cymercenary285
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cymercenary285
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Post by cymercenary285 on Sept 16, 2024 21:45:45 GMT
It's so quiet today... It feels ominous As long as they don't pull a cyberpunk and delay on the home stretch with one of those yellow background twitter posters I am happy!
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Post by OhDaniGirl on Sept 16, 2024 21:47:04 GMT
So. What's new in Veilguard, today? What's new in fashion? What's new in seks? DISCUSS
The "I'm afraid of spoilers" crowd are going underground. Only the "I'm not afraid of spoilers" crowd will be here.
Lots of spoilers to be discussed then...
What about the, "I'm only afraid of SOME spoilers" crowd? Where do we go?
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Ice-Quinn
N3
"Begone, spirit! I will not play your games."
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Post by Ice-Quinn on Sept 16, 2024 21:57:23 GMT
K, why combo’s VFX need to be so flashy and big, am I the only one kinda turned off by this? I mean, a visual indicator is nice, but this is just way too much, I might actually avoid doing combo because that stuff is going to get repetitive and annoying. Hopefully this can be turned off or toned down in the options.
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Ice-Quinn
N3
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Post by Ice-Quinn on Sept 16, 2024 21:59:15 GMT
“Why is it so big”, ain’t that what they all hope to hear.
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sjsharp2010
N7
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Post by sjsharp2010 on Sept 16, 2024 22:38:46 GMT
K, why combo’s VFX need to be so flashy and big, am I the only one kinda turned off by this? I mean, a visual indicator is nice, but this is just way too much, I might actually avoid doing combo because that stuff is going to get repetitive and annoying. Hopefully this can be turned off or tuned down in the options. I presonall ylove the mo erflash ypoewrs but I think i twill depens do nhow wellthe gam eperform sas to ho wmuch I'll hav egoin gon on screen a tonce. Bu tseeing as hte specs ae rquite modes ti thopefull yshouldn' tb etoo demanding.
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Post by Andrew Waples on Sept 16, 2024 23:21:18 GMT
It's so quiet today... It feels ominous MAKE LOUD NOISES EVERYONE.
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Ice-Quinn
N3
"Begone, spirit! I will not play your games."
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Post by Ice-Quinn on Sept 16, 2024 23:30:38 GMT
K, why combo’s VFX need to be so flashy and big, am I the only one kinda turned off by this? I mean, a visual indicator is nice, but this is just way too much, I might actually avoid doing combo because that stuff is going to get repetitive and annoying. Hopefully this can be turned off or tuned down in the options. I presonall ylove the mo erflash ypoewrs but I think i twill depens do nhow wellthe gam eperform sas to ho wmuch I'll hav egoin gon on screen a tonce. Bu tseeing as hte specs ae rquite modes ti thopefull yshouldn' tb etoo demanding. Yeah, but that's my point. Mage spells can and should be flashy, that's just and indicator that an effect has been detonated, and it almost looks like a spell (fire?) on its own. It's too much, to the point it becomes intrusive and obnoxious.
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sjsharp2010
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Post by sjsharp2010 on Sept 16, 2024 23:35:28 GMT
It's so quiet today... It feels ominous MAKE LOUD NOISES EVERYONE. I' mmainl ystaying awa yas I don' twan tmoe rstory spoilers I di dbook mark IGN' svi din cas eI wanted t owatch it later like pos tlaunch but I' mmostl ystayin gawa yt oavoid spoilers as I don' tfeel like I need moe rinfo. Plus I'm prepping fo rFC25 atm. I preloaded it earlier but can't play it until Friday. I've go tSteam powered up t oupdat eand patc hothe rgames in m y librar ythat I hav einstalled atm.
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Post by colfoley on Sept 17, 2024 0:01:08 GMT
K, why combo’s VFX need to be so flashy and big, am I the only one kinda turned off by this? I mean, a visual indicator is nice, but this is just way too much, I might actually avoid doing combo because that stuff is going to get repetitive and annoying. Hopefully this can be turned off or toned down in the options. Yeah I've noticed and it does look a bit much but...two minds on this. 1. Playing Inquisition right now and the particle effects and clutter on the screen is also quite extreme so this is a tradition going back to there. In my current playthrough I've even had to look away from the screen a couple of times because, particularly in the middle of Rift closing, because all that was going on was effecting my vision. 2. The big issue here is that so far this seems to be a universal effect no matter the detonation type. Now we don't know this for sure but it definitley does seem that way and the effect does seem a little...magical. In ME 3 and Andromeda for instance there was clear distinctions between the different type of detonations which were distinct and you could easily tell what they were and still did damage. However this is something that Inquisition seemed to struggle with. Combos were a thing in that game but it was really hard for me to tell when I was detonating them, what type I was detonating, and how I had gone about and done so. The only combo I had reliably known about is shatter and maybe rupture. Here though if I am right and this is the only one while it is unfortunate in its own way that it is universal and while a lot is going on on screen, perhaps too much, at least I will be one hundred percent sure when I have triggered one. Plus they seem to have made it a lot easier to tell what are primers and detonaters.
