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Magic and Combat Overhaul


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49 réponses à ce sujet

#26
Enigmatick

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If this is lore friendly, fadestep shouldn't read "teleport"



#27
eyezonlyii

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If this is lore friendly, fadestep shouldn't read "teleport"

You would think so, but the rogue skill says teleport, so *shrug*



#28
Spellbound7

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I actually love this. I didn't read through all of the spells and trees, but from what I did, it's great. What I would like to see added, (not necessarily from you, though it would be cool) are two weapon trees for mages. Something like a staff tree and a barehanded tree. That's actually something that bothered me about the game, especially playing a qunari mage. At the beginning, all mages can tell Cassandra that they don't need a staff to cast spells, but the game makes you have one anyway. Then later, when talking to either Bull or Vivienne, you can mention that you were trained by an ex-Saarabas. But from what we saw in DA2, the Saarabas didn't have a staff (maybe he dropped it or something), but from the lore we get, they aren't really adept at magic anyway, so the qunari probably don't invest in them. 

 

But if you could mock those up, I would be super excited.

 

Well alrighty, then. I'll see what I can come up with! I might just add those as specialisations - maybe something like a Monk-type Mage? Keep in mind, thought, I have designed these with the idea that Mages are able to use swords and shields and bows. I know there's a mod that does that part already :D

 

This is really good, names aside I would love to see magic handeled like this.

 

On closer inspection that heat mana mechanic sounds like an unecessary resource.

 

I'm not sure how to feel about the estus flasks you proposed.

 

Hmm, it does seem a bit unnecessary, now that you mention it (what with mana regen bonus being available with other skills). I'll think of something.

 

Estus Flask is from Dark Souls, right? I guess that's what you're calling the bottomless health pot. At present, it's more of a 'what if you don't want a healer in your group' solution. I'm open to ideas.

 

What about the specializations?

We definitely need that Blood Magic back.

 

Not entirely sure about Blood Magic. I was tempted to address it in the Spirit tree, but, eh, I guess I could try and mock something up if you want me too.

 

Also, what program was this made in? In Design?

 

Photoshop :)

 

Wait, considering absorb heat's changes shouldn't it just be called Cone of Cold now?

 

That's the idea.

 

 

If this is lore friendly, fadestep shouldn't read "teleport"

 

I'll reword it then. Maybe something like 'Skids across the surface of the Veil' :P



#29
Spellbound7

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What I would like to see added, (not necessarily from you, though it would be cool) are two weapon trees for mages. Something like a staff tree and a barehanded tree.

 

SO YEAH I KINDA GOT CARRIED AWAY AND MADE ONE.

I'm not sure if this is exactly what you had in mind, but here:

 

 

 

Titles-Mysticism.png

Mysticism.png

___________________________________

 

Feedback, please.


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#30
Spellbound7

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Heat Mana mechanic has been changed. Wording on cold spells updated:

 

Cold spells generate HEAT MANA, which stacks up to X times. Each charge increases magic damage by a small amount. Charges decay over time, as well as every time a spell is cast. Decay timer is reset when new charges are applied. Spells with No Cost attribute are unaffected.



#31
Abraham_uk

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Wow.

I love the look of the new trees.

The schools of magic have been mixed up, but the passive and active abilities are awesome!

Great work!



#32
Abraham_uk

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SO YEAH I KINDA GOT CARRIED AWAY AND MADE ONE.

I'm not sure if this is exactly what you had in mind, but here:

 

 

 

Titles-Mysticism.png

Mysticism.png

___________________________________

 

Feedback, please.

 

What program do you use? That's my feedback.

I love your ideas! More variety for the mage class, can't say no to that.



#33
Thibax

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Can you add some nature spells with plants?

I know that Bard is a rogue version, but I would like to see some spells with sounds, songs aspects.

It will be something new.



#34
Bayonet Hipshot

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Brilliant feedback. The suggestions are lore friendly and somewhat complex. This is the magic that I was actually looking forward to in Inquisition but we got the fecal matter that is Inferno, Winter, Storm and Spirit schools. Because screw lore. 

 

By the way, you should add spell combos to the mix. Not cross class combos, spell combos like we used to have in Origins. 

