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Ways to improve Mage class for future titles.


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#1
Salaya

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Personally, I found the way mage class was handled in Inquisition the single most disappointing game feature. I believe mages need to become what they were in the past: glass cannons with emphasis in AoE damage. Note that I refer only to the offensive spells; I have nothing to say about how they managed non-offensive (after all, they have seemed to merged them with offensive ones in a very weird manner).

 

To achieve this, I think there are two substantial things that need to change:

 

- Magic schools and spells need to resemble more what we saw in Origins and DA2 -the ideal thing, to my eyes, is respecting the original division it had, although this is probably way too optimistic-. If that's not possible, turn offensive spells into something that promotes damage output and AoE damage. Inquisition only allowed this with tons of metagaming, high levels, and carefully bypassing of the new "control-freak" role the class had.

 

- Magic effectiveness shouldn't be tied to weapon DPS. I understand that mages can't have powerful simple attacks with their staffs, but normally, this was compensated by the power of the spells, something that does not happen in Inquisition. I understand the new trend is making RPGs inventory-based but I think there is room for making this simple fact an exception; not only for gameplay reasons, but because it seems very unintuitive.

 

Probably I'm going to get lots of criticism from people telling me that I do not understand the game, but nonetheless, if you want to give some advices for the mage class in DA4, I'll try to summarize them all in this first post. Thanks! ^_^

 

 


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#2
Hexoduen

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Most disappointing feature for me was not having custom tactics, but yes, mage gameplay was underwhelming.

 

For DA4 I agree that magic effectiveness should not be tied to weapon DPS. I also hope for Willpower to be as in Origins/DA2. More mana = more spells.


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#3
hedop85

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The Custom Tactics were already shitty in DA2 I would love a return of the Tactics from Origins... I had every companion set up to the details and loved it. It always felt like you were fighting with a team and not 4 individuals so much more enjoyable.

 

Honestly? I don't get why they have to mess around with Skills and what not every damn time. I loved my mage in Origins... I was able to solo if I wanted because I choose the right skills and set ups. Also What is up with that stupid limit to 8 spells shown and usable? Give me a ****** bar with 20 spells or something. I mean for crying out loud if I get to level 25-27 I want to use everything available to me not just some stuff. How is it that blood magic is suddenly gone? Why do you have a stupid class like knight enchanter but no arcane warrior able to equip heavy armor and use a two handed sword?


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#4
straykat

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The Custom Tactics were already shitty in DA2 I would love a return of the Tactics from Origins...

 

It was very similar to DAO to me. What did you need to do? The only problems I had were setting up chain attacks, for Sebastian and Isabela. Otherwise, it covered just about anything. Even Anders and Merrill can be fully on autopilot...probably the most complicated characters. You have both Anders and Vengeance here:

 

1. Self: Health <25% ---> Deactivate: Vengeance
2. Self: Health <25% ---> your most numerous kind of healing potion
3. Self: Mana <10% ---> Martyr
4. Self: Mana <10% ---> Use: Lyrium Potion
5. Self: Health <50% ---> Deactivate: Vengeance
6. Self: Health <50% ---> Activate: Panacea
7. Self: At least 2 party members below 50% health ---> Deactivate: Vengeance
8. Self: At least 2 party members below 50% health ---> Activate: Panacea
9. Self: At least 2 party members below 50% health ---> Aid Allies
10. Ally: Health <75% ---> Heal
11. Self: Health <50% ---> Heal
12. Self: Any ---> Activate: Vengeance
13. Self: Surrounded by at least TWO enemies ---> Mind Blast
14. Enemy: Clustered with at least TWO enemies ---> Firestorm
15. Enemy: Clustered with at least TWO enemies ---> Fireball
16. Enemy: Clustered with at least TWO enemies ---> Cone of Cold
17. Enemy: Attacking Anders ---> Winter's Grasp
18. Enemy: Attacking Anders ---> Attack


