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Post by midnight tea on Aug 25, 2024 16:33:33 GMT
For people who were complaining that the companions seems to do very little damage. Someone took the time to take screenshot of the damage stats shown in the video and Davrin as around 1/2 of Rook damage stat from its weapons. So looks like a case of undergeared companions. I also think that they're all set to being unkillable, including Rook - there's a spot at the end of the 4th part where Rook's health goes to 0, but she doesn't die or even gets knocked down, she just uses a potion to heal.
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Post by fade on Aug 25, 2024 16:34:10 GMT
I really hope Bioware tones down the excessive use of purple, the particles, and those cashing sounds. I came across the leaked screenshot, and it looked much better
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Post by theascendent on Aug 25, 2024 17:10:57 GMT
Is anyone else concerned about the Evoker description? Evoker - Call the void. Freeze enemies in their tracks, then summon the deepest cold to tear them apart. Compare this to the previous description. Evoker: uses elemental fire, ice, and lightning magic. I hope they aren't making us a watered-down (pun not intended) copy of Neve Gallus.
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Post by Frost on Aug 25, 2024 17:27:10 GMT
Is anyone else concerned about the Evoker description? Evoker - Call the void. Freeze enemies in their tracks, then summon the deepest cold to tear them apart. Compare this to the previous description. Evoker: uses elemental fire, ice, and lightning magic. I hope they aren't making us a watered-down (pun not intended) copy of Neve Gallus. Yes, very. I previously thought that Evoker would be what was left of the spell-based mage class from previous games, but now they remove fire and lightning?
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Post by gervaise21 on Aug 25, 2024 17:30:27 GMT
Like, let me play as dual wielding warrior, Bioware! I think you can if you choose the Reaper specialism. Champion is sword and shield, Slayer is two handed but Reaper uses night blades. That suggests to me a dual wielder, although it is possibly a bit of a Warrior/rogue hybrid as all classes seem to have a hybrid element to them now.
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Post by jennica on Aug 25, 2024 17:37:57 GMT
Like, let me play as dual wielding warrior, Bioware! I think you can if you choose the Reaper specialism. Champion is sword and shield, Slayer is two handed but Reaper uses night blades. That suggests to me a dual wielder, although it is possibly a bit of a Warrior/rogue hybrid as all classes seem to have a hybrid element to them now. New description says this
Reaper - Become night's blade. Steal life and risk death to gain incredible, unnatural abilities
And tbh night balde(s) to me sounds like an ability rather than a regular weapon.
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Post by gervaise21 on Aug 25, 2024 17:40:22 GMT
Is anyone else concerned about the Evoker description? Evoker - Call the void. Freeze enemies in their tracks, then summon the deepest cold to tear them apart. Compare this to the previous description. Evoker: uses elemental fire, ice, and lightning magic. I hope they aren't making us a watered-down (pun not intended) copy of Neve Gallus. I'm very confused by the change in mage specialism descriptions. Not only did the Evoker seem to change from a pure elemental spell mage dealing in all three elements to just an ice mage (which as you say just seems to be duplicating Neve) but the Spellblade is now just electricity (which I'm okay with) but I thought from the mage game play that it was only the Spellblade who used an orb and blade combo and I was anticipating that they could probably charge the orb with different magic or use different orbs according to the anticipated foe. Yet now it is being said that all mages can use the orb/blade and all that seems to vary is the type of magic they employ. Also, considering it was emphasised in the latest high level encounter that darkspawn are vulnerable to magic, why are there no fire mages either among our companions or our specialisms? Since the Warrior is shown wielding the lyrium blade, I assume all Rooks can do this and so all Rooks can use the runes to alter the type of damage done. However, it does seem odd that a specialism like Evoker is limited to just cold magic. Incidentally, a small point: "Call the Void"? So is the Evoker drawing their mana from somewhere other than the Fade?