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Ice-Quinn
N3
"Begone, spirit! I will not play your games."
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Post by Ice-Quinn on Sept 17, 2024 0:14:52 GMT
K, why combo’s VFX need to be so flashy and big, am I the only one kinda turned off by this? I mean, a visual indicator is nice, but this is just way too much, I might actually avoid doing combo because that stuff is going to get repetitive and annoying. Hopefully this can be turned off or toned down in the options. Yeah I've noticed and it does look a bit much but...two minds on this. 1. Playing Inquisition right now and the particle effects and clutter on the screen is also quite extreme so this is a tradition going back to there. In my current playthrough I've even had to look away from the screen a couple of times because, particularly in the middle of Rift closing, because all that was going on was effecting my vision. 2. The big issue here is that so far this seems to be a universal effect no matter the detonation type. Now we don't know this for sure but it definitley does seem that way and the effect does seem a little...magical. In ME 3 and Andromeda for instance there was clear distinctions between the different type of detonations which were distinct and you could easily tell what they were and still did damage. However this is something that Inquisition seemed to struggle with. Combos were a thing in that game but it was really hard for me to tell when I was detonating them, what type I was detonating, and how I had gone about and done so. The only combo I had reliably known about is shatter and maybe rupture. Here though if I am right and this is the only one while it is unfortunate in its own way that it is universal and while a lot is going on on screen, perhaps too much, at least I will be one hundred percent sure when I have triggered one. Plus they seem to have made it a lot easier to tell what are primers and detonaters. Totally. If a frozen enemy shatters, for example, I want to see that. Even in ME - a biotic explosion, a cryo detonation, tech... they all have unique visual indicators. I'm gonna get sick of that effect pretty quickly, I predict. DAI (minus the rifts), I found the effects to be quite appropriate. To build upon, improve that style of combat to be more real-time and fluid - excellent! But I don't know, something seems off with combat in Veilguard. A lot of flashy effects and not much substance, perhaps, like it's smoke and mirrors. I hope I'm wrong, but I'll only be able to say for sure once I play it myself.
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azarhal
N7
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Post by azarhal on Sept 17, 2024 0:24:46 GMT
I presonall ylove the mo erflash ypoewrs but I think i twill depens do nhow wellthe gam eperform sas to ho wmuch I'll hav egoin gon on screen a tonce. Bu tseeing as hte specs ae rquite modes ti thopefull yshouldn' tb etoo demanding. Yeah, but that's my point. Mage spells can and should be flashy, that's just and indicator that an effect has been detonated, and it almost looks like a spell (fire?) on its own. It's too much, to the point it becomes intrusive and obnoxious. It's actually the FX of the combo executing itself. Well, the big geometric circle spell-like effect growning on the ground is the detonate FX. It cause a huge AOE fire damage explosion around the target of the combo. edit: as a note, I'm not sure if detonate is always fire damage.
