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Post by Absafraginlootly on Feb 23, 2023 23:30:20 GMT
Wild speculation time Since purple, green and orange aren't available immediately, but I wouldn't expect specialisations to be larger then base class tree given the previous games, and given that half the base class trees for dai warrior/rogue were weapon styles... My guess for the warrior trees would be:
Blue, Red, and Yellow "petals" are Weapon Style trees like 'Weapon and Shield', 'Two-handed Weapon', and a Weapon Style #3 (such as dual-wield, polearms, or something ranged)
Purple, Orange, and Green "petals" are Fighting Style trees like dai's Vanguard (taunt and charge enemy, defend youself and others) and Battlemaster (buff allies, debuff enemies, force enemy movement, skirmisher combat rolls, extra damage). Battlemaster tries to cover alot of ground and could easily be split off into 2 ability/skill trees.
The Purple, Orange and Green circles, beyond those colours initial petals, could be the Speacialisations. The grey H nodes would allow you to get speacialisations from the weapon style trees with only one ability taken from its connected fighting style tree if you weren't interested in it.
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Post by NotN7 on Feb 23, 2023 23:47:29 GMT
looking at this, it seems familiar to the alchemy tree in Witcher 3 (if my memory is correct).
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Hrungr
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Post by Hrungr on Feb 24, 2023 1:20:04 GMT
Yeah, definitely. AC Valhalla had a similar tree style as well. Lots to chew on in this one. Nice to see what Luke's been up to! Only a portion of the stuff I've been doing in the last few years! Apologies about being so quiet here, we're under heavy orders to be pretty tight-lipped about the project but know that I read a lot of the threads related to areas I direct. Can't really answer anything but when this game finally comes out I'll be around here to dish a little bit of random facts like I occasionally do about DAI 😀 No worries - Good to see ya around! This was definitely one of the chewier CUs. Now we just need some good Nug-based spec abilities to fill out that big tree - Nug-storm, Nug-nado, Nug-nami, Nug-plosion... (Just gimme a shout if you need to know where to send those royalty cheques. )
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Post by colfoley on Feb 24, 2023 1:24:35 GMT
Wild speculation time Since purple, green and orange aren't available immediately, but I wouldn't expect specialisations to be larger then base class tree given the previous games, and given that half the base class trees for dai warrior/rogue were weapon styles... My guess for the warrior trees would be:
Blue, Red, and Yellow "petals" are Weapon Style trees like 'Weapon and Shield', 'Two-handed Weapon', and a Weapon Style #3 (such as dual-wield, polearms, or something ranged)
Purple, Orange, and Green "petals" are Fighting Style trees like dai's Vanguard (taunt and charge enemy, defend youself and others) and Battlemaster (buff allies, debuff enemies, force enemy movement, skirmisher combat rolls, extra damage). Battlemaster tries to cover alot of ground and could easily be split off into 2 ability/skill trees.
The Purple, Orange and Green circles, beyond those colours initial petals, could be the Speacialisations. The grey H nodes would allow you to get speacialisations from the weapon style trees with only one ability taken from its connected fighting style tree if you weren't interested in it.
Thank you for posting I seem to have 'lost' that picture and was thinking I was seeing things. And probably needs a lot more perusing by me in the end of the day to see actual things. Good anyalisis to and now that I am looking at it I think you are onto something. Only thing I'd add is I do wonder how much of the specializations will incorporate stuff from other classes which has sort of been a bit of a DA staple at this point. There are just so many options but I wonder if the more you 'push out' to the perimeter the more hybrid stuff you will run into and what that will include and what the trade off is. Keeping in mind the above a few more questions occur to me: What will be the tradeoffs here between one thing or another? How many points will we be able to spend versus how many options will we have or will it work with other things? With so many options will things like trap making and trap deployment return and even be accessible to a warrior? How about different weapons styles? Will this be how they address concerns about warriors not having ranged options that you will have various ranged options in the outer areas which will then let the Warrior use things like bows? What about things like dialogue options and special knowledge checks? Will we have more rogue like warriors that can take a bit more of a punch if we do this the other way around? AM I just underestimating the amount of skills we had access to in DAI? Time will tell. Edit: Not really related but also something I believe Sharable Horizon mentioned on the fog of war...wonder how that will work? Will we be able to 'see' this entire tree so we can properly plan things out from the beginning or will we only be able to see into one branch only when we unlock an adjoining branch?
