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Post by gervaise21 on Aug 21, 2024 13:33:49 GMT
Just thought I'd post a still of the action from the latest trailer. I must say I like the idea of an agile mage.
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saandrig
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Jade Empire, Mass Effect Andromeda, SWTOR, Anthem, Mass Effect Legendary Edition
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Post by saandrig on Aug 21, 2024 13:45:36 GMT
Just thought I'd post a still of the action from the latest trailer. I must say I like the idea of an agile mage. Taash: I see you got flexibility. I got reach...
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Post by Lebanese Dude on Aug 21, 2024 14:25:35 GMT
“Mage” combat looks awful and very boring. Just what I thought it would be when I heard mages were reduced to only having 3 spells. I put mage in quotation marks because it doesn’t look like a mage to me. From what I heard the "there's only 3 spells" is not accurate - there will be 5 (at least according to people who were on Community Council). The "3 spells" argument is wrong to begin with and it continues to annoy the hell out of me that even people on BioWare forums keep repeating that dumb line. They have repeatedly emphasized that many spells have been baked in to the core kit of Rook. A lot of spells like Fade Step and Barrier were probably taken by MOST players because they are very useful. So they just gave all mages the ability to "dodge" (I saw Neve "fade step" backwards) and use a "barrier" to block abilities. A lot of spells that were just "cast this on cooldown" like Arcane Bolt in DAO are now just a light attack. Channel spells look like to be the heavy attack now. We have ultimate abilities. We have an item active ability. I recently played DAO as a mage and half my spells are just skins of the same thing. More is not always better and people are actually lying to themselves if they ever said they used more than 6-7 spells/abilities in their core gameplay loop. It's just dumb.
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Post by Lebanese Dude on Aug 21, 2024 14:30:30 GMT
Like there's a very high possibility that some of our skills will upgrade the BASIC ATTACK of Rook, even as a mage.
What if you took an ability that makes your light attacks refund mana? That's already infinitely more exciting than the 25% staff damage node that you took in the Spirit trees of DAO/DA2 because it encourages the continued use of attacks to fuel the gameplay loop.
And I always took those passives, because you spend half your time as a mage going Pew Pew with a staff and not actually casting spells. People loved the ability to wack people in melee cause it actually made your basic abilities do something fun. Now we get to do something dynamic and interactive, and we STILL have people complaining. They'll never be happy.
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luketrevelyan
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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
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Post by luketrevelyan on Aug 21, 2024 15:12:23 GMT
Dragon Age @dragonageLet's talk about the PC experience for #DragonAge: The Veilguard! We're PC players ourselves and have a dedicated team focused on PC. Check out our blog to learn more about: ⚔️ Display Features ⚔️ Graphics Settings ⚔️ Controls www.ea.com/games/dragon-age/dragon-age-the-veilguard/news/pc-featuresEdit: Tweet was deleted...and now back
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Post by midnight tea on Aug 21, 2024 15:42:49 GMT
From what I heard the "there's only 3 spells" is not accurate - there will be 5 (at least according to people who were on Community Council). The "3 spells" argument is wrong to begin with and it continues to annoy the hell out of me that even people on BioWare forums keep repeating that dumb line. They have repeatedly emphasized that many spells have been baked in to the core kit of Rook. A lot of spells like Fade Step and Barrier were probably taken by MOST players because they are very useful. So they just gave all mages the ability to "dodge" (I saw Neve "fade step" backwards) and use a "barrier" to block abilities. A lot of spells that were just "cast this on cooldown" like Arcane Bolt in DAO are now just a light attack. Channel spells look like to be the heavy attack now. We have ultimate abilities. We have an item active ability. I recently played DAO as a mage and half my spells are just skins of the same thing. More is not always better and people are actually lying to themselves if they ever said they used more than 6-7 spells/abilities in their core gameplay loop. It's just dumb. Agreed! I've always found it curious when I've seen folks complain at lack of spells or abilities, when it was obvious that some abilities - even basics, like like dodge, parry or block - have been stripped from more complex rotation and added to the tree as an ability. Never mind when specific abilities are only reskins, with maybe a different elemental effect. Can't help but to think of this when I see it happen:
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azarhal
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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, SWTOR, Mass Effect Legendary Edition
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Post by azarhal on Aug 21, 2024 15:49:54 GMT
Dragon Age @dragonageLet's talk about the PC experience for #DragonAge: The Veilguard! We're PC players ourselves and have a dedicated team focused on PC. Check out our blog to learn more about: ⚔️ Display Features ⚔️ Graphics Settings ⚔️ Controls www.ea.com/games/dragon-age/dragon-age-the-veilguard/news/pc-featuresEdit: Tweet was deleted - maybe this went out early? Article is still up. Class specific keybinds! Shows in real time the impact of changing the graphical settings.
