theascendent
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Post by theascendent on Jun 26, 2021 22:36:33 GMT
As an RPG player, I am usually a sucker for playing caster classes, Mages, Wizards, Sorcerers, Warlocks, Witches etc. And a key component of enjoying those classes is how they implement magic as a system in their games. Dragon Age has been one of favourite settings in how they implement magic both in game and in lore. But! The system has seen significant changes as the game series has progressed. Some good, and some bad. Origins: Magic is largely based on 4 main 'schools', a broad category in which spells are divided based on what they do. (Not including default Arcane which improves a Mage's stats) Primal spells focus on the four elements/damage types Fire, Ice, Lightning and Earth. Creation spells heal and buff allies. Spirit spells protect you and your allies. Entropy spells debuff your enemies. DA2: Magic is more broad, with some types of spells branching off. Elemental is Fire and Ice spells and Primal is now Earth and Lightning. Spirit bypasses enemy defenses and is a good antimagic choice. Arcane protects you, and has some useful crowd control abilities. Creation heals and buffs your allies and you. Entropy once again debuffs your opponents. Inquisition: Now the elements each get their own specialisation trees, only Fire, Ice and Lightning, with Spirits to offer some helpful support spells, such as the much needed barrier spells. The other schools/fields of magic have been either coopted into the specialisations or discarded. Lots of changes over the three games, still the same setting but mages have gotten a lot of work done on them. So, how would you like for the next Dragon Age to handle magic? This seems especially important since we will be traveling to Tevinter, the most magic-centric nation in Thedas, who probably know more than the other nations of Thedas combined about magic, both the good and bad. As for me, I would like to see a combination of the system in Origins and DA2. Inquisition really did a disservice in my opinion. Failing that, a brand new system. I really enjoyed how Divinity Original Sin 2 from Larian studios handled it's magic system, while very elemental based also had utility spells that helped make the school/choice of magic enjoyable. If you have any other ideas of how Bioware could/should implement magic in the next Dragon Age give some examples from other games with interesting magic systems.
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Post by DragonKingReborn on Jun 26, 2021 22:50:55 GMT
Very much Origins style. Some of the implementation is Inquisitions magic system made no sense at all.
The Ice school has the “blink” power? So...ice (which in RPGs traditionally has the chill/slow effect) gets the super speed ability? Biower plz.
Origins system was exactly what I would expect from a society that is ‘mature’ in its use of magic. They study it, and experiment. For me - it just felt like the natural way for magic to be sectioned. And it meant mages could be many things to their party, rather than just one, which was what DAI felt like it was limiting us to.
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Post by pessimistpanda on Jun 26, 2021 23:48:58 GMT
I would put all the elements into one, condensed tree, and allow mages to swap between elements freely, so that all mages have access to ice, fire, and lightning spells, assuming they spec into the tree at all. This would solve the potential problem of getting locked into a boss fight without access to the effective element.
I would also scrap "Barrier" as it works currently, which in effect is just as an extra hp bar (yawn) and replace it with a spell that generates a barrier that absorbs and/or reflects projectile damage, forcing enemies to come into melee range of the party.
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Post by catcher on Jun 27, 2021 1:26:58 GMT
First, any talk about the magic system inherently is also about the combat system. While we would like magic to be more utilitarian, even BG2s vast array of spells had nearly no use outside preparing for or engaging in combat. I was working on a combat topic but it's not ready to fly yet so I'll try to keep everything within the 'pure' magic realm but that's fated to be a somewhat hobbled topic. Of the three systems, I preferred the DA2 system the most for a couple of reasons. First, didn't have to do specifically with the magic system, but the fact that different mages had access to some 'schools' of magic and not others was a nice, personalizing touch. It gives different mages a different character which can be a real help when there's a larger pool of spells than were available in DA:I. Second, DA2 introduced the idea of enhancements for base spells, something DA:O didn't have. This option gives the Player choices with meaning in the character advancement phase: enhance a given power further or branch out? Specialist with a mean kick or generalist with a large set of tools? Third, the less linear structure of spells in schools also added an array of choices to the Player over advancement decisions. In DA:O, if you wanted cool spell at level 2 in one discipline, you just went and picked it up the spell before it then your target. With DA2, you might have to get two different level ones that led to different choices and a certain 'feel' for your mage. It also gave the developers a chance to tell a bit of story and give each school its own flair with the structure. On the other hand, I voted a different system because I had some thought that we hadn't seen with a DA system before. One thought was what if we brought back the spell combos from DA:O in a BIG way? Simple list of spells that can be cast together to create completely new effects. For example, casting Immolate with Wall of Fire lead to a Wall of Fire expanding out for the targeted point instead of sitting passively in front of your mage. It would reintroduce the fun of exploring the magic system looking for combinations and synergies. A different thought: what if instead o one spell or enhancement per level, we got a number of points to buy one or more options? Options within schools that you already had spells in were cheaper as you went up in level, encouraging some more specialization. Kind of picked up the thought from old 4X games like Master of Orion. On a more specific note, actual summoning spells might be neat. Also could make people really uneasy if you start summoning demons as a "good guy" (or undead as a Nevarran say). One big idea: make enough of different kinds of spells (or combos) where a mage can be designed to be a Tank or melee-style DPSer as well as the traditional Blaster and Support. I'll spill more ideas when they come up I'm sure. Thanks.
