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Dragon Age Previews... "Mage Abilities"


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#26
Medhia_Nox

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Seeing as elemental spells are such a total bore - I'd have to pick mind blast out of these four.  



#27
EnduinRaylene

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This may seem odd, but...am I the only one who thinks the little cloud with the lightning bolt is just absolutely precious?

I don't like it simply because it doesn't fit the motif the other three books have, it's too minimalist looking compared to the other rather ornate symbols. Plus I feel like they should be ordered Fire, Ice, Lightning and Spirit/Whatever since the first three are similar in controlling the forces of nature while the last is different, more intangible and abstract in nature.


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#28
pengwin21

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I think that overall people might be more worried about "losing" abilities than maybe they should be- they just have more elemental flavor now. Like Horror is a Fire spell, Static Cage is the new Crushing Prison etc. There are a few spells like Hexes, Walking Bomb, and Death Cloud that seem to be outright missing, but we aren't sure what Necromancy or Rift Mage have either.


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#29
EnduinRaylene

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I think that overall people might be more worried about "losing" abilities than maybe they should be- they just have more elemental flavor now. Like Horror is a Fire spell, Static Cage is the new Crushing Prison etc. There are a few spells like Hexes, Walking Bomb, and Death Cloud that seem to be outright missing, but we aren't sure what Necromancy or Rift Mage have either.

Yeah, I hope the layering of spells and effects is done well because it could be a really nice touch. While I loved the Entropy school and many of the indirect spells in the prior games I know that most people probably didn't touch them much and focused on the real damaging dealing offensive spells. By layering them together now everyone will get to experience those other non-offensive status effects, while not having to sacrifice damage. What I do hope happens though is that those secondary effects like Fear and Paralysis will be effective enough on their own to warrant using them for that and not simply be nice little bonuses to the damage the spells do.

 

Even if an enemy is immune to Fire damage the fact that they are engulfed in flames could still be rather frightening. Same for paralysis, you might not get hurt by the lightening bolt, but it doesn't mean it can't numb you or stun you. This plays into your equipment, and likely passive abilities and upgrades as well, which I hope will add further depth and choice in allowing players to hopefully boost the rates and potency of those secondary status effects, so further down the line I might still use Flashfire a lot, but not so much for it's damage output but because it has a high chance of inflicting Fear on an enemy which opens them up to combos and other attacks of opportunity.


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#30
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Are those the only four trees outside of specs?

Three of them are centered around just one of the four schools of magic.

#31
UniformGreyColor

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Yeah, I hope the layering of spells and effects is done well because it could be a really nice touch. While I loved the Entropy school and many of the indirect spells in the prior games I know that most people probably didn't touch them much and focused on the real damaging dealing offensive spells. By layering them together now everyone will get to experience those other non-offensive status effects, while not having to sacrifice damage. What I do hope happens though is that those secondary effects like Fear and Paralysis will be effective enough on their own to warrant using them for that and not simply be nice little bonuses to the damage the spells do.

 

Even if an enemy is immune to Fire damage the fact that they are engulfed in flames could still be rather frightening. Same for paralysis, you might not get hurt by the lightening bolt, but it doesn't mean it can't numb your or stun you. This plays into your equipment and likely passive abilities and upgrades as well which I hope will added further depth and choice in allowing players to hopefully boost the rates and potency of those secondary status effects, so further down the line I might still use Flashfire a lot, but not so much for it's damage output but because it has a high chance of inflicting Fear on an enemy which opens them up to combos and other attacks of opportunity.

 

 I can't tell you how much my sentiments align with this perfectly. One thing I don't want to see is that the game penalizes you for choosing a particular path when it comes to specializations OR forcing you to have to choose two elemental tree paths just so your character can be affective.



#32
Patchwork

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Are those the only four trees outside of specs?

Three of them are centered around just one of the four schools of magic.

 

From what we've seen so far you are an elemental mage whether you want to be or not. 



#33
FiveThreeTen

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"Mage abilities"

tumblr_inline_mogn9v3OKX1qz4rgp.gif


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#34
UniformGreyColor

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From what we've seen so far you are an elemental mage whether you want to be or not. 

 

 So Knight Enchanter has been erased? I find that hard to believe.



#35
Muspade

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A lot of abilities from previous games such as DA:O and DA2.

Not very exciting but it's not like combat is what i'm primarily interested in.



#36
DarkKnightHolmes

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For some reason, seeing only 4 mage spell trees seems...... wrong.



#37
DLaren

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I'm still waiting to see the support spells & abilities -- my first play through has always been a spirit-mage that focuses on healing/protection.

 

What does Inquisition have to offer for my preferred play-style, Bioware?



#38
Patchwork

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 So Knight Enchanter has been erased? I find that hard to believe.

 

Base skills not specialisation. 

 

I doubt that Rift and Necromancer have any elemental talents either. 



#39
andar91

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I think that overall people might be more worried about "losing" abilities than maybe they should be- they just have more elemental flavor now. Like Horror is a Fire spell, Static Cage is the new Crushing Prison etc. There are a few spells like Hexes, Walking Bomb, and Death Cloud that seem to be outright missing, but we aren't sure what Necromancy or Rift Mage have either.

