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Staff projectiles or Mage hand projectiles


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50 réponses à ce sujet

#26
Hrungr

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I liked the hand projectile.  It gave the feeling of the mage having the power, not the staff, which I liked.  BUT, I don't dislike the staff projectile animations from DA2, so it doesn't really make much of a difference to me either way.

 

Ditto.

 

Though I'm hoping the Knight Enchanter can fire blasts out of his sword - that would very cool.  B)


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#27
TheGreyson

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I prefer the staff. Idealy with a blade attached for melee.

#28
PlasmaCheese

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I liked the hand blasts. :(

Me too. :crying:



#29
Reaverwind

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I'd prefer not to be so connected to a staff.

 

Same, and it never made sense anyway. It'd be too easy to cripple a mage if a staff was really needed to cast magic.


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#30
MetalGear312

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The hand projectile has been confirmed to be old animation.

https://twitter.com/...125518120968193


This hurts me...

#31
Nimlowyn

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DA2 staff animation FTW.

#32
Delduwath Mordion

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As I want to play a Knight Enchanter and hence wont need a staff (or so I Hope) the hand blasts would be better.


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#33
Biotic Sage

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I'm fine with either, but those hand blast animations looked terrible as they were shown in the demos.  There was no "weight" behind them, and the character could just walk around with his hand held out while the blasts came out in whatever direction.  If they did hand blasts I'd want them to be more...forceful.  Like each blast is emphasized and packs some punch, like the improved Archery in DA:2 over DA:O.

 

The new staff animations (same as DA:2 as far as I can tell) are fine with me.  I liked the staff attacks much better in DA:2 than in DA:O, and I think they have the right idea by slowing them down and making each one feel more impactful (kind of their entire combat mantra for DA:I so it seems).  Definitely like what I'm seeing with them.  And the "finishing blow" where the staff slams on the ground now has multiple projectiles fire out, which is very cool.



#34
cronshaw

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my opinion is that I don't care


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#35
A.Kazama

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my opinion is that I don't care


I acknowledge this opinion

#36
DarthLaxian

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I'd prefer not to be so connected to a staff.

 

Indeed - and I prefer to be able to move (while attacking - hell even while casting or channeling something (note: it should still be prone to interrupts like a shield-bash or a knockdown, but being forced to stand still is so stupid :( ) and giving my enemies hell (and while being able to dodge!))

 

greetings LAX

ps: Nothing against using a staff if you have one (note: the attack should be more potent then, as a staff is an amplifier/conduit for magic) - but not being able to cast a small (auto-)attack without it? - that's retarded IMHO!


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#37
Guest_Doctor Whom_*

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I like DA2's animations making their way into DAI, but I dislike that they are slower this time around. It doesn't look as active, and that's what I loved the most about playing a mage in DA2.

 

That may be true for you, but that was hated by most players. The speed of DA2 was over all seen as a problem; DAI adds much needed weight to combat. With that said, the staff animation is still silly.


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#38
ManOfSteel

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I liked the idea of the hand projectile, but the animation looked incredibly stiff and strange. Probably because it was old and unfinished. So I'm glad they returned to the staff projectiles from DA2, in this case.

#39
Reaverwind

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That may be true for you, but that was hated by most players. The speed of DA2 was over all seen as a problem; DAI adds much needed weight to combat. With that said, the staff animation is still silly.

 

Yep - I was surprised to learn the mages of Thedas had become aspiring baton-twirlers. 


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#40
katerinafm

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That may be true for you, but that was hated by most players. The speed of DA2 was over all seen as a problem; DAI adds much needed weight to combat. With that said, the staff animation is still silly.

 

It was my personal opinion, doctor.



#41
Sylvius the Mad

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I hated the DA2 animations. I like my mages to be cerebral and unathletic.

And i preferred the hand blasts.
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#42
J-Reyno

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I'm very happy I won't have to see the "pew pew" hand blasts.  Staff animation looked pretty good from what I could tell.  Slower with more weight and force.

 

I think it would have been good an option to choose, but I'm glad they went in a direction I prefer.



#43
Reznore57

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I don't like magical staves.I just don't...

The hand blasts looked cool.



#44
Guest_TrillClinton_*

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Divinity does the hand blasts + staff blasts animations pretty well.



#45
Sifr

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That may be true for you, but that was hated by most players. The speed of DA2 was over all seen as a problem; DAI adds much needed weight to combat. With that said, the staff animation is still silly.

 

I personally loved the animation in DA2 for the Mages as it finally made sense that we'd actually use that blighted staff as a weapon, instead of just pointing it feebly when enemies were up in our grill like in Origins. And I'm of mixed opinion about the speed, as on the one hand, spinning it like a boss made your Mage seem more athletic, but at the same time, it made the staff look like it was so light it should shatter with the force you slammed it on the ground with.

 

That being said, I kind of like the more realistic sense of weight behind the weapons this time around. Daggers weren't so bad in DA2, nor were Archers, but two handed swords was simply ridiculous given the sheer size of some of them. Of course, two-handers being as slow as sin were my major gripe about them in Origins, but they went way too far the other way.

 

Actually, while it'd be a lot to ask for the devs (not to mention, a complete pain to implement), it'd be cool in future games if we saw different mages using different combat styles with their staves, depending on whether they had any formal training or not? After all, I could imagine a bookish Circle Mage isn't going to have as much finesse as an Apostate might have in melee combat, while the Apostate probably will lack some of the skill a Circle Mage has when it comes to casting?



#46
Illyria God King of the Primordium

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DA2 Staff animations were one of the few artstyle improvements over Origins in my opinion, so I was glad to see them return.  I actually like the fact that it makes the auto-attack seem like it requires the staff, as this explains why you can't do it if you don't have the staff equipped.  Also I liked the fact that it didn't look like you were stuck on a swing, or doing weird hamstring stretches like the Origins animation.  



#47
Tootles FTW

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I don't mind the idea of hand projectiles - but the ones we saw in the earlier demo were cringe-inducing.  The rapid pawing at the air was...awkward.  A retooled animation would improve my opinion, certainly, but I think the staff twirls look badass so I am quite pleased.



#48
MattH

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I didn't like the 'hand blast' when we first saw it, however over time I grew to like it...then they changed it, and I find myself kind of missing it haha!

 

Never mind, I'm sure I'll get used to the staff animation again, the only thing that bothers me is the twirl.



#49
adorkable-panda

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I'm still of the opinion that we should have staff animations for stationary attacking and handblast for moving whislt attacking but I'm sure they aren't doing that. With that being said, I wonder how they're going to handle Staff Blasts whilst moving, since I think they confirmed that you can attack while moving... since Archery can now attack while moving... but I'm not sure... 



#50
raging_monkey

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Sometimes lore triumps practicality