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Post by SirSourpuss on Jul 7, 2021 23:23:27 GMT
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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Post by gaycaravaggio on Jul 8, 2021 1:51:17 GMT
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. I feel as though this might be a case of gameplay and story segregation.
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Post by pessimistpanda on Jul 8, 2021 3:19:06 GMT
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. I feel as though this might be a case of gameplay and story segregation. Yeah, lol, I always thought it was ridiculous when people whined about "non-magical" abilities in subsequent games being "unrealistic". Like, obviously DA2 rogues aren't *literally* teleporting and Iron Bull is not literally shattering the ground and summoning up plumes of lava, just like in DAO, we weren't literally summoning bears from thin air or making people invincible by singing, etc, etc. There's always going to be a cognitive gap between "what is actually happening" vs "what players experience". IE, the game is presented in English, for the sake of the majority English-speaking audience, but the characters aren't actually speaking in English, they can't be, because their world never had an England. Or, for a visual example, Western audiences reading anime characters as "white" due to their "skin colour", even when they are explicitly stated and shown to be Japanese.
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Post by DragonKingReborn on Jul 8, 2021 3:38:38 GMT
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. Assuming specialisations make a return for DA4, I'd really like to see hybrid specs (and a bard would qualify as a mage/rogue hybrid). And I'd like every song to be The Touch, from the 1986 Transformers movie. Because that shit slays. I'm pretty sure there is already a thread about that somewhere, so I won't derail this one further, but to be somewhat on topic, I'll just say that I'd like magic and mages to have multiple (possible) roles within the party. DPS or AoE glass cannon, buff or de-buff and preferably have access to ALL FREAKIN' SPELLS THAT THEY KNOW!
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Post by pessimistpanda on Jul 8, 2021 3:41:34 GMT
I'm fine with mages being more flexible, as long as rogues and warriors get the same. All the classes should be equally fun and varied to play.
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Post by DragonKingReborn on Jul 8, 2021 3:54:30 GMT
I'm fine with mages being more flexible, as long as rogues and warriors get the same. All the classes should be equally fun and varied to play. Oh, completely agree - my point was more based on the idea that mages lost more utility - in my opinion - in the jump from DAO/DA2's ability access to that of DAI. Warriors could still tank n taunt or deal limited AoE damage with two handers. Rogues were still DPS masters that could either be melee or ranged (except Varric, of course, who was only ranged), but with mages there just seemed to be fewer options than the previous titles (maybe it was just my perception of it, though) with how to build them out. TL/DR - I didn't like the 8 active ability limit and hope it goes away
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Post by pessimistpanda on Jul 8, 2021 4:01:39 GMT
I'm fine with mages being more flexible, as long as rogues and warriors get the same. All the classes should be equally fun and varied to play. Oh, completely agree - my point was more based on the idea that mages lost more utility - in my opinion - in the jump from DAO/DA2's ability access to that of DAI. Warriors could still tank n taunt or deal limited AoE damage with two handers. Rogues were still DPS masters that could either be melee or ranged (except Varric, of course, who was only ranged), but with mages there just seemed to be fewer options than the previous titles (maybe it was just my perception of it, though) with how to build them out. TL/DR - I didn't like the 8 active ability limit and hope it goes away Oh, I DESPISE the ability limit. And having been playing FFXIV currently (admittedly an mmo), which, on console, has a system that allows me to rotate between up to EIGHT totally customisable hotbars with SIXTEEN quick action slots EACH, I don't see any excuse for the ridiculously low limit in DA. Like, in FFXIV, I have a hotbar for all my direct damage abilities, a hotbar for all my buffs/debuffs/etc, a hotbar for general non-combat actions (sprint, teleport, forage, blah blah), a hotbar for various menu shortcuts, and I still have FOUR that are totally empty that I could fill with emotes and shit! And I play entirely on console and it works FINE. BioWare... get it together!