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Post by Absafraginlootly on Jun 27, 2021 6:10:05 GMT
Like origins I'd like mages to have a good variety of build options with damage, healing, buffing, debuffing, and control spells all available to the base class*. The schools were a good thematic divider. I didn't like that mages were more limited in build in dai, and the specialisations weren't, well, special. Necromancy was just entropy spells which was both annoying in that it felt like base mage abilities were being gated and disappointing because we didn't get cool new necromancy spells. Previous game specialisations felt special, they added unique gameplay like turning into a bear or using your blood to power you spells. What I do like about later games magic is upgrading abilities/spells, and choosing how to improve them. And I liked that in da2 Hawke would switch from shooting from their staff to hitting people with their staff when enemies entered melee range. Felt better. Regarding mages use of staves and weapons Minor Dark Fortress Spoilers: In Dark Fortress at one point a mage disarmed of their staff attempts to cast and after a couple of small blasts their finale attempt fizzles because "Magic is hard without a staff, isn't it?" Later in the story a much more powerful mage who wields a sword is disarmed but continued using powerful magic disabling the person who did it "Well done. But that only works on mages who cannot focus without their weapon."
Kept that as vague as I could but basically this indicates that a) Mages can use weapons other than a staff to focus their magic b ) some, possibly most, mages can't focus their magic without their weapon/focusing item. But powerful/expert mages can. Given this I think it would be cool to see multiple weapon / magic foci options for mages. As opposed to just staves with different element damage. Perhaps be able to choose between one handed weapons, staves, and implements (such as wands, orbs, books). And have each option have different benefits. Maybe bring back the arcane tree and have it be for modifying mages autoattack/the ‘pewpew’ and have each branch give bonuses and abilties to each foci (this is presuming they don’t just take away weapon and weapon tree class restrictions entirely, having one tree devoted to how mages focus their magical energy blasts through their weapon/foci would be a nice alternative for non-arcane warrior mages if they don’t).
*I'd also like warriors and rogues to have a good variety of abilities but that's for another topic.
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Post by gervaise21 on Jun 27, 2021 8:16:42 GMT
I'd like a return to the Origins system but I would also take something new based off what has gone before. I definitely want a return to the old magic schools and being able to take more than one specialisation. I wouldn't mind having a bit of DA2 as well when it comes to our companions. Giving them their own unique specialisation makes more sense than having you duplicate one of them, particularly when the choice is so limited as it was in DAI. At least in origins, whilst we could all potentially have the same specialisations, in practice you could mix and match so we were never exactly the same. I can understand them slimming down the number of spells available, particularly if their research showed that some were hardly ever used, but DAI was far too limited in its scope.
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Post by azarhal on Jun 27, 2021 10:14:25 GMT
I also prefer DAO version, although DA2 isn't that very far away if they want to stick to a skill trees approach. I very much preferred when spells were in their proper schools of magic and spell combos were more organic.
DAI magic skill trees just feel thrown together (including the specializations) at the last minutes and especially designed to be like the Warrior/Rogue trees instead of them fitting mages. I suspect it wasn't what was originally planned too, as glyph of repulsion was shown in a pre-release version of the game, but it's not available in the release.
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Post by Buckeldemon on Jun 27, 2021 15:34:27 GMT
I would also scrap "Barrier" as it works currently, which in effect is just as an extra hp bar (yawn) and replace it with a spell that generates a barrier that absorbs and/or reflects projectile damage, forcing enemies to come into melee range of the party. I don't really like that "force melee by invulnerable shield" concept in games much. Though if it is a thing, I'd prefer having an inverted version as well, say a shield/aura which either nulls melee attacks (for a limited time at least) or heavily discourages them, via strong debuff, melee damage reflection/thorns or a prohibitive life drain effect. Regarding mages use of staves and weapons Minor Dark Fortress Spoilers: In Dark Fortress at one point a mage disarmed of their staff attempts to cast and after a couple of small blasts their finale attempt fizzles because "Magic is hard without a staff, isn't it?" Later in the story a much more powerful mage who wields a sword is disarmed but continued using powerful magic disabling the person who did it "Well done. But that only works on mages who cannot focus without their weapon."
