Those are both pretty weak things to base his plan on. Resurrection would also get around the latter, but let's assume nobody can cast it.
Quite right. That is why I don't really like ressurection spells.
Those are both pretty weak things to base his plan on. Resurrection would also get around the latter, but let's assume nobody can cast it.
Quite right. That is why I don't really like ressurection spells.
In Ultima 7 you could use anything as weapons. Even the corpse of one of your companions.
Somehow I don't think my elven rogue would have much luck trying that with Iron Bull.
I mean if we can deal with archers slinging a rainstorm of arrows into an enemy, we can deal with a few pebbles from a sword
I only gave that ability to Varric in 2, and no one in Awakening. I figure he can put a sheaf of arrows into Bianca, everyone else has to actually aim.
In Ultima 7 you could use anything as weapons. Even the corpse of one of your companions.
Heh, reminds me of PS:T where you could beat people up using your own severed arm...
Heh, reminds me of PS:T where you could beat people up using your own severed arm...
Coooooool. I need to play through that game. Never beaten it. Everytime I play it I get computer troubles (not because of the game), and have to format the HD. Gotten halfway into it 3-4 times.
Ok, i see the new "heal" system and combat style in the game for DAI, have nice and others really bad points; but i´m gonna talk about the healing system... you are skip all the lore behind the mages with the heal, doing an annoying style of combat for that, when the players says "challenge" they refer to enemies with smart AI (Power combos, the same combos and skills available to the player, focus in the healer or the DPS with a aggression system, etc..) but you are going for the easy way; removing potions, healers and limiting the players options... for what? Less cost in programing? Please bioware you are better than that <.<
I enjoy the previously games in nightmare (Especially DAO), but suppress the healer... you are doing a step in the wrong direction bioware, that is the only think who i´m gonna say.
Modifié par Iyev, 03 octobre 2014 - 08:08 .
Gameplay rules are ok. But what you can do during combat lore\story vs combat moves, I have some issues with. Hitpoints, damage and armour class etc are part of the rulesystem. Leaping 50 feet through the air and firing your bow isn't. That is an animation, and the animations are part of the story - since the story is told in a visual medium. Some of them I can easily accept, even if they are pushing the limits. But when they go full blown anime, it just looks silly. If its silly, the seriousness of the story takes a hit (in my case).
Anyway. This is, as I said, off topic.
I was reading a description of hit points once before (not necessarily for DA, but it fits here too) that said hit points aren't directly correlated to one's life. The hit points are essentially a measure of chance that the next blow is a killing one in terms of the lore. Basically, as hit points go down for the players watching this world, for those characters "in the world" it's just the probability of their survival of this instance dropping.
i hope that makes sense
But Hipoints aren't part of the lore. That's why Orsino can use one fireball to kill a bunch of Qunari in cutscene which can't happen gameplay wise.
I know. I think you are confusing a combat system with lore. The combat system has nothing to do with the lore per-se, BUT the movements during combat and the visual elements are. Which i why it would look silly if your mage could suddenly summon a space ship via a spell, and have it blast your enemies to bits, but having him cast a fireball isn't.
I am not sure why you are getting at with me + the lore, though. I actually never said anything about the lore. I just asked for an in-game explanation for why a basic spells is gone during a time where it would be sorely needed. For immersion reasons. Its important that a story makes sense, no?
I know. The combat system (meaning the hitpoints and attack bonuses) are just that. It is in the background, or rather an unseen element to the story. The animations in combat are there to illustrate how a combat move is being done physically. And summoning rocks out of the ground for no other reason than "awsome button", is something I have a problem with. If you don't, good for you.
How do you know there isn't a reason, gravity could behave differently or the ground of the world might be known to fracture when submitted to great force. My point is this is a fantasy world and unless directly contradicted in lore any number of reasons could explain ability animations.
Another question: are we able to craft potions on specific locations when we are on duty not in the keep?
Another question: are we able to craft potions on specific locations when we are on duty not in the keep?
