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Post by QuizzyBunny on Jun 16, 2024 8:34:45 GMT
I just realized that the cd on Bellara's Fade Bolts are 48 seconds - that is a lot. Are there ways of lowering the cd, or is it higher because she is a companion? With already only 3 abilities I'm not too keen on them being locked behind really long cooldowns.
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Post by Reznore on Jun 16, 2024 8:50:55 GMT
x.com/kalaelizabeth/status/1801991611439874405I don't like the "it DAI + ME" because I'm not the biggest fan of Mass Effect. But "PUrple Hawke" is back???? If I can say some really stupid thing again out loud while npc stand there dumbfounded I won't say 10/10 game but at least 7/10 already.
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Post by The Elder King on Jun 16, 2024 9:51:19 GMT
I just realized that the cd on Bellara's Fade Bolts are 48 seconds - that is a lot. Are there ways of lowering the cd, or is it higher because she is a companion? With already only 3 abilities I'm not too keen on them being locked behind really long cooldowns. They did mention some ways to reduce the CD in the skill tree. It is a concern to me either way, though, because you might miss something else in the skill tree for this. Which is okay in general, but that kind of CD is too long for a default one, in my opinion.
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Post by Grog Muffins on Jun 16, 2024 11:00:03 GMT
One thing I was thinking a bit about DAV is the team dynamics. I hope we get a group of companions who, at least initially, may not be thrilled to work together (Neve and Lucanis perhaps). I could be wrong here but I think those two are more likely to get along as they both oppose the Venatori, although I suppose Neve might object to his methods. More likely there could be antagonism between Neve and Emmrich because she doesn't approve of his use of spirits (Solas didn't and views it as slavery), Lucanis and Taash, because he knows the Qun are attacking his homeland and all he sees is a horned giant not the individual, or even Harding and Neve, whichever was chosen in the gameplay the other disapproved, including I think whether to talk down Solas or not. However, Lucanis did seem to be magic sensitive in Tevinter Nights so if they have retained that aspect to him it is possible he is going to be prickly with any mage and they with him (he is called a mage killer after all). Guess what, I intend playing as a mage first run. Still I put up with Fenris and eventually got him to love me, so I can put up with pretty much anyone. From that group shot in the Lighthouse it looked like Emmrich was giving Taash the side eye, and his body language with holding his staff the way he was made me think there might be some wariness or tension there. Taash looked really bored and Patrick's remark that she needs to be there because it's a team building moment makes me think she's also a bit anti social and maybe even impatient. Emmrich might be long winded about the nature of magic, kind of like Solas or Gale, and maybe she finds that annoying.
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Post by themikefest on Jun 16, 2024 11:01:59 GMT
x.com/kalaelizabeth/status/1801991611439874405I don't like the "it DAI + ME" because I'm not the biggest fan of Mass Effect. But "PUrple Hawke" is back???? If I can say some really stupid thing again out loud while npc stand there dumbfounded I won't say 10/10 game but at least 7/10 already. Purple Hawke was the best. For me, the dialogue system from DA2 is the best of any Bioware game I've played.
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Post by azarhal on Jun 16, 2024 11:08:57 GMT
I've been listening to the "main theme" for DAVe and it weave parts of DAO/DA2 and DAI themes. Also, the beginning is kinda sinister.
I just realized that the cd on Bellara's Fade Bolts are 48 seconds - that is a lot. Are there ways of lowering the cd, or is it higher because she is a companion? With already only 3 abilities I'm not too keen on them being locked behind really long cooldowns. DAO had abilities with cooldowns in minutes. DA2 had abilities with 45s cooldowns. DAI had abilities at 32s. Long cooldowns aren't exactly new to the series.
Bellara's specific ability does a lots of damage (330) while applying a debuff (shocked) and detonate sundered targets. That's a lot in a single ability.
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Post by QuizzyBunny on Jun 16, 2024 11:15:00 GMT
I've been listening to the "main theme" for DAVe and it weave parts of DAO/DA2 and DAI themes. Also, the beginning is kinda sinister.
I just realized that the cd on Bellara's Fade Bolts are 48 seconds - that is a lot. Are there ways of lowering the cd, or is it higher because she is a companion? With already only 3 abilities I'm not too keen on them being locked behind really long cooldowns. DAO had abilities with cooldowns in minutes. DA2 had abilities with 45s cooldowns. DAI had abilities at 32s. Long cooldowns aren't exactly new to the series.
Bellara's specific ability does a lots of damage (330) while applying a debuff (shocked) and detonate sundered targets. That's a lot in a single ability.