 

However, I don't think Bioware will listen or bother with this feedback, despite its value. With Inquisition, Bioware have revealed that they intend to follow EA's policy of game simplification and neutering for the purposes of making it more console compatible and to make profits down to a tee. Yes, this is negative but this is the reality. 

 

Here's my prediction for Dragon Age 4

  • A Witcher 3 clone. Most of Inquisition's features and game designs are plagiarized from other popular games and with Witcher 3 looking to set a new bar, Dragon Age 4 will most likely try to clone their features. Expect Bioware developers to say "We are looking at Witcher 3 seriously."
  • Have more romances for every single sexuality out there, because representation for dating simulator. The most popular threads are the ones gushing with romantic feels. One of the most talked about stuff in Bioware presentations by their audiences is how their love interest make them feel. So expect a more in-depth dating simulator.
  • Gradual watering down of the mature and gritty concepts that are present in game. Brothels, desire demons and Qunari sexism were the first things to go. Expect more to follow suit. 
  • Combat made even more simplistic and combat animations made even more over the top. The combat in this game is an abominable hybrid of a dungeon crawler and a MMO. With EA's desire to shoehorn multiplayer into every game they make, expect future game combat to follow this trend. 

Cheers. 



#35
Spellbound7

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Can you add some nature spells with plants?

I know that Bard is a rogue version, but I would like to see some spells with sounds, songs aspects.

It will be something new.

 

That would probably be in the realm of a Keeper-like specialisation, but I think I can throw some of them in the Creation tree. I'm actually doing a re-overhaul of the combat system which includes all base skills for Warriors and Rogues (no doing specialisation, at least not yet), so maybe keep an eye out for that.

 

 

What program do you use? That's my feedback.

I love your ideas! More variety for the mage class, can't say no to that.

 

Photoshop :)

 

 

Brilliant feedback. The suggestions are lore friendly and somewhat complex. This is the magic that I was actually looking forward to in Inquisition but we got the fecal matter that is Inferno, Winter, Storm and Spirit schools. Because screw lore. 

 

By the way, you should add spell combos to the mix. Not cross class combos, spell combos like we used to have in Origins. 

 

However, I don't think Bioware will listen or bother with this feedback, despite its value. With Inquisition, Bioware have revealed that they intend to follow EA's policy of game simplification and neutering for the purposes of making it more console compatible and to make profits down to a tee. Yes, this is negative but this is the reality. 

 

Here's my prediction for Dragon Age 4

  • A Witcher 3 clone. Most of Inquisition's features and game designs are plagiarized from other popular games and with Witcher 3 looking to set a new bar, Dragon Age 4 will most likely try to clone their features. Expect Bioware developers to say "We are looking at Witcher 3 seriously."
  • Have more romances for every single sexuality out there, because representation for dating simulator. The most popular threads are the ones gushing with romantic feels. One of the most talked about stuff in Bioware presentations by their audiences is how their love interest make them feel. So expect a more in-depth dating simulator.
  • Gradual watering down of the mature and gritty concepts that are present in game. Brothels, desire demons and Qunari sexism were the first things to go. Expect more to follow suit. 
  • Combat made even more simplistic and combat animations made even more over the top. The combat in this game is an abominable hybrid of a dungeon crawler and a MMO. With EA's desire to shoehorn multiplayer into every game they make, expect future game combat to follow this trend. 

Cheers. 

 

Well I made this mostly for fun. I know Bioware will never implement these changes - it's just me hoping that maybe someday modding tools will be made and these changes can be modded into the game.

 

I'm not entirely sure why some people dislike romances so much, to be honest. The reason why I cared about DA:O initially was because there was m/m romance - as a gay man, that meant a lot to me, even though Zevran is... not exactly pleasant (I did stay for the gameplay and story though). I don't want romances to go, and that's coming from someone who decided not to romance anyone in DA:O. DA2 romances were... well, can't say I fancy either Anders or Fenris. It was more of a 'let's see how this goes'. Dorian was a lot more interesting, although I would have preferred someone like Cullen (there's a thread about gay knight in shining armour that kinda explains why).

 

What I'm hoping for DA4 is basically DA2 that's actually finished instead of the alpha version we were given. DA2 did a lot of things right, imo, but it was unfinished.



