So how come Varric can create something that "teleports" the party away, when dwarves can't use magic? And why can't the party just retreat anyway, without there being an artifact on the ground? That bit makes absolutely zero sense.
DA:I Combat Q&A...
#51
Posté 21 août 2014 - 11:21
#52
Posté 21 août 2014 - 11:27
It doesn't seem to be magic. It seems a gadget he possesses. He could be an Artificier (considering tha the PC king acquire the ability). I guess that the advantage of this ability is the instantly retreat versus the time spent for retreating normally.So how come Varric can create something that "teleports" the party away, when dwarves can't use magic? And why can't the party just retreat anyway, without there being an artifact on the ground? That bit makes absolutely zero sense.
Though it seems a really advanced technology.
#53
Posté 21 août 2014 - 11:27
So how come Varric can create something that "teleports" the party away, when dwarves can't use magic? And why can't the party just retreat anyway, without there being an artifact on the ground? That bit makes absolutely zero sense.
Like most rogue movement powers, I think it's best to think of it as a somewhat abstract way of showing a rogue's trickyness. It's not so much a teleportation as the rogue going "Ha! Fooled you! I was over here all along!". Though this power is definitely stretching things.
Is it a party power? I don't see where it says that?
#54
Posté 21 août 2014 - 11:53
Like most rogue movement powers, I think it's best to think of it as a somewhat abstract way of showing a rogue's trickyness. It's not so much a teleportation as the rogue going "Ha! Fooled you! I was over here all along!". Though this power is definitely stretching things.
Is it a party power? I don't see where it says that?
I think it said that it will make the party be able to retreat. I am sure its not just the rogue, since I don't think its possible to leave your party behind.
#55
Posté 21 août 2014 - 11:58
I think it said that it will make the party be able to retreat. I am sure its not just the rogue, since I don't think its possible to leave your party behind.
I think you're confusing the abilities name with what it actually does.
You mark a point on the ground (preferably before the fight) then engage a group. Enemies run into melee range, you pop your trickiness and teleport to your marked location (only you, or at most a single enemy accompanies you). At this point you are at your marked location (perhaps with an enemy you kidnapped) and your party remain exactly where they were.
Retreating is only one use of this ability, gaining tactical advantages is a much better use. It isn't meant as an 'I escape' button, especially since it doesn't move your companions at all.
#56
Posté 22 août 2014 - 12:01
I want to use Varric's ability to sneak up on a mage in the middle of fighter types, say, "Hey! Got yer nose!", then teleport back...to the middle of MY warriors and rogues, and watch the mage scream like a little girl.
Sounds like a fun time. For me. Not the enemy mage. Heh.
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#57
Posté 22 août 2014 - 12:13
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#58
Posté 22 août 2014 - 12:25
Well, I'm no dev, but I think I know the answers to some of these. Check out this video:
At 1:00, we see Block and Slash which is a block and retaliate ability that consumes Stamina over time...but it's an ABILITY. We see it at 4:15. Shields might have something similar.
We see Shield Bash (Blackwall) at 2:14 and again in the boss fight (it has no real effect), so that's an offensive shield ability. I also wanna say I've seen some sort of dash and slash ability where you rush at a target and attack (Weapon & Shield).
1.) Depends. We've seen one blocking ability with 2-handed, and that may exist with Shields. Similarly, passives could be defensive in nature too.
2.) Probably Stamina since most things do (like with Block and Slash).
3.) No idea.
4.) Shield Bash, at least. They almost certainly have more (imo).
Thanks for the responses andar91
To elaborate on my questions furthermore;
1.) Is Blocking an active or passive state? I am really interested in is blocking a active state meaning we chose defense of offense. If were about to get pounded and can't dodge can we pause the game go into tactical mode and enable blocking?
2.) Will it consume some resource when used? I'm assuming it will take stamina to block, but will it be only USED on a successful block and for that matter is blocking a chance to block or a guarantee to block? See what i mean?