You can make potions in camps you set up, provided you have the needed ingredients, I believe. ![]()
Another question: are we able to craft potions on specific locations when we are on duty not in the keep?
You get a full restock of potions when you return to camp, and I've seen videos of at least one camp that had a table where Cole was browsing through a selection of poisons...
You get a full restock of potions when you return to camp, and I've seen videos of at least one camp that had a table where Cole was browsing through a selection of poisons...
You only get a full restock of Health potions( sorry just clarifying for the questioner)
You only get a full restock of Health potions( sorry just clarifying for the questioner)
Whoops... I probably should have specified... good call.
So you need to craft the other potions in the keep by yourself or do you have to ask for them directly?
How do you know there isn't a reason, gravity could behave differently or the ground of the world might be known to fracture when submitted to great force. My point is this is a fantasy world and unless directly contradicted in lore any number of reasons could explain ability animations.
A fantasy world functions the same as our world, except when explained otherwise.
So you need to craft the other potions in the keep by yourself or do you have to ask for them directly?
i Think you craft them yourself but you can do so in skyhold or any of the camps you have established around the world.
A fantasy world functions the same as our world, except when explained otherwise.
Ok you can look at it that way. I was simply suggesting a method that could improve the game play experience/immersion of those who take issue with certain somewhat over the top animations such as mighty blow.
In my opinion its a fantasy universe so animations even for warriors can be a little fantastical.
Ok you can look at it that way. I was simply suggesting a method that could improve the game play experience/immersion of those who take issue with certain somewhat over the top animations such as mighty blow.
In my opinion its a fantasy universe so animations even for warriors can be a little fantastical.
Certainly they can be fantastical, but I would just prefer an explanation for why my non-magic using elf archer can suddenly leap 20 feet through the air.
Certainly they can be fantastical, but I would just prefer an explanation for why my non-magic using elf archer can suddenly leap 20 feet through the air.
I wouldn't hold your breath, they never explain why my rogue can jump around like a super-grasshopper in DA2.
Not that it really bothered me.
I wouldn't hold your breath, they never explain why my rogue can jump around like a super-grasshopper in DA2.
Not that it really bothered me.
I know. Nice comparison by the way.
Certainly they can be fantastical, but I would just prefer an explanation for why my non-magic using elf archer can suddenly leap 20 feet through the air.
I wouldn't hold your breath, they never explain why my rogue can jump around like a super-grasshopper in DA2.
Not that it really bothered me.
The setting in which DA:O's spiritual predecessor was set later wound up including rogues who were explicitly non-magical, yet who could dodge explosions while they were in them. This was explained as being purely physical training. Honestly, this is all pretty tame compared to that, especially given that Cole is explicitly a magical being.
The setting in which DA:O's spiritual predecessor was set later wound up including rogues who were explicitly non-magical, yet who could dodge explosions while they were in them. This was explained as being purely physical training. Honestly, this is all pretty tame compared to that, especially given that Cole is explicitly a magical being.
True that. But I would point out that no DM I have ever played with would give a rogue a saving throw if he is "trapped inside a box with a live grenade". D&D is a sinking ship, though. Wizards of the Coast have thoroughly screwed up the rules and most of their gameworlds by trying to make it Dungeons & Warcraft.
They also added that a ranger can track a small bird that flew past the area 2 weeks earlier. Stunning work on that one.
True that. But I would point out that no DM I have ever played with would give a rogue a saving throw if he is "trapped inside a box with a live grenade". D&D is a sinking ship, though. Wizards of the Coast have thoroughly screwed up the rules and most of their gameworlds by trying to make it Dungeons & Warcraft.
They also added that a ranger can track a small bird that flew past the area 2 weeks earlier. Stunning work on that one.
Just the same, Thedas isn't the first world where rogues don't need magic to flip off the laws of physics. Besides, barring a "you automatically die" script, Neverwinter Nights would probably allow you to live through the example you're giving.