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Post by Absafraginlootly on Jun 15, 2024 8:33:32 GMT
So first off, I just noticed that if you try tagging me under "quizzybunny" I don't actually get tagged (probably because my original name was TheyCallMeBunny), so for everyone I have unwittingly ignored - sorry! It works though if you use the tag button in the toolbar.
Second, I think at some point we were supposed to have a female Crow on our team, but she was switched out for Lucanis (probably because they really wanted to include Bellara/Neve/Taash and that would make it too female dominant). I also think Emmerich at some point was supposed to be younger, but they probably felt he was a bit too close to Dorian then in terms of character.
Third, remember discussing Lucanis and what ability he had that gave him wings in that one pic? I don't think that's Lucanis, I think that's Rook - for one, Rook having wings make sense because of the name, and I also saw that one of the abilities mage Rook seems to have features a bird. Lucanis has purple coming out of his eyes and back in his tarot card And if you look at the close up of his back in the companion reveal trailer there's an embossed pair of wings on it with a subtle purple glow (easier to see if you slow playback speed)
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Post by QuizzyBunny on Jun 15, 2024 8:35:38 GMT
So first off, I just noticed that if you try tagging me under "quizzybunny" I don't actually get tagged (probably because my original name was TheyCallMeBunny), so for everyone I have unwittingly ignored - sorry! It works though if you use the tag button in the toolbar.
Second, I think at some point we were supposed to have a female Crow on our team, but she was switched out for Lucanis (probably because they really wanted to include Bellara/Neve/Taash and that would make it too female dominant). I also think Emmerich at some point was supposed to be younger, but they probably felt he was a bit too close to Dorian then in terms of character.
Third, remember discussing Lucanis and what ability he had that gave him wings in that one pic? I don't think that's Lucanis, I think that's Rook - for one, Rook having wings make sense because of the name, and I also saw that one of the abilities mage Rook seems to have features a bird. Lucanis has purple coming out of his eyes and back in his tarot card And if you look at the close up of his back in the companion reveal trailer there's an embossed pair of wings on it with a subtle purple glow (easier to see if you slow playback speed) Yeah, it could very well be him. I do wonder though, what that mage ability with a rook is about if not something like that?
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Post by Absafraginlootly on Jun 15, 2024 8:37:07 GMT
Lucanis has purple coming out of his eyes and back in his tarot card And if you look at the close up of his back in the companion reveal trailer there's an embossed pair of wings on it with a subtle purple glow (easier to see if you slow playback speed) Yeah, it could very well be him. I do wonder though, what that mage ability with a rook is about if not something like that? if they are an Necromancer it might be an ability to summon a spirit in the shape of a raven?
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Post by Grog Muffins on Jun 15, 2024 8:46:20 GMT
So first off, I just noticed that if you try tagging me under "quizzybunny" I don't actually get tagged (probably because my original name was TheyCallMeBunny), so for everyone I have unwittingly ignored - sorry! It works though if you use the tag button in the toolbar. Second, I think at some point we were supposed to have a female Crow on our team, but she was switched out for Lucanis (probably because they really wanted to include Bellara/Neve/Taash and that would make it too female dominant). I also think Emmerich at some point was supposed to be younger, but they probably felt he was a bit too close to Dorian then in terms of character.
Third, remember discussing Lucanis and what ability he had that gave him wings in that one pic? I don't think that's Lucanis, I think that's Rook - for one, Rook having wings make sense because of the name, and I also saw that one of the abilities mage Rook seems to have features a bird. I also thought it may have been Rook at first but the one in the purple cloak to Bellara's left is them. The one in the back is Lucanis by process of elimination from this shot from the shot from above. Taash and Emmerich are missing from this above shot but they are present in the trailer.
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Post by fairdragon on Jun 15, 2024 9:23:15 GMT
yes no problem. If you think anythink is importent feel free to add. But i will warn you the video is more than 1 hour. So it will take time.
Alright, so. I started listening to it but I'm afraid I don't have the brain capacity left to pay poper attention today (I also did not expect it to be an hour long). I will get back to it tomorrow morning, though! Another german gamer have said in an inerview with gronkh: Traslotion: You can skill your companions,by improving your relationship with them. Are you talking about the video where Gronkh is talking with Maurice Weber about his impressions from his interview and preview session with John Epler? I watched that last night but didn't take any notes since they mentioned that the interview will be uploaded later, so I was planning to pay closer attention to that instead. I wonder when it's going to be available... It isn't the one with Maurice. But a better look to what they have seen.