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Post by colfoley on Sept 17, 2024 0:39:38 GMT
Yeah I've noticed and it does look a bit much but...two minds on this. 1. Playing Inquisition right now and the particle effects and clutter on the screen is also quite extreme so this is a tradition going back to there. In my current playthrough I've even had to look away from the screen a couple of times because, particularly in the middle of Rift closing, because all that was going on was effecting my vision. 2. The big issue here is that so far this seems to be a universal effect no matter the detonation type. Now we don't know this for sure but it definitley does seem that way and the effect does seem a little...magical. In ME 3 and Andromeda for instance there was clear distinctions between the different type of detonations which were distinct and you could easily tell what they were and still did damage. However this is something that Inquisition seemed to struggle with. Combos were a thing in that game but it was really hard for me to tell when I was detonating them, what type I was detonating, and how I had gone about and done so. The only combo I had reliably known about is shatter and maybe rupture. Here though if I am right and this is the only one while it is unfortunate in its own way that it is universal and while a lot is going on on screen, perhaps too much, at least I will be one hundred percent sure when I have triggered one. Plus they seem to have made it a lot easier to tell what are primers and detonaters. Totally. If a frozen enemy shatters, for example, I want to see that. Even in ME - a biotic explosion, a cryo detonation, tech... they all have unique visual indicators. I'm gonna get sick of that effect pretty quickly, I predict. DAI (minus the rifts), I found the effects to be quite appropriate. To build upon, improve that style of combat to be more real-time and fluid - excellent! But I don't know, something seems off with combat in Veilguard. A lot of flashy effects and not much substance, perhaps, like it's smoke and mirrors. I hope I'm wrong, but I'll only be able to say for sure once I play it myself. Honestly from where I am sitting despite this really weird and seemingly univsersal detonation type I really think the combat looks very much like Inquisition's in terms of partical effects, abilities, and overall style of the various characters and what they do. Maybe the rogue looks a bit more acrobatic and flashier but the warrior and mage so far is very on brand.
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Post by Sartoz on Sept 17, 2024 1:11:35 GMT
The "I'm afraid of spoilers" crowd are going underground. Only the "I'm not afraid of spoilers" crowd will be here.
Lots of spoilers to be discussed then...
What about the, "I'm only afraid of SOME spoilers" crowd? Where do we go?
Good point. Maybe they'll be half here and half elsewhere?
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illuminated11
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Post by illuminated11 on Sept 17, 2024 2:43:55 GMT
Yeah I've noticed and it does look a bit much but...two minds on this. 1. Playing Inquisition right now and the particle effects and clutter on the screen is also quite extreme so this is a tradition going back to there. In my current playthrough I've even had to look away from the screen a couple of times because, particularly in the middle of Rift closing, because all that was going on was effecting my vision. 2. The big issue here is that so far this seems to be a universal effect no matter the detonation type. Now we don't know this for sure but it definitley does seem that way and the effect does seem a little...magical. In ME 3 and Andromeda for instance there was clear distinctions between the different type of detonations which were distinct and you could easily tell what they were and still did damage. However this is something that Inquisition seemed to struggle with. Combos were a thing in that game but it was really hard for me to tell when I was detonating them, what type I was detonating, and how I had gone about and done so. The only combo I had reliably known about is shatter and maybe rupture. Here though if I am right and this is the only one while it is unfortunate in its own way that it is universal and while a lot is going on on screen, perhaps too much, at least I will be one hundred percent sure when I have triggered one. Plus they seem to have made it a lot easier to tell what are primers and detonaters. Totally. If a frozen enemy shatters, for example, I want to see that. Even in ME - a biotic explosion, a cryo detonation, tech... they all have unique visual indicators. I'm gonna get sick of that effect pretty quickly, I predict. DAI (minus the rifts), I found the effects to be quite appropriate. To build upon, improve that style of combat to be more real-time and fluid - excellent! But I don't know, something seems off with combat in Veilguard. A lot of flashy effects and not much substance, perhaps, like it's smoke and mirrors. I hope I'm wrong, but I'll only be able to say for sure once I play it myself. Yeah I'm not a big fan of the particle effects. I've never liked them in Inquisition either, though I usually adjusted after playing for a few hours and stopped noticing it. Same with Origins and looking like a mass of glowing lights from all the sustained abilities.
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Ice-Quinn
N3
"Begone, spirit! I will not play your games."
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Mass Effect Andromeda, Anthem, Mass Effect Legendary Edition
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Post by Ice-Quinn on Sept 17, 2024 2:49:45 GMT
Yeah, but that's my point. Mage spells can and should be flashy, that's just and indicator that an effect has been detonated, and it almost looks like a spell (fire?) on its own. It's too much, to the point it becomes intrusive and obnoxious. It's actually the FX of the combo executing itself. Well, the big geometric circle spell-like effect growning on the ground is the detonate FX. It cause a huge AOE fire damage explosion around the target of the combo. edit: as a note, I'm not sure if detonate is always fire damage. I understand that. It is always the same, however. Imagine this happening all the freakin' time: (warning: image-heavy within spoiler tags) You think closing rifts got repetitive, annoying at some point? This sh*t's gonna get old real fast. It's giving, mobile game created by Michael Bay. You don't know what's happening, just that theres stuff exploding everywhere. With 'The Sims" icon right in the middle of it. It's giving, Super Mario when he eats a star or a mushroom or whatever TF he eats, you get that displayed on-screen. It's excessive, obnoxious, repetitive and frankly, looks stupid AF. Look at the penultimate image: Neve's 'Icebreaker' ability is the detonator. Yet we get this huge fire-y, orange AOE with 'The Sims'-adjacent shape right in the middle of it, for some odd reason. In the last one, you don't even know what's happening on-screen, just that sh*t's blowing up. I mean... come on. >.< BioWare can do better than this (in fact, they have - stuff like this used to be on point). Now it's like, "let's make it super-flashy, because flashy = meaningful and players like it".
