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Ways to improve Mage class for future titles.


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#26
MaxQuartiroli

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I just hope they never add again an ability/spell bar limitations.

The 8 slot limitations was already bad for warriors and rogues, but for mages was terrible at least.


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#27
ThePhoenixKing

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I just hope they never add again an ability/spell bar limitations.

The 8 slot limitations was already bad for warriors and rogues, but for mages was terrible at least.

 

Yeah, the eight slot limit was just wretched. If nothing else, that has to go, for certain.

 

I was also really disappointed at how Necromancer turned out. Maybe it's just me, but when I hear the word "necromancer", I don't assume "summoning the Possession avatar from Bioshock Infinite", but instead "TREMBLE BEFORE THE SCOURGE!" How awesome would it have been to be a proper necromancer, dealing with the moral implications of raising the dead, contesting Corypheus' demonic forces with an army of the damned to call your very own?


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#28
chrstnmonks

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I was disappointed in the spell selection. I mean haste is a focused ability in the necromancer tree really? That should have been just a standard spell. Also I would like to see things like stonefist, glyph of paralysis and things like that. Mages should all have access to a basic healing spell too. 


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#29
Anaeme

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The developers will never see the contributions to this thread sadly...



#30
Enigmatick

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The only way to improve the mage class is to roll it back to the DAO school of design.


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#31
ThePhoenixKing

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The only way to improve the mage class is to roll it back to the DAO school of design.

 

It wasn't bad in DA2, admittedly. There was less variety, but on the other hand, every spell did feel like it had a purpose, and Force Mage was a really cool spec.


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#32
MichaelN7

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I miss being able to take multiple specializations, and a respec really felt like a respec.

 

My level 13 Hawke could go in one quest as a Force Mage, and then respec as a Spirit Healer until he reached level 14, in which he could then be both.

 

Or like in Origins.

My Warden first became a Spirit Healer, because he wanted to show that not all mages were Uldred, that more could be like Wynne.

Then when he found that ancient phylactery; he mercifully released the bound soul in exchange for the secrets of the Arcane Warrior.

He found real magical power, no longer would he stand behind his friends, he could now don the armor of champions, and take the lead...

"FOR THE GREY WARDENS!"

 

Don't get me wrong, I do like the specializations in Inquisition, and I suppose from a gameplay perspective there's really only room for one.

But I miss being able to hybridize classes and specializations.

 

I mean, my Force Mage/Spirit Healer Hawke was still standing after a magical blast toppled my warriors, because his Fortitude was THAT high.  He could draw all that aggro and then literally knock them aside with Telekinetic Burst after setting them ablaze with a Fireball, and his Healing Aura would literally mend his party's injuries.

 

My Warden would bring his team back from the brink with Group Heal, all the while driving back the darkspawn with a blazing Starfang and Bulwark of the Ages.  Then the ogre would show up and he would freeze it with Winter's Grasp, then combine Inferno with Morrigan's Blizzard and Wynne's Tempest to create a Storm of the Century.

 

Yes, I enjoy Knight Enchanter, being able to literally hold my own on my own against impossible odds, getting stronger and tougher the more I'm surrounded is very enjoyable, but if the specs are lacking in one thing I think it would be synergy.

I guess that's the point, each specialization stands on it's own, but I miss how the specializations in DA2 and especially Origins could really team up with the others, even those of other classes.

 

I liked having Alistair as a Templar/Champion with Leliana as a Bard/Duelist and Wynne as a Spirit Healer/Arcane Warrior as my party.

 

Alistair and I led the charge, while Leliana would sing to bolster our abilities, Wynne would activate her Cleansing Aura to keep our health up and protect us from injuries.  Whenever we got surrounded, Alistair would let out a War Cry to push them back, and I would draw their attention with Shimmering Shield.  Once they surrounded me I would be untouchable because I could unleash Cone of Cold and Cone of Fire while Leliana drew her dual daggers in a flying riposte.

Soon the darkspawn would fall in a dance that only she knew the tune, all the while Alistair keeps them pummeled into submission.

Wynne would keep unleashing Rejuvenate and Heal to keep us at 100% and I would rain fire from the heavens and all evil would cower and despair.

 

...

 

In any event, I like the specializations because they went beyond gameplay.  Templar isn't just anti-magic, it's pro-magic USE, in a way that is not killing everybody.  Champion is inspirational, Berserker is chaos controlled.  Force Mage is power, Spirit Healer is taking something known for it's destructive power and turning it into something completely benevolent.  Arcane Warrior is defining magic as a brilliant, fearless extension of the mind and the body, intertwined and synergized into something glorious.

 

Knight Enchanter IS cool, and it IS neat how it's an evolution/extension of the Arcane Warrior, so I'm not faulting it in any way, but it just needs a LITTLE BIT more behind it.  I liked how you had to gather the materials first, it wasn't just a "here, read this, gain power, whooo", you had to actually WORK for it.

 

Maybe a mini-quest for each spec?  Keep the gathering aspect, (it's like building a lightsaber, you're taught the basics, but then you have to do it yourself), but then have the character venture forth, depending on the spec.

 

Necromancer = an ancient crypt, and you have to put the haunting spirit to rest OR defile it's grave

Rift Mage = similar to the Harrowing, but you have to "control" the Fade like one of its Spirits.

Knight Enchanter = something like a "boot camp", where you learn to control your fear, and the final test is a live fire exercise, keep your barrier up or you die.

 

I want to feel like I've really earned the right to use this power.

I just feel like Inquisition "skipped over" the part where the Inquisitor trains in the use of their specialization.

Just a thought.