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Post by gervaise21 on Jun 15, 2024 9:52:50 GMT
Third, remember discussing Lucanis and what ability he had that gave him wings in that one pic? I don't think that's Lucanis, We have some theories about this on the Lucanis thread. It could be anything from special gear (I think his robe had purple wings on the back in the trailer) to something a tad more worrying. Perhaps it is his unique special ability.
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Post by gervaise21 on Jun 15, 2024 9:56:02 GMT
The one in the back is Lucanis by process of elimination from this shot from the shot from above. That shot is helpful because it definitely looks as though the wings are from his robe, suggesting a magical item unique to him. Still concerned about his purple glowing eyes though, particularly as purple definitely seems associated with demons this time round.
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Post by gervaise21 on Jun 15, 2024 10:00:29 GMT
Second, I think at some point we were supposed to have a female Crow on our team, but she was switched out for Lucanis (probably because they really wanted to include Bellara/Neve/Taash and that would make it too female dominant) When we head to Treviso in Antiva, as the 2023 trailer clearly indicated we would, I think we may still meet that female Crow and, as people have suggested, it is most probably Teia, one of the Talons. We may even have her work with us for a time. That could be part of the reason they cut party size, because there is going to be more use made of "guest" companions as we travel around in connection with specific quests.
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Post by Lebanese Dude on Jun 15, 2024 10:26:14 GMT
Parry/Block and Dodge abilities used to be actives you had to skill into. They just baked them into the characters to better fit the gameplay. So that's technically 2 additional actives that people keep forgetting about. You also could not really alternate between melee and ranged combat in the previous 2 entries so being able to fire ranged shots is technically another ability.
That's 3 additional abilities that are not being taken into consideration. There's also the ultimate that is used after the player accrues enough resources (this is similar to the Focus ability in Inquisition but is done on a single player basis I think). That's a 4th.
They also mentioned items that add more actives, so that's possibly more.
All in all you'll end up with the functional equivalent of 7 (and more depending on items) abilities. That's a lot more than just "3", and frankly is enough as far as I'm concerned. You never need more than that for interesting gameplay, when you can have passives that boost these abilities to make them more interesting to use both independently or in conjunction with others.
Sidenote: Origins had a lot of actives but not only were many of them ignored, a lot were taken because they were prerequisites but rarely used. A lot of them did redundant things, or have been functionally replaced via passive alterations of existing abilities because on their own they didn't do much. I had to download a gameplay mod to make them more useful.
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Post by Unicephalon 40-D on Jun 15, 2024 10:36:40 GMT
Parry/Block and Dodge abilities used to be actives you had to skill into. They just baked them into the characters to better fit the gameplay. So that's technically 2 additional actives that people keep forgetting about. You also could not really alternate between melee and ranged combat in the previous 2 entries so being able to fire ranged shots is technically another ability Yeah and this was the thing I tried and failed to explain. In DAIMP you have 4 slots which from 2 are the default skills you have when starting, then if you want to evade you'll have to sacrifice one slot for that, roll for warriors and some rogues, parry for rogues and fades for mages. You now have 3 slots left basically. Not much of a change there, but for single player it is though... but I welcome faster gameplay and I hope mages can move now more too.
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Post by Grog Muffins on Jun 15, 2024 10:38:52 GMT
You also could not really alternate between melee and ranged combat in the previous 2 entries so being able to fire ranged shots is technically another ability. You could have 2 sets of weapons equipped in Origins and you could make them what you wanted them to be, could have been 1 melee and 1 ranged or both ranged or both melee, depending on what you wanted to hold on to or test out. EDIT: Apparently I can't read because I missed you specified "previous 2 entries" instead of just "previous entries", making it clear you're referring to DAI and DA2 only.