3.) What attacks bypass the blocking ability? What i am asking here is on one of the game-play videos we see a templar blocking some ice based magic, so blocking CAN block magic, but on the video you linked the boss seems to be able to "Sunder" with his powerful two handed based weapon right through a shield blocking ability. So i would like to know what attack CAN be blocked and what CAN'T.
4.) Do Shields have offensive abilities? Yes your right we have seen some of these but nothing official confirmed. I am actually really interested if the quality and SIZE of the shield (Tower or Buckler) will affect the damage output it is capable of, that sort of thing. Also we see weapons with sockets would love to see if shield have sockets as well.
#59
Posté 22 août 2014 - 12:40
Not going to lie, this has dampened my enthusiasm for the game quite a bit. It seems like they learned nothing at all from DA2's dreadful weapon restrictions on classes, forcing you to pigeonhole your PC into tank/DPS roles and never being able to deviate.
- Sylvius the Mad, Cyr8, Gileadan et 5 autres aiment ceci
#60
Posté 22 août 2014 - 12:51
I play like this too, but I really don't think they removed them. We've seen the wheel shown in demos, and I think the 3 o'clock position with the hand is our abilities. It would make no sense to limit them that way.
Okay, I was actually wrong about this, and am sort of surprised. Hrungr tweeted Mike about this, and Mike confirmed that you cannot access abilities through the radial menu but can change the 8 you have mapped while in the field.
I'm shocked, but I'm becoming more open to this idea the more I think about it.
-It provides a way of really THINKING about what you're going to need during fights.
-It's limiting, but only in the short-term since we can change it up, and it allows us to diversify the party more (i.e. Solas and Vivienne can both be in the party and cast fire spells but have DIFFERENT fire spells than each other).
- giveamanafish... aime ceci
#61
Posté 22 août 2014 - 01:01
Okay, I was actually wrong about this, and am sort of surprised. Hrungr tweeted Mike about this, and Mike confirmed that you cannot access abilities through the radial menu but can change the 8 you have mapped while in the field.
I'm shocked, but I'm becoming more open to this idea the more I think about it.
-It provides a way of really THINKING about what you're going to need during fights.
-It's limiting, but only in the short-term since we can change it up, and it allows us to diversify the party more (i.e. Solas and Vivienne can both be in the party and cast fire spells but have DIFFERENT fire spells than each other).
Are you really limited like this on console?
#62
Posté 22 août 2014 - 01:04
Are you really limited like this on console?
It wasn't in the past.
#63
Posté 22 août 2014 - 01:08
In the past, no, but apparently we are now. I assume it's the same on PC.
#64
Posté 22 août 2014 - 01:19
Well gameplay wise , the rogue ability sounds fun...I had a spell like this when I played Warlock in WOW , and it was amusing, and you had to be clever when you placed your teleporting circle.(it was very important in pvp)
Just ...lorewise ..I don't understand how it works.
I know trying to fit gameplay and lore is a bit stupid , those two often don't go well together.
But ...mmmm.A gadget teleporting you is a bit much .it's probably magical?
I bet it is something like a fishing reel. You set the reel and attach the rope to you. Then, when you are in trouble, you flick a switch and the reel tugs you back really fast.
#65
Posté 22 août 2014 - 01:19
hopefully it's got the tool bar where we can drag and drop abilities and weapon sets, tap a button to activate a power or change gear.
#66
Posté 22 août 2014 - 01:25
This is one of the reasons why you should play this game on PC.
Careful, they might make it so you can only access the abilities set to the 1-8 number keys in battle.
#67
Posté 22 août 2014 - 01:36
Careful, they might make it so you can only access the abilities set to the 1-8 number keys in battle.
The uproar would be something to behold... ![]()
(wait... I'd leading that uproar)
But honestly, I can't see them doing that. I imagine it'll be much like the previous games with a quickbar at the bottom...
#68
Posté 22 août 2014 - 01:43
Not going to lie, this has dampened my enthusiasm for the game quite a bit. It seems like they learned nothing at all from DA2's dreadful weapon restrictions on classes, forcing you to pigeonhole your PC into tank/DPS roles and never being able to deviate.
