Arcane Warrior? Templar?cmathews03 wrote...
Mordaedil wrote...
I do not disagree with the OP, even though I have been able to use my abilities several times during a fight, it still feels like it was flawed, especially with several classes suddenly possessing mana and then suddenly needing stamina for something.
A character cannot possess both mana- and stamina-dependent abilities.
Why a stamina bar? - feedback and suggestions
#26
Posté 11 février 2010 - 06:57
#27
Posté 11 février 2010 - 07:15
and personally have never had an issue not using more than one talent/spell in a fight even with my sustains going sounds like some wish to just spam say for example Whirlwind over and over. have too many other talents to use flurry cripple, sweep such a nice wide variety. and I'd use most of them in every fight.
#28
Posté 11 février 2010 - 07:45
There is a distinction between stamina and mana. Lyrium will replenish one, but not the other, right?
#29
Posté 11 février 2010 - 09:00
Sustained abilities seem good the way they are.Ive used some from certain areas and none for others depending on how i want to tackle different situations.Only mages can use lyrium potions.
#30
Posté 11 février 2010 - 09:12
#31
Posté 11 février 2010 - 09:13
AngryFrozenWater wrote...
Please leave both bars where they are. I really need them. I am also glad that both values of the currently selected character show up on my Logitech G13 display. Very cool.
Cool. Maybe I should get a G13 to appreciate the stamina bar more
#32
Posté 11 février 2010 - 09:21
Your primary damage is from auto-attack which is affected by sustained abilities like momentum. This is how I play and I rarely have a problem with an ability not being available because I ran out of stamina. Having said that, I don't really have a problem using abilities multiple times in longer fights either.
Modifié par CrillanK, 11 février 2010 - 09:23 .
#33
Posté 11 février 2010 - 09:24
Hehe. Well... They show up as numeric values... Like 200/255 (first number is the current value, second number is the max value).Frumyfrenzy wrote...
Cool. Maybe I should get a G13 to appreciate the stamina bar moreAngryFrozenWater wrote...
Please leave both bars where they are. I really need them. I am also glad that both values of the currently selected character show up on my Logitech G13 display. Very cool.
G13 Advanced Gameboard.
What I like about this is that I can control the movement with my left hand thumb by fiddling with a small stick (instead of pushing WASD) and that leaves the fingers of that hand free to push the other buttons. The right hand still controls the mouse as usual. No need for the large keyboard.
Cool that BioWare supported the LCD display on that device.
Modifié par AngryFrozenWater, 11 février 2010 - 09:34 .
#34
Posté 11 février 2010 - 09:52
Hi!
I really love Dragon Age, it definitely is one of the best games I've played the last few years. Great detailed world, great playtime, outstanding characters, the combat is well done, the animations first class and watching your group slaying through enemies is like sex for your eyes. But wouldn't it be even more awesome, if cool stuff like whirlwind would only be restricted by its cooldown without stamina requirements? So that you could use your abilities more often?
thx for reading!
P.S.
reading 'The Calling' at the moment, looking forward to Awakening!
#35
Posté 11 février 2010 - 09:57
#36
Posté 11 février 2010 - 09:59
You can't realistically expect to just spam whirlwind until everything dies. That would be a little overpowered I think. Once or twice is just enough to kill most groups of enemies combined with the rest of the group damage and that's a good thing. Especially if you have 2 rogues alternating whirlwind and sweep, you'd be able to take out large groups of enemies very fast. That's just unbalanced.
Modifié par CrillanK, 11 février 2010 - 10:01 .
#37
Posté 11 février 2010 - 10:08
CrillanK wrote...
You can't realistically expect to just spam whirlwind until everything dies. That would be a little overpowered I think. Once or twice is just enough to kill most groups of enemies combined with the rest of the group damage and that's a good thing. Especially if you have 2 rogues alternating whirlwind and sweep, you'd be able to take out large groups of enemies very fast. That's just unbalanced.
Exactly. One of my characters is Rogue and I think it would be very unbalanced. We don't want to have things too easy, do we?
#38
Posté 11 février 2010 - 10:21
Gavranko wrote...
I say leave the stamina bar. The fighting system is fine at least for me.CrillanK wrote...
You can't realistically expect to just spam whirlwind until everything dies. That would be a little overpowered I think. Once or twice is just enough to kill most groups of enemies combined with the rest of the group damage and that's a good thing. Especially if you have 2 rogues alternating whirlwind and sweep, you'd be able to take out large groups of enemies very fast. That's just unbalanced.
Exactly. One of my characters is Rogue and I think it would be very unbalanced. We don't want to have things too easy, do we?
I didn't say spam, I just suggested: cooldown yes, stamina no.
#39
Posté 11 février 2010 - 10:23
also one reason i think mages are overpowered in this game is because that there is no shortage of mana as long as you have lyrium, in my opinion lyriums should give you a certain amount of mana over a period of time, not replenish your mana instantly.
#40
Posté 11 février 2010 - 10:24
Babaghanouj wrote...
But many of us are saying we don't have a problem with it. They're special abilities and they're only special because you have to choose when to use them. If you could use them over and over and over, well that'd be pretty boring and unspecial.
If the cooldown is 15 seconds, what exactly is the objection?