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Post by gervaise21 on Aug 25, 2024 17:44:33 GMT
New description says this It is odd how they have changed the descriptions in just a few weeks. What is going on? I think it was the Game Informer article where they were first revealed. Why give them false information? If they had to scale back on what was offered, why not correct it in one of the Q&A sessions instead of just placing it in a game play trailer that people may not watch because they want to avoid the spoilers (despite them saying they removed them) or are simply going by what they read on-line? Is it possible this will all change again before release?
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Post by rekkampum on Aug 25, 2024 17:48:09 GMT
I really hope Bioware tones down the excessive use of purple, the particles, and those cashing sounds. I came across the leaked screenshot, and it looked much better Yeah the purple is too saturated for me. A whole lot going on with the interface as well especially with all the different slot colors. Def prefer the first.
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Post by jennica on Aug 25, 2024 17:49:34 GMT
Also, considering it was emphasised in the latest high level encounter that darkspawn are vulnerable to magic, why are there no fire mages either among our companions or our specialisms? I mean, fire spells and other sources of fire damage are still in the game. All of Davrin's abilities that were shown deal fire damage, for example.
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Post by midnight tea on Aug 25, 2024 17:53:09 GMT
I really hope Bioware tones down the excessive use of purple, the particles, and those cashing sounds. I came across the leaked screenshot, and it looked much better Yeah the purple is too saturated for me. A whole lot going on with the interface as well especially with all the different slot colors. Def prefer the first. I've heard that we may be getting a lot of control over UI - maybe we'd be able to adjust some things in menus, so people choose what they like?
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Post by gervaise21 on Aug 25, 2024 17:57:40 GMT
I mean, fire spells and other sources of fire damage are still in the game. All of Davrin's abilities that were shown deal fire damage, for example. This could be his weapon buffed up with runes and Wardens do seem to have fire specific abilities because of them fighting darkspawn which are vulnerable. However, it seems strange that the Evoker is now said to focus their specialism solely on cold magic when the description of the official website says this of the mage class: Mages rain down fury with spells that incinerate, freeze, electrocute and crush. Some cast from afar, while others prefer close quarters combat.So it seems we should be able to cast some fire spells but it won't form part of anyone's specialism, even though having the full range of elemental magic seemed to be what was promised for the Evoker. It also seems odd that they would duplicate Neve's ability, so if she goes with you there will be two ice mages and nothing else if you choose to be an Evoker. Also, crushing tends to be associated with earth magic but I suppose that is going to be covered by Harding. Also, I do note that Crushing Prison and Fist of the Maker were from the spirit school, so perhaps the Death Caller will focus on that type of magic.
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Post by githcheater on Aug 25, 2024 18:01:07 GMT
Yeah, that is disappointing. But out of curiosity, how many fellow PC players use KB+M for action games? I can see it being nice for the precision for, say, archer (especially since you have to aim now), but when it comes to stringing together combos with a martial weapon, I usually prefer controller. I even use controller for FF14, although that's more a testament to how good the setup is there, I think. I do. I vastly prefer kb/m over controller. My reaction times are better and I have less trouble moving the camera at the same time as attacking or dodging. I also like having alllll the buttons. I can't find the buttons on the keyboard in the heat of the moment, so I prefer a controller in action games, because the controls and buttons are immediately at my finger tips and become reflexive to use.
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Post by jennica on Aug 25, 2024 18:06:12 GMT
I mean, fire spells and other sources of fire damage are still in the game. All of Davrin's abilities that were shown deal fire damage, for example. This could be his weapon buffed up with runes and Wardens do seem to have fire specific abilities because of them fighting darkspawn which are vulnerable. No i specifically mean his abilities
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Post by TheInvoker on Aug 25, 2024 18:09:42 GMT
I do. I vastly prefer kb/m over controller. My reaction times are better and I have less trouble moving the camera at the same time as attacking or dodging. I also like having alllll the buttons. I can't find the buttons on the keyboard in the heat of the moment, so I prefer a controller in action games, because the controls and buttons are immediately at my finger tips and become reflexive to use. use mouse buttons, and yes, you have to buy a gaming mouse like you buy a controller.