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Post by bloodmagereaver on Jul 11, 2021 3:53:13 GMT
Well... Oh, completely agree - my point was more based on the idea that mages lost more utility - in my opinion - in the jump from DAO/DA2's ability access to that of DAI. Warriors could still tank n taunt or deal limited AoE damage with two handers. Rogues were still DPS masters that could either be melee or ranged (except Varric, of course, who was only ranged), but with mages there just seemed to be fewer options than the previous titles (maybe it was just my perception of it, though) with how to build them out. TL/DR - I didn't like the 8 active ability limit and hope it goes away Oh, I DESPISE the ability limit. And having been playing FFXIV currently (admittedly an mmo), which, on console, has a system that allows me to rotate between up to EIGHT totally customisable hotbars with SIXTEEN quick action slots EACH, I don't see any excuse for the ridiculously low limit in DA. Like, in FFXIV, I have a hotbar for all my direct damage abilities, a hotbar for all my buffs/debuffs/etc, a hotbar for general non-combat actions (sprint, teleport, forage, blah blah), a hotbar for various menu shortcuts, and I still have FOUR that are totally empty that I could fill with emotes and shit! And I play entirely on console and it works FINE. BioWare... get it together! I remember filling my whole quick selection bar in DAO so 39+ spells is a bit overkill but mapping 16 spells/skills is perfectly doable if we consider that Andromeda let us map 12 in arrangements of 3. Having 4 combinations of 4 which any console player can swap quickly should keep things quick and balanced. With that said we should return the spell schools to their Fereldan circle configuration but with less active abilities and more passives. My general view is that each school should have 6 active abilities as follows: Arcane: Barrier / Mind Blast / Energy Barrage / Dispel / Repulsion Field / Crushing Prison Creation: Heal / Rejuvenation / Revival / Heroic Aura / Haste / Stinging Swarm Primal: Flashfire / Fireball / Winter's Grasp / Cone of Cold / Stone Fist / Chain Lightning Spirit: Spirit Bolt / Fade Step / Fade Cloak / Spirit Mark / Walking Bomb / Drain Life/Mana Entropy: Paralyze / Sleep / Vulnerability Hex / Misdirection Hex / Horror / Entropic Cloud Then each specialization should have 4 active abilities with one being focus based: Rift Mage: Veilstrike / Pull of the Abyss / Disruption Field / Fade Breach* *Immitates Mark of the Rift Arcane Warrior: Spirit Blade / Pull / Shimmering Shield / Ressurgence Battlemage: Fire Mine / Ice Mine / Static Cage / Firestorm Bloodmage: Draining Aura / Hemorrhage / Blood Slave / Devastation* *Party does a 1000% more damage for 5s/10s/15s I plan on making proper spell trees later and make a topic about them.
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Post by pessimistpanda on Jul 11, 2021 4:42:21 GMT
Huh. And people say my system is complicated.
I don't agree at all with returning to the Origins system, any concerns about contradicting previous lore are irrelevent now, that ship has sailed. And it's just silly to think that because Origins established some magic schools or whatever that subsequent games should never iterate upon or add anything, that's simply not how any video game series works. The gameplay was never going to stay static and it shouldn't.
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Post by gaycaravaggio on Jul 11, 2021 6:40:45 GMT
I do wish for the next DA game to have more buff/de-buff spells. It really doesn't need to be to Origins' levels, though.
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Post by Unicephalon 40-D on Jul 11, 2021 6:55:37 GMT
Origins had a bit too much of skills for magic and a bit cumbersome how to use them in some situations. I like DAI one the best of them all (also because of MP) but it could be expanded a bit more, especially on the buff/de-buff and in passives. Now zzzzZITHER!!1 would be awesome, though my fingers already scream for mercy if I one plays Magic Bard the same style as Zither in MP *tiluliluling* "After this, Val Royeaux? I know a place where you can be covered in gold leaf and then sanded. Who’s with me?"
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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
Origin: ALoneGretchin
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Post by Gileadan on Jul 11, 2021 9:10:35 GMT
The only magic system I ever really enjoyed was Ars Magica's Technique + Form style of magic that was balanced by requiring magical ingredients to cast something powerful and permanent.
I would love a system where different spells have different synergies with each other. Like a freeze spell followed by a fireball shattering armour or weak enemies entirely outright. Not just the simple "prime and boom" we have right now.
But since BioWare's lead platform is console and they have a tendency to reduce and streamline everything from iteration to iteration we will probably get another "X spells / abilities loadout prime and boom" system, where X <= 8.
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Post by theascendent on Jul 11, 2021 11:00:21 GMT
I've been playing Pathfinder:Kingmaker lately (in preparation for the new one coming in September) and the D&D/Pathfinder system of magic made me think of the Mages in Dragon Age. Would you consider them Wizards who prepare spells in advance and have to learn magic to cast it or Sorcerers who cast magic spontaneously and are born with magic? Although a Mage does sound like a combination of the two, they are born with magic but have to learn and study to cast it. Reminds me of Arcanists. Blood Mages remind me of Warlocks/Witches since they learn unique magic from a patron/external source (in this case a demon who shows the Mage what to do). I am avoiding any Divine Magic users since we have no information on the existence of any being that could be called a God who can provide genuine magic to their followers. All Magic in Dragon Age seems like Arcane to me.
