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Spells you would like to make a return in future games


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#26
Abraham_uk

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I wonder what the next game will have for ability trees.

 

Each tree will have:

 

3 active abilities (with upgrades) [6 abilities]

and 4 passive abilities making 10 abilities in total.

 

Warrior: 

Spoiler

 

Rogue: 

Spoiler

 

Mage: 

Spoiler

 

 

How much do you want to bet that this is what the next game will have in terms of abilities?


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#27
Sylvius the Mad

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The DAO Glyph line, including Paralysis Explosion.

And DAO Fireball.
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#28
Abraham_uk

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I don't mind seeing more Skill Trees
This is an idea I've had in mind. Spoilers are not actual spoilers.
This post would look really long if they weren't there.
 
 
Warrior Class

Spoiler

 

 

Rogue Class

Spoiler

 
Mage Class: 
Spoiler
So what do you think?



#29
Dieb

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I would like the channeled, melee-range lightning spell from DAO, and just a goddamn, basic FIREBALL, to make a return. The latter is a mage classic, a necessity as far as I'm concerned, come on guys. Visually, I sort of miss Merril's stone armor (over the leprosy version of DAO), because it just looked awesome how it turned the skinny gal into a tanky golem out of nowhere.

 

Hijacking this thread for archers:

 

I would mostly like to edit the otherwise improvement that is Evade, so that its upgraded version would AoE stagger all surrounding foes; rather than the decoy thingy we have now. I also miss both the pin-down shot and Hail of Arrows. I think purpose wise, Longshot AND Full Draw are overkill; especially FD while incredibly power- & thus useful, is an also really boring & uncreative skill.


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#30
Hexoduen

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TBH I never got this whole issue with 'spamming'. I never got this whole crying on MMO forums about healers "being OP" in PvP areas because a single dps couldn't burn them down either. Well guess what, Sherlock,

 

*snip*

 

And just for the record, boy, *snip*

 

Nice.

 

I'd prefer a healing spell system somewhere in-between Origins and Inquisition. Maybe like the one found in D&D: Lots of healing spells to choose from, but with a limit as to how many times those spells can be cast during combat. As the healer increases in level, so does the number of spells that can be cast. It wouldn't be spammable as in Origins, nor would it be as limited as in Inquisition.


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#31
Winged Silver

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I don't have a specific spell in mind, but I'd love to see a return to more variety.

 

I liked how in DAO and DA2 you had the ability to play as a good mage/bad mage based on your choice of spells. Or the ability to subvert the generalizations (my Hawke was a moral blood mage). There's not very much of that in Inquisition, as your options don't come attached with any stigmas (which sort of made them a little bland for me)

 

But variety! I liked how in DAO I could cast a bunch of aoe spells (I think there was time for 3?) like blizzard, tempest, firestorm, and death cloud in some combination and watch your storm of destruction >:D



#32
Farangbaa

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BWDF inc.!

Please. If you had an army with a battalion of dragons behind it, enemy armies would be instantly obliterated. Doesn't happen though. Neither does that battalion of healing mages happen. Next.


Completely missed the point. If lorewise the healing spells worked like they did in DA:O, armies would never have wounded soldiers.

But they don't work like that. Casting a healing spell is very draining and the healing isn't instant. Like, you know, waking up in Haven after a few days after people have spilled their healing magic into you.

#33
Rawgrim

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Completely missed the point. If lorewise the healing spells worked like they did in DA:O, armies would never have wounded soldiers.

But they don't work like that. Casting a healing spell is very draining and the healing isn't instant. Like, you know, waking up in Haven after a few days after people have spilled their healing magic into you.

 

In DA:I you got healed by an alchemist, not a mage. There are no mages in Haven other than Solas and that lady who researches enemies for you. None of them healed you.



#34
Jeffry

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Abi Dalsim's Horrid Wilting and Time Stop.

 

Ok, kidding aside, I would very much like see sustainable abilities to return, the healing spells from DA2 back (with their logner cooldowns), Spirit Healer specialization, dual wield warriors and many more spells from DAO and DA2. DA2 seemed very balanced to me and BW actually kept balancing the game via patches, that I would like to see once again.

