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Expanding abilities options in DAI


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#1
Thibax

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So I can suggest, with all due respect, Bioware to expand the tree existing skills and add at least one new in each class. Since many people here in the community are missing the skills and diversity present in previous games.
Revival and Lifeward are in the spirit tree, so I think unfeasible create a spirit healer tree.
And Blood mage has specific spells linked to blood, I found unfeasible return on existing trees and in the context of the game.

 

Since Rock Armor is an item potion and Stonefist is now in Rift Mage, we need new earth spells. These suggestions are for a possible future expansion of DAI game.
 
Mage

Spirit 

Healing aura - health regeneration 20%, duration: 20 seconds, cool down time: 60s, cost: 80 mana, area of effect: 1m

Faith (upgrade): health regeneration 40%

While healing aura duration, the mage can't cast offensive spells.

* For who misses Spirit Healer spec

 

Glyph of Paralysis – paralyze chance 100% vs normal enemies, enemies paralyzed: 2, duration: 4s, cooldown time: 30s, cost: 20 mana

Glyph of Binding (upgrade) – enemies paralyzed: +2, duration: +6s

* For who misses Creation school

 

Inferno

Fire Hurricane (Inferno DAO) fire damage: 2.000% weapon damage, activation delay: 10s, cool down time: 60s, cost 80 mana, area of effect: 6m

Upgrade: burning: 300%, burning duration: 10s

 

Radiant Fire: waves of fire emanate from the mage. fire damage: 200%, duration: 5s

cool down time: 30s, cost: 60 mana

Upgrade: fire damage: 400%

The mage can't move while in the Radiant Fire duration.

 

Winter

Cone of Cold: Ice damage: 100%, freeze duration: 30s, cost: 20 mana, cool down time: 30s

Deep Freeze (upgrade): ice damage: 300%, freeze duration: 40s

 

Cold Water: waves of cold water emanate from the mage. enemy attack and speed: -50%, freeze duration: 10s, duration: 5s, cool down time: 30s, cost: 60 mana

Upgrade: enemy attack and speed: -100%, freeze duration: 20s

The mage can't move while in the Cold Water duration.

* For who misses water spells in DA games.

 

Storm

Tempest: electric damage: 400%, cooldown time: 40s, cost: 60 mana, area of effect: 6m

Strikes twice (upgrade): electric damage: 800%

 

Speed of Light: movement speed: +20%, electric damage: 50% each hit, cooldown time: 60s, cost: 40 mana

Upgrade: movement speed: 30%, electric damage: 100% each hit

 

 

Nature

* for who misses Keeper spec and nature damage

 

One with nature – passive - +20% nature damage bonus

 

 Thornblades – area of effect 10m, nature damage: 200%, cost: 40 mana, cooldown time: 30s

upgrade: 2 more hits

 

Replenishment – passive – health restored: 0.5% for every nature damage

 

Nature's Vengeance – area of effect 10m, nature damage: 300%, paralyze duration: 5s, cost: 50 mana, cooldown time: 40s

upgrade: paralyze duration: +10s

 

 Spellbloom – area of effect – 1m mana regeneration 20%, duration: 20s, cost: 50 mana, cooldowntime: 50s

upgrade: cost: 40 mana

* For who misses Creation school

 

Spider Shape – poison web ranged attack that paralysis and poison enemies for 10 seconds with 20 poison damage each second. Shape duration: 30s, cooldown time: 50s, activation delay: 5s, cost: 30 mana

upgrade: 40 poison damage

* For who misses Shapeshifter spec.

 

Stoneskin – passive – resistance against status effect = +30%

 

Forest breeze – a breeze with sharped leaves that knocked back and damage enemies, area of effect: 2m, nature damage: 100%, duration: 5s, cool down time: 30s, cost: 60 mana

Upgrade: cost: 50 mana

* For who misses wind spells in DA games.