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#5
Hexoduen

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1. Self: Health <25% ---> Deactivate: Vengeance
2. Self: Health <25% ---> your most numerous kind of healing potion
3. Self: Mana <10% ---> Martyr
4. Self: Mana <10% ---> Use: Lyrium Potion
5. Self: Health <50% ---> Deactivate: Vengeance
6. Self: Health <50% ---> Activate: Panacea
7. Self: At least 2 party members below 50% health ---> Deactivate: Vengeance
8. Self: At least 2 party members below 50% health ---> Activate: Panacea
9. Self: At least 2 party members below 50% health ---> Aid Allies
10. Ally: Health <75% ---> Heal
11. Self: Health <50% ---> Heal
12. Self: Any ---> Activate: Vengeance
13. Self: Surrounded by at least TWO enemies ---> Mind Blast
14. Enemy: Clustered with at least TWO enemies ---> Firestorm
15. Enemy: Clustered with at least TWO enemies ---> Fireball
16. Enemy: Clustered with at least TWO enemies ---> Cone of Cold
17. Enemy: Attacking Anders ---> Winter's Grasp
18. Enemy: Attacking Anders ---> Attack

 

Just looking at those tactics put a tear in my eye, I miss it :crying:

 

Another note: Attribute allocation as in Origins/DA2 will allow us to spam Magic to build a glass canon :wizard:


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#6
Ghost Gal

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I don't have much to say about gameplay tactics, but if (hopefully when) they bring back race selection, I'd like to be able to learn spells and/or specializations are that reflect.

I know it was a consequence of not adding non-humans until the last minute, but it was disappointing to play a Dalish Keeper's First who didn't know any nature spells nor could learn the Keeper specialization (like Velanna in DAA), and a vashoth apostate who was raised by Tal-Vashoth, who would have gotten their mage training from the Qun, who only teach their mages raw, destructive, explosive magic, yet didn't know any especially chaotic spells.

I know the Dalish could take the spirit tree and learn the Chantry-approved version of the Arcane Warrior, and the Qunari could take the fire and lightning tree and learn the destructive Rift specialization, but still.

It seemed off that these apostates knew the exact same sleek, shiny, boring Chantry-approved spells as the Chantry mage.

I don't expect them to recreate the whole mage specialization for each race, but depending on the mage's background just a few background-appropriate spells (nature for Dalish, destructive for Tal-Vashoth, etc) and more interesting specializations (Shapeshifter, Arcane Warrior, Keeper specialization, etc for elf, maybe some cool Tal-Vashoth specialization for a non-Chantry, non-Qunari vashoth, etc) would be cool.
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#7
straykat

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I don't have much to say about gameplay tactics, but if (hopefully when) they bring back race selection, I'd like to be able to learn spells and/or specializations are that reflect.

I know it was a consequence of not adding non-humans until the last minute, but it was disappointing to play a Dalish Keeper's First who didn't know any nature spells nor could learn the Keeper specialization (like Velanna in DAA), and a vashoth apostate who was raised by Tal-Vashoth, who would have gotten their mage training from the Qun, who only teach their mages raw, destructive, explosive magic, yet didn't know any especially chaotic spells.

I know the Dalish could take the spirit tree and learn the Chantry-approved version of the Arcane Warrior, and the Qunari could take the fire and lightning tree and learn the destructive Rift specialization, but still.

It seemed off that these apostates knew the exact same sleek, shiny, boring Chantry-approved spells as the Chantry mage.

I don't expect them to recreate the whole mage specialization for each race, but depending on the mage's background just a few background-appropriate spells (nature for Dalish, destructive for Tal-Vashoth, etc) and more interesting specializations (Shapeshifter, Arcane Warrior, Keeper specialization, etc for elf, maybe some cool Tal-Vashoth specialization for a non-Chantry, non-Qunari vashoth, etc) would be cool.

 

That's crossed my mind too.. especially with the elves. With the Qun, it's a bit different. Since they didn't grow up that way, it'd be a different teaching anyhow. It's only the Qun that sees them as nothing but weapons -- and hones that to it's natural conclusion.

 

I don't like the Qunari in this region though, so I'll just put that out there. I think that have a better opportunity of being true ex-Sarrebas in a Tevinter based game. There's bound to be more of this teaching, even from the runaways. These southern Qunari just come off like humans (and not just with magic), only with different graphics.



#8
Ghost Gal

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That's crossed my mind too.. especially with the elves. With the Qun, it's a bit different. Since they didn't grow up that way, it'd be a different teaching anyhow. It's only the Qun that sees them as nothing but weapons -- and hones that to it's natural conclusion.

 

Exactly.

 

And while Tal-Vashoth reject the Qun, their entire existence is formed by it. Most of them were taught nothing but the Qun's teachings from birth, so even if they rebel against it, they don't know much about life outside it. Often the basis for their society is, "This is the opposite of what the Qun would do!" or "We're not like the Qunari! (This is just our own version of their law/rule, I swear.)"