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jennica
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Party like a krogan
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Neverwinter Nights, Mass Effect Andromeda, SWTOR, Mass Effect Legendary Edition
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Post by jennica on Aug 21, 2024 16:01:41 GMT
Dragon Age @dragonageLet's talk about the PC experience for #DragonAge: The Veilguard! We're PC players ourselves and have a dedicated team focused on PC. Check out our blog to learn more about: ⚔️ Display Features ⚔️ Graphics Settings ⚔️ Controls www.ea.com/games/dragon-age/dragon-age-the-veilguard/news/pc-featuresEdit: Tweet was deleted...and now back I like that it shows graphical changes in real time. I wish all AAA games would do it.
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saandrig
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Jade Empire, Mass Effect Andromeda, SWTOR, Anthem, Mass Effect Legendary Edition
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Post by saandrig on Aug 21, 2024 17:46:15 GMT
Now I am curious what Ultra RT is. Path Tracing? Doubtful. But maybe its the full RT suite, like Psycho RT in CP2077.
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Post by Sartoz on Aug 21, 2024 18:14:37 GMT
Now I am curious what Ultra RT is. Path Tracing? Doubtful. But maybe its the full RT suite, like Psycho RT in CP2077.
Ultra rt = highest preset for Ray Tracing effects... produces realistic lighting, shadows & reflections. Also means you need High end gear 'cause computing power is significant.
EDIT: I find this option odd because the game's art style is waay opposite CyberPunk 2077, where Ray Tracing is used to great effect.
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TheInvoker
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Mass Effect Andromeda
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Post by TheInvoker on Aug 21, 2024 19:38:57 GMT
They don't talk about controls
they said we can play with M&K and controller (really?? that's a great surprise) and some of them are PC players and 50% of the tests were done with PC (so less than half...not good)
i still don't see any M&K interface or info about keybindings
since i can use just one Rook, i think the setting to have different keybings for each class is almost useless. It could be useful for thos who wants to play more than one run at the same time.
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sjsharp2010
N7
Go Team!
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Mass Effect Andromeda, Anthem, Mass Effect Legendary Edition
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Post by sjsharp2010 on Aug 21, 2024 19:44:05 GMT
Dragon Age @dragonageLet's talk about the PC experience for #DragonAge: The Veilguard! We're PC players ourselves and have a dedicated team focused on PC. Check out our blog to learn more about: ⚔️ Display Features ⚔️ Graphics Settings ⚔️ Controls www.ea.com/games/dragon-age/dragon-age-the-veilguard/news/pc-featuresEdit: Tweet was deleted...and now back A lot of good optoins hter tha twill help a variety of machines to run this game.
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Post by RelevantRevenant on Aug 21, 2024 20:05:01 GMT
I feel like such an enormous Virgo everytime I go into the News thread to lay down the law.
If I were a librarian, I would be the kind who shushes at you and frowns everytime you speak at my library. I might also resort to pointing at the sign telling you to keep quiet.
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MeadKnight
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Mass Effect Andromeda, Mass Effect Legendary Edition
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Post by MeadKnight on Aug 21, 2024 21:00:25 GMT
I feel like such an enormous Virgo everytime I go into the News thread to lay down the law. If I were a librarian, I would be the kind who shushes at you and frowns everytime you speak at my library. I might also resort to pointing at the sign telling you to keep quiet. I appreciate it. Everytime I see there is a new post in the News thread and it's just someone asking a question I get sad lol
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sjsharp2010
N7
Go Team!