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#33
Solusandra

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

Given the number of different ways the DA series has discussed the use of blood magic, (blood taken in combat vs sacrifices vs cutting yourself and Learning from a book vs learning from a demon) I always thought it might be funny if at it's core blood magic wasn't power in the blood but rather sympathetic magic. Voodoo. Because you have a bit of someone in your spell you can use them as a power source. This would mean that killing or even draining people for their blood would be pointless drivel given to you as a joke by the demons and it'd be more efficient for you to have a large population all of whom you have Philactories for, because each of them is a micro-generator you can tap at any time so long as you have their blood.

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.

Is it though? Many fighting games you have to punch your enemy to build up a charge so you could use special abilities. Blood magic using your enemies spilled blood as a power source is really just a cosmetic change. Using your own health bar as a power source for really nasty moves would be the big difference.



#34
animedreamer

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they already had the perfect magic system in the first game, but they scrapped it going forward for god knows what reason.

 

DA:O Magic system consisted of 5 schools of magic not including arcane (seems like basic skills) I believe. each school had its own purpose or strengths. Spells ranged from low each yet useful to high end powerful. There were no weak useless spells. Spells could be comboed with other spells to create new spells or create stronger effects. There were more spells to choose from, after all the DLC plus counting specialization spells of which you could have 3 in DAO.

 

Also if anyone in BioWare sees this, PLEASE REMOVE PASSIVE EFFECTS FROM SPELL TREES. Save that stuff for warriors and rogues, It makes no sense that those spell passives aren't built into the spells naturally. Create actually new higher tier spells instead of coming up with 6 then trying to figure out how to cut them in half so you can say you have 12 powers when in fact its only 6 spells, and 6 parts of said spells that were cut off and forced into their own buffs in order to get the spells back to what they should have been all along.


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#35
aelfgyve

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What I miss most is the entropy tree from Origins, and the spell combinations. I also miss the lack of synergy with other classes, and the lack of teamwork with your party. Playing a mage in Origins was about thinking tactically in order to bring out the best of the whole party's builds-- it's that, not just their DPS, that made them so powerful.

 

My favourite mage playthrough was an entropist specialising in Arcane Warrior/Blood Mage with massive armor and staff-- not focused on DPS so much as crowd control, off-tanking, and making openings for other classes to strike their best hits. I enjoyed the teamwork element of the build and I feel like that's something equivalent skill trees have lacked since then.

 

While it's also fun to play a mage who rips through their enemies with raw damage output, the thing I enjoyed most about Origins entropists was their synergy with other classes. Being able to cast Death Hex on top of Zevran's Mark of Death, Sleep/Horror/Waking Nightmare when Alistair was getting dogpiled by a few too many enemies, Mass Paralysis to lock melee enemies into a Scattershot or mage's AoE while keeping both enemies and AoE away from the party, or Affliction Hex before helping Morrigan start up a Storm of the Century, were rewarding ways to make the whole party work together. 

 

I did really enjoy the synergy between inferno and necromancy, and storm and knight enchanter in Inquisition, but I felt disappointed that those specialisations were more about making the build work with itself than the other party members (save for subterfuge rogues being able to exploit Panic). Similarly, I liked the potential for CCCs in 2 but felt the lack of an extensive debuff and crowd control tree keenly, mainly due to the lack of spell combinations to enhance the potential of the bare bones the entropy skill tree was given.

 

Also, Death Hex + Death Cloud is good clean fun for the entire family.


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#36
straykat

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they already had the perfect magic system in the first game, but they scrapped it going forward for god knows what reason.

 

One reason is Brent Knowles left. He was the one responsible for just about all of their RPG combat from BG2 onwards. He hated the direction DA2 went and left, but I don't think it was that extreme in retrospect. It still retained some of the old Bioware feel. And it had most of the magic schools (I guess Arcane was a new word for "Spirit"?).


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#37
Thibax

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Yes!

Next Dragon Age game need to have magic schools back:

 

Arcane

Passives to improve mana regen, protection and attributes, barrier.

 

Primal

Fire,  Ice, Thunder and Earth spells

 

Creation

Healing, Buff, glyphs, Nature damage from plants and animals

 

Spirit

Spirit damage, protection, revival

 

Entropy

debuff, necromancy, hexes

 

Force

fade spells

 

Virtuoso

buff, debuff, songs spells. Yes!

But with a common mage gameplay and no notes to hit everytime.

 

 

About Blood? It looks like Bioware prefer to avoid it. Maybe similar spells in entropy.

 

A lot of options and several types of mages to create.

 

Everybody happy  :D

 

Bioware, please ^^



#38
animedreamer

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One reason is Brent Knowles left. He was the one responsible for just about all of their RPG combat from BG2 onwards. He hated the direction DA2 went and left, but I don't think it was that extreme in retrospect. It still retained some of the old Bioware feel. And it had most of the magic schools (I guess Arcane was a new word for "Spirit"?).

That's sad to hear then, I just looked him up and it sounds like he's no longer pursuing a career in Gaming at least not directing good role playing games with his understand on what they should be.



#39
ThePhoenixKing

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That's sad to hear then, I just looked him up and it sounds like he's no longer pursuing a career in Gaming at least not directing good role playing games with his understand on what they should be.

 

Yeah, that is a tremendous shame. On the whole, Bioware really needs to improve the gameplay options for the next installment, mages included, as all your characters end up feeling kinda samey, hurting the replay value.


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#40
Asdrubael Vect

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allow mages to use real metal swords and heavy armor as blood magic (and it better not make blood magic  as a kind of a separate specialization where we would have to have the choice of using metal weapons and armor, or blood magic) because is a damn lore, and we are in the damn Tevinter
 
reaver abilities should be for all classes and mages cos this is a lore, it must be like with Avernus potion where we kill dragon and drink dragon blood and open abilities