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#26
First Enchanter

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I like the idea of having -- limited! -- upgrades for spells you use all the time or you want to have a specific additional function, but I don't think every skill needs an upgrade. Also, some upgrades are so awesome or essential that it's almost pointless to use a skill often until you get the upgrade.

 

I've been wishing for a new upgrade system for a while where every ability has two upgrades but they're mutually exclusive. So even with limited abilities, two different characters with the same ability can still be built differently and feel different. I think it would increase the bang we get for our buck out of a single ability (and increase replayability). 

 

For example, take something like Mind Blast. Gonna go out on a limb here and make up my own upgrades, but...

 

Mind Blast

You release a pulse of mental energy that pushes nearby enemies back, making them less likely to attack you again.

Size: 5 meters

Cooldown: 8 seconds

Cost: 20 mana

 

Upgrade 1: Brutal Blast

Your spell now pummels enemies more severely, dealing damage. This spell deals more damage the more injured you are.

Physical Damage: 200% Weapon Damage

Bonus Damage: 5% for every 10% missing Health

 

Upgrade 2: Confusing Blast

Enemies struck by your spell have their thoughts jumbled for a brief moment, no longer able to distinguish friend or foe. The targets are confused and attack their former allies.

Confusion Duration: 8 seconds



#27
Dai Grepher

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DA:O/A > DA:I

 

More ability slots.

 

/end thread



#28
Rolhir

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DAO:

Mages were gloriously overpowered. Normally, I care about a game at least pretending to be balanced; however, as mages are feared as being weapons of mass destruction, it felt really good to have gameplay where they were actually that. The spell combos were cool too. The major downside was the casting animations sucked, and watching my mage use his staff to attack made me cry little mage-tears.

 

DAII:

THOSE ANIMATIONS! Seriously, they were awesome. The staff attack (in melee was even better!!), fireball, cone of cold, stone fist, hand of the maker, and hemorage were all incredible. I was saddened that mages were not stupidly strong anymore as it didn't fit the setting as much, but they were still really cool. Support spells felt more impactful. I was also really sad that my mage would blow his entire mana bar on a single enemy rogue and maybe do 1/2 his hp, while that same rogue would straight up one shot my mage (on nightmare).

 

DAI:

Holy crap, we get legit armor/robes?!? Seriously, I can't begin to say how much I loved that my mage could actually wear something that didn't make him look like a moron in a bathrobe. Mages were still pretty reasonably balanced (not including KE), but they felt really strong. I think they nailed it. I agree that more variety in spells would be cool, but I love what they did give us. The passives were well done and felt useful instead of "I hope I'm getting a benefit out of this..." I miss fireball and cone of cold from DAII, but the new versions are still cool. Using up your entire mana bar to cast 2 spells feels very odd, but I got used to it. One thing I really didn't like was that the best fire/ice spells were mines; mine spells are cool and all, but it was hard to be a straight fire mage and not have my build revolve around using fire mine. Oh, and before I forget, MAJOR GRIPE: no blood magic!!! Honestly, all of necromancer could have been replaced with blood magic flavoring with 100% same abilities and I would have liked it better. Don't get me wrong, I like necromancer, but blood magic has been a big part of the setting, and it was surprisingly completely absent from this game.

 

I liked them all, but I liked DAII as a big improvement over DAO with DAI being another smaller improvement over DAII.