As above. Also you might note that Spirit and Winter are pretty supportive.
Was just about to say that.
As above. Also you might note that Spirit and Winter are pretty supportive.
Was just about to say that.
I find it interesting that you call yourself the mage guy yet you are ok with restricting the role playing options of playing different types of mages. By removing the role playing options they are taking the game away from being a role playing game and closer to shooter territory.
Shooter territory? Most abilities are targeted, basically point-and-click, no aiming required unless we're talking about AoEs...
I guess I'm curious how much and how deep a mage's "type" actually goes in most players role-playing, that is, outside of blood mage/spirit healer (basically specializations) which might have some actual significance. I feel like it might add a tiny bit of nuance, but is mostly superficial in the grand scheme of things.
Oh. Another thread about DA:I not being like DA:O. Cancel your preorder.
If you think this is what these complaints are about then you're not actually reading them.
Shooter territory? Most abilities are targeted, basically point-and-click, no aiming required unless we're talking about AoEs...
I'm really talking about how the game will feel. The ME games are verging close to 3rd person shooter territory and DAI looks like taking the franchise in a similar direction.
Barrier-Age.
By the looks of things, it seems Barrier spells will be the spell that will be used the most in this game. By a good mile.
Played a mage on my first playthrough, didn't feel constrained in spell choice, I went pure damage and it was a blast.
No one here seems to doubt that you can make a pure damage mage.
It's all the other flavours of mage that are in doubt.
Barrier-Age.
By the looks of things, it seems Barrier spells will be the spell that will be used the most in this game. By a good mile.
If you don't have a mage with the barrier tree in your party you will have to consume lots of potions and make lots of trips back to camp. It seems like un-fun game design.
If you don't have a mage with the barrier tree in your party you will have to consume lots of potions and make lots of trips back to camp. It seems like un-fun game design.
Seems so. Especially if you are going to play through the game more than 1 time. I will have to wait and see how this works, though. It might not be so bad as it seems.
"The veil is torn open! Spam barriers to plug it!"
If you don't have a mage with the barrier tree in your party you will have to consume lots of potions and make lots of trips back to camp. It seems like un-fun game design.
since I haven't played the game yet I'm not able to be disappointed with it
Problem is every player that plays mage in DA likes to play and use different spells,I keep saying I've the feeling this game in some ways is being dumbed down and looks like I'm being right,wonder how far they will go with DA4 maybe only ten spells for mages.
You can argue all you want but taking skills/options away from the player is not what RPGs are about no matter how you try to justify it.
My mage is now a third rate magic user.
I'd doubt they'd cut it down even further, and I can see where you're coming from, but all I'm noticing is how much higher quality everything is.
I mean this is really a debate about quantity vs. quality
I'm really talking about how the game will feel. The ME games are verging close to 3rd person shooter territory and DAI looks like taking the franchise in a similar direction.
That's because ME games aren't verging, they are TPS games. They're still RPGs but much, much more hybrid.
I feel like what you're implying is that because certain schools of magic are no longer "official," you cannot roleplay them anymore. Which is a legitimate point - but at the same time, you can easily alter your personal story to exclude those specific elements. You seem fixated on what you do not have - but there are still many, many available routes for you to take. Moreover, the magic of roleplay is that you can rewrite elements of what you do not like and explain it in your own way. Yes, it sucks that it might be incongruent with the gameplay system, but lore is not limited by gameplay...gameplay is a limited reflection of lore.
I do not think DA:I is progressing towards feeling like a TPS franchise. We'll probably have to agree to disagree on that.
If you don't have a mage with the barrier tree in your party you will have to consume lots of potions and make lots of trips back to camp. It seems like un-fun game design.
Honestly? No.
Invest in more CC abilities and chain them. Send in your tank first and activate guard generating abilities. Kite. Micromanage. Avoid telegraphed attacks. Move your party members if you notice them getting hit. Even with barrier, you have to do some of these things for harder fights. It's just doing more of them or paying more attention to what's happening.
The all-warrior party laughs at the notion of "barriers are a must."
If they are playing on hard or higher difficulty where health only regenerates to 10% in between combats they'll be laughing all the way to the camp -- over and over again. ![]()
If they are playing on hard or higher difficulty where health only regenerates to 10% in between combats they'll be laughing all the way to the camp -- over and over again.