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Post by bloodmagereaver on Jul 11, 2021 14:27:33 GMT
Well... I've been playing Pathfinder:Kingmaker lately (in preparation for the new one coming in September) and the D&D/Pathfinder system of magic made me think of the Mages in Dragon Age. Would you consider them Wizards who prepare spells in advance and have to learn magic to cast it or Sorcerers who cast magic spontaneously and are born with magic? Although a Mage does sound like a combination of the two, they are born with magic but have to learn and study to cast it. Reminds me of Arcanists. Blood Mages remind me of Warlocks/Witches since they learn unique magic from a patron/external source (in this case a demon who shows the Mage what to do). I am avoiding any Divine Magic users since we have no information on the existence of any being that could be called a God who can provide genuine magic to their followers. All Magic in Dragon Age seems like Arcane to me. Unironically the Templars and Sha-Brytol draw magic from the closest thing Thedas has to actual gods, the Titans.
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Post by Buckeldemon on Jul 11, 2021 15:51:39 GMT
I'm not sure if Titans count. In most cases, we seem to have some sort of recognition of an entity as "divine" for that to qualify, and that is definitely not the case for templar abilities so far. A closer match could be the Avvar or other cultures using similar practices regarding spirits. Then again, Avvar recognise spirits as spirits and don't fall into the "ubergod" trap (even if there are several of them).
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Post by Iakus on Jul 15, 2021 14:56:25 GMT
I'd like to see a return to DAO's four schools: Primal, Spirit, Creation, and Entropy. It was nice to be able to create different types of mages based on the spells you took, rather than being basically the same mage with different elemental types in DAI. In DAI, just about everyone was a Primal mage, it seemed
Also, in DAO I felt more free to dip into different schools rather than DA2 and DAI's encouragement to just stick with a single school/elemental damage type.
Still, I did like DA2 and DAI's ability to spend an extra skill point or two on refining particular abilities, giving them extra effects and such.
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Post by biggydx on Jul 18, 2021 20:58:53 GMT
Interesting question for you guys. Are there any unlocked specializations, from the previous DA titles, that you believe should just become base skill trees that are accessible from the start?
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Post by Buckeldemon on Jul 18, 2021 23:44:37 GMT
Interesting question for you guys. Are there any unlocked specializations, from the previous DA titles, that you believe should just become base skill trees that are accessible from the start? Not sure if it fits the query, but I've thought a bit about templar abilities in that regard. It is titan-blood-magic after all, as in supernatural abilities relying on a fantasy substance. There's a kind of gameplay-lore segregation of how all that stuff works, complete with the implications certain things could have for in-universe politics. Holy Smite for example barely makes sense in terms of lore in DAO, and by DA2, it is totally somewhere different (where does the damage agains non-magicals come from? Lyrium poisoning?).
So I'd say instead of bending and expanding it to make it competitive with other specs, turn it back to a very small scecialised skill kit similar to DAO, with abilities focusing on magical resistance of the character alone/very immediate surroundings (including potentially removing buffs) as well as hindering opposing spellcasting (or all, even for allies, when friendly fire mode is on?), for example by raising an affected mage's/spirit's mana cost. No "silence" (or at least give it a different name), no "mana burn" styled effects. Available for everyone as a special training, unless they are a mage, due to mages being more susceptible to lyrium posioning as well as... already having access to ways to dispel/hinder other casters. We see several Templar Order members fighting more like rogues in the games (the hunters from DA2 and the guy in the Hinterlands Cassandra wants dead come to mind).
Other than that, I guess certain abilities DAI had as specs could go back to general trees. Stone fist is one such example, though I could also imagine it going a similar way as DAI's Energy Barrage, in that the caster can determine the element of a projectile or even their staff attack according to situation. Some might say certain DAO abilities doubled up and were rightfully removed because of that, but even then there were tactical differences. Say, Paralyse and Horror pretty much have the same goal in shutting a single target down for a time, though the former is attacking the target physically (hence the res check), while Horror as a mental spell is subject to other issues, like being easy to stick on rank-and-file humanoids, but useless against certain supernaturals (undead, spirits...).
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Post by bloodmagereaver on Jul 18, 2021 23:46:38 GMT
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Post by mattjamho on Aug 9, 2021 9:21:52 GMT
Those are some cool ideas! Id love if all these schools returned, having this variety in talents really helps build a character and replayability of classes.
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Post by Catilina on Sept 1, 2021 18:25:00 GMT
Which magic system I would prefer? One thing is sure: NOT the DAI's. DAO=DAA and DA2 was fine to me, both.
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