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Post by Lebanese Dude on Jun 16, 2024 11:47:04 GMT
I have to admit I am *fascinated* by how drawn a lot of people are to this character.
I suppose this will be the first time you can romance an older gentleman in the series. Not my type at all but you go girls.
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Post by Lebanese Dude on Jun 16, 2024 11:43:59 GMT
If I end up playing mage on my 1st playthrough (looking more likely after learning about melee possibility), all I want for Christmas is Energy Barrage.
Not even joking that this ability single-handedly carried my mage experience.
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Post by Lebanese Dude on Jun 16, 2024 0:13:16 GMT
I hope they clarify exactly when and how you can change your slotted abilities, eg only at the lighthouse? any time as long as your not in combat? In combat like mea? (Hopefully without the cooldown) Also does anyone know what "proc" means? They said it a few times in the q&a but i don't recognise it. Proc refers to effects that trigger based on certain conditions. For example, a proc could be a buff you get after casting an ability. It could also be a damage effect that triggers when you hit something. etc
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Post by Lebanese Dude on Jun 16, 2024 0:02:00 GMT
Who am I trying for? I'm just a fan of the game like you. All I presented was my perspective on what has previously constituted as an ability and how that concept has evolved over time. What could a mage do in DAO other than run around all hunched in circles as mobs chased them as their cds came back online? How screwed up would a mage have to be to have Glyph of Paralysis, Glyph of Repulsion, Force Field, Mind Blast, Sleep, Horror, Paralyze, and Crushing Prison all of CD at once? DAO mages have literally more purely crowd control spells available than a DAVG mage has slots for their powers! This is very high level and most have very long cds. You dont need that many if they are shorter cd and/or are upgrades of existing abilities. You also needed all that cause mages had no mobility.
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Post by Lebanese Dude on Jun 15, 2024 23:26:27 GMT
Parry/Block and Dodge abilities used to be actives you had to skill into. They just baked them into the characters to better fit the gameplay. So that's technically 2 additional actives that people keep forgetting about. You also could not really alternate between melee and ranged combat in the previous 2 entries so being able to fire ranged shots is technically another ability. That's 3 additional abilities that are not being taken into consideration. There's also the ultimate that is used after the player accrues enough resources (this is similar to the Focus ability in Inquisition but is done on a single player basis I think). That's a 4th. They also mentioned items that add more actives, so that's possibly more. All in all you'll end up with the functional equivalent of 7 (and more depending on items) abilities. That's a lot more than just "3", and frankly is enough as far as I'm concerned. You never need more than that for interesting gameplay, when you can have passives that boost these abilities to make them more interesting to use both independently or in conjunction with others. Sidenote: Origins had a lot of actives but not only were many of them ignored, a lot were taken because they were prerequisites but rarely used. A lot of them did redundant things, or have been functionally replaced via passive alterations of existing abilities because on their own they didn't do much. I had to download a gameplay mod to make them more useful.
Well, all I can say is "nice try".
Just show me the Mage in combat which will be the central figure in the battle, then we can talk about abilities/skills/spells. If you recall, there is a lot that only kicks in later in the game, such as combos. Until then, the Mage is a lonely fighter.... mostly a long range fighter. And, no, I can't play a melee class, unless Bio re-introduced AUTO-Attack.
So far, I see Bio using spin talk. Show me Bio talking about how many spells are active... how the Mage can survive, how the mage can control the battle via AoE spells. If Rook is a "warrior mage", I want to see Rook as an elemental mage. I want to see Rook the mage dancing around in the middle of the battle instead of long range. I want to see how the mage can survive.
Who am I trying for? I'm just a fan of the game like you. All I presented was my perspective on what has previously constituted as an ability and how that concept has evolved over time. What could a mage do in DAO other than run around all hunched in circles as mobs chased them as their cds came back online? It was also an issue in DA2? Need I remind people of the hilarious mage vs Arishok memes? At least DA2 fixed the combat run so you didn't look ridiculous kiting lol. DAI fixed the issue by givnig mages fadestep and markedly better ways to stutter step damage for your combos with faster animations. I imagine DAV will continue that trend, but this time it appears you can also not only parry but have more active recovery (healing which has been mostly missing since DA2). How could it possibly worse to survive than before? In the gameplay trailer, Neve was basically casting at range, with spells that were slowing/freezing enemies, and whenever someone got close she did a fade-step-like dodge ability backwards that had her floating in the air to reposition further away and I could swear I saw enemies turn a bit blue when that happened making me believe she applied some sort of slow to them. That's a good start for the answers you are seeking.