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Mass Effect Andromeda, Anthem, Mass Effect Legendary Edition
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Post by sjsharp2010 on Aug 21, 2024 21:15:39 GMT
From what I heard the "there's only 3 spells" is not accurate - there will be 5 (at least according to people who were on Community Council). The "3 spells" argument is wrong to begin with and it continues to annoy the hell out of me that even people on BioWare forums keep repeating that dumb line. They have repeatedly emphasized that many spells have been baked in to the core kit of Rook. A lot of spells like Fade Step and Barrier were probably taken by MOST players because they are very useful. So they just gave all mages the ability to "dodge" (I saw Neve "fade step" backwards) and use a "barrier" to block abilities. A lot of spells that were just "cast this on cooldown" like Arcane Bolt in DAO are now just a light attack. Channel spells look like to be the heavy attack now. We have ultimate abilities. We have an item active ability. I recently played DAO as a mage and half my spells are just skins of the same thing. More is not always better and people are actually lying to themselves if they ever said they used more than 6-7 spells/abilities in their core gameplay loop. It's just dumb. On one hand I understand wha tthe yaer saying but on th eother I agree with yo ubecaus eyes 3 is a smal l number bu ti fthe gam eis handling like say Andromeda or Hogwarts Legacy t ous ethose 2 as an exampl ethen 3 is probabl yright .Because in Hogwarts we pla ywha tyo ucould call a mage in an action styl eo fwa yand to simplify it we only had access to 4spells at a time an di tworks jus tfin ethere. TBH w eneed t owait fo rth egame to come out and try it fo rourselves befoer we judge it too harshly. Personally I've liked everything we've seen so far and I'm keen to see this high level warior Rook gamepla ywe're supposed t obe getting this week. My guess is they may show that tomorrow as Thursday has been a day where they've tended to reveal stuff.
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Post by Absafraginlootly on Aug 21, 2024 22:44:24 GMT
Dragon Age @dragonageLet's talk about the PC experience for #DragonAge: The Veilguard! We're PC players ourselves and have a dedicated team focused on PC. Check out our blog to learn more about: ⚔️ Display Features ⚔️ Graphics Settings ⚔️ Controls www.ea.com/games/dragon-age/dragon-age-the-veilguard/news/pc-featuresEdit: Tweet was deleted...and now back "We wanted to ensure the controls and UI are a good experience for both KBM and controllers; so we did close to 10,000 hours of user research testing to make sure of it." Well that sounds good but I'd like to see some show rather than tell so i hope they're using the pc with kb+m for the game play video that's supposed to be this week. I need to see how the ui and controls work and look with kb+m.
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Post by Absafraginlootly on Aug 21, 2024 23:15:16 GMT
Dragon Age @dragonageLet's talk about the PC experience for #DragonAge: The Veilguard! We're PC players ourselves and have a dedicated team focused on PC. Check out our blog to learn more about: ⚔️ Display Features ⚔️ Graphics Settings ⚔️ Controls www.ea.com/games/dragon-age/dragon-age-the-veilguard/news/pc-featuresEdit: Tweet was deleted...and now back "We wanted to ensure the controls and UI are a good experience for both KBM and controllers; so we did close to 10,000 hours of user research testing to make sure of it." Well that sounds good but I'd like to see some show rather than tell so i hope they're using the pc with kb+m for the game play video that's supposed to be this week. I need to see how the ui and controls work and look with kb+m. I note that only one of the 2 pictures with the settings ui is for kb+m I hope the Q and E keys are an optional way to switch between menu sections. Not being able to just click on things in the menu with the mouse is one of my irritations with console ports.
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Post by Frost on Aug 21, 2024 23:17:08 GMT
And I always took those passives, because you spend half your time as a mage going Pew Pew with a staff and not actually casting spells. People loved the ability to wack people in melee cause it actually made your basic abilities do something fun. Now we get to do something dynamic and interactive, and we STILL have people complaining. They'll never be happy. Your playstyle is very different from mine. It definitely wasn’t me asking for mage combat to be Pew Pew with a staff and then whack people in melee. I like being able to have a large variety of attack spells and healing spells and control spells to use as I like. I think it is fun having some spells I might not use in every fight but might be perfect for specific battles. You won’t ever convince me that pew pew with a staff will make up for only having 3 spells, so we will have to agree to disagree.
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Post by Lebanese Dude on Aug 21, 2024 23:43:26 GMT
And I always took those passives, because you spend half your time as a mage going Pew Pew with a staff and not actually casting spells. People loved the ability to wack people in melee cause it actually made your basic abilities do something fun. Now we get to do something dynamic and interactive, and we STILL have people complaining. They'll never be happy. Your playstyle is very different from mine. It definitely wasn’t me asking for mage combat to be Pew Pew with a staff and then whack people in melee. I like being able to have a large variety of attack spells and healing spells and control spells to use as I like. I think it is fun having some spells I might not use in every fight but might be perfect for specific battles. You won’t ever convince me that pew pew with a staff will make up for only having 3 spells, so we will have to agree to disagree. Nothing to disagree about when you're objectively wrong. It's 3 slottable abilities, one ultimate ability, one item ability, light attacks and their variants, heavy attacks and their variants, two weapon loadouts, and actual finishing moves. But by all means, keep on complaining.