 

Halla Blessing – passive – +10 attack, +10 armor, +10 critical

 

Knight Enchanter

Arcane Field – waves of projectiles that deal spirit damage, spirit damage: 100%

area of effect: 1m, duration: 10s, cost: 50 mana, cooldown time: 30s

Upgrade: spirit damage: 200%

* for who misses Arcane spells

 

Fade Trail – the mage let a spirit trail where it passes, duration: 10s, spirit damage: 30% cooldown time: 50s , cost: 30 mana

Upgrade: spirit damage: 60%

 

Necromancer 

Entropic Cloud – enemy attack: -25%, enemy defense: -25%, sleep chance: 10%, stun chance: 25%, area of effect: 6m, cooldown time: 60s, activation delay: 5s, cost: 60 mana

Death Cloud (upgrade) - enemy attack: -50%, enemy defense: -50%, sleep chance: 20%, stun chance: 50%, spirit damage: 200%

* for who misses entropy spells

 

Ghost Guardian – a ghost from the past protect who gets close to the mage dealing spirit damage. Spirit damage: 100%, duration: 20s, cooldown time: 40s, cost: 50 mana

Upgrade: spirit damage: 200%, duration: 30s

 

Rift mage 

Gravitic Ring – attack and speed movement: -50%, area of effect: 6m, cooldown time: 40s, activation delay: 5s, cost: 40 mana

Upgrade:  cost: 20 mana

 

Stone Ally -  the mage calls a circle of stones that damage all closest enemies. Duration: 10s, cooldown time: 40s, cost: 50 mana. Spirit damage: 100%

Upgrade: duration: 20s

* for who misses earth spells

 

Warrior

Weapon and Shield

 

Carapace: immunity of damage: 10s, cooldown time: 20s, cost: 40 stamina

Bulwark of the Ages (upgrade) immunity of damage: 20s

 

Assault – physical damage +20%, duration: 10s, cooldown time: 20s, cost: 20 stamina

Battery (upgrade) – physical damage + 40%

 

Two-Handed Weapon

 

Sunder arms – penalty to attack: 10%, duration: 10s, cooldown time: 20s, cost: 20 stamina

Sunder armor (upgrade) – penalty to defense: 10%

 

Scythe: bonus damage: 2x duration: 10s, cooldown time: 20s, cost: 20 stamina

Reaper: bonus damage: 4x

 

Battlemaster

 

Battle Sinergy: defense +5% per companion, duration: 20s, cooldown time: 30s, cost: 30 stamina

Hero Sinergy: defense +10% per companion

 

Second Wind – stamina regeneration: 50%, duration: 5s, cooldown time: 20s, cost: 20 stamina

Deep Breath – stamina regeneration: 100%

 

Vanguard

 

Cleave: damage bonus: 20%, duration: 10s, cooldown time: 20s, cost: 20 stamina

Claymore: stun chance: 40%

 

Assail:  weapon damage: 100%, duration: 10s, cooldown time: 20s, cost: 20 stamina

Besiege: weapon damage: 200%

 

Spirit Guardian

* for who misses Spirit Warrior and Guardian specs

 

Beyond the Veil (passive) – 50% to dodge attacks

 

Soulbrand: +5% spirit damage and +5% spell resistance, duration: 30s, cooldown time: 20s, cost: 20 stamina

Upgrade: +10% spirit damage and +10% spell resistance

 

Fade Burst: spirit damage to all enemies nearby, spirit damage: 100%, area of effect: 4m, cooldown time: 20s, cost: 20 stamina

Upgrade: spirit damage: 300%

 

Blessing of the Fade (passive) - +20% movement speed, +20% attack, +25% spell resistance

 

Guardian’s Shield – damage absorption: 30%, duration: 10s, cooldown time: 20s, cost: 20 stamina

Upgrade: damage absorption: 40%

 

Fortifying Presence (passive) – armor bonus: 30%

 

Aura of the Guardian – an aura that keeps enemies attention to the guardian: area of effect: 4m, duration: 20s, cooldown time: 20s, cost: 20 stamina

Upgrade: 30s

 

Elemental Aegis – elemental resistance: 40%, cooldown time: 30s, cost: 30 stamina

Elemental Shroud – elemental resistance: +20%

 

Resolute (passive): magic resistance: 20%

 

Champion

 

Stun Strike: damage bonus: 100%, stun chance: 50%, cost stamina: 40, cooldown time: 30s

Upgrade: cost stamina: 20

 

Superiority: damage bonus: 200%, duration: 10s, cost stamina: 50, cooldown time: 30s

