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Dragon Age Thread - [Please post in new thread]

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Posts

  • PancakePancake Registered User regular
    edited March 2011
    Silpheed wrote: »
    Talith wrote: »
    I said that mage damage was bad earlier in the thread but nobody believed me :(

    That's because we are comparing mage damage to the god kings that are 2h warriors and assassin rogues. D:

    I wonder what total damage is like at the end of a long fight though.
    I have to say that I'm disappointed with the raw damage that Mages are putting out in the later levels. Hell, I can't really say that I've managed to find one decent single target nuke in the mages arsenal yet.

    That's not what mages are for. That's what rogues are for.

    wAgWt.jpg
  • durandal4532durandal4532 Registered User regular
    edited March 2011
    Hey also, I think on Nightmare I've noticed that spells are more damaging and generally debilitating. Like "elemental force" seems to do more. Misfired Fireball can kill party members in like a hit.

    Is there any actual explanation of difficulty level differences anywhere? I'm finding Nightmare pretty fun for incidental fights. Though I swear all the fights gain a few waves...


    Also! I find it really silly that I'll frequently kill the Named Big Bad and then, 5 minutes later, still be fighting Nameless Grunt Who Has Health Potions For Some Reason.

  • DragkoniasDragkonias Registered User regular
    edited March 2011
    Hey also, I think on Nightmare I've noticed that spells are more damaging and generally debilitating. Like "elemental force" seems to do more. Misfired Fireball can kill party members in like a hit.

    Is there any actual explanation of difficulty level differences anywhere? I'm finding Nightmare pretty fun for incidental fights. Though I swear all the fights gain a few waves...


    Also! I find it really silly that I'll frequently kill the Named Big Bad and then, 5 minutes later, still be fighting Nameless Grunt Who Has Health Potions For Some Reason.

    Basically

    -Enemies have better stats
    -Friendly Fire on
    -Enemies have better resistances
    -Elemental force/pushback is higher(not sure if this is for everyone or just enemies).
    -You sustain more injuries
    -Enemies get extra abilities

  • SilpheedSilpheed Registered User regular
    edited March 2011
    Pancake wrote: »
    Silpheed wrote: »
    Talith wrote: »
    I said that mage damage was bad earlier in the thread but nobody believed me :(

    That's because we are comparing mage damage to the god kings that are 2h warriors and assassin rogues. D:

    I wonder what total damage is like at the end of a long fight though.
    I have to say that I'm disappointed with the raw damage that Mages are putting out in the later levels. Hell, I can't really say that I've managed to find one decent single target nuke in the mages arsenal yet.

    That's not what mages are for. That's what rogues are for.
    What can I say, I like my Mages to be the equivalent of swiss army knifes :P

  • durandal4532durandal4532 Registered User regular
    edited March 2011
    Mages kind of blow on Nightmare, though. The Crowd Control becomes "Kill all your party members".

    I wish the targeting was less jumpy.

  • YougottawannaYougottawanna Registered User regular
    edited March 2011
    Mages make up for a lack of single-target nukes by being walking AOE disaster zones

  • AspectVoidAspectVoid Registered User regular
    edited March 2011
    Elendil wrote: »
    phishstik wrote: »
    I find it odd that they once again coded in unique items (but unusable) for our dude to pickup on his quest, only this time some items are automatically put in the Trash section of the items list.

    There is no need to even LOOK at this item in your inventory anymore!! We have solved all inventory issues!! We have deemed it to be garbage, and as such, you will journey to a merchant and quickly sell that shit to clean out your inventory, to pickup more shit.
    this is such a baffling design decision

    when I saw how it worked I was just whyyyyyyyyy

    It is one of the dumbest design decisions I've seen, and it's completely missing the point of loot complaints from previous games.

    I mean honestly, I would have liked it more if they'd gone full ME2 and just given up on the idea of looting. The loot system isn't really very fun.