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ewigDunkelheit
N3
Exalt the Dwarf Age!
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Mass Effect Andromeda
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Post by ewigDunkelheit on Aug 21, 2024 23:47:06 GMT
From what I heard the "there's only 3 spells" is not accurate - there will be 5 (at least according to people who were on Community Council). The "3 spells" argument is wrong to begin with and it continues to annoy the hell out of me that even people on BioWare forums keep repeating that dumb line. A lot of spells like Fade Step and Barrier were probably taken by MOST players because they are very useful. So they just gave all mages the ability to "dodge" (I saw Neve "fade step" backwards) and use a "barrier" to block abilities. A lot of spells that were just "cast this on cooldown" like Arcane Bolt in DAO are now just a light attack. Channel spells look like to be the heavy attack now. I recently played DAO as a mage and half my spells are just skins of the same thing. More is not always better and people are actually lying to themselves if they ever said they used more than 6-7 spells/abilities in their core gameplay loop. It's just dumb. Some of our objections have more to it than that. When I mention three spells, I am referring to targeted casting that I can fully control, not to on-hit effects or masterwork runes that randomly activate. I have also mentioned that the "baked-in" spells are not specifically chosen by me as the player. What if I didn't want Arcane Bolt, Elemental Orb, or Fade Step on my ability bar, but rather something else of my choosing? The choice has been removed, so yes, it is a "3 spells" limit with a rune or two. In my current Exodus alternate run, I am playing a Hawke mage that is using 13 spells in nearly every combat. Looking at the spell list in Origins still shows a lot of distinct spells that serve different purposes, barring some minor overlap (like Weakness and Disorient), or upgrading to group versions of spells (like Rejuvenation then Mass). For further example, while all the glyphs or spells in the Heroism line have a similar approach, they each serve a different function. While I don't have an official mage character for Origins, I have played around with one before, and, let me tell you, I used more than 6-7 spells in my combat encounters. So no, I don't think I am lying to myself, and I don't think it's dumb to have a variety of options.
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Post by Lebanese Dude on Aug 22, 2024 0:54:42 GMT
The "3 spells" argument is wrong to begin with and it continues to annoy the hell out of me that even people on BioWare forums keep repeating that dumb line. A lot of spells like Fade Step and Barrier were probably taken by MOST players because they are very useful. So they just gave all mages the ability to "dodge" (I saw Neve "fade step" backwards) and use a "barrier" to block abilities. A lot of spells that were just "cast this on cooldown" like Arcane Bolt in DAO are now just a light attack. Channel spells look like to be the heavy attack now. I recently played DAO as a mage and half my spells are just skins of the same thing. More is not always better and people are actually lying to themselves if they ever said they used more than 6-7 spells/abilities in their core gameplay loop. It's just dumb. Some of our objections have more to it than that. When I mention three spells, I am referring to targeted casting that I can fully control, not to on-hit effects or masterwork runes that randomly activate. I have also mentioned that the "baked-in" spells are not specifically chosen by me as the player. What if I didn't want Arcane Bolt, Elemental Orb, or Fade Step on my ability bar, but rather something else of my choosing? The choice has been removed, so yes, it is a "3 spells" limit with a rune or two. In my current Exodus alternate run, I am playing a Hawke mage that is using 13 spells in nearly every combat. Looking at the spell list in Origins still shows a lot of distinct spells that serve different purposes, barring some minor overlap (like Weakness and Disorient), or upgrading to group versions of spells (like Rejuvenation then Mass). For further example, while all the glyphs or spells in the Heroism line have a similar approach, they each serve a different function. While I don't have an official mage character for Origins, I have played around with one before, and, let me tell you, I used more than 6-7 spells in my combat encounters. So no, I don't think I am lying to myself, and I don't think it's dumb to have a variety of options. You did not use more than 5-6 spells. You used the same spell recolored as another one with a slightly different effect, or you used the same spell sequence to accomplish the same thing. Yeah sure you can use Glyph of Paralysis and Paralyze and they'd be different spells, but they do the same exact thing. How about you just have one spell that you can cast twice as often. Then merge in the Horror spell (another paralyze) by adding a dot damage effect to your Paralyze. You have 3 spells in one merged into the new Horror spell in DA2/DAI. Yeah you can have a sustain for Frost damage, or Frost damage or Armor Penetration....very tactical. Took them to get to the cool stuff. Without mods anything other than Fire was trolling. DA2 took a step forward in merging many spells to accomplish the same thing (via thematic or status applications), and letting you path properly without being inundated with useless spells you took to get to the stuff you wanted. You know what was cool? *One* Elemental Barrage spell doing damage based on your weapon type, letting you slot your weapon based on enemy immunities and looking damn good while doing it. I don't need to cast Arcane Bolt, then Lightning, then Winters Grasp every 20s. I want to cast Elemental Barrage every 6. That's what I did, and damn if it didn't feel good. You continue to hold on to "what was" when what is new could very possibly be something you enjoy. I just don't understand and probably never will so I'll stop.