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, Mass Effect Legendary Edition
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Post by The Elder King on Jun 15, 2024 10:40:31 GMT
Parry/Block and Dodge abilities used to be actives you had to skill into. They just baked them into the characters to better fit the gameplay. So that's technically 2 additional actives that people keep forgetting about. You also could not really alternate between melee and ranged combat in the previous 2 entries so being able to fire ranged shots is technically another ability. That's 3 additional abilities that are not being taken into consideration. There's also the ultimate that is used after the player accrues enough resources (this is similar to the Focus ability in Inquisition but is done on a single player basis I think). That's a 4th. They also mentioned items that add more actives, so that's possibly more. All in all you'll end up with the functional equivalent of 7 (and more depending on items) abilities. That's a lot more than just "3", and frankly is enough as far as I'm concerned. You never need more than that for interesting gameplay, when you can have passives that boost these abilities to make them more interesting to use both independently or in conjunction with others. Sidenote: Origins had a lot of actives but not only were many of them ignored, a lot were taken because they were prerequisites but rarely used. A lot of them did redundant things, or have been functionally replaced via passive alterations of existing abilities because on their own they didn't do much. I had to download a gameplay mod to make them more useful. The opening shown two different moves from Rook that are literally active, offensive talents the rogue uses in Inquisition, so there’s 4-5 options, including the switch to bow. It’s still based on the action based part of the gameplay, so I don’t think it’s the same thing as before and I do think it’s fair if some won’t be satisfied by shifting the active abilities in that part of the gameplay, but it seems that there could be a good amount of variety in our character’s skillset.
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Post by fairdragon on Jun 15, 2024 11:55:42 GMT
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Post by leadintea on Jun 15, 2024 12:01:40 GMT
The one in the back is Lucanis by process of elimination from this shot from the shot from above. That shot is helpful because it definitely looks as though the wings are from his robe, suggesting a magical item unique to him. Still concerned about his purple glowing eyes though, particularly as purple definitely seems associated with demons this time round. The youtuber Ghil Dirthalen, who was part of the Dragon Age Counsel and attended the 2022 and 2023 BTS viewings of Veilguard, said something to the effect of Lucanis being like "2 percent" mage (which was alluded to in Tevinter Nights with his sensitivity to magic), so I'm going to assume that he probably has very minor magical powers that could possibly blossom in the same way Harding gains it. Parry/Block and Dodge abilities used to be actives you had to skill into. They just baked them into the characters to better fit the gameplay. So that's technically 2 additional actives that people keep forgetting about. You also could not really alternate between melee and ranged combat in the previous 2 entries so being able to fire ranged shots is technically another ability. That's 3 additional abilities that are not being taken into consideration. There's also the ultimate that is used after the player accrues enough resources (this is similar to the Focus ability in Inquisition but is done on a single player basis I think). That's a 4th. They also mentioned items that add more actives, so that's possibly more. All in all you'll end up with the functional equivalent of 7 (and more depending on items) abilities. That's a lot more than just "3", and frankly is enough as far as I'm concerned. You never need more than that for interesting gameplay, when you can have passives that boost these abilities to make them more interesting to use both independently or in conjunction with others. Sidenote: Origins had a lot of actives but not only were many of them ignored, a lot were taken because they were prerequisites but rarely used. A lot of them did redundant things, or have been functionally replaced via passive alterations of existing abilities because on their own they didn't do much. I had to download a gameplay mod to make them more useful. I really don't know why people keep saying this. Parrying, blocking, dodging, and counters are all baseline maneuvers in action games and in no way count toward the amount of active abilities in the game. DAI tried to do their weird action/tactical gameplay hybrid, which is why these maneuvers were active skills - so that you could execute them in tactical mode, but this is something that should be chastised about DAI's battle system rather than praised for by DATV's inclusion of what's standard for the genre. And while we don't know whether the aforementioned 'Spinning Blade' and 'Twin Fangs' moves are heavy attacks, combo finishers, or contextual techniques, they also don't count as active abilities because they are hard-baked into the Rogue class' basic actions and, to our knowledge, offer no special effects such as having an elemental affinity, applying a status effect, priming, detonating, etc. Bows also fall in this category since they are a variation of the standard attack and have no special effects, again, to our knowledge.
Basically, all together, Rook only gets 3 active abilities, 1 ultimate, and apparently a handful of skills from armor? However those work. So yeah, I'm still not impressed by the amount of abilities we get to have, but I'm going to wait and see how they feel in proper gameplay before I make any definite statements.
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Post by SomberXIII on Jun 15, 2024 12:06:47 GMT
Parry/Block and Dodge abilities used to be actives you had to skill into. They just baked them into the characters to better fit the gameplay. So that's technically 2 additional actives that people keep forgetting about. You also could not really alternate between melee and ranged combat in the previous 2 entries so being able to fire ranged shots is technically another ability. That's 3 additional abilities that are not being taken into consideration. There's also the ultimate that is used after the player accrues enough resources (this is similar to the Focus ability in Inquisition but is done on a single player basis I think). That's a 4th. They also mentioned items that add more actives, so that's possibly more. All in all you'll end up with the functional equivalent of 7 (and more depending on items) abilities. That's a lot more than just "3", and frankly is enough as far as I'm concerned. You never need more than that for interesting gameplay, when you can have passives that boost these abilities to make them more interesting to use both independently or in conjunction with others. Sidenote: Origins had a lot of actives but not only were many of them ignored, a lot were taken because they were prerequisites but rarely used. A lot of them did redundant things, or have been functionally replaced via passive alterations of existing abilities because on their own they didn't do much. I had to download a gameplay mod to make them more useful. That's my understanding too. Even on the level 1 gameplay from the gameplay video, there were so many things happening beside just 1 ability.
