Mind blast
#1
Posté 10 novembre 2014 - 05:26
Not saying it should be huge burst but still.
#2
Posté 10 novembre 2014 - 05:33
Because all mages were gutted.
#3
Posté 10 novembre 2014 - 05:34
Simple. consider a EXTREMELY loud screeching or anything else in real life that would stun or makes you step/fall back.
Does it stun/send you back? Yes. Does it damage you? no.
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#4
Posté 10 novembre 2014 - 05:35
Because all mages were gutted.
No, mindblast was always like that.
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#5
Posté 10 novembre 2014 - 05:35
Because that is not its function. It's powerful enoguh as it is.
#6
Posté 10 novembre 2014 - 05:37
Simple. consider a EXTREMELY loud screeching or anything else in real life that would stun or makes you step/fall back.
Does it stun/send you back? Yes. Does it damage you? no.
Its not that, mindblast by the lore is basically force magic. It doesn't stun, its a wave of force that picks a person off the ground like a very strong sudden wind and hurls them away.
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#7
Posté 10 novembre 2014 - 05:39
Why doesn't mindblast deal damage? How is hitting someone with force strong enough to hurl them a few meters not hurtful?
Not saying it should be huge burst but still.
1. a concussive force which knocks you on your ass won't necessarily hurt you
2. it doesn't have to, in terms of mechanics
Because all mages were gutted.
in what ways?
#8
Posté 10 novembre 2014 - 05:41
In what ways?
Now they basically are mostly just aoe damage cannons that don't even heal. The entire creation line was gutted and replaced with shoddy barrier, entropy is gone, spirit is basically gone minus one skill, no more arcane even.
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#9
Posté 10 novembre 2014 - 05:44
Getting hit by what amounts to a strong wind might hurt, but it doesn't necessarily seriously injure somebody like a lightning bolt would. Hence, no damage. I could totally shove you really hard (if I had actual upper body strength, but let's pretend) and send you staggering back, but you wouldn't be injured unless you backed/up fell onto something that impaled you or something.
We may be able to Mind Blast people off of cliffs to kill them, though. Laidlaw confirmed pushing people and things off of edges in the demo in that Carta-infested dwarven ruin where Cameron wiped. Can't remember the exact date.
#10
Posté 10 novembre 2014 - 05:45
In what ways?
Now they basically are mostly just aoe damage cannons that don't even heal. The entire creation line was gutted and replaced with shoddy barrier, entropy is gone, spirit is basically gone minus one skill, no more arcane even.
Ah Neuromancer it's you again. Still complaining about the mages I see.
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#11
Posté 10 novembre 2014 - 05:45
1. a concussive force which knocks you on your ass won't necessarily hurt you
It hurts when people push you hard enough that you fall flat to the ground. This spell sends people flying a few meters doing a barrel roll.
#12
Posté 10 novembre 2014 - 05:47
In what ways?
Now they basically are mostly just aoe damage cannons that don't even heal. The entire creation line was gutted and replaced with shoddy barrier, entropy is gone, spirit is basically gone minus one skill, no more arcane even.
True, a lot less diversity, all active buffs, glyphs, hexes, spirit magic gone. I will miss crushing prison.
#13
Posté 10 novembre 2014 - 05:51
Does mind blast still remove aggro?
#14
Posté 10 novembre 2014 - 05:53
Does mind blast still remove aggro?
Yeah. And with an upgrade somehow.. barrier leaches your opponents, so you recharge a portion of the barrier. The more enemies hit the more barrier.
#15
Posté 10 novembre 2014 - 05:53
Does mind blast still remove aggro?
I believe so.
#16
Posté 10 novembre 2014 - 05:57
Yeah. And with an upgrade somehow.. barrier leaches your opponents, so you recharge a portion of the barrier. The more enemies hit the more barrier.
That's good to know I'm glad they didn't remove that ability ![]()
#17
Posté 10 novembre 2014 - 06:00
Because all mages were gutted.
Seriously?
You call Stormbringer gutted?
You call Spirit Blade gutted?
You call Static Cage gutted? Fire Mine, which will do the most damage of ANY ability (up to 6750% of weapon damage if my calculations about how various passives work is correct) under the right circumstances?
#18
Posté 10 novembre 2014 - 06:08
In what ways?
Now they basically are mostly just aoe damage cannons
...No they aren't... Did you even look at the skill trees?
that don't even heal
My mage never took any healing spells.