 

Vashoth are merely the children of Tal'Vashoth, and most likely live in Tal'Vashoth communities since most humans fear them (something Adaar can hint at a few times in Inqusition), so their treatment and worldview would be formed by those Qun-turned-Tal'Vashoth views.

 

I also think I remember reading somewhere that Tal'Vashoth are surprisingly hostile towards mages (especially fellow Tal'Vashoth mages), simply because they've been conditioned to hate/fear/distrust magic all their lives by the Qun, and simply leaving the Qun doesn't wipe away that conditioning. The Qunari's method of "training" mages is also just to teach them the most destructive offensive magic to make them better military attack dogs, and most Qunari who leave the Qun are also members of the military (since they have  more contact with the outside world) who become mercenaries. So, if Tal'Vashoth mercenaries have apostates among them, I think it stands to reason they'll teach/encourage more fiery/destructive/chaotic offensive magic, since a) that's all the Qun teaches Tal'Vashoth to think magic can do (the Qun doesn't exactly encourage buff/debuff or healing magic) and b ) stronger magic makes a better mercenary killing machine to make money.

 

I don't like the Qunari in this region though, so I'll just put that out there. I think that have a better opportunity of being true ex-Sarrebas in a Tevinter based game. There's bound to be more of this teaching, even from the runaways. These southern Qunari just come off like humans (and not just with magic), only with different graphics.

 

I don't fully agree with you about Southern Vashoth (I've seen firsthand how cultural cause-and-effect influences worldviews; as in a third generation immigrant whose first-generation parent or grandparent influences their cultural viewpoint than the dominant culture that surrounds them), but I agree that it would be a better opportunity for unique spells and roleplay to have a true® ex-Sarrebas in Tevinter.

 

Oh, how I would love to roleplay a true ex-Sarrebas...  :wub:


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#9
straykat

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Exactly.

 

And while Tal-Vashoth reject the Qun, their entire existence is formed by it. Most of them were taught nothing but the Qun's teachings from birth, so even if they rebel against it, they don't know much about life outside it. Often the basis for their society is, "This is the opposite of what the Qun would do!" or "We're not like the Qunari! (This is just our own version of their law/rule, I swear.)"

 

Vashoth are merely the children of Tal'Vashoth, and most likely live in Tal'Vashoth communities since most humans fear them (something Adaar can hint at a few times in Inqusition), so their treatment and worldview would be formed by those Qun-turned-Tal'Vashoth views.

 

I also think I remember reading somewhere that Tal'Vashoth are surprisingly hostile towards mages (especially fellow Tal'Vashoth mages), simply because they've been conditioned to hate/fear/distrust magic all their lives by the Qun, and simply leaving the Qun doesn't wipe away that conditioning. The Qunari's method of "training" mages is also just to teach them the most destructive offensive magic to make them better military attack dogs, and most Qunari who leave the Qun are also members of the military (since they have  more contact with the outside world) who become mercenaries. So, if Tal'Vashoth mercenaries have apostates among them, I think it stands to reason they'll teach/encourage more fiery/destructive/chaotic offensive magic, since a) that's all the Qun teaches Tal'Vashoth to think magic can do (the Qun doesn't exactly encourage buff/debuff or healing magic) and b ) stronger magic makes a better mercenary killing machine to make money.

 

 

 

 

I don't fully agree with you about Southern Vashoth (I've seen firsthand how cultural cause-and-effect influences worldviews; as in a third generation immigrant whose first-generation parent or grandparent influences their cultural viewpoint than the dominant culture that surrounds them), but I agree that it would be a better opportunity for unique spells and roleplay to have a true® ex-Sarrebas in Tevinter.

 

Oh, how I would love to roleplay a true ex-Sarrebas...  :wub:

 

I come from a family of immigrants too. On one side at least. My mom grew up in the jungles of Asia. :P She still got her highschool education here as an adult though. And listens to Country music now (US Country). But she was fully integrated here.. she wasn't in some removed conclave community, like these are.

 

Point is though, it's just too much too soon imo.. Tevinter would tell the story better. Especially as an intro to new players.