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Post by Frost on Jun 15, 2024 12:20:04 GMT
Parry/Block isn't a spell, so I don't count things like that for mages. Will have to wait until they show mage gameplay and hope it isn't just 3 spells!!!
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Post by Element Zero on Jun 15, 2024 12:38:49 GMT
leadintea, presumably people are calling out the action moves because they're making a direct comparison to previous DA games, and DAI in particular. They aren't comparing DAV to God of War, or whatnot, nor to action games in general. Fundamental changes to gameplay will always please some and disappoint others. I empathize with those who will miss the earlier approaches, or would prefer something else entirely. This change is something I would've loved from the early days, so I'm optimistic that I'll love it. I can still commiserate with those who will ultimately not enjoy it as much. As a player of action games, I'll say with confidence that 3 active abilities is the sweet spot. Destiny and MEA come to mind, but there are lots of other games built around general combat plus 3 active powers. It works well for fast-paced combat, and that seems to be the style of play in DAV. I recall when reducing the active powers was supposed to ruin Mass Effect's gameplay, but it didn't. The gameplay was great, some would say better than ever. We still had lots of other abilities we could swap into active use. The gameplay revolved around fast-paced action and combinations of powers from the protagonist and companions, rather than a party with rows of possible spells and abilities. For fast-paced action games, the former really works well. In my opinion, for this type of game, three is not only a good number of special abilities, it's probably the ideal number.
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Post by Element Zero on Jun 15, 2024 12:46:03 GMT
Parry/Block isn't a spell, so I don't count things like that for mages. Will have to wait until they show mage gameplay and hope it isn't just 3 spells!!! It probably will be three active spells, just like MEA "casters" have three active powers. I can't see how or why Mages would get a broader loadout and special HUD design. At that point, Warrior and Rogue players could rightly call foul. Given the scope of the skill tree, specializations, etc... we will have tons of options to swap into our loadout when not in combat. There will probably be "spells" that are now passives, if we want to count those. There may be other magical abilities that are contextual, out-of-combat "spells". I don't know if you commonly play action games. I won't try to tell you that this is a good change for Dragon Age. I can say that this design is popular, effective, and fun in a wide variety of action games.
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, Mass Effect Legendary Edition
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Post by The Elder King on Jun 15, 2024 12:57:08 GMT
That shot is helpful because it definitely looks as though the wings are from his robe, suggesting a magical item unique to him. Still concerned about his purple glowing eyes though, particularly as purple definitely seems associated with demons this time round.
I really don't know why people keep saying this. Parrying, blocking, dodging, and counters are all baseline maneuvers in action games and in no way count toward the amount of active abilities in the game. DAI tried to do their weird action/tactical gameplay hybrid, which is why these maneuvers were active skills - so that you could execute them in tactical mode, but this is something that should be chastised about DAI's battle system rather than praised for by DATV's inclusion of what's standard for the genre. And while we don't know whether the aforementioned 'Spinning Blade' and 'Twin Fangs' moves are heavy attacks, combo finishers, or contextual techniques, they also don't count as active abilities because they are hard-baked into the Rogue class' basic actions and, to our knowledge, offer no special effects such as having an elemental affinity, applying a status effect, priming, detonating, etc. Bows also fall in this category since they are a variation of the standard attack and have no special effects, again, to our knowledge.