Kept that as vague as I could but basically this indicates that a) Mages can use weapons other than a staff to focus their magic b ) some, possibly most, mages can't focus their magic without their weapon/focusing item. But powerful/expert mages can. I usually thought that staff usage was a kind of cultural thing. Either a force of habit or an enforced habit as far as southern circle go, as an element of control. "I have been taught to cast with staff. Templar dude took my staff. I cannot do anything."
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Post by mattjamho on Jun 27, 2021 22:29:57 GMT
Definitely don’t want DAI’s magic system back.
DA2 felt the sweet spot to me. More variety than inquisition but less repetitiveness of DAO (I often felt some different spells did the same thing). I also loved how mages started using their staves as weapons when enemies got close.
Panda mentioned a switch up to barrier, and that I’d love to see, especially with enemy mages. Anything that varies up the fight variety. So I’d like to see barriers than deflect projectiles, glyphs that can appear at any location, walls of ice or stone to block our path, sleep spells, damaging area of effects spells etc. Enemy mages in DAI all basically attacked the same, and they never really were any bother to deal with. But in DA2, seeing a blood mage or sarabas appear was pure panic to dispense them quickly before they took over the battle field.
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Post by duskwanderer on Jun 27, 2021 23:19:36 GMT
DA: O's magic was far too restrictive, in my opinion. Some of the spells felt very underwhelming, and you had to get them to get the ones you wanted. Take the fire spells. The first one was a cone that did damage over time (even if I ignore the asethetics of the spell where there's no reason to believe it goes like that), it really was underwhelming. Then you got flaming weapons, which felt situational at best. I only ever used a few spells from things that weren't my specialization.
It felt very trial run, a leftover from KOTOR style that didn't really fit.
DA2 and DAI had a better idea in the sense that you could move around the tree, and upgraded spells so that you could focus on the ones you really wanted. I would prefer a completely new type of system. Fewer spells, but more upgrades.
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Post by Beerfish on Jun 28, 2021 0:33:37 GMT
The bad news is I can't for the life of me remember the magic system from origins and DA2. The good news is I can't for the life of me remember the magic system from origins and DA2.
I still play DAIMP so I know that system.
I'll be good with what they choose I am sure. I would like a more robust earth or stone tree to go along with fire, ice, lightning etc.
Also add a Water elemental tree!
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Post by pessimistpanda on Jun 28, 2021 3:46:24 GMT
I would also scrap "Barrier" as it works currently, which in effect is just as an extra hp bar (yawn) and replace it with a spell that generates a barrier that absorbs and/or reflects projectile damage, forcing enemies to come into melee range of the party. I don't really like that "force melee by invulnerable shield" concept in games much. Though if it is a thing, I'd prefer having an inverted version as well, say a shield/aura which either nulls melee attacks (for a limited time at least) or heavily discourages them, via strong debuff, melee damage reflection/thorns or a prohibitive life drain effect. It's really just an example of how I think BioWare could make combat much more interesting and fun over all, I'm not married to that specific idea. Generally speaking, new abilities should open up new tactics. As things currently stand, across all the DA games, I've never felt like I ever did anything besides just cast abilities at random until the health bar hit zero (which on Easy is all you need), maybe there's a higher level of play on the harder difficulties that really requires players to engage deeply with cross class combos, etc etc, and there are special builds that let players take down dragons solo, and so on but speaking for myself, I don't even know when or if I have triggered a cross-class combo, because I don't see any meaningful difference in the progress and outcome of the fight. In particular, the Qunari and ogres in DAI just seemed to always take forever, no matter what I tried. Which is weird for a game that purports to be semi-tactical, and discourages me from trying to be tactical or creative. Conversely, in a much more action-oriented game like Assassin's Creed Odyssey, even though it dispensed with many of its traditional mechanics focussed on stealth and careful planning, the benefits to speccing into certain abilities as early as possible were clear. The Spartan Kick ability, for example, could, under certain circumstances, make fights that were intended to be difficult much easier, or even render them trivial. And that's what I want. Clear and obvious benefits to thinking tactically and creatively, no matter the level of play. Elemental differences, for example. Fire should absolutely ANNIHILATE an ice monster or, hypothetically, that hair demon from Tevinter Nights, while conversely doing nothing to Rage Demons (or even healing them). Status effects should be more prominent. If an enemy is "frozen" they shouldn't just be slightly slower, they should be encased in ice, and a good whack from the warrior should reduce them to giblets. Enemies that are ON FIRE should be panicking. I would also like to see abilities suited to enclosed spaces, like ice field spells and trip wires, that visibly send the enemy slipping and sprawling. Abilites that yank an enemy's shield away and leave them defenseless. Boosted effects based on environment. If enemies are wading through water to get to you, a lightning bolt should obliterate the entire group, not just one. There's a bunch more ideas I've mentioned in the past, but I can't remember now.