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Post by Lebanese Dude on Jun 15, 2024 23:18:14 GMT
I imagine the slider for height is just a multiplier to the base height of the race... and I imagine the limit is probably +/-20% of the standard height. I imagine any more than that and they'd have issues adjusting camera heights for certain scenes based on the expected height of said lineage.
I would not object for my human to be as tall as a Qunari mind you.
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Post by Lebanese Dude on Jun 15, 2024 14:26:35 GMT
I despise active use of dodge/parry/block. I never used warrior's combat roll and rogue's parry in DAI and only marginally used fade step simply because it had the extra effect of freezing enemies and doing some damage (the fact you could barely control it was also an annoyance). If it didn't do that and was just the mage flavor of dodging, I'd not have touched fade step either. And it disappeared from my active use abilities after I got access to spells that did more damage and fit my playstyle better, anyway. If the combat now is crafted around you needing to do these moves, that's a big minus for me. These games have always been something like 50% combat, I don't play action games that have that kind of combat for a reason, I don't like it, or if I try to play them, I give up after a few hours and then never touch them again (looking at you, Witcher 3). What's worse is the vagueness of what we've been presented. Gameplay reveal at basically level 1 with no companion use and only 1 or 2 screenshots that barely elaborate on the intricacies. This is a big departure from previous styles of combat in the series, it's heavily influenced by Mass Effect, but it doesn't sound like it's a lot like Mass Effect, either. I'm having a lot of trouble visualizing an accurate representation of what it's supposed to be. DAI tbh. Except you arent as rooted and cant directly move characters, which tbh I rarely did except to place manual barriers and use the occasional skill 4fun. Autoattacks are far more flashy like in DA2 as well, with an even more high impact flourish on the last hit.
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Post by Lebanese Dude on Jun 15, 2024 13:40:37 GMT
Not me being in my 40s by the time I find out what happened to Hawke.
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Post by Lebanese Dude on Jun 15, 2024 13:34:37 GMT
From the official website: Select from three classes (Warrior, Mage, and Rogue), each with two distinct weapon types ...
They just do not describe anywhere what is the Mage 2nd weapon type. The only mention for mage is that they can cast from a distance or prefer close quarter combat. So I think the 2nd weapon type is meant for close quarter combat.
I just hope it is still viable to play mage completely in background or rogue strictly as archer. I would imagine archery is a full fledged combat style. Harding is the companion that represents that as we've seen, with the gameplay Rook/Luc being the dual wielders. You might have the functional equivalent of melee attacks if the need arises, possibly as ways to disable your target if they get close so you can put some distance between you. That's my assumption at least.
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Post by Lebanese Dude on Jun 15, 2024 13:30:34 GMT
Parry/Block isn't a spell, so I don't count things like that for mages. Will have to wait until they show mage gameplay and hope it isn't just 3 spells!!! Why not if the effect is you casting a barrier to prevent damage? Or Fade Step in the case of Dodge (I saw Neve float backwards in the demo). Did you not consider Barrier to be a skill in Inquisition? I'd be surprised if the Mage Block/Parry ability didn't have some cool effects like Spell Reflection, Elemental Infusion, etc
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Post by Lebanese Dude on Jun 15, 2024 13:24:57 GMT
Parry/Block and Dodge abilities used to be actives you had to skill into. They just baked them into the characters to better fit the gameplay. So that's technically 2 additional actives that people keep forgetting about. You also could not really alternate between melee and ranged combat in the previous 2 entries so being able to fire ranged shots is technically another ability. That's 3 additional abilities that are not being taken into consideration. There's also the ultimate that is used after the player accrues enough resources (this is similar to the Focus ability in Inquisition but is done on a single player basis I think). That's a 4th. They also mentioned items that add more actives, so that's possibly more. All in all you'll end up with the functional equivalent of 7 (and more depending on items) abilities. That's a lot more than just "3", and frankly is enough as far as I'm concerned. You never need more than that for interesting gameplay, when you can have passives that boost these abilities to make them more interesting to use both independently or in conjunction with others. Sidenote: Origins had a lot of actives but not only were many of them ignored, a lot were taken because they were prerequisites but rarely used. A lot of them did redundant things, or have been functionally replaced via passive alterations of existing abilities because on their own they didn't do much. I had to download a gameplay mod to make them more useful. I really don't know why people keep saying