Basically, all together, Rook only gets 3 active abilities, 1 ultimate, and apparently a handful of skills from armor? However those work. So yeah, I'm still not impressed by the amount of abilities we get to have, but I'm going to wait and see how they feel in proper gameplay before I make any definite statements. Parry/Block isn't a spell, so I don't count things like that for mages. Will have to wait until they show mage gameplay and hope it isn't just 3 spells!!! I'd agree on parrying and block, as well as the various evade options, which where obviously going to be integraded in the action skillset after the shift to an action based gameplay. I disagree partially in regards of the rogue's offensive abilities showcased in the opening. I think I said before that it's not exactly the same things as active slotted abilities, especially because you have no control on them in the combat wheel, and I do think seeing if they can be upgraded, of if they have a special effects that they bring to the combat, might change a lot the opinion on them, but it does offer more options in the character's moveset. Again, it's not the same thing as in other DA games, and I think it's fair if people would still end up disappointed by the numer of active abilities, but it's not the same thing as not having them available. But I do think we need to see how exactly they work and if they offer something else other then dealing more damage then the basic attack. I don't think they're really combo finishers or something like that, though, given that they seem to be activated without a specific combination beforehand. The issue in regards of translating those on the mage is definitely dependent on what they have done with them. I do think that if the Twin Fangs and Spinning Blades translate in something like Winter's Grasp for the mage, it means that their intention was to mitigate the limited number of active abilities in a different way. Maybe not one that will end up well received by a part of the fanbase/players, but it'd mean it brings more spells to be used, even if in a different and more fixed way (I do think that in this scenario the chances of special effects and upgrades to those abilities are higher).
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, Mass Effect Legendary Edition
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Post by The Elder King on Jun 15, 2024 12:58:48 GMT
Parry/Block isn't a spell, so I don't count things like that for mages. Will have to wait until they show mage gameplay and hope it isn't just 3 spells!!! It probably will be three active spells, just like MEA "casters" have three active powers. I can't see how or why Mages would get a broader loadout and special HUD design. At that point, Warrior and Rogue players could rightly call foul. Given the scope of the skill tree, specializations, etc... we will have tons of options to swap into our loadout when not in combat. There will probably be "spells" that are now passives, if we want to count those. There may be other magical abilities that are contextual, out-of-combat "spells". I don't know if you commonly play action games. I won't try to tell you that this is a good change for Dragon Age. I can say that this design is popular, effective, and fun in a wide variety of action games. I don't think the active loadout will be different between classes. However, there's the possibility that, as rogues get former talents back as something they have access to in the action move set, that mages might have back a number of spells back in the action move set.
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August 2016
luketrevelyan
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
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Post by luketrevelyan on Jun 15, 2024 13:01:40 GMT
Parry/Block isn't a spell, so I don't count things like that for mages. Will have to wait until they show mage gameplay and hope it isn't just 3 spells!!! Yeah I think we need to see mage combat. Maybe it won't be so bad but it doesn't sound great to only have 3 active abilities as a mage.
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ღ Voice of Reason
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Oct 25, 2024 23:31:30 GMT
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Element Zero
7,303
August 2016
elementzero
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Jade Empire, Mass Effect Andromeda, Mass Effect Legendary Edition
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Post by Element Zero on Jun 15, 2024 13:14:12 GMT
Parry/Block isn't a spell, so I don't count things like that for mages. Will have to wait until they show mage gameplay and hope it isn't just 3 spells!!! Yeah I think we need to see mage combat. Maybe it won't be so bad but it doesn't sound great to only have 3 active abilities as a mage. I'm hoping that being a Mage no longer means standing at a distance and waving a staff. That certainly should be an option, but hopefully not the only option. Mages should get magical parries, ripostes, and the like. My ideal for powerful Mages would include blinking across space rather than dodging, parrying with magic, maybe even levitating during combat, etc... I'd love to expand beyond staves, to be honest; but they seem deeply ingrained in the lore. I think it would be cool to have other implements as options. It would be nice to use smaller rods or wands, small orbs, etc... Anything to keep my party from walking around with giant sticks glued to their backs. 😄 Staves are cool, but couldn't other viable tools exist?
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Frost
N3
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Jade Empire
Posts: 744 Likes: 1,843
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Oct 24, 2024 12:48:11 GMT
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Frost
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Sept 11, 2016 16:54:37 GMT
September 2016
frost
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Jade Empire
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Post by Frost on Jun 15, 2024 13:15:25 GMT
Parry/Block isn't a spell, so I don't count things like that for mages. Will have to wait until they show mage gameplay and hope it isn't just 3 spells!!! It probably will be three active spells, just like MEA "casters" have three active powers. I can't see how or why Mages would get a broader loadout and special HUD design. At that point, Warrior and Rogue players could rightly call foul. Given the scope of the skill tree, specializations, etc... we will have tons of options to swap into our loadout when not in combat. There will probably be "spells" that are now passives, if we want to count those. There may be other magical abilities that are contextual, out-of-combat "spells". I don't know if you commonly play action games. I won't try to tell you that this is a good change for Dragon Age. I can say that this design is popular, effective, and fun in a wide variety of action games. I am currently playing FF16, which is an action game that lets you have 6 main abilities/spells on console with no issues (or pausing). With pc and pausing you can have even more. I think 8 or 9 would still work fine on console and is the minimum number I would like.