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Ice-Quinn
N3
"Begone, spirit! I will not play your games."
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Mass Effect Andromeda, Anthem, Mass Effect Legendary Edition
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Post by Ice-Quinn on Sept 17, 2024 2:57:57 GMT
Totally. If a frozen enemy shatters, for example, I want to see that. Even in ME - a biotic explosion, a cryo detonation, tech... they all have unique visual indicators. I'm gonna get sick of that effect pretty quickly, I predict. DAI (minus the rifts), I found the effects to be quite appropriate. To build upon, improve that style of combat to be more real-time and fluid - excellent! But I don't know, something seems off with combat in Veilguard. A lot of flashy effects and not much substance, perhaps, like it's smoke and mirrors. I hope I'm wrong, but I'll only be able to say for sure once I play it myself. Yeah I'm not a big fan of the particle effects. I've never liked them in Inquisition either, though I usually adjusted after playing for a few hours and stopped noticing it. Same with Origins and looking like a mass of glowing lights from all the sustained abilities. It's just too much. Origins had it really bad. DA2 and Inquisition - things had meaning, at least. You knew what was happening on the battlefield at all times, what abilities were used, what primed and what detonated what, some abilities were flashier, other more physical relying more on animation than VFX. With Veilguard, it's kind of a clusterf*ck. Just, watching things explode. Even a lvl.1 Rogue Rook - is making all sorts of lightning-like VFX as they hop around like a hamster on crack.
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Post by Sartoz on Sept 17, 2024 5:16:38 GMT
I've criticized Bio for their DAI pyrotechnics since day 1 of DAI. Mentioned a few times that DA4 better dampen the fireworks. Yet here we are with more fireworks. And, in some of the demos, the whole screen blinds the player from seeing the combat area when explosions abound (see up post pics). I understand that combo attacks must be shown to be different from "normal" ones. But, still ....
My question is why Bio never noticed this or chose to ignore this drawback. Perhaps "studies" show that young players love this stuff. Hope there is a slider to tone down these effects.
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Post by colfoley on Sept 17, 2024 5:24:25 GMT
I've criticized Bio for their DAI pyrotechnics since day 1 of DAI. Mentioned a few times that DA4 better dampen the fireworks. Yet here we are with more fireworks. And, in some of the demos, the whole screen blinds the player from seeing the combat area when explosions abound (see up post pics). I understand that combo attacks must be shown to be different from "normal" ones. But, still ....
My question is why Bio never noticed this or chose to ignore this drawback. Perhaps "studies" show that young players love this stuff. Hope there is a slider to tone down these effects.
The fireworks go all the way back to Origin. The spells like blizzard and firestorm were just as eye watering and chaotic as anything we've seen in VG or Inquisition. Though struggling to remember anything too bad from DA2.
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Ice-Quinn
N3
"Begone, spirit! I will not play your games."
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Mass Effect Andromeda, Anthem, Mass Effect Legendary Edition
Posts: 468 Likes: 1,137
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Post by Ice-Quinn on Sept 17, 2024 6:24:20 GMT
I've criticized Bio for their DAI pyrotechnics since day 1 of DAI. Mentioned a few times that DA4 better dampen the fireworks. Yet here we are with more fireworks. And, in some of the demos, the whole screen blinds the player from seeing the combat area when explosions abound (see up post pics). I understand that combo attacks must be shown to be different from "normal" ones. But, still ....
My question is why Bio never noticed this or chose to ignore this drawback. Perhaps "studies" show that young players love this stuff. Hope there is a slider to tone down these effects.