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illuminated11
N3
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition
Posts: 482 Likes: 1,192
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition
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Post by illuminated11 on Aug 22, 2024 1:06:41 GMT
I agree that criticisms of new mage combat have been overblown, but what I always liked about Origins was that it felt like I could have very different play styles as a mage, whether as a tank that blew all their mana on sustain spells or a pure damager that beelined for spells like mana clash and fire ball or a fully support build focused on healing and buffing and debuffing. There are overlaps but you usually only have a finite number of skill points you can use, even less if you’re not getting tomes or splitting tomes with other mages, so you had to pick and choose your build. It lead to distinct, discrete builds. Now necromancer could be a very control oriented build, and healing is coming back (although I never really was bothered by it missing in the first place tbh), but what we’ve seen so far feels like it homogenizes the styles of play for a mage.
With that said, I’m very excited for spellblade. It looks extremely kinetic and fun.
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githcheater
N3
Games: Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, SWTOR
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githcheater
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Post by githcheater on Aug 22, 2024 1:10:29 GMT
Some of our objections have more to it than that. When I mention three spells, I am referring to targeted casting that I can fully control, not to on-hit effects or masterwork runes that randomly activate. I have also mentioned that the "baked-in" spells are not specifically chosen by me as the player. What if I didn't want Arcane Bolt, Elemental Orb, or Fade Step on my ability bar, but rather something else of my choosing? The choice has been removed, so yes, it is a "3 spells" limit with a rune or two. In my current Exodus alternate run, I am playing a Hawke mage that is using 13 spells in nearly every combat. Looking at the spell list in Origins still shows a lot of distinct spells that serve different purposes, barring some minor overlap (like Weakness and Disorient), or upgrading to group versions of spells (like Rejuvenation then Mass). For further example, while all the glyphs or spells in the Heroism line have a similar approach, they each serve a different function. While I don't have an official mage character for Origins, I have played around with one before, and, let me tell you, I used more than 6-7 spells in my combat encounters. So no, I don't think I am lying to myself, and I don't think it's dumb to have a variety of options. You did not use more than 5-6 spells. You used the same spell recolored as another one with a slightly different effect, or you used the same spell sequence to accomplish the same thing. Yeah sure you can use Glyph of Paralysis and Paralyze and they'd be different spells, but they do the same exact thing. How about you just have one spell that you can cast twice as often. Then merge in the Horror spell (another paralyze) by adding a dot damage effect to your Paralyze. You have 3 spells in one merged into the new Horror spell in DA2/DAI. Yeah you can have a sustain for Frost damage, or Frost damage or Armor Penetration....very tactical. Took them to get to the cool stuff. Without mods anything other than Fire was trolling. DA2 took a step forward in merging many spells to accomplish the same thing (via thematic or status applications), and letting you path properly without being inundated with useless spells you took to get to the stuff you wanted. You continue to hold on to "what was" when what is new could very possibly be something you enjoy. Hell you don't even know what's to come but you're leaping to conclusions. Glyph of Paralysis only works if the enemy steps on it. You can use Glyph of Paralysis to paralyze two or more enemies, and then later use Paralysis to paralyze a straggler.