    Oh, hell no! That was my second biggest complaint about ME2 (my biggest being they ripped out most of the RPG mechanics). I do NOT want to see them going that way any farther. Hell, all but one of my complaints about DA2 are about the stuff they integrated from ME (Dialogue wheel, voice acting, etc). ME is a great game, but god damn it, do NOT turn Dragon Age into a Fantasy ME.

  • FiarynFiaryn Omnicidal Madman Registered User regular
    edited March 2011
    Mages make up for a lack of single-target nukes by being walking AOE disaster zones

    See but 2H Warriors are also better at that.

    AoE Damage? 2H Warrior
    Single target damage? Rogue.
    CC/Buffs? Mage.

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  • DragkoniasDragkonias Registered User regular
    edited March 2011
    Yeah. Pretty much.

    That's why Creation is the best generic mage tree in the game.

  • mojojoeomojojoeo Ghost dog at my side.Registered User regular
    edited March 2011
    Ok. Stupid bug.

    Wear armor. Go home. You are in swank clothes but make clinky armor walking sounds lol.

    Marge Simpson: You liked "Rashomon".
    Homer Simpson: That's not how I remember it.
  • ValiantheartValiantheart Registered User regular
    edited March 2011
    I am playing my first mage game and you guys have got me confused. I thought Force Mage and nuking the shit out of stuff was supposed to be very effective.

    PSN: Valiant_heart PC: Valiantheart99
  • YougottawannaYougottawanna Registered User regular
    edited March 2011
    IMO mage AOE is at least comparable to 2H warrior AOE if you go the blood mage route, especially in long fights. Warriors will eventually run out of stamina(even with second wind), but a blood mage with enough +mp per hp gear just keeps raining down damage forever (especially if it's Merrill with her whateveritscalled tree with the AOE sustain).

  • PancakePancake Registered User regular
    edited March 2011
    mojojoeo wrote: »
    Ok. Stupid bug.

    Wear armor. Go home. You are in swank clothes but make clinky armor walking sounds lol.

    It's not really a bug. All it does is temporarily change the appearance of your armor and hide your weapons. Your equipped equipment is technically still plate or whatever.

    wAgWt.jpg
  • Toxic PickleToxic Pickle Registered User regular
    edited March 2011
    The first part of the game was interesting enough. My hometown has been destroyed, get my family to safety! Oh shit, the city we ran to won't let us in! So now we have to work our asses off to win enough coin and favor to settle in our new home. Cool!

    But then the game just skips that part completely, the problem gets solved off camera, and I'm railroaded into joining some random dwarf's get-rich-quick scheme. Could my family use the money? Sure. But it's not some desperate situation like it was before, the sense of urgency and importance is lost. That's great that there's something more meaningful coming. But we're not talking about a couple hours, here. We're talking like over ten hours of gameplay with barely any plot hooks. That's far too long, IMO.

    I have to admit that, as much as I enjoyed this game, I found this to be disappointing as well. I thought the game did a good job portraying the struggle that Hawke and his/her family go through trying to escape Lothering, and I don't mind at all the time skip involved with their boat ride to Kirkwall.

    The action picks up with them trying to get into Kirkwall which culminates in Hawke and sibling needing to work for some shady employer to make it happen. And then?

    ....1 year later.

    Lame. To be honest, the first time I got to this point in the game I got kindof excited because I was hoping it'd be perhaps a slightly extended version of the Dwarf Commoner origin from DA:O. I really thought that origin did a good job in portraying the desperation and poverty that the Casteless live within, but it was over all too quickly before you were shoved into the Grey Wardens.

  • Gaming-FreakGaming-Freak Registered User regular
    edited March 2011
    I am playing my first mage game and you guys have got me confused. I thought Force Mage and nuking the shit out of stuff was supposed to be very effective.

    It is. You can spec your mage in various ways. Support/Healer is one of the more popular ones, but using Force Mage: Gravity Ring and Fire Storm/Tempest is an extremely effective mob killer.