this. Parrying, blocking, dodging, and counters are all baseline maneuvers in action games and in no way count toward the amount of active abilities in the game. DAI tried to do their weird action/tactical gameplay hybrid, which is why these maneuvers were active skills - so that you could execute them in tactical mode, but this is something that should be chastised about DAI's battle system rather than praised for by DATV's inclusion of what's standard for the genre. And while we don't know whether the aforementioned 'Spinning Blade' and 'Twin Fangs' moves are heavy attacks, combo finishers, or contextual techniques, they also don't count as active abilities because they are hard-baked into the Rogue class' basic actions and, to our knowledge, offer no special effects such as having an elemental affinity, applying a status effect, priming, detonating, etc. Bows also fall in this category since they are a variation of the standard attack and have no special effects, again, to our knowledge. Because we're comparing this game to previous Dragon Age games, all the way back to Origins. So it's only fair to count them as part of the kit. The fact that this is a more action oriented game made it so that they moved these skills from actives to part of the character's kit without need of investment. They are still buttons you are pressing to execute an action. Whether or not they are distinct abilities you skill into is immaterial, especially when it's fairly likely these actions will receive bonuses/passives in the skill tree. It's simply absurd to ignore this fact for the sake of argument. These WERE skills. They are not part of the kit. They count when compared to previous games. I honestly don't know why you are confidently assuming the passive skill trees won't modify any part of your base kit. Even something trivial like swapping weapon loadout to archery on a rogue will probably have some passives that buff your arrows, the number you carry, whether they inflict a status, etc. It's kinda odd to assume they won't.
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Post by Lebanese Dude on Jun 15, 2024 10:26:14 GMT
Parry/Block and Dodge abilities used to be actives you had to skill into. They just baked them into the characters to better fit the gameplay. So that's technically 2 additional actives that people keep forgetting about. You also could not really alternate between melee and ranged combat in the previous 2 entries so being able to fire ranged shots is technically another ability.
That's 3 additional abilities that are not being taken into consideration. There's also the ultimate that is used after the player accrues enough resources (this is similar to the Focus ability in Inquisition but is done on a single player basis I think). That's a 4th.
They also mentioned items that add more actives, so that's possibly more.
All in all you'll end up with the functional equivalent of 7 (and more depending on items) abilities. That's a lot more than just "3", and frankly is enough as far as I'm concerned. You never need more than that for interesting gameplay, when you can have passives that boost these abilities to make them more interesting to use both independently or in conjunction with others.
Sidenote: Origins had a lot of actives but not only were many of them ignored, a lot were taken because they were prerequisites but rarely used. A lot of them did redundant things, or have been functionally replaced via passive alterations of existing abilities because on their own they didn't do much. I had to download a gameplay mod to make them more useful.
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Post by Lebanese Dude on Jun 14, 2024 16:51:29 GMT
Really cause my youtube keeps pointing me at Asmongold and others who are trashing it. Guess my algorithm is penning me as a hater lmao Guess I need to play the Solas Trespasser theme for an entire day straight to fix it. Thanks
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Post by Lebanese Dude on Jun 14, 2024 15:58:16 GMT
I saw a YT talk about the gameplay demo they got to see at Game Fest. Apparently, some of what was cut from Tuesday's presentation was going underneath the city. They saw old elven stuff, including paintings made by Solas containing story spoiler stuff. I'd love it if they had another big presentation that displayed more of this and higher level combat.
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Post by Lebanese Dude on Jun 14, 2024 15:55:57 GMT
Every time I get sad about how some content creators are just on a DA-bashing spree because it's better for engagement, I find some lovely new fan art of Dragon Age on Twitter and I remember what made me fall in love with the series in the first place: the love the core fanbase has for the characters and setting. I've noticed a more positive reception to the gameplay trailer from YouTubers. In online games journalism the reaction to the game play was also positive with the exception of PC Gamer where a bunch of negative articles were written this week bemoaning the fact that Veilguard just isn't going to be a remake of Dragon Age Origins or much like Baldur's Gate 3 and both of those takes are ridiculous and the writers of PC Gamer need cease living in 2009. Really cause my youtube keeps pointing me at Asmongold and others who are trashing it. Guess my algorithm is penning me as a hater lmao Guess I need to play the Solas Trespasser theme for an entire day straight to fix it.