I actually created a pretty fearsome Berserker/Reaver sword and shield warrior who used cross class combos and some choice skills (Cleave + Assault + staggered enemy = pain) to great effect. He ended up doing more damage than anyone in the party while being very survivable thanks to Reaver health steal. I also used an all rogue (plus mage Hawke) party quite well by using Isabela as a tank with her unique talents.
DA2's encounter design was atrocious, but the base combat mechanics were certainly much deeper than Origins. In Origins, if you used sword and shield, you sank your talents into sword and shield, basta. DA2 allows you much more leeway in that regard, you can do damage, buff the party, provide stamina regeneration, tank as a two-handed warrior. As a rogue you have tons of utility skills, while in Origins they only dealt damage.
That being said, class locked equipment is not a great thing. I'll deal with it, but I had hoped to make my rogue use axes.
Also, that ability they mentioned seems really weird. I can get rogues disapearing in a puff of smoke from a jar, but teleportation? It seems clever and creative mechanics-wise but even for Dragon Age's stylized combat it seems over the top, especially for a non magical class. It seems Artificier gadgets are straight out of Star Trek or something.
- The Serge777 aime ceci
#69
Posté 22 août 2014 - 01:48
The uproar would be something to behold...
(wait... I'd leading that uproar)
But honestly, I can't see them doing that. I imagine it'll be much like the previous games with a quickbar at the bottom...
Really? I think it would seem strange for them to do it on Console and then not on PC since it changes gameplay, and they generally want it to be the same.
Then again, I'm assuming you can't change abilities during combat. If you can change them during combat, then it's irrelevant and likely just an interface issue.
#70
Posté 22 août 2014 - 01:54
I wonder if we are always "locked" into a battle like the one we saw with the high dragon? In DAO when we fought flemeth we could not leave the area, but I wonder if you can in DAI? The ability to flee from varic seems like a flee mechanic of sorts.
#71
Posté 22 août 2014 - 01:55
Really? I think it would seem strange for them to do it on Console and then not on PC since it changes gameplay, and they generally want it to be the same.
Then again, I'm assuming you can't change abilities during combat. If you can change them during combat, then it's irrelevant and likely just an interface issue.
There's never been parity AFAIK between the console and PC versions. In DA2, there's like... 35 quickslots available, not including the Healing and Mana potion slots.
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#72
Posté 22 août 2014 - 01:56
I wonder if we are always "locked" into a battle like the one we saw with the high dragon? In DAO when we fought flemeth we could not leave the area, but I wonder if you can in DAI? The ability to flee from varic seems like a flee mechanic of sorts.
You can flee in DAI.
Sometimes ennemies will be too powerful .
- realguile aime ceci
#73
Posté 22 août 2014 - 01:59
There's never been parity AFAIK between the console and PC versions. In DA2, there's like... 35 quickslots available, not including the Healing and Mana potion slots.
I know that. My point is that this change changes gameplay (again, unless you can switch them up on console any time). On consoles for the first 2 games, you could access all abilities and items via the radial menu. Now we can't. So if the hotbar is the same on PC and we can't just change out abilities when we want, gameplay will change.
PC player: I have all of my abilities right here!
Console Player: I have 8 abilities and nothing else until combat ends.
Note: I only make the point about combat ending because usually, in systems like this, you can't alter menu stuff during combat.
#74
Posté 22 août 2014 - 02:01
I know that. My point is that this change changes gameplay (again, unless you can switch them up on console any time). On consoles for the first 2 games, you could access all abilities and items via the radial menu. Now we can't. So if the hotbar is the same on PC and we can't just change out abilities when we want, gameplay will change.
PC player: I have all of my abilities right here!
Console Player: I have 8 abilities and nothing else until combat ends.
Note: I only make the point about combat ending because usually, in systems like this, you can't alter menu stuff during combat.
I guess we'll just have to wait and see...
#75
Posté 22 août 2014 - 02:04
There's never been parity AFAIK between the console and PC versions. In DA2, there's like... 35 quickslots available, not including the Healing and Mana potion slots.
I'm just going to go ahead and speculate that this change was made for the sake of multiplayer and will likely be the same on PC in order to deliver a "unified" experience across platforms.





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