Upgrade: cooldown time: 20s

 

Reaver

 

Frightening Appearance – paralyze duration: 20s, cost: 40 stamina, cooldown time: 20s

Upgrade: paralyze duration: 30s

 

Bleeding Slash – bleeding duration: 10s, health lost: 30 each second, cooldown time: 30s, cost: 40 stamina

Upgrade: bleeding duration: 20s

 

Templar

 

Silence -  silence chance 100% vs normal enemies, cooldown time: 30s, cost: 40 stamina

Lingering Silence: cooldown time: -10s

 

Holy Field – a ground field protects all alies inside, armor bonus: 100%, duration: 30s, cooldown time: 40s, cost: 50 stamina

Upgrade: duration: 40s

 

Rogue

Double Daggers

 

Dual weapon sweep – damage weapon: 200% striking nearby enemies, cooldown time: 20s, cost: 50 stamina

Dual weapon mastery – damage weapon: 400%

 

Heatseeker – a strike with critical hit:  200% damage vs normal enemies, cooldown time: 30sm cost: 40 stamina

Upgrade: 300% damage

 

Archery

 

Stuck arrow -  an arrow that stucks in enemy’s body, bleeding duration: 10s, damage per second: 50 health, cooldown time: 40s, cost: 40 stamina

Upgrade: damage per second: 100 health

 

Critical Shot – a shot with 100% critical, damage bonus: 400%, cooldown time: 50s, cost: 50 stamina

Accuracy:  +100% critical damage

 

Sabotage

Stunning spikes – stunning chance: 50%, radius: 3m, cooldown time: 30s, cost: 40 stamina

Upgrade: stunning chance: 100%

 

Poison Disruption – enemies feel the poison inside their veins, damage penalty: 100%, duration: 10s, cooldown time: 40s, cost: 40 stamina

Upgrade: damage penalty: 200%

 

Subterfuge

 

Decoy – created with 50% rogue’s health, duration: 10s, cooldown time: 40s, cost: 40 stamina

Upgrade: explosion with 100% fire damage

* for who misses Shadow spec

 

Chameleon’s Breath: obscure chance: 100% for all party members, duration: 10s, cooldown time: 40s, cost: 40 stamina

Upgrade: duration: 20s

 

Bard

 

* the rogue can only sing one song at a time.

 

Song of Valor – mana/stamina regeneration: 10%, duration: 10s, cooldown time: 40s, cost: 40 stamina – All party members

Upgrade: mana/stamina regeneration: 20%

 

Distraction: nearby enemies stop attacking, radius: 2m, duration: 10s, cooldown time: 30s, cost: 30 stamina

Upgrade: duration: 20s

 

Song of Courage:  +10% in attack, damage and critical, duration: 10s, cooldown time: 40s, cost: 30 stamina – All party members

Upgrade: +20%

 

Captivating Song: stun all nearby enemies, duration: 20s, cooldown time: 30s, cost: 30 stamina

Upgrade: cost: 20 stamina

 

Echoes (passive) – duration for all songs: 10s

 

Scream (passive) – all songs are more powerful: +20% in all effects

 

Animal Chant – a nearby animal will help the rogue in battle, duration: 20s, cooldown time: 30s, cost: 20 stamina

Upgrade: duration: 40s

* for who misses Ranger spec

 

Inspiration (passive) – all songs now cost less stamina: -10 stamina

 

Lullaby: all neaby enemies sleep. Duration: 10s, cooldown time: 50s, cost: 40 stamina

Upgrade: now the lullaby cause spirit damage per second: 50 each second

 

Artificer

 

Sleeping Gas: sleep duration: 20s, cooldown time: 40s, cost: 40 stamina

Upgrade: sleep duration: 30s

 

Sharp splinter: damage each splinter: 50, cooldown time: 30s cost: 20 stamina, radius: 1m

Upgrade: radius: 2m

 

Assassin

 

Assassinate: +100% weapon bonus damage, duration: 20s, cooldown time: 30s, cost: 30 stamina

Upgrade: +100% weapon bonus damage

 

Pinpoint Strikes: +100% attack, 100% critical chance, duration: 10s, cooldown time: 40s, cost: 30 stamina

Upgrade: +10s duration

 

