Frost
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Post by Frost on Aug 20, 2024 11:41:18 GMT
Which then brings us to Veilguard I have gotten the feeling for awhile that this game was being a bit tailor made for a rogue-ish perspective. Which is about time that they get some love in the marketing given the above but it’s also a bit weird just how heavily they seem to be implying it...up to this point. Rook on the 'key art' seems to be a rogue. The main magical macguffin weapon is a dagger. A lot of the marketing to this point pre the reveal trailer certainly gave the impression of a lot of secret squirell crap behind the scenes action more in the line of what Rogues tend to do, in setting and out, over warriors and mages. I was even a bit worried they were going a bit too far into this but I guess now that we have gotten Warrior Rook the scales have been kind of balanced again. Though one almost has to wonder how muhc of that sneaking around and shadow wars has survived into the current version of the game given...well how open the big bads actually seem to be moving now in the trailer + no teasing of other threats to 'distract' people, like no Qunari in the trailer either...so we'll have to see. I don’t care which class they use in marketing, but I really don’t want my mage to feel like a rogue or have to sneak a lot. Especially as the game takes place in the city of mages, they should have included a lot of ways to use spells for mages. I doubt they will, though, after clearly designing the combat for martial classes only.
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Post by colfoley on Aug 20, 2024 11:48:16 GMT
Which then brings us to Veilguard I have gotten the feeling for awhile that this game was being a bit tailor made for a rogue-ish perspective. Which is about time that they get some love in the marketing given the above but it’s also a bit weird just how heavily they seem to be implying it...up to this point. Rook on the 'key art' seems to be a rogue. The main magical macguffin weapon is a dagger. A lot of the marketing to this point pre the reveal trailer certainly gave the impression of a lot of secret squirell crap behind the scenes action more in the line of what Rogues tend to do, in setting and out, over warriors and mages. I was even a bit worried they were going a bit too far into this but I guess now that we have gotten Warrior Rook the scales have been kind of balanced again. Though one almost has to wonder how muhc of that sneaking around and shadow wars has survived into the current version of the game given...well how open the big bads actually seem to be moving now in the trailer + no teasing of other threats to 'distract' people, like no Qunari in the trailer either...so we'll have to see. I don’t care which class they use in marketing, but I really don’t want my mage to feel like a rogue or have to sneak a lot. Especially as the game takes place in the city of mages, they should have included a lot of ways to use spells for mages. I doubt they will, though, after clearly designing the combat for martial classes only. I am tempted to post the Luke from The Last Jedi gif here. Especially since I know I have shared a lot of my opinions with you over in the combat thread why I don't think this is neccessarily going to be the truth. Granted I do understand some cause for skepticism I'm not really sold on the design yet myself fully, will have to see when we get there, and I also know what its like to try and keep expectations low... But I also do highly doubt this is going to be true. Now whether or not this is going to be enjoyable or not is another matter entirely or whether or not we can adapt but I am pretty sure we are going to get access to a wide variety of long ranged spells and abilities for both mages and ranged rogues.
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Post by themikefest on Aug 20, 2024 11:50:35 GMT
And I via Shepard had to do most of the damage in the trilogy, especially during Mass Effect 2. While Shepard can do most of the damage, the squadmates still do a lot more than what the squadmates in MEA did. The same can be said for DA2/DAI games. At the beginning of those game's, companions did more damage than what was seen in the gameplay video. What is the explanation for Varric? He's doing less damage than what he did at the beginning of DAI. How what works? You mean the squadmates doing less damage in MEA than the squadmates from the trilogy?
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Post by colfoley on Aug 20, 2024 12:07:28 GMT
And I via Shepard had to do most of the damage in the trilogy, especially during Mass Effect 2. While Shepard can do most of the damage, the squadmates still do a lot more than what the squadmates in MEA did. The same can be said for DA2/DAI games. At the beginning of those game's, companions did more damage than what was seen in the gameplay video. What is the explanation for Varric? He's doing less damage than what he did at the beginning of DAI. How what works? You mean the squadmates doing less damage in MEA than the squadmates from the trilogy? On Andromeda I disagree. I have watched how quickly my squad mates can deal with the enemy's in that game by executing team tactics with Ryders and the usage of powers and the detonation of combos. On Inquisition vs. Veilguard I don't know how you feel you can make that judgement. Afterall in the same time frame that we've dealt with in both starting areas in both games the threats we were facing were vastly different. In Inquisition we dealt with Shades and whisps that virtually the entire party/ the Inquisitor was able to take down in a couple of hits. Veilguard was dealing with much tougher enemies in the intial stage, fear demons and blood mages, because if you noticed Rook wasn't exactly laying out the enemy's either with damage out put. Only really when Rook used his special ability was he able to get an advantage. Fast forward and the only real one to one comparison in both games was the Pride Demon. In Inquisition it took us awhile to whittle it down and we were joined by a lot of supporting characters to help because Pride Demons were a major threat. In Veilguard it was just the fourt of us (Rook, Neve, Harding, and Varric) who were able to deal with things just fine on their own after having to whittle it down for awhile. If anything the damage outputs between the two teams are very similar with perhaps a slight edge to the ones in Veilguard. What I mean is that all we are doing is relating our own experiences at one another. You know that you can't argue with Peebee and tell her off for coming up with her stupid plan. You know that you weren't able to utilize the Andromeda's squad in a way you wanted. You know that the trilogy had a much better balance for you and how they handled squad combat. For me I know that I was able to tell Peebee off because I clicked the option and I know that bits and pieces of METs combat the companions seemed utterly useless and overall the MEAs squad was one of the msot effective fighting forces in the franchise. Just seems to be a bit of an impasse to me right now because our perspectives are so at odds.