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Post by gervaise21 on Jun 28, 2021 7:10:11 GMT
Enemy mages in DAI all basically attacked the same, and they never really were any bother to deal with. But in DA2, seeing a blood mage or sarabas appear was pure panic to dispense them quickly before they took over the battle field. I definitely agree with this. In DA2 my rule was always find the mage or mages, including sarabaas, on the battlefield and keep on them until they were dead. To ignore this rule would invite disaster. In DAI, considering the Venatori were meant to be from Tevinter, I started off thinking they would be equally dangerous, only to discover they weren't. The Spellbinders were particularly disappointing, bringing nothing new to the scene and having nothing of the lethal power of the DA2 blood mages. DAI blood mages were equally disappointing. We are now heading to Tevinter, the centre of magical power in Thedas, so I expect to encounter some really gifted and tricky enemies among them, even if there are also low level mages for canon fodder.
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Post by coldsteelblue on Jun 28, 2021 12:17:41 GMT
I'd like more of an expansion on DA:O's system, DA:I was far too pew-pew & I didn't feel that mages got much love.
I'd like to see evolutions to powers too, let's take fireball for example, take one path, it fireball is bigger, hotter & does more damage, downside, it takes longer to cast, take a second path & it's smaller, does less damage, but can be cast in half the time, or a third path, it's now a glob of molten lava that explodes on impact & does AoE DoT.
This sort of thing could really add versatility to a lot of builds & make the player really think about combat
Also to add, out of combat spells, not just healing, but poison removal, burn salves & other buffs, really let us play with magic & see what we can come up with.
Just my thoughts on this
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Post by gervaise21 on Jun 28, 2021 14:14:30 GMT
DA:I was far too pew-pew & I didn't feel that mages got much love. Well we did get the Knight Enchanter spec, which was a modified version of the revamped Arcane Warrior. Now I liked the old spec from DAO, so I could wear armour and use the fancy sword I created, but I have to admit that KE was fun because it was so overpowered; a mage really shouldn't be able to take on a high dragon single handed. The Maker really was favouring me! That's why I considered the Tevinter mages so pathetic.
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Post by mattjamho on Jun 28, 2021 14:33:06 GMT
I’d like to see a return to the ‘glass cannon’ mages. Their attacks should hit like a brick but they’re super squishy, unless you spec them to take damage better. Those top tier spells should be able to wipe out whole groups, but with the rub that they take time to charge and doing so draws enemy attention, this would force you to organise your party eg. have the warrior taunt away from the mage, rogues throwing blinding bombs at enemies etc. and make you consider how you want to spec you character. Moderate damage dealer but doesn't draw aggro, or AOE caster who risks getting mobbed in the wrong party set up. My ‘pie-in-the-sky’ end game spells would look like Dragon’s Dogma:
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Post by catcher on Jun 28, 2021 22:13:28 GMT
First, completely agree that I'd like to see some more spells that cover a wider range of effects other than damage and defensive spells that damage (see Mines, Ice and fire). Fade Step should get another life, just not in an Ice school. One thing I do oppose is adding too many more spells. Dungeons and Dragons can be a wonderful game but the bifurcation of spells that do the same thing (especially in combat which is where most if not all magic is used CRPGs) just leads to confusion and wasted duplication. I also agree that correctly chosen magic with correctly chosen combination efforts should eliminate single targets and/or do widespread effects to multiple targets. That should go for opposing mages as well. What made the mages in Inquisition so weak compared to mages in Origins and DA2 wasn't the magic system, it was the limited selection of spells and lack of defensive counters. If the casters in DA:I had some of the same spells and combos Players had, they would be more serious opponents. Most casters had only a couple of elemental attacks of limited capability or short range and none I can remember cast defensively like casters in DA:O or DA2. Mines are the usual first step but those are easily nullified by Chain Grapple of long-ranged firepower or a Dispel. If Spellbinders opened with one of those little teleports they do like Arcane Horrors and some other spellcasters in DA2 (and to a lesser extent, Despair Demons leaps in DA:I), they would be a bit more dangerous just by forcing the Player to hold fire or waste some big distance attacks. A question about Specializations that many posters seem fond of: would you prefer only choosing one specialization if that specialization had a larger selection of unique spells or multiple specializations with the same type of selection they had in say DA:I? The type of spells in DA:I? I've always thought the idea of choosing two specializations cuts against the very definition of the term and makes for odd role-playing. One specialization with a deeper, more tailored spell selection would seem a better way to go but that's just my opinion and I'm a hack.