The fireworks go all the way back to Origin. The spells like blizzard and firestorm were just as eye watering and chaotic as anything we've seen in VG or Inquisition. Though struggling to remember anything too bad from DA2. Aaaw, I loved Blizzard, though! Important distinction to be made: Blizzard (and other AoE spells like it) is a spell, and it cannot look anything less than well, a blizzard! I actually think both DAO and DAI’s VFX for Blizzard look appropriate. DAI did great in that department, IMO, offering a wide range of options as well, in case you didn’t like a particular spell or ability’s look. Combos were also pretty decent-looking. Nothing too insane. The effect displayed above, however, it is not a spell or ability - but the visuals for combo detonating. You can’t opt out of it. You’ll be experiencing that with every class and every combination of abilities (primers x detonators). Worst case scenario, if there’s a spell or ability you don’t love the VFX / think it’s too much: just don’t pick that ability, plenty to choose from, shut up and keep it moving. With the effect above, you can’t do that. Count on seeing it multiple times per battle. I’m hoping it can be toned down or turned off. Otherwise, I’ll be actively trying to *not* have anything detonate. Which is ridiculous, but I mean, I know they won’t be changing it because of me. So… I’ll have to adapt. 🤷♀️ Now:
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gervaise21
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Post by gervaise21 on Sept 17, 2024 7:01:37 GMT
K, why combo’s VFX need to be so flashy and big, am I the only one kinda turned off by this? I mean, a visual indicator is nice, but this is just way too much, I might actually avoid doing combo because that stuff is going to get repetitive and annoying. Hopefully this can be turned off or toned down in the options. So glad you raised this. Every time I re-watch the game play videos this troubles me. It's not that we didn't occasionally have flashy effects in previous games, particularly DAI, but it wasn't linked to every person and class. If there was a big flash effect, it usually came from the mage or mages of the party. There were also the Templar abilities but they were usually directed at just one target. What I find confusing about the latest offering is that I'm really not sure who is producing the effect (because of combos happening simultaneously) and, even when I am, I am left wondering why? Why when Warrior Rook blows on a horn does stuff start raining from the sky? Or was that the result of someone else? Perhaps it is the editing of the latest IGN video that is the problem but I also watched the high level warrior combat video all the way through and was left with the same feeling of confusion. That's why I think it would be helpful for them to release more details of what your abilities are doing when it comes to direct action as opposed to passives or sustained effects. Ditto your companions. It is not necessarily that flashy effects are a bad thing but I would just like to know who/what is producing them and why? Because at present I am just bemused by it all. Also, I'm assuming that "friendly fire" is no longer a problem or were they playing on a setting with it switched off?
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Post by gervaise21 on Sept 17, 2024 7:12:30 GMT
The fireworks go all the way back to Origin. The spells like blizzard and firestorm were just as eye watering and chaotic as anything we've seen in VG or Inquisition. Though struggling to remember anything too bad from DA2. Important distinction to be made: Blizzard (and other AoE spells like it) is a spell, and it cannot look anything less than well, a blizzard! I agree and that was the whole point. The effect on screen matched the descriptor and what you would expect to see. Fire ball also went boom but you knew who was casting it in advance if it wasn't your PC, because you told them to cast it, and were expecting it. Your enemies were also able to use blizzard and firestorm on your party, so that is why you needed to scout ahead and take the initiative so you could use it on them before they used it on you. Then pepper them with arrows from a distance so your party weren't affected and then rush in to finish them off before they could recover once the spell finished. Much of my strategy in DAO revolved around this approach. Of course, in DA2 and DAI the nature of the firestorm spell changed so now it involved stuff raining from above. I was less keen on that.
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Gileadan
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Post by Gileadan on Sept 17, 2024 7:17:52 GMT
Sometimes particle effects make sense. Big fiery explosion? A blizzard? Sure, make it look properly fiery and icy.
But shiny random particle shapes and patterns for every ability no matter what it actually does? That's just giving me a mobile game/MOBA vibe. But then again, almost all abilities look like there's some kind of magical aspect to it: the warrior shield toss actually generates an energy disk and the shield itself never leaves the warrior's arm. Titan Stomp generates a small local earthquake or some such. Energy arrows come from somewhere. Everything is a sort of magic now so everything looks flashy. Also makes it harder to spot not so great animations of course.