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Post by Sartoz on Aug 20, 2024 12:25:29 GMT
I don’t care which class they use in marketing, but I really don’t want my mage to feel like a rogue or have to sneak a lot. Especially as the game takes place in the city of mages, they should have included a lot of ways to use spells for mages. I doubt they will, though, after clearly designing the combat for martial classes only. I am tempted to post the Luke from The Last Jedi gif here. Especially since I know I have shared a lot of my opinions with you over in the combat thread why I don't think this is neccessarily going to be the truth. Granted I do understand some cause for skepticism I'm not really sold on the design yet myself fully, will have to see when we get there, and I also know what its like to try and keep expectations low... But I also do highly doubt this is going to be true. Now whether or not this is going to be enjoyable or not is another matter entirely or whether or not we can adapt but I am pretty sure we are going to get access to a wide variety of long ranged spells and abilities for both mages and ranged rogues.
Core spells for the mage is Fire, Ice and Lightning. "Combo" spell is probably two spells: cast a fire spell followed by an ice spell. Varieties? Hm... Spells assisted by magical gear: gloves, gems, etc. Three ranged spells is not a variety. It's three. I don't count "flavours" of a spell as increasing the number of core spells. Bio certainly and royally f****d the mage class in this game... no two, three or four ways about it.
Powerful mage attacks is, imo, assisted by magic gear that can be found in the game... or crafted through a "recipe". This means hunting for loot which is unlocked when we reach a certain level: ie: " the game opens up". So a real powerful mage attack is = combo spell assisted by magic gear.
Action combat is the name of this game... mage combat will, in my view, contain some form of action = gymnastics = forward and backward jumps. And, I'm not surprised if there is a body twist or two in there (see gameplay demo ). This "action" is un-mage like, I swear...
Last, this discussion will be interesting once we see the mage combat demo
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Post by fairdragon on Aug 20, 2024 12:38:49 GMT
I am tempted to post the Luke from The Last Jedi gif here. Especially since I know I have shared a lot of my opinions with you over in the combat thread why I don't think this is neccessarily going to be the truth. Granted I do understand some cause for skepticism I'm not really sold on the design yet myself fully, will have to see when we get there, and I also know what its like to try and keep expectations low... But I also do highly doubt this is going to be true. Now whether or not this is going to be enjoyable or not is another matter entirely or whether or not we can adapt but I am pretty sure we are going to get access to a wide variety of long ranged spells and abilities for both mages and ranged rogues.
Core spells for the mage is Fire, Ice and Lightning. "Combo" spell is probably two spells: cast a fire spell followed by an ice spell. Varieties? Hm... Spells assisted by magical gear: gloves, gems, etc. Three ranged spells is not a variety. It's three. I don't count "flavours" of a spell as increasing the number of core spells. Bio certainly and royally f****d the mage class in this game... no two, three or four ways about it.
Powerful mage attacks is, imo, assisted by magic gear that can be found in the game... or crafted through a "recipe". This means hunting for loot which is unlocked when we reach a certain level: ie: " the game opens up". So a real powerful mage attack is = combo spell assisted by magic gear.
Action combat is the name of this game... mage combat will, in my view, contain some form of action = gymnastics = forward and backward jumps. And, I'm not surprised if there is a body twist or two in there (see gameplay demo ). This "action" is un-mage like, I swear...
Last, this discussion will be interesting once we see the mage combat demo
Inquistion doesn't have more as well. We allways have fire, ice and lightning. That is why we get the specializations. Also crafting is in Inquistion as well. And some spells from Inquistion are on the melee buttons for rogue and warrior.
As the dev. said you chose to play as range, melee or both in this game. But you are right let's wait and see.