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Post by biggydx on Feb 24, 2023 5:36:39 GMT
I want to be clear that I don't think we should assume that this is the final form of the skill tree they have in mind. While it could help us speculate where they want to take the skill tree system, it may not necessarily look like this in the final product.
From a general standpoint, I am curious if the oval-shaped nodes are specific to different ability styles within the class, or if they represent the starting point of each class. In Path of Exile, all classes share the same skill tree, and you start out on a different point of said skill tree (dependingon your class). What could be shown here is what every player will see regardless of which class they play.
Why there's less of a chance for this being the case is due to the lore surrounding magic. If your character is purely Warrior or Rogue, then you - typically- dont get access to the magic tree. Then again, BioWare may decide to just make the player decide if they want to become a magic-usee at the start of the game, or just make magic open to you by default (which would be less appealing from a role-playing perspective).
If this concept art is indicative of what a skill tree looks like for each individual class, then it might be the deepest skill tree system in the Dragon Age series. I'm also curious if any of these nodes confer attribute points to your character. Another thing I'm curious about are skill upgrades. In the last big update for Inquisition (when Trespasser launched), two new upgrade nodes where added for most skill nodes (but you could only pick one). Part of me wonders if that same system will carry over here as well, or if those upgrades will now be parted over to gear effects.
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Post by colfoley on Feb 24, 2023 7:07:14 GMT
I want to be clear that I don't think we should assume that this is the final form of the skill tree they have in mind. While it could help us speculate where they want to take the skill tree system, it may not necessarily look like this in the final product. From a general standpoint, I am curious if the oval-shaped nodes are specific to different ability styles within the class, or if they represent the starting point of each class. In Path of Exile, all classes share the same skill tree, and you start out on a different point of said skill tree (dependingon your class). What could be shown here is what every player will see regardless of which class they play. Why there's less of a chance for this being the case is due to the lore surrounding magic. If your character is purely Warrior or Rogue, then you - typically- dont get access to the magic tree. Then again, BioWare may decide to just make the player decide if they want to become a magic-usee at the start of the game, or just make magic open to you by default (which would be less appealing from a role-playing perspective). If this concept art is indicative of what a skill tree looks like for each individual class, then it might be the deepest skill tree system in the Dragon Age series. I'm also curious if any of these nodes confer attribute points to your character. Another thing I'm curious about are skill upgrades. In the last big update for Inquisition (when Trespasser launched), two new upgrade nodes where added for most skill nodes (but you could only pick one). Part of me wonders if that same system will carry over here as well, or if those upgrades will now be parted over to gear effects. An interesting point to consider. But then imagine if the mage tree does end up looking like this and has this much depth? Not sure people will have to worry about lack of magical spells.
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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 Feb 24, 2023 8:22:47 GMT
Now we just need some good Nug-based spec abilities to fill out that big tree - Nug-storm, Nug-nado, Nug-nami, Nug-plosion... (Just gimme a shout if you need to know where to send those royalty cheques. ) Who would use anything else then? Kinda like now in Hogwarts Legacy. I have all these cool spells and flashy combos. But I am throwing cabbages at enemies all the time.
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Post by Andraste_Reborn on Feb 24, 2023 8:28:41 GMT
Why there's less of a chance for this being the case is due to the lore surrounding magic. If your character is purely Warrior or Rogue, then you - typically- dont get access to the magic tree. Then again, BioWare may decide to just make the player decide if they want to become a magic-usee at the start of the game, or just make magic open to you by default (which would be less appealing from a role-playing perspective). On the one hand this is what they did with biotics in Andromeda, but on the other, just making every player character a mage and leaving it up to the player if they want to develop it or not is not going to work if race selection still allows dwarf PCs.