Yes, but in DAI we had 8 of them, in Origins we had a dozen, but if we only have 3 I'm a bit concerned. The cd might match the power, but I'm thinking about what will feel good when playing. I'm not raging or anything, but limiting the amount of abilities already is a concern for me, so naturally a long cd has me a bit apprehensive.
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Post by colfoley on Jun 16, 2024 11:40:59 GMT
I've been listening to the "main theme" for DAVe and it weave parts of DAO/DA2 and DAI themes. Also, the beginning is kinda sinister.
DAO had abilities with cooldowns in minutes. DA2 had abilities with 45s cooldowns. DAI had abilities at 32s. Long cooldowns aren't exactly new to the series.
Bellara's specific ability does a lots of damage (330) while applying a debuff (shocked) and detonate sundered targets. That's a lot in a single ability.
Yes, but in DAI we had 8 of them, in Origins we had a dozen, but if we only have 3 I'm a bit concerned. The cd might match the power, but I'm thinking about what will feel good when playing. I'm not raging or anything, but limiting the amount of abilities already is a concern for me, so naturally a long cd has me a bit apprehensive. It might be an interesting change in the whole way they do the combat gameplay loop. Remember me and Luke traded posts over the concept of TTK (time to kill) awhile back and it was quite interesting how much of a consideration it is in the 'fun factor'. But it seems for this game so far, with an eye towards potential variances through difficulty, will be identicle to Inquisition in that regard of its encounter design. So far we have pretty much seen small squad based groups fighting against our squad based group and our abilities have been powerful enough to wreck enemies very quickly. Obviously as the game goes on we'll get bosses and mini bosses as well but this is making me wonder if the idea they'll be going for is the strategic usage of abilities. If you can only use an ability once an encounter...or a bare few times, you might have to think about when you want to use them and how, especially in making sure you can optomize them to set up combos with your companions, all with an eye towards getting through these fights as fast as possible
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Post by Lebanese Dude on Jun 16, 2024 11:43:59 GMT
If I end up playing mage on my 1st playthrough (looking more likely after learning about melee possibility), all I want for Christmas is Energy Barrage.
Not even joking that this ability single-handedly carried my mage experience.
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Post by Element Zero on Jun 16, 2024 11:46:51 GMT
I've been listening to the "main theme" for DAVe and it weave parts of DAO/DA2 and DAI themes. Also, the beginning is kinda sinister.
I just realized that the cd on Bellara's Fade Bolts are 48 seconds - that is a lot. Are there ways of lowering the cd, or is it higher because she is a companion? With already only 3 abilities I'm not too keen on them being locked behind really long cooldowns. DAO had abilities with cooldowns in minutes. DA2 had abilities with 45s cooldowns. DAI had abilities at 32s. Long cooldowns aren't exactly new to the series.
Bellara's specific ability does a lots of damage (330) while applying a debuff (shocked) and detonate sundered targets. That's a lot in a single ability.
Yep, and the time passes pretty quickly while you're using those debuffs to your advantage. Plus, if history holds true, there will also be plenty of ways to decrease cooldowns. I've never had any real gripes about cooldowns in their games. They're pretty good at balancing them, and often make it too easy to minimize or ignore them.
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Post by azarhal on Jun 16, 2024 11:53:28 GMT
I've been listening to the "main theme" for DAVe and it weave parts of DAO/DA2 and DAI themes. Also, the beginning is kinda sinister.
DAO had abilities with cooldowns in minutes. DA2 had abilities with 45s cooldowns. DAI had abilities at 32s. Long cooldowns aren't exactly new to the series.
Bellara's specific ability does a lots of damage (330) while applying a debuff (shocked) and detonate sundered targets. That's a lot in a single ability.
Yes, but in DAI we had 8 of them, in Origins we had a dozen, but if we only have 3 I'm a bit concerned. The cd might match the power, but I'm thinking about what will feel good when playing. I'm not raging or anything, but limiting the amount of abilities already is a concern for me, so naturally a long cd has me a bit apprehensive. Based on the gameplay reveal, DAVe combat doesn't depend on ability spams for damage. Even against the mini-boss, it was mostly normal attacks combos/heavy attacks that were used despite his only active having no cooldown* only a resource cost.
*none listed on the tooltip, but there was a very short one after usage, looks like there is a global cooldown.
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Post by luketrevelyan on Jun 16, 2024 11:59:31 GMT
I think I need to see higher level combat and with different classes before I can really get a good feel.