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Post by gervaise21 on Aug 20, 2024 12:48:08 GMT
I've been looking at the trailer again; the shot where an elf mage is confronting a Sentinel. Could that be a mage Rook?
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Post by OhDaniGirl on Aug 20, 2024 13:11:28 GMT
I've been looking at the trailer again; the shot where an elf mage is confronting a Sentinel. Could that be a mage Rook? I don't think so, because it looks to be the same elf trapped in the tentacle things earlier in the trailer. I was thinking Strife, but it's hard to tell if there's any vallaslin.
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Post by Little Bengel on Aug 20, 2024 13:52:45 GMT
Raytracing preview (plus mage sneak peek)
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saandrig
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Post by saandrig on Aug 20, 2024 13:52:58 GMT
Did someone post this RTX vid already?
Nvm, someone did seconds before me
Also - hell yeah, Frame Generation! My new favorite tech. Going to play Veilguard on maximum beauty and maximum frames
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fistoffiori
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Post by fistoffiori on Aug 20, 2024 13:55:55 GMT
Ahhhhh we can finally move about while doing spells it seems!
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biotic
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Post by biotic on Aug 20, 2024 13:56:29 GMT
Happy to see mages are not doing the overly dramatic twirls with their basic attacks like in DA2 and DAI (it was fun but it's nice to have updated animations)! Looks good.
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Post by Lebanese Dude on Aug 20, 2024 14:40:31 GMT
Raytracing preview (plus mage sneak peek) Fuck that looks good. Might go back to Spellblade first.
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Post by gervaise21 on Aug 20, 2024 14:51:12 GMT
Query why we haven't seen a mage Rook and low and behold they release a trailer with a mage Rook. Happy now.
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apollexander
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Post by apollexander on Aug 20, 2024 14:56:48 GMT
While I appreciate the art style, the texture looks awkward.
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Post by Lebanese Dude on Aug 20, 2024 14:58:55 GMT
Staff light/heavy kinda giving Elder Scrolls Online? I wonder if that was the inspiration.
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Post by KingDarious BBB on Aug 20, 2024 15:01:09 GMT
Raytracing preview (plus mage sneak peek) Now bring on the warrior gameplay
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Post by jennica on Aug 20, 2024 15:08:37 GMT
So every class must have four attack types: light, heavy AOE, charged and jump attacks. And i guess the spell at 0:29 is an ability rather than an attack from our moveset? Looks good so far, but i wonder how many combos there will be and how much we can customize our abilities/attacks.
Oh, and i hope mages will have finishers too.
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Post by Lebanese Dude on Aug 20, 2024 15:13:13 GMT
So every class must have four attack types: light, heavy AOE, charged and jump attacks. And i guess the spell at 0:29 is an ability rather than an attacks from our moveset? Looks good so far, but i wonder how many combos there will be and how much we can customize our abilities/attacks.
Oh, and i hope mages will have finishers too.
I would think the passives in the skill tree will modify attack effects, both numerical and visual. For example, we saw the charged heavy attack for Rogues is the Twin Fangs ability. If we follow how DA2 and DAI handled these, If you take a particular passive, it might make it do 100% more damage against low health targets. It might make the target get a status effect that can be exploited by a Warrior attack, etc.
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fistoffiori
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Post by fistoffiori on Aug 20, 2024 15:23:20 GMT
I like when my Mage Hawke would whack enemies that were close enough so glad to see that sort of thing is back, that our staves can also be a bit of a beating stick haha.
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luketrevelyan
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Post by luketrevelyan on Aug 20, 2024 15:28:34 GMT
It was nice to see a few snippets of mage combat but I think I will need to see more, including the ability wheel, to know how much I would enjoy it. Hopefully today we get the high level warrior combat though.
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Post by smilesja on Aug 20, 2024 15:40:33 GMT
Raytracing preview (plus mage sneak peek) I'm actually tempted to make my character into a mage after seeing clips of that. That gameplay looks soooo buttery smooth and engaging.
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Post by azarhal on Aug 20, 2024 15:44:27 GMT
I guess I have to play a Mage for my first PT now (I always end up playing mage). Sorry Warrior and Rogue, but you lack sparkles and shiny spells.
By the way, I think nature staff are back. We can see lightning and frost staff and then the green stuff that is clearly not fire...
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Post by sjsharp2010 on Aug 20, 2024 15:57:04 GMT
Query why we haven't seen a mage Rook and low and behold they release a trailer with a mage Rook. Happy now. I am tha tI mus tadmi tlooks pretty cool. I'm definitel ylookin gforward t oewildin som emagic.
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Post by Reznore on Aug 20, 2024 16:06:27 GMT
Not liking how mages look, i never liked staves.
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