#10
wicked cool

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Things i would like in no particular order
1) would gave liked mage decorations in skyhold and maybe a library like dorian has with a more hands on approach to creature investigation (instead of turning it into a research area)
2) would like more concombat abilities. Veilfire and closing passageways is nice but more of special abilities would be nice

3) Solas/morrigan always come off as knowing more. Wouldnt mind being recognized as being a powerful mage. Human circle mage and it feels like i just passed my first test
4) bring back blood magic and wildshape and or bring back discovering magic outside of trainers. Dao did a great job of introducing specializations. Shape change to fly across a map (raven form) would work the same as horse travel. Summoning a great bear or taming wolves etc could work along with thorn traps etc
5 have the option to trade health for more mana
6 craft your own staff/robes in character creation
7 you should have lyrium potions to start with and cast without a staff (dao and you tell cassandra you dont need a staff)
8 )option of revisiting a circle tower or more ties to 1
9 )more blue lyrium sources. Nobody sells it?

10) new schools of magic? Bad guys especially the quanari tap into new types of magic. I want some of that

#11
straykat

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3) Solas/morrigan always come off as knowing more. Wouldnt mind being recognized as being a powerful mage. Human circle mage and it feels like i just passed my first test
4) bring back blood magic and wildshape and or bring back discovering magic outside of trainers. Dao did a great job of introducing specializations. Shape change to fly across a map (raven form) would work the same as horse travel

 

To be fair, Vivienne doesn't know some things either, and she's next in line to be a first enchanter.

 

As for blood magic, I'm against it here particularly. But then, Reaver's just as out of place. I don't know why it's waved off so easily... let alone the multiplayer invited a cultist from DAO's sacred ashes story specifically. I mean, come on. This just sounds like "AWESOME BUTTON!!" shallow bullshit all over again.

 

So if they are going to be that boneheaded, then might as well bring Blood Magic in too. It doesn't matter once you already become shallow in other places.

 

Storywise, I'm sure it'll fit again in a Tevinter game especially. Blood magic finally done right, hopefully?


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#12
vbibbi

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How about if we stick with the dumbed down DAI magic system, make the combat branches like fighters and rogues: only have a mage focus on one of them, then the other branches are more utility/defense/crowd control. So a mage would have either fire or ice or lighting, plus spirit and two other branches. I really didn't like how DAI mages were just elemental attackers and barrier generators.


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#13
JadeDragon

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I mentioned this idea before and I am sticking with it. A way to bring back the four basic schools and keep it simple so it doesn't confuse players is by splitting the mage class into two parts similar to rogues and warriors. The Warrior class is broken up into tank with S&S and dps with two-handed, of course S&S can be dps and two-handed can tank but S&S will never out dps a two-handed just like a two-handed can never out tank a S&S but players should always have the freedom to choose. Rogues are broken up a little differently into Melee with Daggers and Range with Archers, both types of rogues still have the freedom to play same apart from the range difference. Now with DA4 being set in a Mage country it would be a waste to continue with the weak magic system given in DAI. The way I figured out how to split the Mage class up is actually supported by the lore that is within the 4 major schools.

 

http://dragonage.wik...f_Magic:_Spirit

 

http://dragonage.wik..._Magic:_Entropy

 

Both links show how the four schools are themselves put into two schools themselves, Energy and Matter. This is the two class system we can give to the Mages going forward.

 

Energy Mages use spells in the school of Primal and Spirit, two schools that make it fall into the dps type mage, basically the magic system in DAI. Only this time we bring back nature spells and anti-magic spells such as mana drain, dispel  and mana clash as well as dps favorite crushing prison. Energy mages are basically the battle mages of the two that can be spec to be pure elemental, anti-magic, telekinetic type spells for light CC and armor penetration, as well as provide light support with barrier. Energy Mage would be easy to implement due to it having a system we should be use to from Inquisition only this time it has more possible builds due to expanded the Primal and Spirit schools like in DA:O. 

 

Matter Mages on the other hand make use of the forgotten Creation and Entropy schools. Basically this is our support mages. Providing Heals, buffs, debuffs, and greater CC then a Energy Mage would. Entropy school gives them hexs to instant debuff enemeis, status effect spells like sleep, horror, paralysis, and weakness to help set up combos or aid the dps party members, and spells like death cloud for a aoe damage over time spell. Creation school gives them buff spells with haste and heroic offense/defense, Glyphs that can be used to control the battlefield by setting up magic traps in the area that can either debuff and slow enemies(similar to the rifts in DAI that produced those circles that speed you up or slowed you down) or buff up companions such as a tank by putting it in a area you want your tank to hold before they get there, and of course bringing back heal spells that can either heal over time or instant along with some to heal stamina over time as well.