As to why mages should have more spells, it is because spells are their main focus in combat and what makes them fun to play.
I like Mass Effect's combat, but it is a shooter and so has a different focus.
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The Elder King
N6
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, Mass Effect Legendary Edition
Prime Posts: 19631
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Oct 25, 2024 23:08:03 GMT
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The Elder King
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August 2016
theelderking
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, Mass Effect Legendary Edition
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Post by The Elder King on Jun 15, 2024 13:17:46 GMT
Yeah I think we need to see mage combat. Maybe it won't be so bad but it doesn't sound great to only have 3 active abilities as a mage. I'm hoping that being a Mage no longer means standing at a distance and waving a staff. That certainly should be an option, but hopefully not the only option. Mages should get magical parries, ripostes, etc... My ideal for powerful Mages would include blinking across space rather than dodging, parrying with magic, maybe even levitating during combat, etc... I'd love to expand beyond staves, to be honest; but they seem deeply ingrained in the lore. I think it would be cool to have other implements as options. It would be nice to use smaller rods or wands, small orbs, etc... Anything to keep my party from walking around with giant sticks glued to their backs. 😄 Staves are cool, but couldn't other viable tools exist? I'm not that sure the mage would function that way by default, to be honest. I do think the combat-based specialization might lean heavily towards that kind of gameplay, though.
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Lebanese Dude
Anti-Gamer Culture
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Aug 17, 2016 14:13:30 GMT
August 2016
lebanesedude
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Post by Lebanese Dude on Jun 15, 2024 13:24:57 GMT
Parry/Block and Dodge abilities used to be actives you had to skill into. They just baked them into the characters to better fit the gameplay. So that's technically 2 additional actives that people keep forgetting about. You also could not really alternate between melee and ranged combat in the previous 2 entries so being able to fire ranged shots is technically another ability. That's 3 additional abilities that are not being taken into consideration. There's also the ultimate that is used after the player accrues enough resources (this is similar to the Focus ability in Inquisition but is done on a single player basis I think). That's a 4th. They also mentioned items that add more actives, so that's possibly more. All in all you'll end up with the functional equivalent of 7 (and more depending on items) abilities. That's a lot more than just "3", and frankly is enough as far as I'm concerned. You never need more than that for interesting gameplay, when you can have passives that boost these abilities to make them more interesting to use both independently or in conjunction with others. Sidenote: Origins had a lot of actives but not only were many of them ignored, a lot were taken because they were prerequisites but rarely used. A lot of them did redundant things, or have been functionally replaced via passive alterations of existing abilities because on their own they didn't do much. I had to download a gameplay mod to make them more useful. I really don't know why people keep saying this. Parrying, blocking, dodging, and counters are all baseline maneuvers in action games and in no way count toward the amount of active abilities in the game. DAI tried to do their weird action/tactical gameplay hybrid, which is why these maneuvers were active skills - so that you could execute them in tactical mode, but this is something that should be chastised about DAI's battle system rather than praised for by DATV's inclusion of what's standard for the genre. And while we don't know whether the aforementioned 'Spinning Blade' and 'Twin Fangs' moves are heavy attacks, combo finishers, or contextual techniques, they also don't count as active abilities because they are hard-baked into the Rogue class' basic actions and, to our knowledge, offer no special effects such as having an elemental affinity, applying a status effect, priming, detonating, etc. Bows also fall in this category since they are a variation of the standard attack and have no special effects, again, to our knowledge. Because we're comparing this game to previous Dragon Age games, all the way back to Origins. So it's only fair to count them as part of the kit. The fact that this is a more action oriented game made it so that they moved these skills from actives to part of the character's kit without need of investment. They are still buttons you are pressing to execute an action. Whether or not they are distinct abilities you skill into is immaterial, especially when it's fairly likely these actions will receive bonuses/passives in the skill tree. It's simply absurd to ignore this fact for the sake of argument. These WERE skills. They are not part of the kit. They count when compared to previous games. I honestly don't know why you are confidently assuming the passive skill trees won't modify any part of your base kit. Even something trivial like swapping weapon loadout to archery on a rogue will probably have some passives that buff your arrows, the number you carry, whether they inflict a status, etc. It's kinda odd to assume they won't.
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