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Remember when enemy mages had a variety of spells? The Chantry and the Templars exist because dangerous mages ruled over man. Not so scary in DAI...


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#76
Saphiron123

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Ridiculous? Okay maybe for barrier, but not guard. Craft armor for your entire party that generates guard after every hit and you'll see how it can be considered a win button. Nightmare is a walk in the park when every teammate now have the ability to generate guard. 

I'm not going to lie, armor that generates guard when you attack is game breaking. In multiplayer too. templar with guard generation on her shield is basically unkillable even on gold (or perilous, I guess).

 

It's the sort of thing that enemy mages with horror and paralysis and crushing prison would have been great counters for because you wouldn't be swinging and you might actually take damage.

Once you craft that stuff even the dragons can't kill you.



#77
Vit246

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In DAo, enemy mages were fine. In DA2, they became supremely annoying with the ridiculous pools of health, the invincibility spell, and the stupid stupid teleportion. In DA3, at least they took out the invincibility spell, but they still kept the large hitpoints, the stupid teleportation, and also added those annoying spammable trap glyphs.


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#78
Rawgrim

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What is Guard, exactly? How does it actually work during a fight? I know what it does, but why does it do it and how?



#79
Lumix19

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What is Guard, exactly? How does it actually work during a fight? I know what it does, but why does it do it and how?

Guard has no lore/real life equivalent that I can think of. Perhaps the ability to deflect or block blows?


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#80
Rawgrim

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Guard has no lore/real life equivalent that I can think of. Perhaps the ability to deflect or block blows?

 

No clue. Could be. I wish Bioware hadn't stopped explaining how things work.



#81
Diegonius

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I've realised I've complained quite a lot about how mages were in Inquisition, but didn't give any ideas on how I would make them better, so here they go:

 

- I think that mages should have enough defensive skills to ensure that neither the player nor the AI can kill them in a single blow without previous preparation (like poisons, tonics, buffs or debuffs). These protective skills should be varied (so players had to think about the best way to deal with them; also for flavour reasons). For example: mages could use Arcane shield to make it harder to hit them, Rock armor to absorb damage, Barriers to prevent it, a spelldinder tome to teleport out melee, a spell that freezes their attackers, etc. (They could even rely on soldiers with shields to protect them).

- Mages shouldn't have a big amount of life, for flavour and balance reasons. They are people who don't generally get phisical training, like rogues or warriors. Arcane warriors or knight enchanters should be an exception, of course. This lack of health should be compensated by the defensife skills.

- Enemy mages should know about the same number of spells your mages know, for balance reasons, and in order to make encounters with mages more varied and interesting.

- It would be a good idea to make enemy mages "specialists", focusing on only two spell trees (three at most), and give them a passive skill related to their main spell tree (similar to what they did in Inquisition). For instance: a mage specialised in elemental magic would have inmunity to burn or freeze, one that focused on entropy spells would have inmunity to panic and hexes, another that mastered Spirit school would have resistance to magic, etc...
 

And two general ideas:
- No character (either PC or NPC) should be able to kill another in a single blow without careful previous preparation, whether they are mages, warriors or rogues.

- Enemies should have access to potions/tonics when a fight is supposed to be hard.



#82
In Exile

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What is Guard, exactly? How does it actually work during a fight? I know what it does, but why does it do it and how?

It's just a hit pool, as stupid and incoherent as HP but no longer connected to the idea that it represented the vitality or actual health of the character.
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#83
Saphiron123

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I've realised I've complained quite a lot about how mages were in Inquisition, but didn't give any ideas on how I would make them better, so here they go:

 

- I think that mages should have enough defensive skills to ensure that neither the player nor the AI can kill them in a single blow without previous preparation (like poisons, tonics, buffs or debuffs). These protective skills should be varied (so players had to think about the best way to deal with them; also for flavour reasons). For example: mages could use Arcane shield to make it harder to hit them, Rock armor to absorb damage, Barriers to prevent it, a spelldinder tome to teleport out melee, a spell that freezes their attackers, etc. (They could even rely on soldiers with shields to protect them).

- Mages shouldn't have a big amount of life, for flavour and balance reasons. They are people who don't generally get phisical training, like rogues or warriors. Arcane warriors or knight enchanters should be an exception, of course. This lack of health should be compensated by the defensife skills.

