I looked at the skills we currently have and if we really only have access to those 4 trees I am disappointed...
I see no glyphs, I see no buffs (only 'barrier') such as increasing a party member's damage or armor.
I do not see hexes in any capacity, I do not see sleeps, fears, stuns, glyph of repulsion, I don't see mana-absorption, I don't see debuffs... I don't even see "oil" for pete's sake.
I just see a lot of damage abilities and little else. I mean grats I can throw up a ice wall that is 6meters long... but that's not what I enjoyed in previous games at all.
Right now I am questioning if I should even buy DA:I... they turned mages into aoe-damage cannons and little else.
Super upset right now and almost in tears, I waited for this game for years .... Right now all I can do is hope I see necromancer skill tree and if it doesn't involve me bringing an undead to life I think I may be done...
There is only a faux-veil of skill diversity... this is so upsetting.
Anyone else exceptionally bummed out that mages get so few options?
#1
Posté 05 novembre 2014 - 02:13
- draction, Samahl na Revas, Grayvisions et 20 autres aiment ceci
#3
Posté 05 novembre 2014 - 02:20
The devs have mentioned glyphs in other videos before, so at the very least they do exist, we just haven't seen them too recently. There was one ability I believe Laidlaw used that put a foe to sleep-- I can't recall if it was a rogue or a mage ability, but if sleep states exist in the game at all I'd think it's safe to assume Mages have at least one spell of that type somewhere. Fear is also a status effect; I believe Flashfire as a spell has the potential to cause "Fear" as a status in targets.
TL;DR I think it's just a question of effects being spread out and attached to different spells, rather than having spells wholly and completely devoted to a particular kind of status effect.
#4
Posté 05 novembre 2014 - 02:21
don't forget you can only have 8 spells at a time on your bar so that drastically reduces your versatility.
blood magic wouldn't work with the current health system imo considering a big part of it was damaging yourself to gain power.
#5
Posté 05 novembre 2014 - 02:22
The devs have mentioned glyphs in other videos before, so at the very least they do exist, we just haven't seen them too recently. There was one ability I believe Laidlaw used that put a foe to sleep-- I can't recall if it was a rogue or a mage ability, but if sleep states exist in the game at all I'd think it's safe to assume Mages have at least one spell of that type somewhere. Fear is also a status effect; I believe Flashfire as a spell has the potential to cause "Fear" as a status in targets.
TL;DR I think it's just a question of effects being spread out and attached to different spells, rather than having spells wholly and completely devoted to a particular kind of status effect.
All glyphs are now elemental based and mages don't have Sleep either (that's a rogue ability now).
I'm with you OP. I immensely dislike the overabundance of elemental spells in this game.
- Grayvisions, Chari, HydroFlame20 et 3 autres aiment ceci
#6
Posté 05 novembre 2014 - 02:22

MESSAGE POPULAIRE !
I don't want to sound rude... but if you want to play Origins, you should just go play it. We've known for a LONG time the combat system was getting a complete overhaul. Expecting it to be the same is pretty stupid.
- Itkovian, azarhal, Tresca Mizzrym et 79 autres aiment ceci
#7
Posté 05 novembre 2014 - 02:24
I don't want to sound rude... but if you want to play Origins, you should just go play it. We've known for a LONG time the combat system was getting a complete overhaul. Expecting it to be the same is pretty stupid.
This.
- JohnstonMR et realguile aiment ceci
#8
Posté 05 novembre 2014 - 02:25
I don't want to play Origins, I love so many things about the DA:I combat such as no more heal spamming...
But I don't feel like we're given the tools to be CC oriented. I am used to playing hex based mages and lock people down with cages and glyphs and fears but now it feels like I need to spam aoe nukes to do something-similar to that.
I am so super upset about it. It's like they took the mage and barfed it up as some trashy mmo-style aoe slinger DPS.
- Servilus et Araceil aiment ceci
#9
Posté 05 novembre 2014 - 02:28
Being a bloodmage never had really any benefits in Dragon Age. I didn't mind Merrill using blood magic because it was her health she was draining and not mine. The only problem I had was you are circle mage only. I wished you could be an apostate mage.
- Adam Goodtime aime ceci
#10
Posté 05 novembre 2014 - 02:30
It is rather annoying that BW has taken to separating every single element into its own skill tree, instead of just putting them all into "Primal" in order to make room for some more interesting and varied Trees.
- realguile, Jesse91, Patchwork et 4 autres aiment ceci
#11
Posté 05 novembre 2014 - 02:31
I don't want to play Origins, I love so many things about the DA:I combat such as no more heal spamming...
But I don't feel like we're given the tools to be CC oriented. I am used to playing hex based mages and lock people down with cages and glyphs and fears but now it feels like I need to spam aoe nukes to do something-similar to that.
I am so super upset about it. It's like they took the mage and barfed it up as some trashy mmo-style aoe slinger DPS.
Do we know how many spells are in DA:I compared to 1 and 2? Are the differences that big?
#12
Posté 05 novembre 2014 - 02:33
It is rather annoying that BW has taken to separating every single element into its own skill tree, instead of just putting them all into "Primal" in order to make room for some more interesting and varied Trees.
