It makes you want to cry? I think it's time you step away from computers and video games for a moment.
Anyone else exceptionally bummed out that mages get so few options?
#27
Posté 05 novembre 2014 - 02:57
Yes, it's extremely annoying.
#28
Posté 05 novembre 2014 - 02:59
I do think there's a bit too many elemental spells, but on the other hand they have diverse effects, such as walls of ice or that delightful lightning spell that creates an orb which yanks back enemies trying to leave a zone. We also don't know the specifics of spec abilities, Rift Mage seems akin to Force Mage and we know Necromancer has Walking Bomb, so it's likely it has assorted curses and the like.
Origins had a lot of spells, true, but lots of them became obsolete as you moved up the tree. My Mage Warden in Origins had a spellbar nearly full, but I used, what, 8 at most? Fireball, Glyph of Paralysis, Walking Bomb, Heal, Stonefist, Cone of Cold, Crushing Prison, Mass Paralysis, I think that's it. At least half the spells in Origins were filler, if not more. I'd rather have spells that stay useful all game long and change depending on gear and passives.
- Jesse91, N7KnightSabre, Hillbillyhat et 5 autres aiment ceci
#29
Posté 05 novembre 2014 - 03:01
Jeez, I knew mages were favored in DAO but didnt realize it was that favored.
I actually thought mages where more favored in 2, the story really seemed to be pushed into their side of the conflict, even when you side with the templars most of the game seems to be all about the mages.
#30
Posté 05 novembre 2014 - 03:03
It is a dramatic change in the sections, but I'm not bummed. The choices are slimmer, and having only eight slots for active abilities makes it important to pick the right spells/talents to take on the battlefield. Those passives are gonna have to work just as good, which they look like they do.
Here's to hoping all the specializations rock, and serve to enhance what we've chosen as abilities.
In the past, my mages were a mix of support and damage. I think I can have with DA:I.
#31
Posté 05 novembre 2014 - 03:04
I do think there's a bit too many elemental spells, but on the other hand they have diverse effects, such as walls of ice or that delightful lightning spell that creates an orb which yanks back enemies trying to leave a zone. We also don't know the specifics of spec abilities, Rift Mage seems akin to Force Mage and we know Necromancer has Walking Bomb, so it's likely it has assorted curses and the like.
Rift Mage is certainly not akin to Force Mage. It has Stone Fist, Firestorm and deals with pulling matter out of the Fade and using it as a weapon.
#32
Posté 05 novembre 2014 - 03:06
Well we have this.
This kind of speaks of how utterly irrelevant and forgettable entire trees were in DAO, I would've never thought it had twice the spells in DA2 based on my time playing as a mage in both games.
Can't say I will miss having lots of pointless and mostly crap spells.
- Nevara, N7KnightSabre, Hillbillyhat et 4 autres aiment ceci
#33
Posté 05 novembre 2014 - 03:10
Origins had a lot of spells, true, but lots of them became obsolete as you moved up the tree. My Mage Warden in Origins had a spellbar nearly full, but I used, what, 8 at most? Fireball, Glyph of Paralysis, Walking Bomb, Heal, Stonefist, Cone of Cold, Crushing Prison, Mass Paralysis, I think that's it. At least half the spells in Origins were filler, if not more. I'd rather have spells that stay useful all game long and change depending on gear and passives.
I've seen a lot of people say this, but my experience is different. Sure there were spells I used in almost every combat and there were spells I almost never used, but many of them would come in very handy from time to time. And for me that's one of the fun things about playing mages: you have a lot of tricks up your sleeve, and you take your time to think which ones you can use the best in a particular situation.
(Just to be clear, I'm not advocating for Origins' number of spells, that would make no sense in the new combat system, but DA:2 was just fine, diversity-wise.)
- Samahl na Revas, Paul E Dangerously, Tymvir et 1 autre aiment ceci
#34
Posté 05 novembre 2014 - 03:11
Pretty much, we finally get a game with 3 mage companions and, with the exception of their specialization abilities,they'll all play out the same way sadly.