- Enemy mages should know about the same number of spells your mages know, for balance reasons, and in order to make encounters with mages more varied and interesting.

- It would be a good idea to make enemy mages "specialists", focusing on only two spell trees (three at most), and give them a passive skill related to their main spell tree (similar to what they did in Inquisition). For instance: a mage specialised in elemental magic would have inmunity to burn or freeze, one that focused on entropy spells would have inmunity to panic and hexes, another that mastered Spirit school would have resistance to magic, etc...
 

And two general ideas:
- No character (either PC or NPC) should be able to kill another in a single blow without careful previous preparation, whether they are mages, warriors or rogues.

- Enemies should have access to potions/tonics when a fight is supposed to be hard.

This, when a mage is on the field, they should eb able to completely wreck your party i left unchecked. Mages in DAI are... I don't know, terrible at their jobs, or something. Compared to Wynne, or Morrigan, or hell the apprentices in the circle tower they might as well be a total joke.

I understand why new players don't understand the need for templars, mages aren't dangerous anymore.



#84
wicked cool

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I remember the mages in the warehouse in dao to be challenging and their leaders had names. Its another flaw in dai. They were reduced to diablo encounters

#85
Saphiron123

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Yup, that orange Mage not only had a unique face and name, but he usually wrecked my party at least once or twice. He even had dialogue and his own cinematic conversation. I remember him well, plus his elite level Mage companion, the warrior, and the Qunari mercenary. Tough fight.

#86
Icy Magebane

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Interesting topic.  All I can say is that whenever I saw a mage getting ready to cast Chain Lightning in DA:O, I got more than a little nervous (I purposefully did not choose Mana Clash because it was OP).  At no point did I feel that when fighting a mage in DA:I, and it's mainly because of the mechanical changes that have already been listed... IMO, the advantage of fighting enemies with a wide range of abilities is that they are unpredictable and thus the combat doesn't feel repetitive or stale as quickly.  This is especially true of the DA:O mages, who could lock your party down in seconds if you made the wrong move to open the fight (the super OP Mana Clash and Blood Wound are obviously not something I take into account when I say that).  It was actually also true of the Templars, who were extremely dangerous in large groups if your party relied heavily on mages, but that's a slightly different topic... same overall idea though...


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#87
Rizilliant

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Mages are supposed to be extremely powerful.. They wield the elements, curses, entropic magic, control, etc... Their power, is the counter to their inherent lack of physical defense.. Much like warriors, who have high defense, are supposed to deal less dmg.. Queue rogue.. Physical dmg, higher than warrior, less than mage, but mroe defense than mage.. Ofcourse they utillize different combat styles, but thats always been thg basis upon each class was built.. This constant equality hunt has completely restructured the system.. Every class must be equally survivavle in the same situations.. Each class must deal out comparable dmg, in similar situations.. Its ludacris..

 

Being at range, is a boon all its own, and yet another reason for the frailty.. An oponent already needs to close the gap, while taking missile barrages, Fireballs, lightning bolts, etc.. Only to get there, and have the mage barrier, or teleport away, and start all over again..Oh, that poor warrior... Call in that stealth rogue to dispatch the mage.. Call in a warrior, to take those dagger pokes...Now get a new mage, to deal with the warrior.. Each class should have strength, and equally, weakness!

 

Ive been saying for years, that people wont be happy until they complain about "balance" until were all only allowed to play a warrior, who is only allowed 1 specialization, and only sword and shield..I gave up trying back in the Burning Crusade era, when the balancing act took on a whole new meaning.. "player feedback/suggestion", became what was.. 

 

I really miss sustained magic/abilities... I loved DA:O.. i really wish theyd make a new one.. Another Dawn of War 2, while im wishing.. Except that Retribution garbage... ugh..


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#88
Saphiron123

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Mages are supposed to be extremely powerful.. They wield the elements, curses, entropic magic, control, etc... Their power, is the counter to their inherent lack of physical defense.. Much like warriors, who have high defense, are supposed to deal less dmg.. Queue rogue.. Physical dmg, higher than warrior, less than mage, but mroe defense than mage.. Ofcourse they utillize different combat styles, but thats always been thg basis upon each class was built.. This constant equality hunt has completely restructured the system.. Every class must be equally survivavle in the same situations.. Each class must deal out comparable dmg, in similar situations.. Its ludacris..

