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Post by fenris on Feb 11, 2017 12:42:31 GMT
This is something that always bothered me. When entering the wilds, Duncan says grey wardens can sense darkspawn and therefor they won't surprise us. But throughout the game, the darkspawn surprise us again and again, with sometimes a growling sound moments before... I'd hardly call that "sensing darkspawn"...
Is there some other way I am unaware of in the game in which this ability manifests itself?
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Post by Catilina on Feb 11, 2017 12:47:51 GMT
This is something that always bothered me. When entering the wilds, Duncan says grey wardens can sense darkspawn and therefor they won't surprise us. But throughout the game, the darkspawn surprise us again and again, with sometimes a growling sound moments before... I'd hardly call that "sensing darkspawn"... Is there some other way I am unaware of in the game in which this ability manifests itself? Nightmares. Yes, this sensing is perhaps weird, but there are everywhere, because the Blight already started, so, I think the Grey Wardens feel their presence constantly at these months. I think, they are know, that the Drakspawns there somewhere, but if they hiding, they don't saw them. If you feel something all the time, everywhere, that similar, like you can't feel anything.
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Post by fenris on Feb 11, 2017 16:11:25 GMT
But then why would Duncan say grey wardens can't be ambushed by them?
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Post by Catilina on Feb 11, 2017 17:05:40 GMT
But then why would Duncan say grey wardens can't be ambushed by them? He said? Hmm. I don't know.
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adrianbc
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Post by adrianbc on Feb 11, 2017 17:29:24 GMT
If I remember correctly, it`s Alistair`s line, after the meeting with the injured scout in the Korcari Wilds. He is replying to Jory`s panic about being attacked by darkspawn, by saying that his role is to make sure the party won`t be surprised by darkspawn, since he is able to sense them. Daveth replies to Jory that they still can die, but will be warned before... As for the Grey Wardens being ambushed by darkspawn, and not able to sense them: it`s a plot design problem. There is also the "Survival" skill which maxed out on a party member should enable the party to detect any foes in advance, and usually it works just fine. Except when Bioware decides to "surprise" you, despite as a Grey Warden AND a Master Survivalist your character (or Alistair) should be able to sense anything living which moves from a great distance. For instance, those two darkspawn ambushes after saving the Circle (those revealing Wynne`s fade spirit) should have never ever happened if BW would have planned the game in a consistent way.
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Post by capn233 on Feb 11, 2017 21:26:58 GMT
The way it works is that the combat theme starts playing in your head.
But seriously, I don't really think you get ambushed all that much by them except potentially by rogues. Well, sort of during the cutscenes for Wynne's special encounters.
I didn't really ever think it was all that big a deal, it was mostly just a conceit to gameplay. Maybe it was just that the Warden hadn't been properly trained in that ability. Alistair also says that it takes time after the joining for you to actually gain that ability when you mention you can't sense anything when leaving Flemeth's.
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Post by mike3207 on Feb 11, 2017 21:45:07 GMT
Master Survival lets you detect all nearby creatures, regardless of level. I'd expect that applies to darkspawn as well. 4 levels also gives you 25 nature resistance and 2 physical resistance, so it's a worthwhile skill to max out.
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Post by Deleted on Feb 11, 2017 22:03:51 GMT
This is something that always bothered me. When entering the wilds, Duncan says grey wardens can sense darkspawn and therefor they won't surprise us. But throughout the game, the darkspawn surprise us again and again, with sometimes a growling sound moments before... I'd hardly call that "sensing darkspawn"... Is there some other way I am unaware of in the game in which this ability manifests itself? Grey Wardens can sense darkspawn before they appear true but I think devs wanted it that way so the game would be harder
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Post by Lazarillo on Feb 11, 2017 22:08:10 GMT
I think there are two things to probably bear in mind:
First off, "Rogues is Rogues". Essentially, those invisible Darkspawn are capable of a variety of heroic levels of self-concealment, just like how Darkspawn are supposedly able to sense Wardens, but a Rogue Warden with Stealth can hide from them, too. For both sides, it's a highly skilled technique, so it's not like the whole horde can just turn itself invisible at will.
Second, on a broader scale, the reason it doesn't come up as much in the game as a whole is because there are a lot of Darkspawn around. In the Deep Roads, you're going to sense Darkspawn down every passage, because they literally are. Same thing on the surface in the Blighted lands. In a non-Blight setting, a Warden's spider-sense might be more useful.
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krytern
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Post by krytern on Feb 11, 2017 22:20:50 GMT
Right at the beginning when you're in the wild Alistair says how the darkspawn won't ambush you because he can sense them coming. Then they ambush you after being invisible and just appearing, more then once. It is one of those classic gameplay developers not melding with the writers properly. Them being "rogues" isn't a good enough excuse for me. Stealthed or not, they are still darkspawn and still tainted.
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Post by Prince on Feb 13, 2017 11:13:31 GMT
I think this ability was never properly fleshed out in the game. Stupid Alistair was unable to sense them both in the wilds as well as in the tower of Ishal where They ambushed us.
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Post by Iddy on Feb 23, 2017 16:30:15 GMT
Anders senses a group of darkspawn if you take him with you in DA2's quest.
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Spuudle II
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Post by Spuudle II on Feb 26, 2017 15:43:33 GMT
I really enjoyed going into the Wilds for the first time after getting some sort of key (I think) from a man in a cage. Anyway, just before the first Darkspawn fight I strip my companions of all armour and weapons leaving them completely helpless and naked. I like to see them get slashed up, cut to pieces and scorged to death. The injury animations really are quite good. Gory!
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Post by ddj on Mar 27, 2017 8:29:05 GMT
I have also listened for the growl, which does not always happen, and watched the map for enemies. Frankly I agree with Fenris, sensing darkspawn seems like a very fickle ability. The taint makes the Wardens immune from the blight diseases, but it surely does not slow down those fighting the spawn, and after three games it becomes apparent that people forge into the Deep Roads routinely, the taint appears only necessary to kill the Archdemon.
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