Tempest

 

Chaos Flask: waves of chaotic energy emanate from the rogue. -30% attack and defense of all nearby enemies, duration: 5s, cooldown time: 32 seconds, cost: 20 stamina

Upgrade: duration: 10s

 

Shield Flask: a protection elixir, armor bonus: 30%, duration: 5s, cooldown time: 32 seconds, cost: 20 stamina

Upgrade: armor bonus: 40%

 

I have not played with all classes and saw all the existing skills in DAI. So if it have something similar to what already exists, we will think of something new. Sorry if I wrote something grammatically wrong, much to write and I do not use English as my native language. Thank you very much for your attention.
All are welcome. Please be polite. :)

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#2
Abraham_uk

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Seriously. Of course I'm going to say yes to more options.

 

If the game provided one trillion options, I'd still say yes to even more options.

There is no such thing as too many options.

 

Also whilst your at it, a pencil pushing arm chair general is a spec I really want to play as. Shame really.

 

 

Okay seriously though. Your ideas are amazing. I love the nature spec especially. Can't get enough of them roots!

Anyway here is to hoping future DLC adds some more options, as the base game removed a lot of abilities.


  • animedreamer, Katreyn et Thibax aiment ceci

#3
Abraham_uk

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I'll be honest.

 

Who in their right mind is going to say, no actually I can't handle this many options?

The old D&D games had trillions of options, people asked for more and the result was a trillion more options.

 

 

I love your talent/spell ideas. Keep up the good work.


  • Icy Magebane et Thibax aiment ceci

#4
Sylvius the Mad

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I would love to see more utility abilities. Things that are useful in a wide variety of circumstances, but don't do damage.

Your glyphs are a nice start.
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#5
Guest_MauveTick_*

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^^ Some list, thumbs up for your ideas :)


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#6
DetcelferVisionary

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All I ask is for more utility between classes.  More role defining skills that no other class can accomplish.  

 

Here is what we don't need:  More ways to do damage.  In fact,  there are already quite a few ways to do damage but many of those skills are not equal to the other so it becomes cookie cutter.  


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#7
Abraham_uk

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I love the opening post.

I am going to do a huge post where I go through each of the abilities with my thoughts.


  • Thibax aime ceci

#8
saladinbob

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Cold Water: waves of cold water emanate from the mage. enemy attack and speed: -50%, freeze duration: 10s, duration: 5s, cool down time: 30s, cost: 60 mana

 

Upgrade: enemy attack and speed: -100%, freeze duration: 20s

The mage can't move while in the Cold Water duration.

* For who misses water spells in DA games.

 

The game already has Blizzard which does practically the same thing. It just needs tweaking to be brought in line with its Origins counterpart, i.e. 100% freeze and knockdown on cast. 

 

If you want a Cold Water spell how about having it as CC rather than DPS; a sheet of freezing water that makes all but Boss enemies to fall over when they try to cross it?

 

 

Speed of Light: movement speed: +20%, electric damage: 50% each hit, cooldown time: 60s, cost: 40 mana

Upgrade: movement speed: 30%, electric damage: 100% each hit

 

The game already has Haste in the Necromancer specialisation. It just needs moving from that specialisation in to one of the starting trees and (in my opinion) made in to a sustained spell. Having Haste and Speed of Light is doubling up on a spell.

 

 

 

One with nature – passive - +20% nature damage bonus

 

Did you play Awakening? There was a similar spell in that where roots would appear to do the damage. That sort of animation with this spell would be great in the new engine.

 

 

Spider Shape – poison web ranged attack that paralysis and poison enemies for 10 seconds with 20 poison damage each second. Shape duration: 30s, cooldown time: 50s, activation delay: 5s, cost: 30 mana

upgrade: 40 poison damage

* For who misses Shapeshifter spec.

 

I'd like to see a Shapeshifter specialisation with this in along with

 

Bear shape - Roar that does a 3 second AOE stun, 30 second cooldown and Rage that provides an AOE Knock down of non-boss enemies.

Dragonling shape - Spit fire, that does Fire damage: 300% Weapon Damage, Fear duration: 8 Seconds, Cooldown time: 20 Seconds, and Overwhelm, single target knock down and x% of weapon damage.