 

Being at range, is a boon all its own, and yet another reason for the frailty.. An oponent already needs to close the gap, while taking missile barrages, Fireballs, lightning bolts, etc.. Only to get there, and have the mage barrier, or teleport away, and start all over again..Oh, that poor warrior... Call in that stealth rogue to dispatch the mage.. Call in a warrior, to take those dagger pokes...Now get a new mage, to deal with the warrior.. Each class should have strength, and equally, weakness!

 

Ive been saying for years, that people wont be happy until they complain about "balance" until were all only allowed to play a warrior, who is only allowed 1 specialization, and only sword and shield..I gave up trying back in the Burning Crusade era, when the balancing act took on a whole new meaning.. "player feedback/suggestion", became what was.. 

 

I really miss sustained magic/abilities... I loved DA:O.. i really wish theyd make a new one.. Another Dawn of War 2, while im wishing.. Except that Retribution garbage... ugh..

Agreed. If mages were meant to be balanced, templars wouldn't exist.



#89
Bayonet Hipshot

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Many enemies that you would find in Origins are weaksauce in the Inquisition. 

 

Because Retcon and because Dumbing Dowm = Profit$ ! 

 

Does anyone remember the days Templars were actually threatening to mages ? Does anyone remember your mage Warden getting screwed by a Holy Smite or Dispel Magic or having their mana drained ? Yeah, Templars used to be scary. 

 

As for enemy mages, remember the days when they could cast Chain Lightning that would cause a party wipe out ? Or mages that would cast a Fireball the moment they see you (Darkspawn mages a famous for this) ? Heck, does anyone remember Darkspawn mages ? Or a Curse of Mortality or Crushing Prison that made you go "Oh f**k me, I am screwed" ? Heck I remember mages who could cast Misdirection Hexes on Rogues and Warriors, making them useless for a while. 

 

Now let us move onto the archers. They still hit like a truck but I used to genuinely be wary of high level archers in Origins because of Scattershot. The ability that made archers a pain in the arse. 

 

Heck, let us look at animal enemies. Remember the days when Spiders can stick you in a web ? Remember the days when wolves and spiders or some darkspawn can overwhelm you or even grab you?

 

What about Demons ? Ah the Desire Demon, one of the most interesting demon and also the most annoying one to fight. Winter's Grasp, Cone of Cold and Horror. Shite. Or Arcane Horrors who actually were dangerous instead of just teleporting around ? Or corpses that would spam Weakness and make your character feel like crap ? 

 

I mean, Inquisition is an easy game. It is a cakewalk. Especially with specialization. 

 

Those who say that DAI needs thinking, needs strategy and needs tactics clearly do not know what those words mean or are new to gaming. 


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#90
Lumix19

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Many enemies that you would find in Origins are weaksauce in the Inquisition. 
 
Because Retcon and because Dumbing Dowm = Profit$ ! 
 
Does anyone remember the days Templars were actually threatening to mages ? Does anyone remember your mage Warden getting screwed by a Holy Smite or Dispel Magic or having their mana drained ? Yeah, Templars used to be scary. 
 
As for enemy mages, remember the days when they could cast Chain Lightning that would cause a party wipe out ? Or mages that would cast a Fireball the moment they see you (Darkspawn mages a famous for this) ? Heck, does anyone remember Darkspawn mages ? Or a Curse of Mortality or Crushing Prison that made you go "Oh f**k me, I am screwed" ? Heck I remember mages who could cast Misdirection Hexes on Rogues and Warriors, making them useless for a while. 
 
Now let us move onto the archers. They still hit like a truck but I used to genuinely be wary of high level archers in Origins because of Scattershot. The ability that made archers a pain in the arse. 
 
Heck, let us look at animal enemies. Remember the days when Spiders can stick you in a web ? Remember the days when wolves and spiders or some darkspawn can overwhelm you or even grab you?
 
What about Demons ? Ah the Desire Demon, one of the most interesting demon and also the most annoying one to fight. Winter's Grasp, Cone of Cold and Horror. Shite. Or Arcane Horrors who actually were dangerous instead of just teleporting around ? Or corpses that would spam Weakness and make your character feel like crap ? 
 
I mean, Inquisition is an easy game. It is a cakewalk. Especially with specialization. 
 