- Bayonet Hipshot aime ceci
#35
Posté 05 novembre 2014 - 03:12
I still can't get over the loss of blood magic and spirit healer.
EDIT: and creation
- Bekkael et Jesse91 aiment ceci
#36
Posté 05 novembre 2014 - 03:12
I dunno. I never used, like, 60% of the spells in Origins. I mean, I mostly just spammed Cone of Cold, Fireball, and Drain Life. And I hated that some of the spells I really wanted were behind spells I'd never use.
So I'm kinda grateful the mage trees have been cut down. Sorry.
- Jesse91, ThommyGunn et Madrict aiment ceci
#37
Posté 05 novembre 2014 - 03:12
I am also disappointed that Entropy and Creation are gone - I liked them and am sad that they are gone. I am still stoked for the game, but, yes, I hope they come back in some capacity.
they turned mages into aoe-damage cannons and little else.
This, however, I think is flat-out wrong. There are many, many abilities that are not damage-central, exclusive, or even damaging at all (though some aren't 100% revealed yet). Elemental magic is often mostly damage - they went a different way with this one.
Spirit: No damage at all. Magic removal, self-protection, damage mitigation, and revival of allies.
Storm: Energy Barrage and Chain Lightning are the only pure damage abilities. Lightning Bolt does damage but also has a paralysis and knockback effect. Static Cage is all strategic crowd control. Also, the upgrade to Energy Barrage lowers resistance to staff type's damage, so it's a type of debuff.
Inferno: Flashfire and Wall of Fire are single target and AoE fear, though they do both deal damage. Immolate and Fire Mine are pure damage. This is the most blaster-y tree.
Winter: All abilities in this tree have some crowd control or defensive aspect to them. Winter's Grasp does less damage than other abilities (200%) but freezes and chills nearby enemies with an upgrade. Fade Step is all about positioning of mage (with CC on upgrade), Ice Mine is essentially Glylph of Paralysis (I miss GoP though) upgrade is unknown. Wall of Ice is crowd control / defense as well. Blizzard does damage over time, but it also slows and maybe freezes (upgrade).
Again, I DO miss the variety, and focus on elemental stuff often frustrates me in many games with mages (my favorite class that I play exclusively in almost all games). But saying they're JUST AoE cannons is selling the abilties short, I think. And this doesn't include specializations. Knight Enchanter, at least, includes a Focus uber healing spell, a personal defensive ability, and one damage ability (I think).
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#38
Posté 05 novembre 2014 - 03:13
Im still mad they took away rangers from rogues in 2 and still didnt give them back to us. I mean I can deal with the magical machine gun bow madness but dont take away my favorite specializations.
#39
Posté 05 novembre 2014 - 03:15
I was slightly disapointed, while now I'm Alice falling down the rabbit hole, looking for depth and creative application of what's been shown, Ice Wall to create choke points is a beginning.
I have to admit though, the Warrior specs are looking the best they have ever been from the skill trees shown. Gore and Trample; more excited to play a Warrior then I ever have in the series.
#40
Posté 05 novembre 2014 - 03:43
Take a deep breath. Wait till you play the game. Which if you've waited for it this long, you'll probably do.
Then, make some objective critisms about it.
We haven't seen all the tree's. We're missing two whole specialisations (Necromancer & Riftmage).
They may have moved some of those buffs away from mages and onto the other classes. This is suppose to be a party game. Why should mages be solely responsible for every buff or CC ability?
- stunkill37 et Madrict aiment ceci
#41
Posté 05 novembre 2014 - 03:46
I actually thought mages where more favored in 2, the story really seemed to be pushed into their side of the conflict, even when you side with the templars most of the game seems to be all about the mages.