Werewolf Frenzy, strikes four times in a frenzy, dealing critical hits each time and Leap, leaps on its target, dealing critical damage and draining it of mana or stamina. The attack stuns the target.

 

 

 

Storm

Tempest: electric damage: 400%, cooldown time: 40s, cost: 60 mana, area of effect: 6m

Strikes twice (upgrade): electric damage: 800%

 

This should replace Static cage and could encompass that spell's only redeeming feature in that it effectively paralyses enemies.

 

 

What you've posted is a good start but Magic would still be bland in comparison to other games so needs far more variety to make it interesting to play, especially to provide this game with some much needed replay value. However, seeing as Bioware have been dumbing it down magic since Origins, they seem to have zero interest in the class so there probably won't even be a Mage class come DA4.


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#9
Simsimillia

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While I like some of the ideas above, I have the feeling that some of those Skills are redundant and already in the game in one way or another. For example I think the Champion Spec has already a damage immunity ability. 

 

I wanted to make a thread about something similar myself, but I could as well just post my Idea here as well. 

 

 

Mage

 

My general Idea for the mage class would be to allow for more synergy between the different schools of magic and adding a few new spells to make an actual elementalist that uses all elements.

 

General Changes: 

  • Mage melee attacks with their staves become a thing again. This time attacking with a staff in melee range actually increases auto attack damage (elemental + physical damage) There are blades in the staves so why not give them a purpose. It also would be nice from a risk/reward perspective.

 

Stone (New School of Magic): 

 

  • Hurl: The mage uses his magic to lift a nearby stone out of the ground and throwing it as his enemys. The ability can be channeled to increase damage, area of effect and crowd control
  • no channel/tapping -> just single target damage
  • medium channel -> single target damage and stun
  • long channel -> area of effect damage and knockdown 
  • Hurl is an impact detonator
  • Upgrade decreases required channel times and mana costs 

 

  • Stone Prison: The mage raises the earth around his foe trapping him inside and petrifying him leaving him unable to attack, cast or move. A petrified foe takes reduced damage.
  • Using any fire damage dealing detonator (or maybe any fire spell) on the target will melt the armor ending the CC effect early but dealing increased fire damage. 
  • The target can also be "Shattered" by impact detonators ending the CC effect but dealing increased damage
  • Upgrade "Crushing Prison" allows to activate the ability again to "Crush" a trapped foe ending the CC effect early but dealing damage

 

  • Rock Armor: The mage calls the earth to his protection gaining guard and immunity to physical effects like knockdowns and stuns but also becoming unable to move. (Spells like Fade Step though can be used)  
  • Upgrade "Moving Earth" allows the mage to move while Rock Armor is active, although only at reduced speed 

 

  • Earthquake: The mage slams his staff on the ground, shattering the earth, damaging, knocking down and slowing all enemies around him. 
  • closer enemys take more damage and have a higher chance of knockdown 
  • Upgrade "Aftershock" creates two more weaker casts after the initial one

 

  • Seismic Sense (Passive): The mage has a special connection to the earth and has learned to read the movement around him through his magic increasing his chance to dodge incoming attacks

 

  • Stone Mastery (Passive): The mage has mastered the school of stone, and gains a bonus to the duriation of his CC effects and armor rating

 

  • Stone Barrier (Passive): All barriers created by the stone mage now grant guard

I don't know about passives, I think there could be more but I'm uncreative right now. 

 

I also have some other ideas although they're not as thought out as that one above. I think a Dual Wield tree for Warriors would be very cool it could be tied with a new Berserker specialisation. Knight Entchanters should be allowed to wield Swords and maybe Rogues could get a Duelist specialisation that gives access to piercing swords and/or sabers like Rapiers and the like. 

 

 


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#10
Thibax

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Hi ^^
Thank you everybody. I enjoyed the answers.
So let's go.
 
Abraham_uk
Thank you. Please, correct me if something is wrong or feel absurd.
You are so smart. Be my guest.
 
Sylvius the Mad
I would love to see too. I want more glyphs and hexes.
Do you love crowd control skills, don't you?
Tell us your ideas.
 
MauveTick
Thank you. You are welcome to tell us your ideas too.
 