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Post by Little Bengel on Feb 24, 2023 9:48:06 GMT
I want to be clear that I don't think we should assume that this is the final form of the skill tree they have in mind. While it could help us speculate where they want to take the skill tree system, it may not necessarily look like this in the final product. From a general standpoint, I am curious if the oval-shaped nodes are specific to different ability styles within the class, or if they represent the starting point of each class. In Path of Exile, all classes share the same skill tree, and you start out on a different point of said skill tree (dependingon your class). What could be shown here is what every player will see regardless of which class they play. I am inclined to note that this particular wireframe (even if not the final layout) was identified in one of the engine shots as the Warrior tree. At this stage, it feels like a pretty safe bet to assume each class is getting unique trees. On a somewhat unrelated note, I am more curious how weapon skills will work this time around (as well as the elemental spells, honestly).
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Post by fairdragon on Feb 24, 2023 10:38:36 GMT
Nice to see BSN's friend LukeBarrett laying things out. I see this and FF XII came to my mind. I hope that it becomes much more understandable than that.
My hope you start in purple, orange and green. One for mage, one for warrior and one for rouge. So with red, blue and yellow you can go from one class to another. So you can mix classes. And than we get additional skill trees.
But this are the first good news i have heard since single player announcement.
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Post by fairdragon on Feb 24, 2023 11:25:45 GMT
And then Community Manager Jay said: 'We'd love to hear if you have some questions we can answer, too!'Any thoughts on the design plans and what questions it raises? Extensive blog article: go.ea.com/bcu-designIt's hard to ask questions that are allowed to be answered.
Maybe they can give some insides on the Joplin version. Which we will never play. Maybe some infos on Zevran or Shale.
But the most questions I have are connected with DAD.
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Gileadan
N5
Agent 46
Clearance Level Ultra
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Post by Gileadan on Feb 24, 2023 11:36:22 GMT
To me the tree seems to include three base classes (blue, red, yellow) and three hybrid classes. Only the base classes can be reached from the center node, the hybrids (purple, orange, green) have no connection to it and even those colors are a mix of the base class colors that they are stuck in between.
Given how we might end up with only 4 active abilities, these might be the big chevrons in the diagram and everything else is some sort of passive.
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Post by Little Bengel on Feb 24, 2023 12:34:43 GMT
sighAlright, fellas, gather 'round. Daddy Salos is coming with an interesting thing to point out that some folks might have missed. Take a closer look at this image here, both the art at the center of the tree and the bottom left corner of the overall image, and tell me if it really looks like this is a skill tree for all classes instead of just one.
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Post by Unicephalon 40-D on Feb 24, 2023 12:51:51 GMT
Yes, Warrior Skillgraph
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Post by DragonKingReborn on Feb 26, 2023 5:42:09 GMT
That skill tree layout giving me big Path of Exile vibes Yeah, definitely. AC Valhalla had a similar tree style as well. Lots to chew on in this one. Nice to see what Luke's been up to! Big Valhalla vibes. Not a bad thing, in my view.
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Post by DragonKingReborn on Feb 26, 2023 6:13:26 GMT
It looks to me like the bordered diamond shapes are the actives. The ones overlaid on a square shape are the purchased abilities or active load out, maybe?
Circles - passive.
But what about the hexagons? There are 3 in black, but the rest all appear to have two at most. Are sustained abilities making a comeback?
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Post by DragonKingReborn on Feb 26, 2023 6:14:49 GMT
Each section, that is. There are two Greens, each with two hexagons.
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Post by colfoley on Feb 26, 2023 6:16:48 GMT
It looks to me like the bordered diamond shapes are the actives. The ones overlaid on a square shape are the purchased abilities or active load out, maybe? Circles - passive. But what about the hexagons? There are 3 in black, but the rest all appear to have two at most. Are sustained abilities making a comeback? or focus type abilities.
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Post by DragonKingReborn on Feb 26, 2023 6:28:34 GMT
It looks to me like the bordered diamond shapes are the actives. The ones overlaid on a square shape are the purchased abilities or active load out, maybe? Circles - passive. But what about the hexagons? There are 3 in black, but the rest all appear to have two at most. Are sustained abilities making a comeback? or focus type abilities. Could be, but focus abilities are still active load out, right? So they should have the same shape. Having focus or Power moves be not part of the active load out would be great, though.