#36
LonewandererD

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First of all, loving this. Maybe remove the healing spells but that's just me

 

Second of all, curses upon you for proposing something well thought and awesome that would never be put into the game under EA. You tease me so :)

 

-D-


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#37
Spellbound7

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First of all, loving this. Maybe remove the healing spells but that's just me

 

Second of all, curses upon you for proposing something well thought and awesome that would never be put into the game under EA. You tease me so :)

 

-D-

 

Haha, I try xD

 

I miss healing spells, personally, because I'd rather have those as opposed to having to go back to camp to refill pots.



#38
LonewandererD

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Well, you have to admit it does add a bit of a risk factor to exploring the overworld. I like that mechanic but this forum is clearly evident that many do not and they're entitled to that opinion. Maybe they'll bring back a Spirit Healer class, gives people a healer whilst still staying in lore or introduce a mechanic that allow people to heal back health up to a certain percentage when out of combat e.g. go back to 50% on easy, 25% on normal, 15% on hard and no regen on nightmare.

 

I'm not saying taking out all forms of healing magic just the direct heal spells, how about a lifeward spell or something similar that gives a health boost when in critical circumstances? Or a life transferal spell that heals another character at the expense of the healer's health? Neither idea would invalidate the risk vs conservation factor but give some players a small reprieve in case they mess up . Just my thoughts

 

-D-



#39
PhroXenGold

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Well, you have to admit it does add a bit of a risk factor to exploring the overworld. I like that mechanic but this forum is clearly evident that many do not and they're entitled to that opinion. Maybe they'll bring back a Spirit Healer class, gives people a healer whilst still staying in lore or introduce a mechanic that allow people to heal back health up to a certain percentage when out of combat e.g. go back to 50% on easy, 25% on normal, 15% on hard and no regen on nightmare.

 

I'm not saying taking out all forms of healing magic just the direct heal spells, how about a lifeward spell or something similar that gives a health boost when in critical circumstances? Or a life transferal spell that heals another character at the expense of the healer's health? Neither idea would invalidate the risk vs conservation factor but give some players a small reprieve in case they mess up . Just my thoughts

 

-D-

 

Yeah, the problem with having effectively unlimited healing, as in previous DA games, is that each fight has to be a completely self contained threat to the party. If you can start every battle with full resources, then every fight has to be capable of challenging you at full resources. By limiting the total resources you have access to, and not letting those resources regenerate between fights, a series of combats can be put together that will wear you down over time, allowing for far greater flexibility in encounter design - as well as improving the immersion and believability of the world. No longer is everything you fight either a threat on it's own or utterly trivial, instead you can have enemies which aren't a threat to your survival, but can still be significant, as they will deplete your resources.

 

Unfortunately, for those that love healing, it's not easy to combine an attrition based system with the ability to go around healing everyone. Either, you have to limit the total number of healing spells you can cast [as per D&D style Vancian magic] - not just make them more mana intensive or on longer cooldowns, but limit it to a fixed number of casts, thereby constraining to total HPs that can be recovered, much like the limit of potions does now in DA:I, or you have a system where you can heal the immediate damage you take, but over time, you get worn down by long term damage that can't be healed - Pillars of Eternity uses such a system with Endurance as your "in battle HP" that can be restored with spells, abilities, potions etc., and Health as your "long term HP" that can only be recovered by resting, and it seems to work pretty well.

 

Now, while I am completely in favour of an attrition based system like this, and thus strongly oppose the reintroduction of healing unless systems like this are implemented to provide a hard cap on the amount of healing that can be done, that's not to say DA:I implements its system perfectly. As I pointed out in another thread recently, there's a huge amount of scope to diversify the methods of surviving incoming damage. Right now, it's maximise guard and armour on your tank, then spam barrier. Crowd control, debuffs, buffs etc can and should all be viable options for keeping your party alive.


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#40
Spellbound7

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Honestly I'm not very fond of attrition systems for the simple reason that they force you to stop and return to base at one point or another, which is frankly annoying. My stance on this is that healing should not be this easy 1-click solution to all your problems. It should be nerfed, but not limited.

 

An attrition system might be good for harder difficulties, but Easy/Normal/Hard is something else I dislike about games, so, who knows. Origins has some sort of an attrition system with Injuries, but you could just easily get rid of those with Healing Kits or w/e they're called. Maybe you should only be able to get rid of them at camps/stronghold, which while it won't force you to go back to stock up on healing items/spells, would encourage you to go back if not to make it so you're at the top of your game. You may still proceed with exploration otherwise.