 

Of course just like being a archer doesn't lock you out of picking up talents from the dagger tree Energy and Matter Mages would be no different. Instead I think there should be a type of magic synergy boost that comes when a Energy mage uses spells in Primal and Spirit vs Creation and Entropy. This basically allows mages to have a lot more builds and brings back support mages which should never be cut out of a rpg that has mages. The names are supported by DA lore and it makes it unique to dragon age. It would be something new for the mage class that would get more players to want to try this out. Some games have black and white mages dragon age can have energy and matter. Going to Tevinter I basically based these two types of mages off of the two head mages in the country, The Archon would fit more in being a energy mage while the Black Divine would fit more in being a matter mage.

 

The set up would then be:

Warriors - S&S-tank, two handed-dps

Rogue - Archer-ranged, dagger-melee

Mage - Energy-dps/antimagic, Matter-Support/Controller

 

Skill tree wise all the classes skill trees should look different anyway especially mages. When selecting a skill it shows a screen with a symbol for Energy and Matter, selecting one shows two books representing the schools related to those types of mages and from there you go through the normal spell tree set up. This way everyone wins, fans get all there spells back and devs still have a simple system that doesn't dumb down there lore. Most importantly this helps when it comes to specializations. Necro had one unique spell the rest was from old spells in the Entropy tree, doesn't make sense to be trained on magic spells a basic circle mage should know. This system forces specializations to be actually special and not just a illusion of being a specialization.


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#14
wicked cool

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Is there room in da world for spellswords
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#15
United Servo Academy Choir

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Is there room in da world for spellswords

 

I don't think spellswords as they're commonly conceived would work unless the class system were much more open. DA is tending toward staying within fairly strict archetypes, which is fine - just a different thing. The closest approximation is obviously the arcane warrior or the knight enchanter, but neither of them really fit.

 

I actually think that the witcher captures my interpretation of what constitutes a spellsword type of character pretty well.


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#16
Treacherous J Slither

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*snip


I'd rather the DAO system where all the spells are available and you can build your mage as you please.

With the rogue and warrior, a lot of the available skills are dependent upon the weapon you use. Without that weapon you can't use those skills. Mages do not and should not have that issue.
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#17
ThePhoenixKing

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Yeah, while I wasn't a fan of the gameplay in Inquisition all that much, how mages in particular played was a real disappointment. If nothing else, they really need to bring back the Primal/Creation/Spirit/Entropy divide: as it stands in this game, the only choice mages in terms of base skills is what matter of elemental power they're going to be blasting the enemy with. Healing spells, more rigorous crowd control options, buffs and debuffs, sustainables: part of the fun of playing mages (and to some extent, even warriors and rogues) in previous games was the sheer diversity of abilities on offer, and the control they gave you over attuning your character to your specific playstyle. In Inquisition, one mage really plays much the same as any other.

 

And Bioware just needs to bite the bullet and bring Blood Magic back. Not only was it a cool gameplay addition, but on the story side of things, it posed some interesting questions for the player to consider. Can bad means be used to bring about good ends? Are these means even all that bad to begin with? Is blood magic inherently corrupting, or can it be used in an ethical way? Does the threat you face justify the use of such powers? Is the fear and hatred surrounding the use of blood magic more dangerous than blood magic itself? Too often in Inquisition, it felt like an answer was being rammed down our throats (the Wardens are out of control! Blood magic is bad! The Dalish are wrong!) but Dragon Age has always been at its best when posing questions and letting the players consider for themselves. (The Witcher 3 is really good in this regard).


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#18
Treacherous J Slither

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I'm one of the biggest supporters of blood magic on this site man. You're preaching to the choir.
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#19
ThePhoenixKing

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I'm one of the biggest supporters of blood magic on this site man. You're preaching to the choir.

 

Yay, blood magic! :)



#20
straykat

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Yeah, while I wasn't a fan of the gameplay in Inquisition all that much, how mages in particular played was a real disappointment. If nothing else, they really need to bring back the Primal/Creation/Spirit/Entropy divide: as it stands in this game, the only choice mages in terms of base skills is what matter of elemental power they're going to be blasting the enemy with. Healing spells, more rigorous crowd control options, buffs and debuffs, sustainables: part of the fun of playing mages (and to some extent, even warriors and rogues) in previous games was the sheer diversity of abilities on offer, and the control they gave you over attuning your character to your specific playstyle. In Inquisition, one mage really plays much the same as any other.