#41
Posté 11 février 2010 - 10:32
#42
Posté 11 février 2010 - 10:36
Spitz6860 wrote...
also one reason i think mages are overpowered in this game is because that there is no shortage of mana as long as you have lyrium, in my opinion lyriums should give you a certain amount of mana over a period of time, not replenish your mana instantly.
Good point. Further: If stamina had its own refilling potions, abilities were in fact only restricted by their cooldowns.
Modifié par Frumyfrenzy, 11 février 2010 - 10:44 .
#43
Posté 11 février 2010 - 10:42
CrillanK wrote...
What's the difference between a longer cooldown and waiting for stamina to regen? You still wait. At least with stamina you can adjust how much you have with skill points and how much it regens with gear and spells. With a long cooldown, you can't change it.
The difference is, that you can activate different abilities each with their own (or shared) cooldown. Stamina is an additional requirement. So even if some abilities are ready (regarding their cooldowns), you can't activate them because they all have additional stamina costs. I'm asking myself, if one requirement restricting the spamming of abilities isn't enough.
Modifié par Frumyfrenzy, 11 février 2010 - 10:43 .
#44
Posté 11 février 2010 - 10:45
If the cooldown is 15 seconds, what exactly is the objection?
I'd say a problem with it is that then gameplay starts to feel more like whack-a-mole than tactical. Then you're just watching all your abilities and hitting them as they come off cooldown, rather than having to weigh the benefit vs stamina cost and future opportunities lost from the cooldown. I think it's a good system, but I do wish they had implemented stamina potions as well as lyrium potions. It's not as though warriors and rogues would have become unstoppable killing machines with them...
To put it another way, they're both necessary to keep combat interesting and to keep the abilities balanced. If it were only a stamina cost with no cooldown, you could spam an ability like Punisher or Whirlwind and dish out loads of damage in a burst, and get stamina back with deathblow. You would probably be too powerful with stamina, and not powerful enough without it.
Modifié par soteria, 11 février 2010 - 10:47 .
#45
Guest_distinguetraces_*
Posté 11 février 2010 - 10:52
Guest_distinguetraces_*
If not, what would willpower mean for warriors?
At the moment, you can put points in willpower to gain access to your talents more often, or put points in strength for harder-hitting basic attacks. Get rid of stamina and that choice is gone, making warrior builds more uniform.
#46
Guest_distinguetraces_*
Posté 11 février 2010 - 10:52
Guest_distinguetraces_*
Modifié par distinguetraces, 11 février 2010 - 10:53 .
#47
Posté 11 février 2010 - 10:53
DraconisCombine wrote...
Stamina is linked to armor fatigue as well.WIllpower regenerates said stamina or mana pool.Otherwise youll have mages walking around in full plate mail which would be quite retarded and wrong.I have no trouble managing mana /stamina pools.It takes some time getting used to but otherwise makes sense to me.
Sustained abilities seem good the way they are.Ive used some from certain areas and none for others depending on how i want to tackle different situations.Only mages can use lyrium potions.
You do. They are called Arcane Warriors. I have one now. He wears heavy armor boots with +50 to stamina. Gives me 50 mana instead since I'm a mage. The game treats both stamina and mana as the same thing. The only difference between them being that mages have a potion and others don't (without mod of course).
#48
Posté 11 février 2010 - 10:56
soteria wrote...
If the cooldown is 15 seconds, what exactly is the objection?
I'd say a problem with it is that then gameplay starts to feel more like whack-a-mole than tactical. Then you're just watching all your abilities and hitting them as they come off cooldown, rather than having to weigh the benefit vs stamina cost and future opportunities lost from the cooldown. I think it's a good system, but I do wish they had implemented stamina potions as well as lyrium potions. It's not as though warriors and rogues would have become unstoppable killing machines with them...
To put it another way, they're both necessary to keep combat interesting and to keep the abilities balanced. If it were only a stamina cost with no cooldown, you could spam an ability like Punisher or Whirlwind and dish out loads of damage in a burst, and get stamina back with deathblow. You would probably be too powerful with stamina, and not powerful enough without it.
As it is you are waiting for the cooldowns of abilities and the coodown all abilities share, i.e. the time it takes to regenerate enough stamina. So technically, each ability has their own cooldown and a cooldown shared with all other abilities. It's just one cooldown too much for my taste. To avoid slashing through everything with whirlwind and sweep, you could let all area-damage abilities share one cooldown. So if you use whirlwind, sweep can't be used either, until their shared cooldown is ready. But you can use flurry.
Stamina potions would enable you to sweep/whirlwind through everything however.
Modifié par Frumyfrenzy, 11 février 2010 - 10:59 .
#49
Posté 11 février 2010 - 11:02
distinguetraces wrote...
If the stamina bar were removed, would increased willpower result in faster cooldowns?
If not, what would willpower mean for warriors?
At the moment, you can put points in willpower to gain access to your talents more often, or put points in strength for harder-hitting basic attacks. Get rid of stamina and that choice is gone, making warrior builds more uniform.
It is not uncommon for stats to have no real effect for a certain class. Magic isn't interesting for warriors either. They still have: constitution, strength, dexterity, cunning. At least two of those stats are useless for mages.
#50
Posté 11 février 2010 - 11:15





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