DetcelferVisionary
I agree. I add nature, bard and spirit warrior because I really like it and I want nature spells and a lot of guys want it too. Feel free to tell us your opinion. 
 
saladinbob
Great idea about Cold Water.
I just add Speed of Light for those ones don't go in Necromancer route and Speed of Light causes lightning damage too. But we can think in some changes.
Yes, I played Awakening. The most abilities is from the previous DA games with some adjusts to DAI gameplay.
I understand you about Shapeshifter. I just add one skill and with duration time, maybe because we won't see a new spec in DAI. We don't know how specs will work in a possible expansion. I just create basic abilities trees.
About Tempest, we can change, no problem.
I want more variety in all classes, but I think that is hard to Bioware adds more than one ability tree. Maybe one new basic tree and one new spec each class.
 
Simsimillia
I love your ideas with Earth spells.
And I didn't play too much with Warrior and Rogue.
If it is something redundant, correct me, please.
We can change it.
 
 
Hey, all the values is just examples. We can talk about it.
If some ability is similar with other. We can change or create some differences.
Since, nobody need to follow the same tree. We can have a similar ability in another, but with certain particularities. :)
 

 


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#11
Abraham_uk

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I'll just go through the skill tree alterations and new skill trees.

 

Mage:

Spoiler

 

Warrior:

Spoiler

 

 

Rouge: 

Spoiler

  • Thibax et TristynTrine aiment ceci

#12
Abraham_uk

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I've got some more posts to respond too and there is also the little matter of me contributing a few ideas of my own.

 

That said the overhaul I suggested to Thibax would be better suited in a different thread. So stay tuned for that too.


  • Thibax aime ceci

#13
Guest_MauveTick_*

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...You are welcome to tell us your ideas too.

 

Freedom. Overall it seems to me Inquisition is far too restrictive in spells, skills and character build, but if I am to name one specific idea I wish to see it must be to let us decide if we want to spam barrier as mages and drink potions. Yes that would be it; rebuild a lore-friendly spirit healer that would work with Inquisition.

 

I already like Thibax' idea with a healing aura, especially how the mage then can't cast offensive spells since it will be more balanced this way, but I'd also add to that your standard healing spell that can be spammed (as opposed to spamming barrier), and then a group heal (since the mage can't cast offensive spells you pay the price of a reduced damage output, should be balanced this way) :wizard:


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#14
NoForgiveness

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... that just seems like a bunch of crap... I just want my heal back. Just let me replace stupid barrier with it.
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#15
Sartoz

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Perhaps the question should be "what is the time, cost and value to Bioware, for doing this?"

 

Your request also means revamping the skill bar, the dumb AI script(s), adding code to handle the new stats/skills/damage .. etc. That looks like a significant gutting of the current code.

 

Nope, I don't see it happening.


  • Thibax aime ceci

#16
Thibax

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Abraham_uk
I agree with your comments. Thank you very much. You're very perceptive.
Some skills need to be better worked, better adjusted, to be appropriate to the gameplay of DAI.
 
 
MauveTick
Yes, freedom. I adjusted the Healing Aura DA2 for gameplay DAI. It was a way that I thought we have healing spells in the game again.
I want the Spirit Healer back.
 
 
NoForgiveness
Hi, I understand you. I also want to healing spells and as I said to the MauveTick, I did the Healing Aura to have something in the game. I think if you go deep in the Spirit Tree and Knight Enchanter and if Bioware would add the Healing Aura, would be something. Revival and Lifeward already in Spirit, so I find it hard having a tree only Spirit Healer. But yes, a healing spell would be welcome.
 
Sartoz
I understand your point of view and also think about it. But Bioware added new skills when they did the expansion of DAO and they would also add new skills in the expansion that would be launched to the DA2. So yes it is possible.
Will we stay with the same skills in a future expansion DAI? I hope not.


#17
Skymaple

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Although I like the DAI trees, I'd like more variety, and new trees! Nature/Earth would be awesome for mages, I loved the Keeper spec (although I didn't like the lack of mobility), and maybe another tree like Spirit from Origins, a less tangible kind of power.