I agree. It's a little annoying how favored mages are. It's probably one of the big reasons I love Verric(that and he is a dwarf). Dont get me wrong, I find fade magic incredibly interesting, but ya.
#42
Posté 05 novembre 2014 - 03:47
I'm not worried about it. It won't stop me from playing as a mage.
#43
Posté 05 novembre 2014 - 03:59
In Origins I had a 1st-tier group of spells but then used lots of others because my favorite ones were on cooldown. I'd switch to blood mage, burst like crazy, and switch back to heal up.
If they've changed the mana & cooldown mechanics I may not need all those spells.
Reserving judgement until I've played.
- Bronson aime ceci
#44
Posté 05 novembre 2014 - 04:02
Are you joking? I haven't been this excited for combat ever in Dragon Age. Truth be told, I actually like the new spells. Granted, I did enjoy some of the old ones, but I also like the new system.
If anything, the mage skills are gonna force us to be creative with magic, which is a challenge I am excited for.
- Nevara, N7KnightSabre, ThommyGunn et 1 autre aiment ceci
#45
Posté 05 novembre 2014 - 04:05
I do think there's a bit too many elemental spells, but on the other hand they have diverse effects, such as walls of ice or that delightful lightning spell that creates an orb which yanks back enemies trying to leave a zone. We also don't know the specifics of spec abilities, Rift Mage seems akin to Force Mage and we know Necromancer has Walking Bomb, so it's likely it has assorted curses and the like.
Origins had a lot of spells, true, but lots of them became obsolete as you moved up the tree. My Mage Warden in Origins had a spellbar nearly full, but I used, what, 8 at most? Fireball, Glyph of Paralysis, Walking Bomb, Heal, Stonefist, Cone of Cold, Crushing Prison, Mass Paralysis, I think that's it. At least half the spells in Origins were filler, if not more. I'd rather have spells that stay useful all game long and change depending on gear and passives.
Strictly DAO, I used Heal, group heal, mana clash, crushing prison, force field, walking bomb, winters grasp, cone of cold, shock, arcane bolt, lightning, blizzard, tempest. And I am not really a mage specialist by any means. This list of course only went up with awakenings naturally.
#46
Posté 05 novembre 2014 - 04:12
Gotta disagree. This is the most excited I've ever been for a DA game ever, but combat is the one area for me that feels more restrictive than ever. And in a game where every option of 'window dressing' has been exponentially Expanded, I don't like that feel. Of course it's all subjective, but objectively there's less spells, and less tactics available(8 only). It'll still be fun, and I'm sure everyone will come to terms with the new system in their own way however.Are you joking? I haven't been this excited for combat ever in Dragon Age. Truth be told, I actually like the new spells. Granted, I did enjoy some of the old ones, but I also like the new system.
If anything, the mage skills are gonna force us to be creative with magic, which is a challenge I am excited for.
- natalscar aime ceci
#47
Posté 05 novembre 2014 - 04:15
Gotta disagree. This is the most excited I've ever been for a DA game ever, but combat is the one area for me that feels more restrictive than ever. And in a game where every option of 'window dressing' has been exponentially Expanded, I don't like that feel. Of course it's all subjective, but objectively there's less spells, and less tactics available(8 only). It'll still be fun, and I'm sure everyone will come to terms with the new system in their own way however.
Gotta say I could care less about the number of spells going down, cause I never even used half the damn spells in DAO or DA2 cause they never interested me at all.
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#48
Posté 05 novembre 2014 - 04:18
#49
Posté 05 novembre 2014 - 04:20
Pretty certain that a mage cast a sleep spell on in one of the gaider twitch streams.
As far as I am aware, we have not seen any sleep spells, and there isn't any in the skill trees seen thus far. Perhaps you merely saw a Rogue using the Knockout Powder.
#50
Posté 05 novembre 2014 - 04:23
Anyone else exceptionally bummed out that mages get so few options?
Yes. I've been trying to stay positive, but it seems like mages got the shaft this time around.





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