The entire creation line was gutted and replaced with shoddy barrier
Creation was removed with DAII, and I didn't miss it. How is barrier "shoddy?" It's far improved from the previous games, where it was just a protective field.
entropy is gone
No, it was merged with the other schools. Hell, some of them could be in the necromancer tree, even.
spirit is basically gone minus one skill
No, it's still intact... If you mean they changed the spells? Well, yeah, that's gonna happen when the mechanics change. WHENEVER they change. HOWEVER they change
no more arcane even.
Again, removed with DAII, and it was oh so important in Orgins... /sarcasm
It hurts when people push you hard enough that you fall flat to the ground. This spell sends people flying a few meters doing a barrel roll.
It may leave you sore, but that's what the stun effect is for. It wouldn't do any damage to you, though.
True, a lot less diversity, all active buffs, glyphs, hexes, spirit magic gone. I will miss crushing prison.
True, less diversity... I mean, all 3 specializations are COMPLETELY different from each other, you can set ice traps, fire walls, panic enemies with fire spells, deliver aoe attacks, hard-hitting single target spells, debuffs, damage mitigation, freeze enemies with ice spells, paralyze enemies with lightning spells, raise dead enemies(if necromancy lives up to its name)...
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#19
Posté 10 novembre 2014 - 08:14
Because that is not its function. It's powerful enoguh as it is.
In both previous games it was probably the weakest spell of all.
#20
Posté 10 novembre 2014 - 08:18
In both previous games it was probably the weakest spell of all.
depends on what you mean by "power." I would consider a spell that knocks away ALL opponents around you (unless they're elite or higher), stuns them, and deaggros them pretty powerful. Damage isn't the only factor of power
#21
Posté 10 novembre 2014 - 08:21
True, a lot less diversity, all active buffs, glyphs, hexes, spirit magic gone. I will miss crushing prison.
wait crushing prison is gone?
first mana clash now, crushing prison. is every cool DA spell going to be wiped?
#22
Posté 10 novembre 2014 - 08:41
True, less diversity... I mean, all 3 specializations are COMPLETELY different from each other, you can set ice traps, fire walls, panic enemies with fire spells, deliver aoe attacks, hard-hitting single target spells, debuffs, damage mitigation, freeze enemies with ice spells, paralyze enemies with lightning spells, raise dead enemies(if necromancy lives up to its name)...
I can no longer sleep+horror things, or mana clash mages, or crushing prison things.
#23
Posté 10 novembre 2014 - 08:51
depends on what you mean by "power." I would consider a spell that knocks away ALL opponents around you (unless they're elite or higher), stuns them, and deaggros them pretty powerful. Damage isn't the only factor of power
It's useless for several reasons:
- It has a wide area of effect, which cannot be controlled (it's fixed around the caster), so unless for some reason your mage has aggro around him AND is isolated from the group (which happens only if you play badly), you're going to disrupt your teammates as well
- Stun is very brief - it can hardly be exploited tactically to a good extend
- Taking aggro of the mage is useless in and of itself, because unless warrior takes the aggro back on himself (with appropriate talent), those enemies will very soon attack the mage again (as he's most of the time the largest threat on the battlefield) - which means that this talent is good only as a panic button, which makes it highly situational, unless again, you consistently play badly
- There are talents that do similar things, only better - in DA:O you have fireball for knockdown + damage, cone of cold for 'stun' + damage, sleep for stun + taking aggro away... in DA2 fireball (which is a pretty weak spell) does a similar thing (knocks back + damages and can even be directed), and all other classes are better in managing threat anyway
To sum up, this spell is very situational, because there is never a moment when you want to run between enemies and use it. If you have to use it, it means that you did something wrong, and you never want to spend your talent points on situational abilities.
In DA2 it was one of the reasons why Maker's Sigh was such a good potion. In DA:O it was a sad prerequisite for Force Field and Crushing Prison (and to smaller degree Telekinetic Weapons).
first mana clash now, crushing prison. is every cool DA spell going to be wiped?
Removing Mana Clash was actually good, as it was heavily overpowered.
#24
Posté 10 novembre 2014 - 08:52
It hurts when people push you hard enough that you fall flat to the ground. This spell sends people flying a few meters doing a barrel roll.
It hits your entire body, unlike a shove. The force, while greater, is distributed across a much wider area.
You can't measure whether an impact deals damage purely by its ability to move people, otherwise we'd die while inside moving vehicles.
#25
Posté 10 novembre 2014 - 08:59
I'd like to see an enhancement that causes the heads all nearby enemies with low health to explode as a kind of AoE finisher.





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