 

But for crying out loud, let the abilities be scaled based on the characters' stats, not their weapon dmg.


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#35
Riot Inducer

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Spells and abitlies I'd like to return? Tons, but as a mage mainly the Entropy school with hexes. Also I'd like to see actual specializations for mage return. "Necromancer" isn't a specialization it's Entropy magic minus hexes. Rift Mage apart from the singularity spell is just a mash up of old Primal school spells, nothing "new" about it. Bring back Spirit Healer, Shapeshifter and even Blood Magic, those are unique specializations for a mage. 

 

Going beyond mage spells let my warriors dual weild again dammit! I cleaved through Origins with my dual axe wielding berserker warden and it was the most fun I had with a warrior character.



#36
Terodil

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<Quoted some very badly formulated stuff from my post>

Nice.


 
Eh, I just realised that that came across badly. Apologies, Hexo, I wouldn't direct this kind of put-down at you. "Sherlock" was a bit rantingly directed towards a general target audience. The second bit, 'boy', is defensible, because in that context, it was clearly synonymous with 'blimey', 'gee' and the likes.
 
Anyway. Should have worded that better to avoid offense. Sorry.
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#37
Terodil

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Completely missed the point. If lorewise the healing spells worked like they did in DA:O, armies would never have wounded soldiers.


No. Even if healing spells worked like in DA:O/DA:KW, mages are a rare resource. Even if spells only took a few minutes instead of a day to cast, they would not be able to keep up. And bringing *that* kind of logic into the discussion is moot, because ultimately, I could use your argument and say that if we had legions of mages in both opposing armies, there would be no wounded at all, yes, because they'd all be dead for the sheer destructive power of mages on both sides.

Besides, it's a matter of gift / power. The protagonist in such games is usually leagues beyond the competence of unnamed mooks. It's not a large stretch to claim that s/he is capable of feats 'normal' mages cannot replicate.
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#38
VodCom7

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The cool toys from the 2 previous games :

 

  • blood wound and a revamped blood magic.
  • Cone of cold and fireball.
  • Stasis field or whatever the name of this spell was. The dual use of this spell as both a crowd control and a defensive tool was genious.
  • Force cage I'd like, but we have enough hard crowd control spells in the game already. Stasis field is more interesting.
  • Shapeshifting in BEES!
  • Regeneration spell (NOT heal spell) and the spirit healer spec. Here is how it should work : Regeneration places a buff on the target. If the target loses health while the regen buff is active, the ally is healed and the buff disappear (see "reversal of fortune" in Guild Wars).
  • Healing aura : works the same as the reaver AOE. While allies in the area inflict damage to an ennemy, they gain 1% of health back.

Not exactly spells but also wanted :

  • Revamped berserk : keep this idea of a stamina management warrior with the rage mode
  • Decoy from the DA2 shadow specialization
  • Barrage from the archery tree because I like to be the jesus that multiplies arrows

Of course, I'd rather have few of these skills returning but being useful and flavorful rather than all of them returning but being broken or subpar.



#39
Hexoduen

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Eh, I just realised that that came across badly. Apologies, Hexo, I wouldn't direct this kind of put-down at you. "Sherlock" was a bit rantingly directed towards a general target audience. The second bit, 'boy', is defensible, because in that context, it was clearly synonymous with 'blimey', 'gee' and the likes.
 
Anyway. Should have worded that better to avoid offense. Sorry.

 

Thanks Terodil :) 


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#40
Rawgrim

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The cool toys from the 2 previous games :

 

  • blood wound and a revamped blood magic.
  • Cone of cold and fireball.
  • Stasis field or whatever the name of this spell was. The dual use of this spell as both a crowd control and a defensive tool was genious.
  • Force cage I'd like, but we have enough hard crowd control spells in the game already. Stasis field is more interesting.
  • Shapeshifting in BEES!
  • Regeneration spell (NOT heal spell) and the spirit healer spec. Here is how it should work : Regeneration places a buff on the target. If the target loses health while the regen buff is active, the ally is healed and the buff disappear (see "reversal of fortune" in Guild Wars).
  • Healing aura : works the same as the reaver AOE. While allies in the area inflict damage to an ennemy, they gain 1% of health back.

