stuff like this would probably never be release like healing or expansion i doubt healing would be added back in this game.
Expanding abilities options in DAI
#51
Posté 27 janvier 2015 - 02:13
#52
Posté 29 janvier 2015 - 02:30
sunnydxmen
- Abraham_uk aime ceci
#53
Posté 29 janvier 2015 - 02:51
they took out the ability to healing magic because ppl would jus run around with 2 healers all day long and never die it would be too easy especially with barriers. cast barrier, heal, cast barrier, heal, and so on
#54
Posté 12 février 2015 - 01:49
Deadaimhavock
Just a joke: "...all day long and never die..."
So Bioware wants us to die?
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I understand the point.
But healing spell is cool and we want it back, together with more and more abilities.
Honestly, I would like to see Keeper, Bard and Spirit Warrior skill trees with a brief expansion for existing trees.
#55
Posté 12 février 2015 - 10:28
- Abraham_uk et Thibax aiment ceci
#56
Posté 19 février 2015 - 09:55
Here are my suggestions for more abilities.
Switch Weapon: For all classes (not unlocked through skill trees. Instead available from the start of game).
Allows you to quickly switch between a primary and secondary weapon.
Useful for rogues who cherry pick their dual wield and archery talents, or warriors who want to fluidly switch between 2 hand and weapon and shield.
Maybe you're sticking to 2 hand but have 2 different 2 handed weapons with different stats.
Perhaps you have two different staves you like.
Switching weapons also will give you a second group of 8 ability slots too.
Warrior: Finesse Tree:
Finesse is all about dexterity, footwork, dealing precise blows and stopping enemy attacks.
This tree is not about huge arcing swings, but about small movements that make a huge difference.
In addition, the finesse warrior has a crossbow to mix things up.
Warrior: Channelling Tree:
Channelling is about using up more stamina to deal more damage or endure more powerful attacks. Much like the beserker, this tree can really consume stamina very quickly.
Rogue: Strider Tree
This tree allows you to give orders to
Whilst this tree is available to all rogues, you can only have one Mabari Hound in the party.
Calling a Mabari to perform an action does not cost stamina, however it will cost the hounds stamina.
The "Double Team" ability costs both Mabari stamina and Rogue's stamina.
Rogue: Scoundrel Tree:
They will do whatever it takes to gain the upper hand in battle. Devoid of any respect and honour, scoundrels are dedicated towards fighting dirty and will even betray their own allies if it ensures victory.
Mage: Creation Tree:
The creation tree is dedicated towards protecting allies from harm, de-buffing foes and healing the party.
Mage: Arcane Tree:
Control the battlefield with telekinetic and mind altering spells.
- Tayah et Thibax aiment ceci
#57
Posté 19 février 2015 - 11:55
- Tayah, Abraham_uk et Thibax aiment ceci
#58
Posté 20 février 2015 - 03:37
stuff like this would probably never be release like healing or expansion i doubt healing would be added back in this game.
Even if this doesn't happen for DAI in an expansion or dlc and I agree it's unlikely maybe seeing this kind of thread will give them something to think about for the next game and let them know that more skills/abilities/skill trees would be welcome.
Personally I think the more ways you can customise your character the better and being able to switch weapons in combat and open up more skill slots at least would help with the tedium of fights at the moment.
- Thibax aime ceci
#59
Posté 22 février 2015 - 05:12
Abraham_uk
Switching weapons can be a great option for all classes and it will be so helpful in many cases, mainly when we say about elemental damage.
Your abilities are all well written and defined with a purpose. Amazing!
Crossbow for warriors, mabaris for rogues and creation for mages would be welcome.
I want to see all this in practice. Bioware, where are you?
JadeDragon
Well thought! It would be the key to a flexible fight.
Tayah
I agree with you. Switching weapons, more slots and abilities, with such tools would make the dynamic character and we would have more curiosity to play again using other options.
- Abraham_uk aime ceci
#60
Posté 23 février 2015 - 09:43
Inquisitor Specific Abilities: The Inquisitor has 3 new abilities which are related to the green mark on their hand. (Available to all classes).
As you level up each ability automatically gets stronger, no need to spend ability points for these abilities to grow.
The reason for the short durations and long cool downs is because these abilities are over powered and don't consume any resources.
Rift Heal:
This ability restores some health, stamina/manna in addition to restoring barriers, removing negative effects and other effects.
Has a cool down of 60 minutes and doesn't cost any stamina/mana or focus.
Rift Weapons:
Add the power of the rift to the weapons of the entire party for 20 seconds.
This enhances the damage output of all weapons and adds chance to debuff enemies.
Buffs from this ability do not apply to talents and spells, just the regular attacks.
This has a 60 minute cool down period (that starts after the duration wears out)
Again it doesn't consume stamina/mana or focus.
Rift Aura:
This ability makes the party a lot more durable and manage mana/stamina a lot better. It also makes everyone immune to negative effects and removes any current negative effects. It lasts 20 seconds, has a 60 minute cooldown and doesn't cost any stamina/mana or focus.
- Thibax aime ceci
#61
Posté 24 février 2015 - 02:55
Abraham_uk
Yes! The green mark need more content.
It's strange that we can't do more things using the mark.
And you gave more options, thus expanding the power of the inquisitor, adding an unique value for the ability of the main character. ![]()
- Abraham_uk aime ceci





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