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  • ElendilElendil Registered User regular
    edited March 2011
    man I don't want to claw my way out from poverty

    I just want to move out of my creepy uncle's house into a ritzy hightown estate where I can hobnob with all the rich folks

    Per3th.jpg
  • Gaming-FreakGaming-Freak Registered User regular
    edited March 2011
    Elendil wrote: »
    man I don't want to claw my way out from poverty

    I just want to move out of my creepy uncle's house into a ritzy hightown estate where I can hobnob with all the rich folks

    2nd playthrough?

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  • ElendilElendil Registered User regular
    edited March 2011
    I was trying to figure out how to spec my mage

    I plan to go blood mage, but can't decide between sidelining force mage for unshakeable or spirit healer for that big passive health/health regen boost

    Per3th.jpg
  • durandal4532durandal4532 Registered User regular
    edited March 2011
    AspectVoid wrote: »
    Oh, hell no! That was my second biggest complaint about ME2 (my biggest being they ripped out most of the RPG mechanics). I do NOT want to see them going that way any farther. Hell, all but one of my complaints about DA2 are about the stuff they integrated from ME (Dialogue wheel, voice acting, etc). ME is a great game, but god damn it, do NOT turn Dragon Age into a Fantasy ME.
    Well, yeah. But man, the past... all of the Bioware games... loot has just been pretty awful.

    I mean I have fond memories of BG2's loot, but that is probably a lot nostalgia. Though I did actually like that it was a bit more sedate. Like, you'd equip everyone with shit, then you'd find one decent for one character, then halfway-decent store bought for everyone, then decent for everyone, then two people get lucky and have a good one that sticks with them the whole game. It feels kind of rote to just go grab +4 every hour or so.

    And god, every time I see an item for the head/hands/feet/chest in this game I go "Oh! That'll work great on fuck."

  • Gaming-FreakGaming-Freak Registered User regular
    edited March 2011
    Elendil wrote: »
    I was trying to figure out how to spec my mage

    I plan to go blood mage, but can't decide between sidelining force mage for unshakeable or spirit healer for that big passive health/health regen boost

    If you're intent on going Blood Mage, then forget Spirit Healer. Blood Mage makes you immune to conventional healing, making any healing spells/potions useless.

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  • FoefallerFoefaller Registered User regular
    edited March 2011
    I am playing my first mage game and you guys have got me confused. I thought Force Mage and nuking the shit out of stuff was supposed to be very effective.

    It is. You can spec your mage in various ways. Support/Healer is one of the more popular ones, but using Force Mage: Gravity Ring and Fire Storm/Tempest is an extremely effective mob killer.

    And we aren't really saying mage damage is bad, just that Assassin Rogues and 2h Warriors can outstrip it by a pretty wide margin...

    I might be wrong, but I also think Mage spells also have more force to them, especially with the Force Mage spec, so you are going to be getting more knockdowns/stuns with them than other classes... I think.

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  • ElendilElendil Registered User regular
    edited March 2011
    Elendil wrote: »
    I was trying to figure out how to spec my mage

    I plan to go blood mage, but can't decide between sidelining force mage for unshakeable or spirit healer for that big passive health/health regen boost

    If you're intent on going Blood Mage, then forget Spirit Healer. Blood Mage makes you immune to conventional healing, making any healing spells/potions useless.
    I wasn't planning on actually using the spells

    like, literally just for this

    and I guess the no injuries talent could be mildly convenient

    Per3th.jpg
  • Gaming-FreakGaming-Freak Registered User regular
    edited March 2011
    Elendil wrote: »
    Elendil wrote: »
    I was trying to figure out how to spec my mage

    I plan to go blood mage, but can't decide between sidelining force mage for unshakeable or spirit healer for that big passive health/health regen boost

    If you're intent on going Blood Mage, then forget Spirit Healer. Blood Mage makes you immune to conventional healing, making any healing spells/potions useless.
    I wasn't planning on actually using the spells

    like, literally just for this

    and I guess the no injuries talent could be mildly convenient

    Vitality only works if you have the first Spirit Healer sustain ability active.