Not exactly spells but also wanted :

  • Revamped berserk : keep this idea of a stamina management warrior with the rage mode
  • Decoy from the DA2 shadow specialization
  • Barrage from the archery tree because I like to be the jesus that multiplies arrows

Of course, I'd rather have few of these skills returning but being useful and flavorful rather than all of them returning but being broken or subpar.

 

Decoy = magic. Rogues should't get magic. It lessens the mage class + breaks the lore.


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#41
Jeffry

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Decoy = magic. Rogues should't get magic. It lessens the mage class + breaks the lore.

 

Serious or joking? So I can be sure if Cersei gif would be a good response or not :D



#42
Jeffry

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Stasis field or whatever the name of this spell was. The dual use of this spell as both a crowd control and a defensive tool was genious.

 

Well, I wouldn't exactly call it genious. It was just broken :D AoE taunt + Stasis was ridiculously strong combo and could make the already easy fights and trivial boss fights almost pointless. And that is even after the "nerf". If they would change it so the trapped character would lose all his aggro, I would very much like to see that ability again. Otherwise not, the less broken abilities the better.



#43
Terodil

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I'm going to take a break from this forum for a little while, but before I go...

 

Telekinesis.

 

Not just the force mage stuff, but more intricate, e.g. 'knock weapons out of peoples' hands', 'pull down that big-ass rock to squish the unsuspecting group of enemy soldiers' (even Diablo 3 had environment kills, why doesn't DA:I?), or use of it in conversations.

 

In fact, conversations. Goes along with my desire for an option to play an evil inquisitor, it would be sweet as heck if we could use magic in convos, e.g. to intimidate, or to "lose the channel" ;) -- I'm just playing SWTOR again, going through the sith warrior / inquisitor (lol) questlines, and the shocking thing is that the stories and the ways protagonists are characterised are far better than what DA:I offers... despite SWTOR being an MMO.


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#44
coldflame

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If you look at the codex or cutscenes Healers are rare...

 

Wait, is that the lore from DA:O or the lore bioware changed to fit the new "healing mechanism" for DA:I?


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#45
Saphiron123

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Fireball, mass paralyze, cone of fire and cone of cold, oh and enemy mages who don't have the same damn 3 spells recycled and actually pose a threat.

Sick as hell of ice runes.


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#46
Rawgrim

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Serious or joking? So I can be sure if Cersei gif would be a good response or not :D

 

Serious. When every other class seemingly have the ability to use magic all the time, it makes the Mage class look like every ther class, and the magic in it is gone.



#47
Jeffry

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Serious. When every other class seemingly have the ability to use magic all the time, it makes the Mage class look like every ther class, and the magic in it is gone.

 

Well, rogues without all their fancy subterfuge abilities would just be squishier warriors (like in DAO). Besides I think decoy is not magic, just optical illusion, it doesn't copy your movement and actions like magic illusions did in BG.



#48
Bayonet Hipshot

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Spells ? In DA4, we will have 4 ability in combat lock and probably just 10 spells...since tactics & strategy...



#49
Rawgrim

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Well, rogues without all their fancy subterfuge abilities would just be squishier warriors (like in DAO). Besides I think decoy is not magic, just optical illusion, it doesn't copy your movement and actions like magic illusions did in BG.

 

Well what is going on then? Is the rogue dragging around a dummy of himself? Surely someone would see him plant that one on the ground before him?

 

At least let the player have to buy the ingredients for such a device. Just letting the character get 10 000 of those things for free is rather hinting at the fact that there is magic involved. The whole ability is ill-concieved, in any case.



#50
Rawgrim

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Spells ? In DA4, we will have 4 ability in combat lock and probably just 10 spells...since tactics & strategy...

 

Level up choices will be gone in the next one. Your mage reaches level 3, he gets a set spell, level 4 he gets another set spell.


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