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Post by Little Bengel on Jun 16, 2024 12:00:30 GMT
If I end up playing mage on my 1st playthrough (looking more likely after learning about melee possibility), all I want for Christmas is Energy Barrage. Not even joking that this ability single-handedly carried my mage experience. I wouldn't be surprised if that was a skill that got folded into the action combat for Veilguard, like the examples of rogue skills that were shown in the gameplay reveal.
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Post by azarhal on Jun 16, 2024 12:08:17 GMT
If I end up playing mage on my 1st playthrough (looking more likely after learning about melee possibility), all I want for Christmas is Energy Barrage. Not even joking that this ability single-handedly carried my mage experience. I wouldn't be surprised if that was a skill that got folded into the action combat for Veilguard, like the examples of rogue skills that were shown in the gameplay reveal. I can see Energy Barrage as the staff heavy attack.
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Post by sjsharp2010 on Jun 16, 2024 12:46:49 GMT
I've been listening to the "main theme" for DAVe and it weave parts of DAO/DA2 and DAI themes. Also, the beginning is kinda sinister.
I just realized that the cd on Bellara's Fade Bolts are 48 seconds - that is a lot. Are there ways of lowering the cd, or is it higher because she is a companion? With already only 3 abilities I'm not too keen on them being locked behind really long cooldowns. DAO had abilities with cooldowns in minutes. DA2 had abilities with 45s cooldowns. DAI had abilities at 32s. Long cooldowns aren't exactly new to the series.
Bellara's specific ability does a lots of damage (330) while applying a debuff (shocked) and detonate sundered targets. That's a lot in a single ability.
Yeah long cooldowns aern' t exactl yuncommon in DA especially in Origins and 2 as revival spells fo rexample have a tleas ta minute o r2 cooldow nperiods from what I remember bu tthere ae ralways ways you can ge ttha tdown through skill trees, upgrades t oyou rgea etc etc. As I remembe ra few times either on DAO and DA2 wher I'v ehad t owai tbefoer I could reviv ea character du et othe abilirt ybein go ncooldown you jus thav et oadap tin those scenarios. Thankfully in DAI thereae ra couple of ways you can revive either usingone of htos elon gcooldown spells or giong ove rt othem and pickin gthem up which i squite often wha tI us eVarric fo ras I g oint ostealth mode and sneak t oth efallen companion an drevive them. In the event I'm no ta rogue myself that is
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Post by our_lady_of_darkness on Jun 16, 2024 12:48:29 GMT
I could be wrong here but I think those two are more likely to get along as they both oppose the Venatori, although I suppose Neve might object to his methods. More likely there could be antagonism between Neve and Emmrich because she doesn't approve of his use of spirits (Solas didn't and views it as slavery), Lucanis and Taash, because he knows the Qun are attacking his homeland and all he sees is a horned giant not the individual, or even Harding and Neve, whichever was chosen in the gameplay the other disapproved, including I think whether to talk down Solas or not. However, Lucanis did seem to be magic sensitive in Tevinter Nights so if they have retained that aspect to him it is possible he is going to be prickly with any mage and they with him (he is called a mage killer after all). Guess what, I intend playing as a mage first run. Still I put up with Fenris and eventually got him to love me, so I can put up with pretty much anyone. So you're saying there's a potential for a lot of conflict and drama - sounds great to me! My first run is going to be most likely a warrior but later I'll go with a mage to see how (hopefully) different it's going to be.
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Post by sjsharp2010 on Jun 16, 2024 12:50:36 GMT
I wouldn't be surprised if that was a skill that got folded into the action combat for Veilguard, like the examples of rogue skills that were shown in the gameplay reveal. I can see Energy Barrage as the staff heavy attack.
Yea hthis an dWinter's graspI would sa yaerm yfavourite spells when playing a mage in DAI though I'll admit I als ofound Fade Step useful when fighting dragons
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Post by Frost on Jun 16, 2024 14:24:39 GMT
The way it sounds from this discussion is that they designed combat around warriors and rogues, and gutted mages (only 3 spells that are secondary to attacking with a weapon). I wish I had asked the question about the number of spells mages can use in combat at the Q&A, so that I could know if it really is only 3 spells for mages.
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Post by The Elder King on Jun 16, 2024 14:30:00 GMT
The way it sounds from this discussion is that they designed combat around warriors and rogues, and gutted mages (only 3 spells that are secondary to attacking with a weapon). I wish I had asked the question about the number of spells mages can use in combat at the Q&A, so that I could know if it really is only 3 spells for mages. What do you mean with 'secondary to attacking with a weapon?'. There's zero chances the mages will have more then 3 active spells. We might get more 'spells' in part of the action moveset, like a Winter's Grasp in place, hypothetically, to the Rogue's Spinning Blades of Twin Fangs shown in the opening, if the theory on how they implemented the mages' action toolkit is correct, but I don't see them doubling the number of active slots for one class, and they'd have definitely mentioned that when talking about the 3 slots.