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  • YougottawannaYougottawanna Registered User regular
    edited March 2011
    AspectVoid wrote: »
    Oh, hell no! That was my second biggest complaint about ME2 (my biggest being they ripped out most of the RPG mechanics). I do NOT want to see them going that way any farther. Hell, all but one of my complaints about DA2 are about the stuff they integrated from ME (Dialogue wheel, voice acting, etc). ME is a great game, but god damn it, do NOT turn Dragon Age into a Fantasy ME.
    Well, yeah. But man, the past... all of the Bioware games... loot has just been pretty awful.

    I mean I have fond memories of BG2's loot, but that is probably a lot nostalgia. Though I did actually like that it was a bit more sedate. Like, you'd equip everyone with shit, then you'd find one decent for one character, then halfway-decent store bought for everyone, then decent for everyone, then two people get lucky and have a good one that sticks with them the whole game. It feels kind of rote to just go grab +4 every hour or so.

    And god, every time I see an item for the head/hands/feet/chest in this game I go "Oh! That'll work great on fuck."

    I think much of the "loot problem" can just be solved having less loot. BG2 did it well because you didn't find a +x ring in one chest and then a +x+1 ring in the next. When you found a "trinket" (cape/neck/ring/belt) item in BG it was something unique, and you found them less often.

    This was basically ME1's problem - even a random "clear three rooms" sidequest would drop 3-4 shotguns, 2-3 sets of armor, 2-3 pistols, etc... In DA2 it's not as bad but there's still just too many trinkets if you ask me. I think at one point in my latest playthrough I had four +33 attack belts in my inventory.

  • Gaming-FreakGaming-Freak Registered User regular
    edited March 2011
    At least its not like ME1 where the loot is forced into your inventory whether you like it or not.

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  • Toxic PickleToxic Pickle Registered User regular
    edited March 2011
    Elendil wrote: »
    I was trying to figure out how to spec my mage

    I plan to go blood mage, but can't decide between sidelining force mage for unshakeable or spirit healer for that big passive health/health regen boost

    I haven't been able to bring myself to play MageHawke yet. I played warrior, then rogue, and now I've been dicking around with yet another warrior.

    I'm thinking I might make a Mage, spec him out as a healbot, and then just control Varric through the whole game. :D

  • ElendilElendil Registered User regular
    edited March 2011
    AspectVoid wrote: »
    Oh, hell no! That was my second biggest complaint about ME2 (my biggest being they ripped out most of the RPG mechanics). I do NOT want to see them going that way any farther. Hell, all but one of my complaints about DA2 are about the stuff they integrated from ME (Dialogue wheel, voice acting, etc). ME is a great game, but god damn it, do NOT turn Dragon Age into a Fantasy ME.
    Well, yeah. But man, the past... all of the Bioware games... loot has just been pretty awful.

    I mean I have fond memories of BG2's loot, but that is probably a lot nostalgia. Though I did actually like that it was a bit more sedate. Like, you'd equip everyone with shit, then you'd find one decent for one character, then halfway-decent store bought for everyone, then decent for everyone, then two people get lucky and have a good one that sticks with them the whole game. It feels kind of rote to just go grab +4 every hour or so.

    And god, every time I see an item for the head/hands/feet/chest in this game I go "Oh! That'll work great on fuck."

    I think much of the "loot problem" can just be solved having less loot. BG2 did it well because you didn't find a +x ring in one chest and then a +x+1 ring in the next. When you found a "trinket" (cape/neck/ring/belt) item in BG it was something unique, and you found them less often.

    This was basically ME1's problem - even a random "clear three rooms" sidequest would drop 3-4 shotguns, 2-3 sets of armor, 2-3 pistols, etc... In DA2 it's not as bad but there's still just too many trinkets if you ask me. I think at one point in my latest playthrough I had four +33 attack belts in my inventory.
    I think it'd probably help if you didn't necessarily outgrew your equipment

    I really liked the level up attribute for Fadeshear and I think having just a bunch of unique armors that are viable options at any point in the game could allow for a lot of visual design and statistical variety

    there'd be less loot overall and I guess not really any upward progression, so I imagine most people would hate it, I suppose

    Per3th.jpg
  • durandal4532durandal4532 Registered User regular
    edited March 2011
    Actually, yeah: both of those things.