 

Perhaps it's Injury kits that should be limited. Pots need to go on cooldown (maybe too many healing potions is toxic).



#41
PhroXenGold

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I don't see what the issue with returning to base every now and then is. And if you're doing it more often than "every now and then", you're on too hard a difficulty.


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#42
Wurm_king

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while I like most of the OP ideas. the infinite potion thing and the barrier are not necessary. but I don't think it will happen until we vote with our wallets. unless we stop buying DLC and the game and make it very clear why, we will continue to get crap like this games battle system in future titles.

 

I personally would pay an additional 20 dollars for an DA:I re mastered like fable did with the first game, if the updated the combat system with ideas like the OP's and with all the cut content added. I would hate doing it but I would probably do it because I want desperately to like this series, but the last 2 games have made me question spending anymore money on Bioware games



#43
Drantwo

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This is such a brilliant feedback and really how Magic should have been. But sadly EA is not going to allow that. They will dumb the combat down to death. This is the result when you go MMO-ish approach instead tactical approach. 



#44
rapscallioness

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Great work, OP! Thank you for this.

 

I don't like having to go back to a base camp, either. So, I start out opening as many campsites as I can. That way, if I run out of stuff and have to return to base to resupply, I don't have to trek all the way back a long way to where I was trying to go in the first place.



#45
rapscallioness

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One

Senior EA game execs believe:

http://www.gameskinn...es-are-too-hard

 

Two

Senior EA execs want to reach as many players as possible. The casual players appear to be an untapped market. The casual players are interested in simplicity.

 

Three

EA execs believe the highest revenues come with console games. Consoles games are action oriented ones to capture interest. Maintaining interest means avoiding cerebral activity.

 

Four

Your request violates the above principles

 

I love action oriented games, but that does not mean I'm stupid. I just like to be in the thick of the action versus other people's playstyles.

 

I think EA is mistaking people's reasons for putting a game down after a few hours. From what I'm understanding, EA thinks people get frustrated and don't want to continue because it's too hard.

 

I suspect that it probably has more to do with people not having the incentive to continue and master any gameplay techniques because the first few hours of the content itself may be boring.

 

They say people don't have time for all that which I do not understand. There is an off button. There is a save game option. You can turn the game off and come back later. You do not have to do 10 hour stretches.



#46
DanniloSan

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You obviusly spent an amount of time in those spells and trees and for that I congrat you,but you also change some lore-things presented in Origins...You forget that is basically this in Origin:

Primal= elemental

Spirit=energy manipulation

Creation=healing

entropy= Negation

 

I would love to see these trees back...I also don't like the magic model in DAI...



#47
Abraham_uk

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My Predictions:

 

I have a feeling that the next Dragon Age game will have less skill trees.

We're talking 12 skill trees in total, with 10 abilities per tree. So 120 abilities.

It's annoying but this is what I reckon is going to happen.

 

Warrior: 

Spoiler

 

Rogue:

Spoiler

 

Mage

Spoiler

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#48
PhroXenGold

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This is such a brilliant feedback and really how Magic should have been. But sadly EA is not going to allow that. They will dumb the combat down to death. This is the result when you go MMO-ish approach instead tactical approach. 

 

DA's combat has always been heavily MMO inspired....



#49
Spellbound7

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You obviusly spent an amount of time in those spells and trees and for that I congrat you,but you also change some lore-things presented in Origins...You forget that is basically this in Origin:

Primal= elemental

Spirit=energy manipulation

Creation=healing

entropy= Negation

 

I would love to see these trees back...I also don't like the magic model in DAI...

 

I always felt that spirit and creation should have been swapped. I kinda justify this by throwing spirit healer in the spirit tree itself for the healing part, and for creation I just think of it as transmutation. That being said, I revamped everything in a new post. It has warrior and rogue talents too, though I still haven't done any specialisations. I don't quite sell this one as being lore-friendly, so I guess I can get away with it :P

 

I've limited the number of skills to 10 per tree.



#50
jedidotflow

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What MMOs are people usually referring to? Because MMOs can be very hard. One mistimed skill and the entire party can drop.

As such, I don't see the comparison.