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Post by colfoley on Feb 26, 2023 6:32:41 GMT
Could be, but focus abilities are still active load out, right? So they should have the same shape. Having focus or Power moves be not part of the active load out would be great, though. based on something I saw in the leaks I almost don't think that focus abilities will be in the load out this time. Other option which I could see/ hope for is weapon proficiencies.
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Post by Little Bengel on Feb 26, 2023 11:02:14 GMT
It looks to me like the bordered diamond shapes are the actives. The ones overlaid on a square shape are the purchased abilities or active load out, maybe? Circles - passive. But what about the hexagons? There are 3 in black, but the rest all appear to have two at most. Are sustained abilities making a comeback? I'm personally most curious about the "spiky" circles. Even assuming they're also passives, I can't help but wonder what's different about those.
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Post by biggydx on Feb 26, 2023 17:39:20 GMT
I want to be clear that I don't think we should assume that this is the final form of the skill tree they have in mind. While it could help us speculate where they want to take the skill tree system, it may not necessarily look like this in the final product. From a general standpoint, I am curious if the oval-shaped nodes are specific to different ability styles within the class, or if they represent the starting point of each class. In Path of Exile, all classes share the same skill tree, and you start out on a different point of said skill tree (dependingon your class). What could be shown here is what every player will see regardless of which class they play. I am inclined to note that this particular wireframe (even if not the final layout) was identified in one of the engine shots as the Warrior tree. At this stage, it feels like a pretty safe bet to assume each class is getting unique trees. On a somewhat unrelated note, I am more curious how weapon skills will work this time around (as well as the elemental spells, honestly). Must of skimmed that part in the blog. Historically, for Warriors, it's either you playing as S&S, Two-Handed, or - as was the case in Origins - one handed Warrior. A whole starting node could make sense for each individual type, but the one that's a bit unfamiliar for me is what a potential third weapon skill system would look like. In the previous two games, it's primarily been S&S and Two-handed, and there's been plenty of skills for either type. With the Rogue class, it's easier to imagine since your starting three nodes could be: Daggers, Archery, Traps (Subversion) With Mages, you have baseline Support, Elemental attacks, and maybe something along the lines of crowd-control
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Post by eaglepursuit on Feb 26, 2023 17:43:22 GMT
I am inclined to note that this particular wireframe (even if not the final layout) was identified in one of the engine shots as the Warrior tree. At this stage, it feels like a pretty safe bet to assume each class is getting unique trees. On a somewhat unrelated note, I am more curious how weapon skills will work this time around (as well as the elemental spells, honestly). Must of skimmed that part in the blog. Historically, for Warriors, it's either you playing as S&S, Two-Handed, or - as was the case in Origins - one handed Warrior. A whole starting node could make sense for each individual type, but the one that's a bit unfamiliar for me is what a potential third weapon skill system would look like. In the previous two games, it's primarily been S&S and Two-handed, and there's been plenty of skills for either type. With the Rogue class, it's easier to imagine since your starting three nodes could be: Daggers, Archery, Traps (Subversion) With Mages, you have baseline Support, Elemental attacks, and maybe something along the lines of crowd-control I would guess that the third branch is not a weapon type, but rather a "leadership" type of utility skill group.
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Hrungr
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Prime Likes: 65,767
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More coffee...? More coffee.
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Post by Hrungr on Feb 26, 2023 17:56:25 GMT
I've added some details to the skill tree, compiling some of what we've seen. I've also added a bit from the leak so I'll put this under a spoiler tag. Note the special ability (fist) having its own bar.
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Post by DragonKingReborn on Feb 26, 2023 19:46:18 GMT
It looks to me like the bordered diamond shapes are the actives. The ones overlaid on a square shape are the purchased abilities or active load out, maybe? Circles - passive. But what about the hexagons? There are 3 in black, but the rest all appear to have two at most. Are sustained abilities making a comeback? I'm personally most curious about the "spiky" circles. Even assuming they're also passives, I can't help but wonder what's different about those. Yeah, I wondered about them, too. I guess it probably depends on the context of the image we're looking at. Is it a blank slate representation of the skill tree? Or is it a sanistised version of an 'in progress' play through? If the latter, then the spiked circles could be purchased abilities. If the former, then...maybe upgrades of existing passives?
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