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Anyone else exceptionally bummed out that mages get so few options?


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#76
Astrolabe

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Yes, it does. Although we haven't seen everything in the rogue trees, and upgrades could also add stuns and such to abilities. So that's probably not the entire list.

 

Oh, I forgot caltrops. Not sure if they hamper enemies or just do damage...I think they stop them for a second. There's also the spike trap from artificer that throws them up in the air and knocks them down for a second.

Caltrops have a slow effect, not a root. The grappling chain has an upgrade which does a knockdown I think. It's possible there are additional CC abilities for rogues, but the same can also be said for mages. Movement abilities themselves arent really CC though. 

 

I just don't understand how the person said Rogues seem more cc-oriented. That statement rings really false. 



#77
Allan Schumacher

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For what it's worth I will be playing a mage come release.


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#78
Nimlowyn

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For what it's worth I will be playing a mage come release.

Me too, a female Qunari mage. Looking forward to it.



#79
BENIIICHAT

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I wll play as a mage too. and I wll really miss heal spell and force spell too.



#80
Hellion Rex

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For what it's worth I will be playing a mage come release.

Yes! Allan knows what's up!



#81
Paul E Dangerously

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Healing in DA:I is just as plentiful as it was in Baldur's Gate 1 & 2, BioWare RPGs that are considered pretty successful.  In fact, DA:I combat healing is even better, because getting a BG spell caster adjacent to a wounded character, and having them cast without being hit (which automatically loses the spell), was really hard.

 

No, it isn't. You had at least four classes that were capable of casting healing spells, plus scrolls, plus items. The MC got a Heal ability as well, depending on alignment.

 

To the topic at hand, I've often said that Bioware's stance for DAI is anti-versatility. I wasn't joking. A class does one thing, and only one thing, and you will only ever do one thing. It's the most stereotypical one. Warriors are big, dumb tanks who are completely hopeless at range, Rogues are sneaky and stabby, and mages are glass cannons to the point their only response to someone in melee is to stare blankly and continue to cast spells, because they removed melee staff attacks. No matter how many giant blades you have on that staff, you can't even hit a guy with it.

 

I'd say they Skyrim-ized the mage class trees, but even Bethesda didn't murder them quite that badly.

 

Hell, speaking with my brother, who isn't the most hardcore player (despite having like twelve characters on the Keep), he didn't really use elemental spells with his mage at all, much preferring glyphs, hex trees, and spells like paralysis.


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#82
Almostfaceman

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For what it's worth I will be playing a mage come release.

 

Good to see you're not bummed out. I'm looking forward to trying this game out, pre-order not cancelled.  ;)



#83
akabane_k

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No, it isn't. You had at least four classes that were capable of casting healing spells, plus scrolls, plus items. The MC got a Heal ability as well, depending on alignment.

 

To the topic at hand, I've often said that Bioware's stance for DAI is anti-versatility. I wasn't joking. A class does one thing, and only one thing, and you will only ever do one thing. It's the most stereotypical one. Warriors are big, dumb tanks who are completely hopeless at range, Rogues are sneaky and stabby, and mages are glass cannons to the point their only response to someone in melee is to stare blankly and continue to cast spells, because they removed melee staff attacks. No matter how many giant blades you have on that staff, you can't even hit a guy with it.

 

I'd say they Skyrim-ized the mage class trees, but even Bethesda didn't murder them quite that badly.

 

Hell, speaking with my brother, who isn't the most hardcore player (despite having like twelve characters on the Keep), he didn't really use elemental spells with his mage at all, much preferring glyphs, hex trees, and spells like paralysis.

 

dps and tanking and two entirely different things. An archer that uses traps to keep distance is not "sneaky and stabby", and knight enchanters dont exist in your world. Good to know.


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#84
Paul E Dangerously

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dps and tanking and two entirely different things. An archer that uses traps to keep distance is not "sneaky and stabby", and knight enchanters dont exist in your world. Good to know.

 

Oh, sorry. Except for the one spec that is capable of engaging in melee at all. But you're only half-right. A KE still can't use a staff in melee, only the spirit blade ability.



#85
zyntifox

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This is probably just an affect of having multiplayer in the game. Having more variety and CC spells can create balancing issues in the multiplayer. 


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#86
Bayonet Hipshot

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The only issue with mage in DA:I is that they are very elemental and that's about it. 

 

They are no longer the diverse mage in DAO. 



#87
akabane_k

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Oh, sorry. Except for the one spec that is capable of engaging in melee at all. But you're only half-right. A KE still can't use a staff in melee, only the spirit blade ability.

 

your point was each class can only do one thing. Being able to spec into melee as a mage is the complete opposite of that.



#88
Astrolabe

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I don't understand that reasoning. Multiplayer is co-op; it's not versus. The different characters in multiplayer have separate builds. Not all mages have access to the same abilities; same for warriors and rogues. Having more variety in single player does not affect balancing in multiplayer because multiplayer characters already have limited, pre-defined builds...In fact, having more variety in single player actually means Bioware can create more combinations of abilities hence more multiplayer characters.