 

And Bioware just needs to bite the bullet and bring Blood Magic back. Not only was it a cool gameplay addition, but on the story side of things, it posed some interesting questions for the player to consider. Can bad means be used to bring about good ends? Are these means even all that bad to begin with? Is blood magic inherently corrupting, or can it be used in an ethical way? Does the threat you face justify the use of such powers? Is the fear and hatred surrounding the use of blood magic more dangerous than blood magic itself? Too often in Inquisition, it felt like an answer was being rammed down our throats (the Wardens are out of control! Blood magic is bad! The Dalish are wrong!) but Dragon Age has always been at its best when posing questions and letting the players consider for themselves. (The Witcher 3 is really good in this regard).

 

I want to agree, but I don't think any of it should be bothered with unless they can make Reaver or BM as good as DAO.. or better yet, as good as Merrill. The way it is, it just comes off like an "awesome button" feature as I said awhile back. Adding things for the sake kewlness or something. I really don't know.

 

You seem to want it to bring up "hard questions" too, and that's all I'm saying. It wasn't perfect throughout the game, but you at least had to screw over a child to become Blood Mage. You actually had to interact with a demon and she had her price. And Merrill just had a great story from start to finish. Same goes for the chick in Last Flight. We might as well be playing something else if they can't incorporate a good story into it. When it's just generic game mechanics alone, it's no better than a Fighting Game.


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#21
Treacherous J Slither

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Blood magic isn't all that different from regular magic. Just a different power source.

Story stuff can be added to it sure. But in a fight or whatever then it's just another move in your repertoire.

So as a fighting game, you can do a super move using your power meter or your health meter or your opponents health meter. Lol that's pretty cheap.

#22
straykat

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Blood magic isn't all that different from regular magic. Just a different power source.

Story stuff can be added to it sure. But in a fight or whatever then it's just another move in your repertoire.

So as a fighting game, you can do a super move using your power meter or your health meter or your opponents health meter. Lol that's pretty cheap.

 

If it's gonna be like a fighting game, I would drop my expectations to begin with. lol.

 

I just think it could be so much better. And part of the problem was setting/locale so far. They might be free to write it well this time in Tevinter. That would be a win for everyone: For people who don't like blood magic as well as people who do.



#23
BroBear Berbil

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The skew mages have towards CC has always been there, it's just that in Origins you had so many options to not take them. DA2 is when I really noticed CC and finishers becoming mandatory, and DAI seems more about the CC and less about the finishers.

 

I like full glass cannon and powerful spells or all out support; not a huge fan of filling up a limited bar with CC and relying on PBAOE (mines) for any decent damage. There's another thread around here where they were talking about Dragon's Dogma. I haven't played it yet (waiting for Steam release) but I have seen several videos of the magic and it looks like a better way to go about doing magic. Japanese games in general seem to do the glass cannon thing really well, as I recall how powerful magic is in games like Final Fantasy; especially Final Fantasy XI where black mages are absolutely devastating and their spell effects look like they pack a punch.


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#24
straykat

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The skew mages have towards CC has always been there, it's just that in Origins you had so many options to not take them. DA2 is when I really noticed CC and finishers becoming mandatory, and DAI seems more about the CC and less about the finishers.

 

I like full glass cannon and powerful spells or all out support; not a huge fan of filling up a limited bar with CC and relying on PBAOE (mines) for any decent damage. There's another thread around here where they were talking about Dragon's Dogma. I haven't played it yet (waiting for Steam release) but I have seen several videos of the magic and it looks like a better way to go about doing magic. Japanese games in general seem to do the glass cannon thing really well, as I recall how powerful magic is in games like Final Fantasy; especially Final Fantasy XI where black mages are absolutely devastating and their spell effects look like they pack a punch.

 

Yeah, mines are weak. Well, not weak technically. It just isn't very cool or fun. I never played much magic in Dogma though.. I'll say that the weapon use borrows some ideas from Shadows of the Colossus during boss fights (crawling on them/locational damage). Not something I see often either, but that's another topic.



#25
Jesse the dragon slayer

Jesse the dragon slayer
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They really should at the very least bring back custom tactics I hated when fighting a dragon my mages who all knew fade step refused to use it to get out of the way of breathe attacks; I also hope they keep the spell fade step it was by far my favorite spell sure you had to upgrade it to do damage but it was one of the more fun spells to wield. A few other things I would recommend 1 healing spells we've got established lore in the games 2 sustained abilities this is just a minor issue ut I enjoyed having a ton of them equiped in DAA though truth be told I didn't know what some of them did 3 increase to mana for later levels when I'm in a tough battle I need my spells to be used quickly not use a couple wait until mana recharges use a couple more


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