 

As for rogues, I would add something like duelist from DA2 (it was my favorite spec), something involving speed, mobility and precision (rogues need more mobility, seriously. Or a higher chance to dodge!)... and if they were to add Bard, I'd love to hear something similar to a song each time they activate their skills, not just a grunt! xD

 

But great ideas! :) It's an amazing game, and I'd like Bioware to keep on adding things until DA4 is out! :D


  • Thibax aime ceci

#18
Spirit Keeper

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More abilites would be welcome. Right now each tree is tiny and only has a few abilites bolstered by a lot of passives.


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#19
Abraham_uk

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Okay here is a way round this issue.

 

Let's say that Bioware doesn't want to add new skills and skill trees.

I remember in the Baldur's Gate games there were magical items that had their own abilities.

 

That way we can have more variety of spells/talents without Bioware having to add more skills to the game.

 

 

Here are a couple of ideas I had in mind:

 

 

Mage Items:

 

Healers Amulet: This amulet is a mage specific item that provides the healer a once every 10 minutes ability that enables a group heal. Using this ability does not consume mana or any other resource pool. However the 10 minute wait will limit it's use. The amulet will also provide a buff that enable healing potions to restore some additional health to the entire party. This can only be used by mages.

 

Staff of Attrition: This may seem like a regular staff that deals spirit damage. However it has an active ability that deals a lot of damage. This consumes no mana nor does it have any cooldown. The active ability is a charged bolt that has a casting time of 8 seconds and explodes on impact. However this spell is very easily interrupted. This can only be used by mages.

 

Tempest Helmet: This helmet provides 30% resistance against all magical elements. It also provides wearer a sustained ability called "Power of The Elements". When activated, this will reserve 60% of the mages mana pool to deal 60% extra damage with elemental attacks and have a 20% greater area of effect. This helmet is not restricted to mages, however unless you use enchantments on your weapons or have the Tempest Specialisation for a rogue, it is better suited to mages.

 

 

Rogue Items:

 

Blade of Sustenance: This is loosely based on a Dragon Age Origins DLC ability. The blade of sustenance was designed by a blood mage. Whilst this may be just a regular dagger, it carries an active ability that expends health to deal a lot of damage. This can only be used by rogues.

 

Gauntlets of Agility: These gauntlets provide a passive 10% bonus to movement speed. In addition, you have a sustained ability that reserves 50% of your stamina to increase rates of evasion, blocking, parrying and countering by 40%. This is available to all classes but best suited to rogues.

 

Ring of Thievery: This ring provides a sustained ability that enables the rogue to steal items from foes that you would not otherwise be able to loot. With the "Mug" sustained ability every attack melee from regular attacks to melee active abilities will have a chance to steal rare item, stun the opponent and inflict a bleeding damage over time effect.

 

 

Warrior Items:

 

Shield of Deflection: Wrapped in a protective magical ward, this provides you with an active ability called "Deflection". This uses minimal stamina and has no cooldown. If you use the talent at the right time it will deflect the projectile/spell or melee blow right back at the sender. However the timing has to be spot on. Every attack requires you to deflect at a different time. If you cannot get your timing right then this shield is useless. If you time your deflections correctly then it will make you a powerful tanking powerhouse. Please note that you still take a little bit of damage when deflecting.

 

Arc Blade: A two handed sword with a difference. You have a sustained ability that reserves 30% of your stamina. In return you get to increase your range and area of effect of all melee attacks by 50% and damage output by 20%.

 

Carapace Armour: This armour provides an active ability that consumes some of your stamina to increase your damage resistance by 30% for warriors and 15% for rogues and mages. Lasts 20 seconds. This is best suited to warriors.


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#20
Abraham_uk

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If you like this equipment with active/sustained abilities idea, I'll suggest some more.


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#21
Thibax

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Skymaple
Hi. I love nature spells. I want Keeper back.
And I want mobility too. I am thinking to add something with Spirit and Entropy from DAO. But spirit spells can be added in Spirit and entropy spells in Necromancer.
And duelist is a great addition. If Bioware will add just one new tree, they can add Bard with speed, mobility and precision buffs. It will doubling our pleasure.
Yes! Yes! Yes to hear songs. I want musical animations too.
 
Spirit Keeper
Hi, I agree. We need more active abilities. Do you have a suggestion?
 