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Post by SirSourpuss on Jun 29, 2021 17:26:46 GMT
The Ice school has the “blink” power? So...ice (which in RPGs traditionally has the chill/slow effect) gets the super speed ability? Biower plz. You don't understand, it's the overclock school of magic. Like you pour liquid nitrogen on your CPU and it runs faster.
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Post by biggydx on Jun 29, 2021 18:20:41 GMT
I think combining the depth of skill tree investment from DA2 (somewhat DA:I) skill, along with the tree diversity of Origins, would be nice. I want to be able to heavily invest in a handful of skills if I find that suit my characters playstyle/roleplaying. At the same time, I didnt like the lack of debuff abilities in DA:I. I also hope theres opportunity to blend mage abilities with other classes (Rogue and Warrior). Maybe Fade Step shouldn't be as overly dramatic as it currently is, but I could see a Mage/Rogue hybrid being able to quick propel themselves in a linear direction. I'm not that up on Dragon Age lore, so I dont know what it states about whether mages (even masterful ones) can teleport.
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Post by Buckeldemon on Jun 29, 2021 19:18:04 GMT
I think combining the depth of skill tree investment from DA2 (somewhat DA:I) skill, along with the tree diversity of Origins, would be nice. I want to be able to heavily invest in a handful of skills if I find that suit my characters playstyle/roleplaying. At the same time, I didnt like the lack of debuff abilities in DA:I. I also hope theres opportunity to blend mage abilities with other classes (Rogue and Warrior). Maybe Fade Step shouldn't be as overly dramatic as it currently is, but I could see a Mage/Rogue hybrid being able to quick propel themselves in a linear direction. I'm not that up on Dragon Age lore, so I dont know what it states about whether mages (even masterful ones) can teleport. There's a codex from a Circle source saying teleportation is known as impossible (including Gaider's comments on the teleporting DA2 mages... At least the DAI mages seem to transform into... something and then swirl through the air instead of just... disappearing). Fade Step however can easily be seen as magically-charged short-distance dash. Haste is a thing in all three games.
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Post by apollexander on Jun 30, 2021 2:49:16 GMT
Can they make mages casting spells like Zither in DA4?
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Post by biggydx on Jul 1, 2021 16:05:18 GMT
Can they make mages casting spells like Zither in DA4? It would think so; to some extent. His lute - in a way - acts as a focusing mechanism for his magic. The only question is how much of his design would even make it to the current iteration of Dragon Age. Since the next DA title is using Anthems engine, that means whatever programming went into Zither is likely lost and would need to be built back up again.
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Post by Deleted on Jul 7, 2021 19:43:49 GMT
Can they make mages casting spells like Zither in DA4? It would think so; to some extent. His lute - in a way - acts as a focusing mechanism for his magic. The only question is how much of his design would even make it to the current iteration of Dragon Age. Since the next DA title is using Anthems engine, that means whatever programming went into Zither is likely lost and would need to be built back up again. The next DA title is using Anthem's engine. This is true. Anthem's engine is simply a revision of DAI's engine, which we all know is Frostbite. It is all Frostbite. Programming is not lost, might simply need a few variables renamed/reformed and perhaps a little more editing of syntax. Not a big deal.
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Post by gaycaravaggio on Jul 7, 2021 19:48:49 GMT
Can they make mages casting spells like Zither in DA4? A magical bard specialization would certainly be something special!
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Post by Deleted on Jul 7, 2021 23:05:54 GMT
Can they make mages casting spells like Zither in DA4? A magical bard specialization would certainly be something special! From a DnD perspective, Bards have always been magical. Iolo was a caster once he was a party member in the Ultima games. It has been a nitpick of mine that the Bard specialization was dropped in DA2. Leliana didn't cast Mage spells, but her songs affected the party. That's magic.
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