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Post by gervaise21 on Sept 17, 2024 7:30:24 GMT
But then again, almost all abilities look like there's some kind of magical aspect to it: the warrior shield toss actually generates an energy disk and the shield itself never leaves the warrior's arm. Titan Stomp generates a small local earthquake or some such. Energy arrows come from somewhere. Everything is a sort of magic now so everything looks flashy. Also makes it harder to spot not so great animations of course. This is probably what lies behind it. Now I assume there is going to be some in game explanation why everyone is suddenly sporting magical abilities but they only really referenced Harding when it came to this and even there we await the reason she is developing them. I am puzzled why, if Solas did not drop the Veil, our companions have gained these abilities, at least the non mage ones. I assume it has something to do with the magical blade having some sort of influence over them. May be that is why everything now seems to be connected back to Rook and the companions' "magical" abilities are mainly only produced when you activate the combos. After all, they have been stressing how Rook can syncronise their abilities with comparable ones of their companions in order to enhance their effectiveness, which is something totally new they have introduced this game. Also, their individual passive abilities, like Bellara able to tell more about an item, can still be accessed via the blade even if she is not in the party at the time. So, it does seem as though everything comes back to the lyrium blade. That would at least make sense if that is the reason given in game.
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Gileadan
N5
Agent 46
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Post by Gileadan on Sept 17, 2024 7:52:26 GMT
But then again, almost all abilities look like there's some kind of magical aspect to it: the warrior shield toss actually generates an energy disk and the shield itself never leaves the warrior's arm. Titan Stomp generates a small local earthquake or some such. Energy arrows come from somewhere. Everything is a sort of magic now so everything looks flashy. Also makes it harder to spot not so great animations of course. This is probably what lies behind it. Now I assume there is going to be some in game explanation why everyone is suddenly sporting magical abilities but they only really referenced Harding when it came to this and even there we await the reason she is developing them. I am puzzled why, if Solas did not drop the Veil, our companions have gained these abilities, at least the non mage ones. I assume it has something to do with the magical blade having some sort of influence over them. May be that is why everything now seems to be connected back to Rook and the companions' "magical" abilities are mainly only produced when you activate the combos. After all, they have been stressing how Rook can syncronise their abilities with comparable ones of their companions in order to enhance their effectiveness, which is something totally new they have introduced this game. Also, their individual passive abilities, like Bellara able to tell more about an item, can still be accessed via the blade even if she is not in the party at the time. So, it does seem as though everything comes back to the lyrium blade. That would at least make sense if that is the reason given in game. It must be something like that, yes. Or magic is everywhere now - maybe I can go to a pub and the bar man can refill my mug with just a gesture and a few flashy particles? But then societies as a whole would probably have changed if this were the new normal, so it must be limited to our companions (and probably to our enemies too) somehow. That, or it's another master class of ludonarrative dissonance.
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jennica
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Post by jennica on Sept 17, 2024 7:59:25 GMT
But then again, almost all abilities look like there's some kind of magical aspect to it: the warrior shield toss actually generates an energy disk and the shield itself never leaves the warrior's arm. Titan Stomp generates a small local earthquake or some such. Energy arrows come from somewhere. Everything is a sort of magic now so everything looks flashy. Also makes it harder to spot not so great animations of course. This is probably what lies behind it. Now I assume there is going to be some in game explanation why everyone is suddenly sporting magical abilities but they only really referenced Harding when it came to this and even there we await the reason she is developing them. I am puzzled why, if Solas did not drop the Veil, our companions have gained these abilities, at least the non mage ones. I assume it has something to do with the magical blade having some sort of influence over them. May be that is why everything now seems to be connected back to Rook and the companions' "magical" abilities are mainly only produced when you activate the combos. After all, they have been stressing how Rook can syncronise their abilities with comparable ones of their companions in order to enhance their effectiveness, which is something totally new they have introduced this game. Also, their individual passive abilities, like Bellara able to tell more about an item, can still be accessed via the blade even if she is not in the party at the time. So, it does seem as though everything comes back to the lyrium blade. That would at least make sense if that is the reason given in game. I don't think it has anything to do with everyone suddenly having magical abilities. Rogues in previous games didn't actually turn invisible and warriors's scream wasn't so strong that it knocked enemies off their feet, and i doubt that warriors in DAVe posses energy weapons. Granted some of what we've seen can be attributed to enchanted weapons/armor and some of it is definitely due to runes in Rook's dagger (like freezing enemies in warrior gameplay, for example) but i feel like for the most part it's just due to dissonance between lore and gameplay.
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