I disagree, personally. I like that they are expanding the schools where, where in different regions of Thedas, certain schools focus more on different parts of the schools. If they keep doing it this way, we will have more possible spells over all in DLC, expansions, and sequels. While more schools are always cool, seems they gave the same amount of focus to all the other classes this time around.
- JohnstonMR aime ceci
#14
Posté 05 novembre 2014 - 02:36
I have to agree. I played a control/support mage with some damage from fire and lightning in the others, and thus far everything I'm seeing is AOE elementalist flavorings. They talk about trying to make it more tactical, then give all the CC and single target damage to the rogues.
As it is, the only reason I'm playing this game now is the story. Mages are a supreme disappointment so far.
#15
Posté 05 novembre 2014 - 02:37
Whaaaat? I don't believe you're correct when you say mages cannot be CC oriented. Each of the three elemental trees has their own form of CC.
Inferno = Fear (Flashfire/Wall of Fire)
Winter = Freeze/Chill (Winter's Grasp/Ice Mine/Blizzard)
Storm = Paralysis (Static Cage/Static Charge)
There are also the specializations which we know next to nothing about...
- azarhal, wright1978, Biotic Sage et 4 autres aiment ceci
#16
Posté 05 novembre 2014 - 02:38
I don't want to sound rude... but if you want to play Origins, you should just go play it. We've known for a LONG time the combat system was getting a complete overhaul. Expecting it to be the same is pretty stupid.
I don't think Origins has anything to do with it, and this is a perfectly valid concern. In both Origins and DA:2 (and in many, many other RPG's), versatility is one of mage's fortes. My impression is that fewer spells and 8 active abilities limit will both make playing the mage more similar to playing the DPS rogue and warrior builds (you press a button, damage happens). That making the mages less distinct would disappoint the players who prefer that class is predictable.
- DarthLaxian, natalscar et Ulyces aiment ceci
#17
Posté 05 novembre 2014 - 02:39
Well we have this.
Let's also not forget that specific animations that go into every single spell, in Origins it's just wave your magic hand for something rather minor to happen. Progressing through the series each spell began to gain its own identity and animation.
And if you honestly need to be playing with 70, rather similar, spells then go back to Origins and Awakening.
- aya001, realguile, Kel Eligor et 11 autres aiment ceci
#19
Posté 05 novembre 2014 - 02:42
Well we have this.
Jeez, I knew mages were favored in DAO but didnt realize it was that favored.
#20
Posté 05 novembre 2014 - 02:45
The direction of the combat has changed...passives play a much more integral part in this iteration. It's comparing apples and some really distant cousin of the apple.
Additionally, each(most?) active ability has an additional upgradeable effect like DA2. Additionally, each spec in DAO only had 4 abilities, while each spec in DAI has 4 actives and 4 passives (with each active having an upgrade)
#21
Posté 05 novembre 2014 - 02:46
Yeah, mages have been changed up for DAI to be almost completely Elemental and/or support focused (Barrier etc.). It sucks for those of us who loved the diversity of building a different type of mage for numerous playthroughs, but this is the hand we have been dealt for DAI. We pretty much have the option to: 1)try it and hope we like it, or 2)decide to wait for reviews and gameplay and then make a decision, or 3)move on to another game.
I'm going with option 1, but I certainly sympathize with the disappointment. I think I've had enough time to mostly come to terms with the changes.
#22
Posté 05 novembre 2014 - 02:47
Whaaaat? I don't believe you're correct when you say mages cannot be CC oriented. Each of the three elemental trees has their own form of CC.
Inferno = Fear (Flashfire/Wall of Fire)
Winter = Freeze/Chill (Winter's Grasp/Ice Mine/Blizzard)
Storm = Paralysis (Static Cage/Static Charge)
There are also the specializations which we know next to nothing about...
That's true and I actually like the way CC and DPS are now more intertwined in DA:I. But I think there could've been more of the more unique spell effects, like in the previous games. Hexes, buffs, glyphs, force mage abilities and the like all made playing the mage more varied.
#23
Posté 05 novembre 2014 - 02:50
That's true and I actually like the way CC and DPS are now more intertwined in DA:I. But I think there could've been more of the more unique spell effects, like in the previous games. Hexes, buffs, glyphs, force mage abilities and the like all made playing the mage more varied.
Definitely. Instead we get an overload of elemental spells.
#24
Posté 05 novembre 2014 - 02:56
Definitely. Instead we get an overload of elemental spells.
To be fair tho, the elemental spells look like an improvement over DA2's and DAO's, and have more tactically relevant side effects.
- Alejandrawrr aime ceci
#25
Posté 05 novembre 2014 - 02:57
Whaaaat? I don't believe you're correct when you say mages cannot be CC oriented. Each of the three elemental trees has their own form of CC.
Inferno = Fear (Flashfire/Wall of Fire)
Winter = Freeze/Chill (Winter's Grasp/Ice Mine/Blizzard)
Storm = Paralysis (Static Cage/Static Charge)
There are also the specializations which we know next to nothing about...
Yes, one out of the huge amount of CC we had in the other two. Real useful ![]()
They talk tactics, then give us 1-2 CC AND limit the amount of actives we can use. They're sending out huge mixed messages.
I still maintain I'm only playing for the story now.





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