Aller au contenu

Photo

mage specs look terrible


  • Veuillez vous connecter pour répondre
73 réponses à ce sujet

#1
bluebullets

bluebullets
  • Members
  • 1 078 messages

http://imgur.com/a/7CBLr

 

All they did was take da2 spells and put them in a specialization. death syphon, walking bomb..

And rift mages look ridiculously unappealing. Stonefist? really? Only cool ability is firestorm (which isn't even a normal ability and should be in the fire tree).

 

Specializations are supposed to be super different and interesting/specialized abilities, and these just look like average stuff from the other games grouped in specializations.

 

Everything to do with combat in DA:I is REALLY turning me off. It feels like they took every bad combat lesson from dao and da2, worsened them,  and combined them all in da:i..

 

 

edit: I guess knight enchanter looks alright.. but all they did in the KE stream was spam spirit blade


  • Neuromancer aime ceci

#2
Akernis

Akernis
  • Members
  • 1 298 messages

I think it all looks splendid and really interesting, and can't wait to test many of them out. So far it seems to be the one game where i will easily have the most fun and am eagerly anticipating it. To each their own, I suppose.

 

And thank you, by the way, for a list of the specialization talents, I have been looking for those for a while.


  • Mulsanne Blue, Kali073 et VulpineSneak aiment ceci

#3
HeyCal

HeyCal
  • Members
  • 593 messages
I do wish they had kept the spells in their trees from da2. You are sort of stuck making sure no one has the same spec, lest you miss out on good spells. It limits your choice as well since your companions are stuck in theirs.

It sucks because I like speccing one character out to be a controller... And all those spells are divided in the new spec trees.
  • myahele aime ceci

#4
Eudaemonium

Eudaemonium
  • Members
  • 3 548 messages

I think that the actual specs look pretty awesome, especially with some of those passives. That said, I find the Limit Breaks Focus Skills on mages really weird. I get the impression they were assigned for balance reasons rather than because they made any kind of sense. The Warrior ones all make sense, as do most of the Rogue ones, but eh… the mage ones are weird.



#5
Chuvvy

Chuvvy
  • Members
  • 9 686 messages

Knight Enchanter seems OP. Necromancer seems interesting. Rift Mage just seems like they ran out of ideas, it's just a grouping of old spells, like stone fist, and fire storm, singularity from ME, and what sounds like a reskinned stone fist called "fade punch". It seems uninspired.



#6
andar91

andar91
  • Members
  • 4 752 messages

I disagree that the specializations are unappealing; I think they all have useful and interesting abilities in them.

 

I agree that some of the abilities appear to have just been thrown there, particularly the focus abilities (which make no freaking sense).

 

Y'know, lately, I've come to a conclusion I didn't actually expect, and it came in the form of a question.

 

Do we need specializations? And if yes, why do we need them?

 

A lot of people would probably answer by saying, "But Andar! The Specializations are an awesome way to have story-content linked to your class! The joy of making a demonic bargain for blood magic! The joy of learning how to be an assassin from an actual Crow!"

 

And...eh...sure, but why does that have to be linked to gameplay mechanics in the form of specializations? Can't we just have bigger, broader ability trees? Why can't we have a Spirit tree that includes Knight Enchanter abilities? Why can't we just have an Earth tree with Stonefist? Can't we just put Assassin abilities in Stealth and Daggers and so forth? We'd still have all the customization, wouldn't we? And story content based on our class could still happen, of course...but maybe it just gives us some really powerful passives sort of like the Inquisitor's tree (Mark of the Rift + Teamwork ability).

 

I'm growing increasingly convinced that we don't really need specializations. The only thing I can think of that we'd lose is Templar stuff...but it could still be present in another way, maybe.


  • chrstnmonks et Borosini aiment ceci

#7
Will-o'-wisp

Will-o'-wisp
  • Members
  • 437 messages

The specializations actually sound very interesting to me, especially Necromancer. I usually hate the Necromancer class in games, but in DA:I it looks really promising and I like how it focusses on summoning spirits instead of controlling corpses like in every other rpg. Mage generally looks way more fun than in the previous games, so I guess I maight actually do my second playthrough with a mage.


  • Ser Jynx et Neuromancer aiment ceci

#8
KoorahUK

KoorahUK
  • Members
  • 1 122 messages
Pretty much the first game in the series where even the passives look cool.

Sorry OP can't agree with you.
  • Alraiis, SomeoneStoleMyName, realguile et 6 autres aiment ceci

#9
lastpawn

lastpawn
  • Members
  • 746 messages

I think that the actual specs look pretty awesome, especially with some of those passives. That said, I find the Limit Breaks Focus Skills on mages really weird. I get the impression they were assigned for balance reasons rather than because they made any kind of sense. The Warrior ones all make sense, as do most of the Rogue ones, but eh… the mage ones are weird.

 

I agree with all this, right down to calling them limit breaks. It's difficult to think of thematic reasons for mage Focus Skills doing what they do other than, you know, balance or something.



#10
Ser Jynx

Ser Jynx
  • Members
  • 147 messages

In my opinion the only one that should be any different is rift mage. It just doesn't seem weird or mysterious enough, it has too much influence from the Primal magic category (Elementals in DAO). Necromancer and Knight-Enchanter look great.


  • Lord Bolton aime ceci

#11
FrontlinerDelta

FrontlinerDelta
  • Members
  • 122 messages

Pretty much the first game in the series where even the passives look cool.

Sorry OP can't agree with you.

 

Agreed, first Dragon Age where the combat is finally an appealing aspect of the game imo. 