The difference is that extra buttons on mouse can be useful also outside gaming, while the controller can't
Mouse is also customizable while controller is not, at least not fully, also because the games don't allow it.
on keyboard you should just use WASD to move and maybe something close like Q and E......then you can have other buttons but not for fights...like M for Map, I for inventory, Esc for menu etc.
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Post by midnight tea on Aug 25, 2024 18:11:57 GMT
I can't find the buttons on the keyboard in the heat of the moment, so I prefer a controller in action games, because the controls and buttons are immediately at my finger tips and become reflexive to use. use mouse buttons, and yes, you have to buy a gaming mouse like you buy a controller.
The difference is that extra buttons on mouse can be useful also outside gaming, while the controller can't
Mouse is also customizable while controller is not, at least not fully, also because the games don't allow it.
on keyboard you should just use WASD to move and maybe something close like Q and E......then you can have other buttons but not for fights...like M for Map, I for inventory, Esc for menu etc.
At this point I'm so used for certain keyboard setup (WASD, E, M, B, V, K, I, etc + whatever I have on my 15-key mouse) that I just swap what I need in controls to hat I'm used to and I'm GTG.
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Post by Hrungr on Aug 25, 2024 18:29:37 GMT
Going through the video again, only trying to not pause it every 1.5 sec. This was a fun segment with Rook playing darkspawn soccer.
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Post by TheInvoker on Aug 25, 2024 18:33:53 GMT
For baldur's gate i also used a script to have double functions on mouse side buttons: Tap=first command, pressed=second command
That game was so full of actions, things to activate that i really don't understand how people could play it with controller. Just thinking i had to open the radials for every spell/action i wanted to use i have nightmares
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Post by githcheater on Aug 25, 2024 18:45:32 GMT
For baldur's gate i also used a script to have double functions on mouse side buttons: Tap=first command, pressed=second command That game was so full of actions, things to activate that i really don't understand how people could play it with controller. Just thinking i had to open the radials for every spell/action i wanted to use i have nightmares I use KB&M for Pause and Play or Turn-Based ... Controller for action
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Post by Element Zero on Aug 25, 2024 18:51:50 GMT
For baldur's gate i also used a script to have double functions on mouse side buttons: Tap=first command, pressed=second command That game was so full of actions, things to activate that i really don't understand how people could play it with controller. Just thinking i had to open the radials for every spell/action i wanted to use i have nightmares We don't have to open radials for everything. The full array of buttons is used, and they have contextual uses. The radials themselves are also really well done. It's easy to choose a setup, keep them tidy, and move through them rapidly. Wise usage of containers (backpacks and pouches) keeps consumables as tidy as spells and class features. I'm not thrilled by the gameplay videos. The colors are overly saturated and there are way too many HUD elements constantly on screen. I really hope we can reduce the size of enemy health bars, ranged indicators, etc... They're too much. The game still has the appearance of an overly flashy, overly stylized mobile game, in my opinion. I wouldn't have known those were darkspawn if they weren't labeled. They look like hokey, generic monsters, totally divorced from earlier themes and visuals. I hope the game's visual design doesn't undermine its impact. It's hard to imagine an intimidating monster rendered in this Fortnite-Pixar style. I can't really assess gameplay. Devs are invariably terrible at playing their games, and run their demos on ultra-easy settings. They're effectively playing an entirely different game than I will be playing. I'm definitely playing the game for the story and characters. I have little doubt that those elements will be good. I'm feeling pessimistic about the presentation, and have concerns about the gameplay. I've never enjoyed the gameplay of any DA game, but I'd hoped this would be the one I finally do. Only time will tell.