Those who say that DAI needs thinking, needs strategy and needs tactics clearly do not know what those words mean or are new to gaming.


To be honest I don't remember any of this because blood wound, fireball and mana clash were the solutions to all of life's problems. Magic was pretty overpowered in Origins so "tactics" didn't really come into it. At least for me.

#91
Rawgrim

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Magic should be overpowered. It is why they have Mage's Circles etc.



#92
Bayonet Hipshot

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Magic should be overpowered. It is why they have Mage's Circles etc.

 

Come now Rawgrim, haven't you heard Bioware's latest stance on things ? On their effort to achieve equality everywhere regardless of cost ? Even though things are not equal or balanced and that is the nature of things ? 

 

Mage overpoweredness is a sign of arcane privilege to Bioware developers and as such they were nerfed. 

 

*Sarcasm mode off*



#93
Rawgrim

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Come now Rawgrim, haven't you heard Bioware's latest stance on things ? On their effort to achieve equality everywhere regardless of cost ? Even though things are not equal or balanced and that is the nature of things ? 

 

Mage overpoweredness is a sign of arcane privilege to Bioware developers and as such they were nerfed. 

 

*Sarcasm mode off*

 

Hehe, true enough. Well I miss the times where enemies used the same abilities\spells I had access to. Feels like playing an FPS game now, where I am the only one who gets a gun.



#94
Gileadan

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Does DA:I even still have a fireball spell? In DA:2, they looked like some fire fizzled in the air, while in Origins it was like a frigging artillery shell coming down. But that was when mages were boring, right?



#95
Bayonet Hipshot

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Does DA:I even still have a fireball spell? In DA:2, they looked like some fire fizzled in the air, while in Origins it was like a frigging artillery shell coming down. But that was when mages were boring, right?

 

Bioware engaged in a RPG Class Affirmative Action Program designed to elevate the underprevileged and oppressed Rogues and Warriors to compensate for Magiarchy and Mage Privilege in order to achieve true Class Equality and Balance in order to gain entrance to a RPG Utopia....

 

At this rate, mages in Dragon Age 4 will just be twerking on their staff all day long, can only remember four spells to cast during combat and it will all be Fire spells, but different colored fire spells since Fire has at different temperatures, after all. 

 

Each fire color will be a specific new magical school. Red School, Orange School, Blue School. Yellow School ahd White School. Each school will have 2 spells that have ineffective crowd control and the rest will be passives that are bugged. 

 

This will be more "strategic and tactical" and 4 x 4 = 16 abilities so that should be enough. 

 

:P

 

On second thought, I should not be giving Bioware ideas on how to make a magic system that is already shite to be even more shite. 



#96
Chiramu

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At least they don't have a random teleport that you could never learn for your party members...



#97
Lumix19

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Magic should be overpowered. It is why they have Mage's Circles etc.


If that were truly the case then Tevinter should rule the entire world not get stuck fighting the Qunari who don't even really have mages.
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#98
Il Divo

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If that were truly the case then Tevinter should rule the entire world not get stuck fighting the Qunari who don't even really have mages.

 

Pretty much this. There's a reason we have gameplay-lore segregation. 



#99
Bayonet Hipshot

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If that were truly the case then Tevinter should rule the entire world not get stuck fighting the Qunari who don't even really have mages.

 

Qunari have technology and magic while powerful can be resisted ? There are enchantments and potions that are extremely effective against magic and against mages. Qunari are known for their mastery of alchemy so I am sure they would figure something out. 

 

Pure mages are glass cannons. Powerful but brittle. That is why in stories you have mages dying easily, because the wear robes and most of them don't keep up a steady Rock Armor or Arcane Shield all the time so it is easy to gut them.

 

Rawgrim makes a good point and that is mages are no longer the glass cannons that they are, which is a shame. 



#100
Fireheart

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I agree with you op. In DAO I would ignore/not notice a mage on the battlefield and begin wondering why the people I were attacking were still alive. It was because a mage would be buffing them and healing them, slowing me down, then I'd have to seek them out and take them down, and refocus on the other enemies again. In dai, mages are a joke, they are just annoying because of that whole "teleport" thing they do. Bioware didn't make the enemy's more challenging or varied at all, really. Just gave them longer health bars and annoying tactics, like running away from you all the time, so you gotta chase them.
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