing a new wave, to speed the battle process up if the player wants.
But if it's the worst-case scenario like I'm discussing, it's just redundant work that doesn't add anything to the combat. It might as well not exist, because all it does is take extra time after the fight. The player would be better off just being allowed to move on right away.
2:21...it almost looked like the rogue was teleporting. Very cool maneuver!
And as others have mentioned, it is intriguing to see Avvar NPCs in the video.
2:21...it almost looked like the rogue was teleporting. Very cool maneuver!
And as others have mentioned, it is intriguing to see Avvar NPCs in the video.
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.
In regards to the A button I don't see it as a bad thing. That is just for basic attacks in terms of combat. The real tactics and such come from the abilities, when to use them, which ones you want to use, etc. as well as placement, party composition, and other elements. In my opinion I find this sort of approach more tactical than pressing a combination of buttons. Guess we will see, but to be honest in terms of gameplay I am excited for what this game has to offer ![]()
i don't mind a modifier. i don't understand spell damage being based on weapon properties alone
Your stats affect the weapon, obviously.
so how close to the final build do you think this video is?
Minimum of a month behind, probably closer to six.
so how close to the final build do you think this video is?
Looks more polished than the E3 demo and that one was 3-4 months behind. It's most certainly not their recent build because they tweeted quivers are in the game and we still don't see those.
Looking good!
yep!!
looks like it might be the new "Backstab" judging by the icon.
love the purple color effects it has, and hope that makes it into the final game.
I like the look of it as well!
That's a great observation, too...a charge like that would really help to move into a flanking position for a backstab. It would be great indeed to see a bit of flash like that in the final version.
Minimum of a month behind, probably closer to six.
Looks more polished than the E3 demo and that one was 3-4 months behind. It's most certainly not their recent build because they tweeted quivers are in the game and we still don't see those.
I liked seeing 2 more places Drakon Fall and Old Whitter Farm. I love the staff animations from DA2 glad they have come back. I can't wait for the next video.
I like the look of it as well!
That's a great observation, too...a charge like that would really help to move into a flanking position for a backstab. It would be great indeed to see a bit of flash like that in the final version.
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.
Now you're just assigning a name to something and confusing it with an in-game maneuver. In DA2 the game specifically had combos there was even a codex about it. In DAO you have synergy between abilities and spell combinations (and even some synergy between certain spells and certain abilities, namely shattering frozen enemies), but there is no 'official' combo system in DAO.
I didn't say the spell combo system was better, I said I liked it better. I am stating my opinion, not a fact. You can't counter opinions I'm afraid, your opinion that DA2 is better isn't a fact and my opinion that DAO's style is better is not a fact.
The difference here is that something like this can just not exist, and the game would be better for it. Like I said, there could be more to it. Maybe the party can damage it while it's exposed and preparing a new wave, to speed the battle process up if the player wants.
But if it's the worst-case scenario like I'm discussing, it's just redundant work that doesn't add anything to the combat. It might as well not exist, because all it does is take extra time after the fight. The player would be better off just being allowed to move on right away.
The sense that I am getting from the rifts, is that if you don't close them enemies will keep appearing. Thus it isn't just an after combat, "Oh, close rift. Or not. It just sits there innocently, looking green.... Ah, I'll get it later.". At least that's what I hope. The fight with Alexius has a rift or 2 spawning and we see the Inquisitor close them before the fight continues, so hopefully there is some penalty for taking too long, or benefit from getting it done faster.