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Post by azarhal on Aug 25, 2024 18:58:51 GMT
Is anyone else concerned about the Evoker description? Evoker - Call the void. Freeze enemies in their tracks, then summon the deepest cold to tear them apart. Compare this to the previous description. Evoker: uses elemental fire, ice, and lightning magic. I hope they aren't making us a watered-down (pun not intended) copy of Neve Gallus. Yes, very. I previously thought that Evoker would be what was left of the spell-based mage class from previous games, but now they remove fire and lightning? Specializations have a single active ability and one ultimate, they aren't removing the other spells available in the none-specialization section. Evoker's ultimate and/or active is probably ice based, but it doesn't stop you from using lightning or fire actives if you have unlocked them. As a note, to go into Evoker you need to invest into either control (seems to be ice) or burst (seems to be lightning). You can't unlock it by investing into sustain which has the fire active abilities (wall of fire and not-fireball are in the sustain section).
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Post by colfoley on Aug 25, 2024 19:07:48 GMT
Yes, very. I previously thought that Evoker would be what was left of the spell-based mage class from previous games, but now they remove fire and lightning? Specializations have a single active ability and one ultimate, they aren't removing the other spells available in the none-specialization section. Evoker's ultimate and/or active is probably ice based, but it doesn't stop you from using lightning or fire actives if you have unlocked them. As a note, to go into Evoker you need to invest into either control (seems to be ice) or burst (seems to be lightning). You can't unlock it by investing into sustain which has the fire active abilities (wall of fire and not-fireball are in the sustain section). interesting that specs have just one ability slot, assume you saw that on the picture?
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Post by sjsharp2010 on Aug 25, 2024 19:08:35 GMT
I may be the minority, but I love the new video. The inventory UI is good. All equipment slots can be checked in one page, unlike that in DAI. It would be convenient to quickly look through the equipment. And I am totally ok with the colorful icons which look more attractive and distinguishable. The skill tree also looks awesome. The music sounds epic reminding me how intense the fights are. The combat is reactive, flexible, flowing, without losing depth in the system. Besides the actions (light and heavy attacks, dodge, block, range attack, all chargeable), you have 3 regular skills, an ultimate skill, and three rune skills (one could be picked). The combat would be the best in the series and blow away most ARPGs. The only drawback is that companions can't be directly controlled, compared to the previous DA games. The flashy tune could be annoying sometimes. I agree that it should be suppressed. Whilst I I d othink I might struggle wit hthe fast pac eof th ecombat I agree I lik ehow it's looking. I thin kin my case though t oimprov em ychances o fsurviving I will need t ounlock my initial starting powers in quickly if I can. As I think that wil lhelp an dthen swap poewrs around as I ge tmoer points through levelling up. I don' tknow exactly in terms o fspells an dabilitieswhat I'll b eusin gye tbu t that's wha tI'm feeling
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Post by Ice-Quinn on Aug 25, 2024 19:14:34 GMT
I think it makes sense that the Specializations are somewhat different, this time around. We’re exploring different territories and cultures, time has passed and people may not practice magic or fight exactly the same as previous games.
So, Reaver becomes “Reaper”. Arcane Warrior, which was appropriated from ancient elves by mainstream basic Circle mages and into the regal Knight Enchanter; now it’s “Spellblade”, which I’m seeing as a more “street combat” (for lack of a better term) version, more rogue-like in contrast to KE’s refined warrior knight. Think of them as evolutions and slightly different takes on a style, based on where you are and the times.
As for the descriptions, I wouldn’t worry, they don’t seem final and there were some text mishaps in this latest gameplay video. Evoker, for example, likely includes at least fire in the same way it does ice, as the elemental specialized class.
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Post by TheInvoker on Aug 25, 2024 19:20:09 GMT
Specializations have a single active ability and one ultimate, they aren't removing the other spells available in the none-specialization section. Evoker's ultimate and/or active is probably ice based, but it doesn't stop you from using lightning or fire actives if you have unlocked them. As a note, to go into Evoker you need to invest into either control (seems to be ice) or burst (seems to be lightning). You can't unlock it by investing into sustain which has the fire active abilities (wall of fire and not-fireball are in the sustain section). interesting that specs have just one ability slot, assume you saw that on the picture? did anyone count how many active, passive, greater passive, traits etc etc abilities has the tree? i'll try now
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