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Post by Sartoz on Jun 16, 2024 14:43:12 GMT
Let's talk loot for a second. Loot drops... how often, mundane, rare, epic, maybe legendary or Uber uniques.
Diablo 4 devs were surprised about players complaining about the length of time to gets some drops. In D2 it sometimes took multiple seasons to get some items. IN D4 (the latest), devs assumed players wanted D2 lengths. Surprise, surprise. Players tastes have changed since then. Thus the complaints when some items were not dropped in one season.
In DA:V, have players' tastes also changed regarding loot drops? We're not Shard hunting anymore. That was one big complaint from DA:I. Have Bio devs made sufficient and engaging loot drops with a 'reasonable" frequency? I want meaningful loot and don't want to wait until the last ACT for these items to be made available by the game. Is Bellara the one to take with us when exploring? Is she the catalyst we need to find these rare items? Bio has verbal diehard regarding curated this and curated that. But, where is the loot?
That's one fun I want to experience.
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Post by Sartoz on Jun 16, 2024 14:50:45 GMT
I wouldn't be surprised if that was a skill that got folded into the action combat for Veilguard, like the examples of rogue skills that were shown in the gameplay reveal. I can see Energy Barrage as the staff heavy attack.
Hm.... I did not see Neve wielding a staff, from the official gameplay demo. Then again, the transition from cinematic to real gameplay is flawless.
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Post by Dirk on Jun 16, 2024 14:53:52 GMT
I could see them incorporating some active mage spells into basic combat commands. Like, Energy Barrage are added into heavy staff attacks or just critical staff attacks. Fade Step could be included in dodge/movement command, like the shadow dodge in rogue Rook shown in the gameplay. Even Mind Blast could be an upgrade path for parrying/blocking. For balance purposes, there could be internal cooldowns on these special moves, so virtually these would function like active abilities.
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Post by The Loyal Nub on Jun 16, 2024 14:59:31 GMT
The way it sounds from this discussion is that they designed combat around warriors and rogues, and gutted mages (only 3 spells that are secondary to attacking with a weapon). I wish I had asked the question about the number of spells mages can use in combat at the Q&A, so that I could know if it really is only 3 spells for mages. It might be meaningful if they gave the mages upgrade paths that made the limited number of offensive and defensive spells much more powerful and impactful then previous games. It might dampen the complaining over the limited abilities slots if we knew that these abilities were just super-loaded in favor of the mage on the battlefield.
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Post by Sartoz on Jun 16, 2024 14:59:37 GMT
The way it sounds from this discussion is that they designed combat around warriors and rogues, and gutted mages (only 3 spells that are secondary to attacking with a weapon). I wish I had asked the question about the number of spells mages can use in combat at the Q&A, so that I could know if it really is only 3 spells for mages. What do you mean with 'secondary to attacking with a weapon?'. There's zero chances the mages will have more then 3 active spells. We might get more 'spells' in part of the action moveset, like a Winter's Grasp in place, hypothetically, to the Rogue's Spinning Blades of Twin Fangs shown in the opening, if the theory on how they implemented the mages' action toolkit is correct, but I don't see them doubling the number of active slots for one class, and they'd have definitely mentioned that when talking about the 3 slots.
I'm starting to believe that Bio only had the melee char in mind when designing the new combat mechanics. The Mage?... an after thought .
You're right. Bio won't back down now. Three it is and will remain. That fantastic in depth skill tree Bio talks about mean nothing if only three spells are available. Really, what you get is three active spells that just grow in power as you level up.
Now, will Bio allow the Mage to swap spells while in PAUSE? Or, will we be like Gale in BG3... with a memory capacity of three spells?
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Post by Sartoz on Jun 16, 2024 15:01:07 GMT
I could see them incorporating some active mage spells into basic combat commands. Like, Energy Barrage are added into heavy staff attacks or just critical staff attacks. Fade Step could be included in dodge/movement command, like the shadow dodge in rogue Rook shown in the gameplay. Even Mind Blast could be an upgrade path for parrying/blocking. For balance purposes, there could be internal cooldowns on these special moves, so virtually these would function like active abilities.
melee attacks require strength... something mages are poor at. Or, has Bio revamped that Mage Class to something I no longer understand?
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