 

I have mixed feelings with those veering towards "Not Happy",and I say this as somebody who only plays mages whenever possible in any game.

 

POSITIVE

I like that elemental abilities are not just all about damage. A fire spell that causes fear, and ice wall spell that helps control the field, lightning that also contains enemies and so forth are all very, very cool ideas that help expand beyond the stereotypical elemental=damage stereotype.

 

NEGATIVE

I dislike losing the alternative routes, especially because it's a trend in games. Mages are frequently reduced to just elemental damage (one of the primary examples is the Sorceress from Diablo 2: she's almost all elemental and all damage). I like the idea that magic is diverse and complex and can be used to do things like paralyze someone outright or aid allies. A better example might be from the Baldur's Gate: Dark Alliance game. The elven sorceress in the first game had Burning Hands, Lightning Bolt, Acid Arrow, Magic MIssile, Fire Shield (basically a burning glyph), Mordenkainen's Sword, Meteor Storm, Snowblind (a cold Burning Hands), Otiluke's Icy Sphere, and I think that's it. EVERY SINGLE SPELL WAS ELEMENTAL (EVOCATION) except for the one summoning spell (the sword). No defense, no control, nothing.

The next game went in the other extreme because of this complain, and the elf necromancer had pet spells, control a-plenty, and only a few damaging spells, and very few traditional spells (Evocation was his forbidden school).

 

I'm sick of mages that have all elemental spells (or mostly elemental spells).

 

 

I'm still waiting to see the support spells & abilities -- my first play through has always been a spirit-mage that focuses on healing/protection.

 

What does Inquisition have to offer for my preferred play-style, Bioware?

 

 

Spirit still offers many of those options. Not a metric tone of them, but some of those capabilities seem to still be there (protection is Barrier).


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#40
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From what we've seen so far you are an elemental mage whether you want to be or not.


If that's the case I at least want tornadoes in that thunderstorm tree. Because

>master of the elements
>no wind

is just not legit.
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#41
pengwin21

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Well the thing is that unlike Baldur's Gate: Dark Alliance (how did you not mention Ball Lightning btw, that was the best spell), spells of all elements in DA:I often have some control element, whether it be a status effect or a wall/glyph to block things off etc. If they were all pure damage with different visual effects I agree it'd be pretty boring.



#42
Iakus

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If there's a crowd around your mage, you're already doing something wrong.

That's the problem with Mindblast. To actually use it, I'd have to play badly. 

 

I dunno, in DA2 it comes in really handy when the Carta drops paratroopers on your position <_<


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#43
Kleon

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Is anyone else dissapointed by what they have shown of the mage class so far?

 

First it looks like 3/4th of the spells are elemental school. Then we learn that top tier abilities like fire storm use focus instead of mana, further we learn that we can only map 8 abilities to inferface. It all seems so limited. 

 

Not to mention what we had in the lore from Origins through Awakening and DA2, things like spirit healers, blood magic and entropy. All those things seem to have disapeared or merged into some mesh that barely resembles the well estabilished lore from previous games. Knight enchanter? Sounds more like Arcane Warrior 2.0. 

 

While I know that we haven't seen much as of yet and I should wait with judgements and opinions untill I actually play the game and see for myself, but I don't like the direction it seems to be taking. Not to mention rogues teleporting and warriors summoning rocks and creating fire walls from the ground. They keep steering from the more realistic, tasteful to over-the-top JRPG anime, I even remember some IGN guy commenting how Final Fantasy ridiculous the two handed sword looks like in the Felowmire demo.


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#44
BloodyTalon

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Personally the support skills and specilists is what I'm waiting for.



#45
andar91

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Well the thing is that unlike Baldur's Gate: Dark Alliance (how did you not mention Ball Lightning btw, that was the best spell), spells of all elements in DA:I often have some control element, whether it be a status effect or a wall/glyph to block things off etc. If they were all pure damage with different visual effects I agree it'd be pretty boring.

 

Yes, and that's my point about the positives. I don't think the elemental spells will be boring.

 

But I liked that there were other, non-elemental options in the game. That seems increasingly rare.



#46
HaHa365

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Not bad. Definitely interested in seeing more but not bad.

#47
UniformGreyColor

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Ok. at this point it should be fairly obvious that this game is nothing like BG and probably only slightly resembles DA:O.



#48
AshesEleven

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These are just four abilities.  Let's not jump to conclusions, all.

 

...Though I really don't see the point of this.  A random selection of four skills?  Is anyone at all interested in that?  


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#49
andar91

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...Though I really don't see the point of this.  A random selection of four skills?  Is anyone at all interested in that?  

 

I'm hoping it's leading to some sort of bigger feature. But it could just be filler for a week when they have nothing planned.



#50
Mornmagor

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Yay...

 

Pew pew FIRE!

 

Pew pew FROST!!

 

Pew Pew LIGHTNING!!!

 

Pew Pew WILLPOWER!!!!

 

Yeah seriously, these abilities are really the epitome of boredom for me.

 

I seriously hope the specializations will make me forget about these fast.


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