One of the gameplay videos had a warrior tanking three mobs (one of them an elite) on hard difficulty and they barely did any damage because of constant guard generation. This was the one of the Storm Coast w/ Blackwall, Inquis, Sera, and Vivienne.
I like how we went from:
Warriors: Battlefield controllers with the option of building damage, defence or using bows.
Rogues: Sneaky manipulators able to use traps, high single target damage. Can attack in melee or from a distance. Lockbots.
Mages: Versatile. Can focus on buffing, healing, crowd control or damage dealing. Able to spec into a tank.
In DA:O, to this:
Warriors: Melee damage dealers/Meatshields
Rogues: Melee/Ranged damage dealers/Still lockbots.
Mages: Ranged AoE damage dealers/Barrierbots.
I dunno. The lack of flexibility just feels so...inflexible.
One of the gameplay videos had a warrior tanking three mobs (one of them an elite) on hard difficulty and they barely did any damage because of constant guard generation. This was the one of the Storm Coast w/ Blackwall, Inquis, Sera, and Vivienne.
What difficulty were they playing on?
It...was in the original response.
There's flexibility and there's "Why do we even bother with the Warrior/Rogue distinction?" I hated that about DAOI like how we went from:
Warriors: Battlefield controllers with the option of building damage, defence or using bows.
Rogues: Sneaky manipulators able to use traps, high single target damage. Can attack in melee or from a distance. Lockbots.
Mages: Versatile. Can focus on buffing, healing, crowd control or damage dealing. Able to spec into a tank.
In DA:O, to this:
Warriors: Melee damage dealers/Meatshields
Rogues: Melee/Ranged damage dealers/Still lockbots.
Mages: Ranged AoE damage dealers/Barrierbots.
I dunno. The lack of flexibility just feels so...inflexible.
No...not really...there are a slew of abilities in each tree, and many of those abilities can be upgraded...and to be made more useful...
DA:O didn't have that...instead you had an actionbar filled with abilities that never evolved into anything more...your fireball was always going to do the same thing...cone of cold would never change...while there were a lot of options, they never evolved from their face value. Personally...I'm excited about this system... but I would have liked to see the entropy tree (I'm still crossing my fingers and toes that it might exist), but we're forgetting the three specializations...we haven't seen Necromancy or Rift Mage (to my knowledge).
But I think there are plenty of options for crowd control and support...maybe not as much as DA:O, but its still there...
I like how we went from:
Warriors: Battlefield controllers with the option of building damage, defence or using bows.
Rogues: Sneaky manipulators able to use traps, high single target damage. Can attack in melee or from a distance. Lockbots.
Mages: Versatile. Can focus on buffing, healing, crowd control or damage dealing. Able to spec into a tank.
In DA:O, to this:
Warriors: Melee damage dealers/Meatshields
Rogues: Melee/Ranged damage dealers/Still lockbots.
Mages: Ranged AoE damage dealers/Barrierbots.
I dunno. The lack of flexibility just feels so...inflexible.
Right....so maybe you should have re-read that before typing, but you're oversimplifying the ever loving crap out of DA:I and doing everything in your power to dress DA:O up to look pretty...so much so that its bordering on trolling...
I like how we went from:
Warriors: Battlefield controllers with the option of building damage, defence or using bows.
Rogues: Sneaky manipulators able to use traps, high single target damage. Can attack in melee or from a distance. Lockbots.
Mages: Versatile. Can focus on buffing, healing, crowd control or damage dealing. Able to spec into a tank.
In DA:O, to this:
Warriors: Melee damage dealers/Meatshields
Rogues: Melee/Ranged damage dealers/Still lockbots.
Mages: Ranged AoE damage dealers/Barrierbots.
I dunno. The lack of flexibility just feels so...inflexible.
The only thing I see here is that you have no idea what kind of skills and passives the classes are getting in DAI or that you are trolling. The only thing accurate in your list is that Warriors lost archery...in DA2.
It...was in the original response.
My apologies.
I'm working on two hours sleep. If I'm failing on basic reading comprehension I'm calling it a night.
Played a mage on my first playthrough, didn't feel constrained in spell choice, I went pure damage and it was a blast.
Oh, did you try going for healing too? it was awes........ oh wait.