  • lastpawn aime ceci

#12
myahele

myahele
  • Members
  • 2 725 messages
I'm mostly disappointed in Rift magic. I was expecting more than just rehashes of primal/force magic
  • realguile et Ser Jynx aiment ceci

#13
In Exile

In Exile
  • Members
  • 28 738 messages
The specialisations aren't new, aside from KE and Necromancer. That's the real criticism. And generally the way the spells were organised makes 0 sense.
  • Sylvius the Mad aime ceci

#14
lastpawn

lastpawn
  • Members
  • 746 messages

Do we need specializations? And if yes, why do we need them?

 

Specializations are there for two reasons. 

 

They

(1) add diversity to existing classes, and

(2) do so without making the game unbalanced.

 

That's the point of making specializations exclusive.

 

If you could access all skills, many combinations would be OP. At this point, game designers could weaken the interactions between different skills by making individual skills weaker, making for less interesting abilities overall.

 

Or... they could take the Elder Scrolls approach and not balance at all, because it's a single player game so who cares if you make overpowered characters. And some people do like the freedom to make ridiculously overpowered characters. I don't.

 

Because I enjoy a game-challenge more than a meta-challenge (playing the game vs creating the most OP build), I personally prefer that game designers more-less balance the skills and make them interesting. This means I prefer specializations. :)



#15
PaganOak

PaganOak
  • Members
  • 405 messages

uh another complaining , whining topic, wow


  • Monjiyu aime ceci

#16
Neuromancer

Neuromancer
  • Members
  • 352 messages

I just wish necromancer had a permanent summon :/ that is being honest.



#17
bluebullets

bluebullets
  • Members
  • 1 078 messages

necro is just a compilation of da2 skills, plus a few, and KNE is just spamming spirit blade it looks like..

the game looks great so far, its just the combat that is being a turnoff for me. (I don't game for combat so I'd play even if it was turn based, but its still disappointing.. I DO enjoy combat)



#18
bluebullets

bluebullets
  • Members
  • 1 078 messages

Pretty much the first game in the series where even the passives look cool.

Sorry OP can't agree with you.

how so?



#19
Araedros

Araedros
  • Members
  • 161 messages

what kind of explenation do you want?

At this point is honestly just a matter of preference and personal taste.

Yes there are a few things that seem off, like some focus abilities seem to be out of place, but to say that the overall mage specs are **** is too much for me



#20
FreshRevenge

FreshRevenge
  • Members
  • 958 messages

Another Troll needs to be place in his cage again.

 

I actually loved the stonefist in Dragon Age Origins. Between me and Morrigan we were knocking out enemies like bowling balls. Hilarious and good times!



#21
Varus Praetor

Varus Praetor
  • Members
  • 491 messages

Necro looks cool but the purple skull really turns me off.  KE seems amazing and I'm pretty sure the person in the stream didn't know how to play it seeing as how it was on a companion and not the MC.  I think KE, at least my build, is going to be all about spamming short CD spells with DoTs and then Spirit Blade abusing the passive in Inferno to get CDR for even shorter CDs on my spells all while being in barrier for max spell regen from the KE passives and spirit tree (from my companion mage).  If all you do is spam Spirit Blade then I'm pretty sure you're going to be a fail KE.  At the very least you should be setting up a disruption field to slow them and then dropping blizzard for a freeze/DoT combo while you hack their faces.

 

I agree that Rift Mage is somewhat bland on its own, but I think it has some decent cross-class synergy and a very nice focus skill.  A lot is going to depend on how often we get to use those focus skills.  If it's once every 20 fights, then it's not a consideration.  If it's once every 5 fights, then a lot of people will make that the deciding factor since some of them are so cool and OP.



#22
Ser Jynx

Ser Jynx
  • Members
  • 147 messages

The specializations actually sound very interesting to me, especially Necromancer. I usually hate the Necromancer class in games, but in DA:I it looks really promising and I like how it focusses on summoning spirits instead of controlling corpses like in every other rpg. Mage generally looks way more fun than in the previous games, so I guess I maight actually do my second playthrough with a mage.

 

 

I'm mostly disappointed in Rift magic. I was expecting more than just rehashes of primal/force magic

 

This about sums it all up for me.

 

As for the "KE spirit blade spam" there is a certain appeal for that that we don't get to do with other classes.

 

Rift Mage's Stone Fist should be in its own Earth tree with Earthquake, Petrify, and Rock Armor (stuff we don't have :(). Firestorm should probably be with the other fire abilities. A separate Force tree would be nice too.


  • HeyCal aime ceci

#23
bluebullets

bluebullets
  • Members
  • 1 078 messages

Another Troll needs to be place in his cage again.

 

I actually loved the stonefist in Dragon Age Origins. Between me and Morrigan we were knocking out enemies like bowling balls. Hilarious and good times!

 

If someone does not agree with you, that does not make said person a troll. Thank you for your extremely constructive input.



#24
The Night Haunter

The Night Haunter
  • Members
  • 2 968 messages

If this isn't asking too much try this:

 

Pretend DAO/2 never happened. Pretend all these abilities are brand spanking new. 

NOW look at the specs and see if they seem lackluster. Necromancers DoTs up the wazzo (the summon is a bit iffy though), Rift Mage's firestorm of death and crowd control awesomeness. Each spec can combo in really cool ways with different 'normal' trees. 

 

 

Back to reality: I get that it is a bit iffy they put old spells into specs, but that isn't really so bad.


  • Neuromancer aime ceci

#25
Araedros

Araedros
  • Members
  • 161 messages

for me if they simply switched fucus abilities between KE and Necro (I wouldn't mind seing resurgance in a necromantic tree, having to do withs pirits and stuff) and changed firestorm to some uber-weakness focus everything would be great.

Especially for focus i don't mind stonefist and pull being there as they can both be explained by manipulating the essence of the fade. Stonefist gets even a little bit cooler for me (giant fist from the fade itself rather than the ground)