Abraham_uk
Magical items! I will love them.
Healers amulet is great. I think that will please who is in favor of healing spells and who is not.
I think that all items that you suggested would be a great addition.
I agree. More unique items will be awesome.
I need a magical harp that shots sharpened strings to cut enemies and it is used to play Bard's songs too.

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#22
Abraham_uk

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Well since you like those, here are some more.

 

 

Mage: 

Spoiler

 

 

Rogue: 

Spoiler

 

 

Warrior: 

Spoiler

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#23
Bayonet Hipshot

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*Snip*

 

All these suggestions are good ! I am not going to say no to more gameplay content. Here is my feedback. 

 

Rift Mage

 

Rift Mage is you manipulating the Fade directly as a weapon. It is very much like an Adept in Mass Effect using advanced biotics as opposed to us just using Nature or Earth spells. That is what Bioware is going for I think with Rift Mage. 

 

Stonefist is Warp. Pull of the Abyss is Singularity. Veilstrike is Slam.

 

Gravitic Ring is part of Pull of the Abyss because that ability does pull enemies that it can affect to the center. 

 

Which means what we need are more biotic-esque abilities, not nature-esque abilities. 

 

My suggestions would be to add something like Reave for Rift Mages. That would complete the whole set.

 

Knight Enchanter

 

Since Knight Enchanter is all about defensive combat magic, I would actually suggest adding a wall like ability. 

 

Call it "You Shall Not Pass" :-  You create an impassable barrier that prevents enemies from either closing in or running away. 
 

Necromancer

 

I want the return of Drain Life and Drain Mana. Combine them into one spell, call it "Leech Vitality" :- You use the power of spirits to leech of health and mana from your enemies and replenish your own. Yes we have Death Syphon as a passive but the Necromancer needs something more to make it better. 


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#24
saladinbob

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It's a great post and a great attempt but my point is that I'm cynical of the chances of Bioware changing the Mage since the class was dumbed down considerably in DA2 and nerfed in to oblivion in DA3. Of all the classes in this game, the mage is the single most boring class to play. Spells are under powered, especially in the early game making you feel more like a passenger than someone to fear. Much like with Healing magic being referenced, Bull/the Inquisitor (depending upon your dialogue choices) reference "hurling fire at the enemy" yet Fireball was removed. Why? Because the Mage class was nothing but an afterthought.

 

How about a return for blood magic? Not as a specialisation that does damage but as an unlock for dialogue options. Blood Magic is analogous to Force Persuade in many ways, which in SWTOR (and previous Star Wars games) opens up dialogue choices but at the expense of morale alignment. You don't have to be a paragon of virtue to be a successful Inquisitor, indeed, it takes a certain level of morale flexibility to keep the likes of you and me safe.

 

DA3 could do something similar with the allowance of Blood Magic opening up dialogue which defines what kind of inquisitor you play. Using it will not necessarily make you an evil Inquisitor but rather one with morale ambiguity (because not everything in life is black and white). It's this sort of consequence that Bioware has always been famous for but have mysteriously dropped in Inquisition. Of course this doesn't just require an overhaul of magic but an overhaul of dialogue and a return to the alignment system which was removed from the game and that's something I just can't see Bioware doing because therein lies the problem with Inquisition. Bioware are trying to turn Dragon Age in to medieval Mass Effect rather than how it started out with its own separate identity.

 

Merry Christmas by the way.


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#25
Thibax

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Abraham_uk
I love all your ideas. Bioware, hire him to create items in DA games. You know how to create a RPG item.
The staves and Rock armour are great. Nature's robe is mine.
Amulet of Blood Magic is a well thinking item. We can see some kind of blood magic too.
BARDIC HARP <3  
All items are adorable.
I am using my Crimson Amulet right now. :D
 
Tishen-13
Your suggestions are amazing. I agree with them.
Rift Mage has similarities to the Mass Effect skills. Rift Mage is reaching other planets. Powerful!  :)
Knight Enchanter with a wall ability will be my guardian in all walkthrough.
With Necromancer, let's drain everybody and rule the world.
 
saladinbob
Blood Mage can be back as a secret spec or ability tree that can be unlocked after meeting certain npc or made any quest.
No need to have various skills, think about four it's a start.
 
 
Happy Holidays!

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