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Lebanese Dude
Anti-Gamer Culture
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Post by Lebanese Dude on Aug 22, 2024 1:14:41 GMT
You did not use more than 5-6 spells. You used the same spell recolored as another one with a slightly different effect, or you used the same spell sequence to accomplish the same thing. Yeah sure you can use Glyph of Paralysis and Paralyze and they'd be different spells, but they do the same exact thing. How about you just have one spell that you can cast twice as often. Then merge in the Horror spell (another paralyze) by adding a dot damage effect to your Paralyze. You have 3 spells in one merged into the new Horror spell in DA2/DAI. Yeah you can have a sustain for Frost damage, or Frost damage or Armor Penetration....very tactical. Took them to get to the cool stuff. Without mods anything other than Fire was trolling. DA2 took a step forward in merging many spells to accomplish the same thing (via thematic or status applications), and letting you path properly without being inundated with useless spells you took to get to the stuff you wanted. You continue to hold on to "what was" when what is new could very possibly be something you enjoy. Hell you don't even know what's to come but you're leaping to conclusions. Glyph of Paralysis only works if the enemy steps on it. You can use Glyph of Paralysis to paralyze two or more enemies, and then later use Paralysis to paralyze a straggler. But they do the same thing. That's my point. You don't need two spells if you can do it in one, even if they are applied a bit differently. Nothing is gained other than an illusion of choice. If you say you want it to hit multiple people, that's fine. No reason why that can't be done with one spell either. Winter's Grasp only hit one target in DAO. In DA2 you can upgrade it to hit in a small radius, for example. Why did you need both Winter's Grasp and Cone of Cold to do the same thing (especially when you get an improved one which hits a wide arc). Winter's Grasp also applied a status that did something similar to Weakness in DAO. Did you really need to manually cast that? What is gained here? Why do you need Arcane Bolt for Spirit Damage, Winter's Grasp for Frost, and Lightning Bolt for Lightning when you can just use Elemental Barrage and have it hit based on weapon type while applying the relevant status effects, when you could swap out your loadout based on enemy type and resistances (I believe DAVG lets you swap out runes for damage conversions similarly or something).
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ewigDunkelheit
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Exalt the Dwarf Age!
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Mass Effect Andromeda
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ewigdunkelheit
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Post by ewigDunkelheit on Aug 22, 2024 1:47:39 GMT
You did not use more than 5-6 spells. You used the same spell recolored as another one with a slightly different effect, or you used the same spell sequence to accomplish the same thing. Yeah sure you can use Glyph of Paralysis and Paralyze and they'd be different spells, but they do the same exact thing. How about you just have one spell that you can cast twice as often. Then merge in the Horror spell (another paralyze) by adding a dot damage effect to your Paralyze. You have 3 spells in one merged into the new Horror spell in DA2/DAI. Yeah you can have a sustain for Frost damage, or Frost damage or Armor Penetration....very tactical. Took them to get to the cool stuff. Without mods anything other than Fire was trolling. You continue to hold on to "what was" when what is new could very possibly be something you enjoy. I just don't understand and probably never will so I'll stop. So, just so I understand your point, you are saying you want to homogenize and collapse the spell schools for consolidation. So we don't need Rock Armor or Heroic Aura/Defense or Spell Shield or Anti-Magic Ward, because we have Arcane Shield, and all the benefits should be placed into one sustained or activated spell. We don't need Cone of Cold or Blizzard or Ice Mine or Wall of Ice, because we have Winter's Grasp, and we only need one ice-based spell to create some sort of freeze or chill effect alongside some frost damage. Or that Primal Schools are unnecessary as a whole, because you could have your elemental staff dictate the element of a whole slew of "Arcane" abilities. We don't need Heal or Rejuvenation or Regeneration, because we have Group Heal, and we could just roll all those effects into the mass spell. We could combine all the mines and glyphs together, because we don't need individual spells with different functions, and it would be easier to have a single spell that paralyzes and deflect arrows and knocks back and dispels magical effects and drains mana and freezes and explodes to launch the enemy. I do take your point that you don't like the flavor or roleplay that I alluded to in my previous comment. If I wanted to be an ice mage, I would take Frost Weapons instead of Fire Weapons, but yes, eventually Elemental Weapons is the more efficient choice. I never said I'm not willing to try something new. I'm open to giving each new version a chance. I made a few comments about some trepidation regarding the information that was previewed. And then, with the reveal of mage combat, I commented that I was disappointed that it was not for me. Though (and from other comments), it does appear that it will suit a lot of players. And that's fine. I'm not sure why it would be wrong to like one iteration over another. People can have preferences.
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