    Having enchanted items be really rare and provide unique benefits, and having those benefits actually be useful period, rather than +23 now, to be replaced by +31 later, would be really nice. I hate all the "Belts" and "Rings". I would rather have a single +attack ring than 40 identical copies of no real consequence.

    Also I keep wanting to identify/read about items in this and nope.

  • Alfred J. KwakAlfred J. Kwak Registered User
    edited March 2011
    Regarding the discussion from last page: The problem with DA2's sidequests was that most of them sucked, hard.

    Do tell. I'm intrigued by your assertion and would like to subscribe to your newsletter to find out how they sucked, hard.

    You typical Dragon Age 2 side quest - go through the cave/ruins/mine/storehouse/mountain/cliff side and kill all bandits/demons/skeletons/spiders/dragons, have a short conversation with the dungeon boss, kill said dungeon boss. This will be repeated over and over and over and, yes, over again and you always go to the very same locations and kill the very same enemy hordes. There are preciously few side quests take break up this routine and it drove me mad (I even switched to casual difficulty mid-way through the game). The game basically assumes you are brain-dead, because that might be the only possible reason to enjoy this sisyphean task. Most MMOs have probably a more diverse quest range than DA2.

  • BasilBasil Registered User regular
    edited March 2011
    Why are you doing side quests you don't enjoy, though?

    Stop not having fun! That's bad for you!

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  • DracomicronDracomicron Registered User regular
    edited March 2011
    Actually, yeah: both of those things.

    Having enchanted items be really rare and provide unique benefits, and having those benefits actually be useful period, rather than +23 now, to be replaced by +31 later, would be really nice. I hate all the "Belts" and "Rings". I would rather have a single +attack ring than 40 identical copies of no real consequence.

    Also I keep wanting to identify/read about items in this and nope.

    I wouldn't mind having more level-upgrading gear at all, but a lot of people love upgrading their gear through loot. It's why games like Diablo exist.

    As streamlined as it was, ME2 had a good idea with allowing for unlocked stuff to be available for all teammates, eliminating a lot of pointless stuff from our inventory. It might be interesting to go a little further with crafting/inventory for DA3: make it so that you can find recipes (and recipe upgrades) for various kinds of gear, and then you can slot in as needed. Like, you find a diagram for an Amulet of Hit Points, which gives a certain bonus to (duh) hit points, which you can use, or you can use that other kind of amulet you found, the Amulet of Attack Bonus. The bonuses would either scale with level or need to be upgraded as you progress through the game. There's something there; I wouldn't want to entirely eliminate unique loot, though. Just make it so that you can always equip generic gear without it cluttering your inventory.

    My main problem with DA2 inventory was that it was kinda difficult to assign rings or dual weapons while looking at the stats; they'd inevitably go into the wrong slot for some reason.

    Also, the font was way too small. I was glad that there were no descriptions of items, because it would've caused me massive eye-strain.

    As much as I love the story and gameplay of DA2, the fact of the matter is that it could've used another six months or so of playtesting and UI improvements. The whole promise of EA to not interfere with the release schedules of Bioware games is starting to ring a bit hollow. Glad the Good Doctors got to be Vice Presidents or whatever, though...

    Gary Gygax wrote:
    ''The secret we should never let the gamemasters know is that they don't need any rules.''
  • mynameisguidomynameisguido Registered User regular
    edited March 2011
    I enjoyed my second playthrough for the most part (partially because I didn't have Isabella the first time around and thus got more fun banter) but it's disappointing how many things you can't change about the way things go down in the end. I sort of knew that going in, but I thought at least by doing things differently maybe a few details would change.
    Spoiler:

    steam_sig.png
  • DracomicronDracomicron Registered User regular
    edited March 2011
    Regarding the discussion from last page: The problem with DA2's sidequests was that most of them sucked, hard.