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Post by Lebanese Dude on Jun 14, 2024 15:20:14 GMT
Every time I get sad about how some content creators are just on a DA-bashing spree because it's better for engagement, I find some lovely new fan art of Dragon Age on Twitter and I remember what made me fall in love with the series in the first place: the love the core fanbase has for the characters and setting.
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Post by Lebanese Dude on Jun 14, 2024 15:06:44 GMT
I think Astarion is well written in late Act 2 and 3 but whoever decided to make him so incredibly stupid when it comes to approval really ruined him for me on my first playthrough.
Like I got the Morrigan-esque disapproval of just helping random nobodies but when he disapproved of my character saving Isobel from Marcus I reloaded the save, benched him, and didn't interact with him til Act 3. Like you are disapproving of me preventing mass death?
Which is why I have qualms about people who say BG3 has impeccable writing. Overall it's good but where it's weak it's WEAK. Who in their right mind would let a vampire bite them before they knew he was a spawn? It takes a lot of metagaming.
Not to mention all the Larian-isms like TPKing your party when the DM doesn't even tell you that the enemies that were currently on your floor suddenly teleported to the top and mass nuked your party with powder, when any reasonable DM in a D&D game would inform you that they are repositioning to put you in a vulnerable state. I found it funny but it's basically forced me to metagame that section every time afterwards. Oof that was badly written.
Edit: and I just realized I went on a ranty tangent lol sorry I cant wait for the Q&A.
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Post by Lebanese Dude on Jun 14, 2024 8:51:17 GMT
All of the above tbh.
I just want setting. All of it. All the setting. All Thedas.
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Post by Lebanese Dude on Jun 14, 2024 8:32:06 GMT
Didn't the Inquisition disband? It's just a couple of people at the end.
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Post by Lebanese Dude on Jun 11, 2024 23:55:24 GMT
TBF it sounded more like copium than a firmly held belief. Hmm no. People are clearly dying in Minrathus and Solas isn't really bothered by it. Oh he took some promise of precautions but demons were tearing apart Minrathous. Yeah but he's not seeing it for himself. He's not really thinking things through other than barreling through what he feels is the only option he has. Even after all this time he asks Varric if there's another way.
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Post by Lebanese Dude on Jun 11, 2024 23:47:30 GMT
everything is forgivable in the right context. Varric tells him people are dying and Solas is cold as shit about it. I don't want my Rook to ally with that kind of person/god. TBF it sounded more like copium than a firmly held belief.
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Post by Lebanese Dude on Jun 11, 2024 17:05:47 GMT
Apparently mage can fight up close.... damn.... do I wanna be a shield slamming warrior or a lightsaber mage.
I'm almost certainly going Grey Warden as my first faction. Too much nostalgia and history there.
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Post by Lebanese Dude on Jun 11, 2024 16:58:27 GMT
Michael Gamble's tweets are so adorable. He's doing his best to hype the game up.
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Post by Lebanese Dude on Jun 11, 2024 16:52:42 GMT
The double jump stab move is what I mentioned as being one of the possible flourishes we can do. In DA2 I vividly remember basic auto attack animations having a series of light attacks with a final flourish heavy attack that does double the damage. I don't remember DAI having that... but I didn't play as much DAI as DA2. There *could* be a light/heavy attack button but I couldn't see resources to be able to tell. You may be right, we'll just have to wait and see.
For a gameplay video, they really should've given us more of an overview of the mechanics of the game rather than showing us footage of a level 1 character in the very beginning of the game.
Yep they could have showed companion synergies, more abilities, etc. I imagine they wanted to double up on the 1st real gameplay trailer having an awesome story exposition (Evanuris returning at the end) so the tutorial makes sense in setting up the stakes.
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Post by Lebanese Dude on Jun 11, 2024 16:50:05 GMT
Screenshot from the EA DA website featuring the combat tactics. x.com/kalaelizabeth/status/1800547315301970241/photo/1This is very good. Avatar wants Harding to use the ability. It has a certain status type. The wheel highlights the synergistic ability (Bellara's). It's basically the DA2/DAI combo system. You can command either or both Harding/Bellara to hit the Ogre.
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