#89
Decepticon Leader Sully

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Nope i play Rogue


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#90
Astrolabe

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Oh, sorry. Except for the one spec that is capable of engaging in melee at all. But you're only half-right. A KE still can't use a staff in melee, only the spirit blade ability.

 

I honestly don't understand the appeal of being able to club people with your staff as a physical attack. Like, yes, it's versatility because it's an additional thing you can do, but it doesn't make much sense...You do more damage with spells and you can still do autoattacks (they're just magical projectiles from your staff).



#91
Paul E Dangerously

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I honestly don't understand the appeal of being able to club people with your staff as a physical attack. Like, yes, it's versatility because it's an additional thing you can do, but it doesn't make much sense...You do more damage with spells and you can still do autoattacks (they're just magical projectiles from your staff).

 

Effectively the same reason an archer in real life carried a melee weapon and didn't just stand there firing arrows at someone a foot and a half away trying to peel their face off with an axe.

 

Just look at how many of the DA2 staff designs had blades and such attacked, and the Staff of Parlathan featured prominently in the DA2 trailer, with it's giant sword. From what I understand, you're still able to put blades onto staves in DAI, they're just entirely cosmetic now because..well..Bioware reused mage animations from DA2 (minus melee) and didn't want to invent entirely new melee trees for Knight-Enchanters that would have sword + staff melee options.


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#92
Astrolabe

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Okay...I understand where you're coming from...but whenever I hear real life, I just have to point out that first, this isn't real life combat. It's fantasy combat with like...magic and stuff.

 

Also, that's why there's crowd control and movement abilities like Fade Step. In real life, you can't freeze somebody solid or if you're an archer, do a leaping shot or backflip...or something like that. 

 

Basically, the combat design here allows you to create distance...no, that won't scratch the same itch as you a fully-fledged melee class as a mage, but...yeah, sorry.

 

I'm personally not a fan of melee mages - but that's just a difference of preference.. 


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#93
In Exile

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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.

 

More options are better, and I'm disappointed with what we have, but mages were always AOE damage cannons and little else in DA. There were very few CC abilities that were wortwhile, and a few rare buffs, but mostly it wasn't worth bothering with them because the opportunity cost was so disproportional when compared with direct damage. DA:O was really bad about this design. DA2 on nightmare lessened the value of mage AOE damage with arbitrary 100% resistance, so on the whole it depends on how DA:I will play in terms of spell resistance. But the selection is poor. 



#94
Vilegrim

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All mages should be made tranquil anyway.




And all members of the Chantry and Templars should be crucified. :P

#95
Vilegrim

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I honestly don't understand the appeal of being able to club people with your staff as a physical attack. Like, yes, it's versatility because it's an additional thing you can do, but it doesn't make much sense...You do more damage with spells and you can still do autoattacks (they're just magical projectiles from your staff).



Because crushing a guys throat after breaking his arm and shattering his knee is satisfyingly brutal, and the correct way to use a staff in combat.

#96
dlux

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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.

Mage combat has been dumbed down in DA:I and we have known this for a while. DA:I doesn't seem to have many crowd control options, buffs, debuffs, etc.

 

We were promised a mix of DA2 and DA:O combat, but it is really just nothing other than a rehash of DA2's combat.

 

 Right now I am questioning if I should even buy DA:I... they turned mages into aoe-damage cannons and little else.

I don't think the combat is amazing in DA:I, but it isn't bad either, so I pre-ordered anyway. I have come to terms with the fact that AAA titles like DA:I just won't have deep combat anymore.

 

Sigh. I really wish someone would make Baldur's Gate 3 with really deep combat like in BG1 and BG2. Pillars of Eternity looked promising for a while, but that game turned out to be a massive turd that is even more dumbed down than DA:I.


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#97
Astrolabe

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Because crushing a guys throat after breaking his arm and shattering his knee is satisfyingly brutal, and the correct way to use a staff in combat.

Huh. That's a very...visceral description. /shrug. That would never happen in DA anyway, but I guess that's what headcanons are for.


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#98
efd731

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And all members of the Chantry and Templars should be crucified. :P


Xil, did you get vilegrim's Login info :P

#99
Vilegrim

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O

Huh. That's a very...visceral description. /shrug. That would never happen in DA anyway, but I guess that's what headcanons are for.


That is the problem with learning how weapons work, personally I suck at it IRL but knowing the theory and having seen sparring and demonstrations of treatises and various 'combat' as opposed to sport martial arts, the way weapons are used in most games is the equivalent to the main char in COD firing his gun with his tongue while levitating. So i do alot of 'the character didn't just do that completely suicidal/impossible/pointless thing
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#100
Scerene

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im really loving what we've seen of the revamped mages, so many cool abilities, especially in the lightning and frost tree, and there is still more to be seen from specializations. I havent taken a close look at the other mage trees yet, so im excited for that too. Dao  had a lot of spells, but only a handful that were truly useful and the animations looked like crap.