    Do tell. I'm intrigued by your assertion and would like to subscribe to your newsletter to find out how they sucked, hard.

    You typical Dragon Age 2 side quest - go through the cave/ruins/mine/storehouse/mountain/cliff side and kill all bandits/demons/skeletons/spiders/dragons, have a short conversation with the dungeon boss, kill said dungeon boss. This will be repeated over and over and over and, yes, over again and you always go to the very same locations and kill the very same enemy hordes. There are preciously few side quests take break up this routine and it drove me mad (I even switched to casual difficulty mid-way through the game). The game basically assumes you are brain-dead, because that might be the only possible reason to enjoy this sisyphean task. Most MMOs have probably a more diverse quest range than DA2.

    Because "collect X bear tongues" is more diverse than "gather proof of templar abuse" or "go into fade to rescue a budding mage from demons" or "help your party tank get a date"? Seriously, I know that almost all the quests result in Hawke killing a bunch of dudes, but that... that's kinda what the game is, and the first game was about some Warden killing a bunch of dudes. I'm not seeing how you were snookered into something you wouldn't like, here.

    Gary Gygax wrote:
    ''The secret we should never let the gamemasters know is that they don't need any rules.''
  • DracomicronDracomicron Registered User regular
    edited March 2011
    I enjoyed my second playthrough for the most part (partially because I didn't have Isabella the first time around and thus got more fun banter) but it's disappointing how many things you can't change about the way things go down in the end. I sort of knew that going in, but I thought at least by doing things differently maybe a few details would change.
    Spoiler:

    Orsino
    Spoiler:

    Gary Gygax wrote:
    ''The secret we should never let the gamemasters know is that they don't need any rules.''
  • ValiantheartValiantheart Registered User regular
    edited March 2011
    I enjoyed my second playthrough for the most part (partially because I didn't have Isabella the first time around and thus got more fun banter) but it's disappointing how many things you can't change about the way things go down in the end. I sort of knew that going in, but I thought at least by doing things differently maybe a few details would change.
    Spoiler:

    Orsino
    Spoiler:

    Maybe but
    Spoiler:

    PSN: Valiant_heart PC: Valiantheart99
  • SpoitSpoit *twitch twitch* Registered User regular
    edited March 2011
    Actually, yeah: both of those things.

    Having enchanted items be really rare and provide unique benefits, and having those benefits actually be useful period, rather than +23 now, to be replaced by +31 later, would be really nice. I hate all the "Belts" and "Rings". I would rather have a single +attack ring than 40 identical copies of no real consequence.

    Also I keep wanting to identify/read about items in this and nope.

    I wouldn't mind having more level-upgrading gear at all, but a lot of people love upgrading their gear through loot. It's why games like Diablo exist.

    As streamlined as it was, ME2 had a good idea with allowing for unlocked stuff to be available for all teammates, eliminating a lot of pointless stuff from our inventory. It might be interesting to go a little further with crafting/inventory for DA3: make it so that you can find recipes (and recipe upgrades) for various kinds of gear, and then you can slot in as needed. Like, you find a diagram for an Amulet of Hit Points, which gives a certain bonus to (duh) hit points, which you can use, or you can use that other kind of amulet you found, the Amulet of Attack Bonus. The bonuses would either scale with level or need to be upgraded as you progress through the game. There's something there; I wouldn't want to entirely eliminate unique loot, though. Just make it so that you can always equip generic gear without it cluttering your inventory.

    My main problem with DA2 inventory was that it was kinda difficult to assign rings or dual weapons while looking at the stats; they'd inevitably go into the wrong slot for some reason.

    Also, the font was way too small. I was glad that there were no descriptions of items, because it would've caused me massive eye-strain.

    As much as I love the story and gameplay of DA2, the fact of the matter is that it could've used another six months or so of playtesting and UI improvements. The whole promise of EA to not interfere with the release schedules of Bioware games is starting to ring a bit hollow. Glad the Good Doctors got to be Vice Presidents or whatever, though...

    Trust me, you do not want to question the UI design on this forum.

    camo_sig2.png
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