Okay so, in regards to the Nature of the Beast quest am I the only one who thinks
Siding with the Werewolves stretches suspension of disbelief way too far? It is nothing short of a retarded decision. Having them on your side would be a huge blow to you politically and there's no fucking way the others are going to work with werewolves. Especially Templars for godssake! We're talking about Fereldan to boot, the country that hates and fears werewolves more than any other what with ya know
Werewolves being a primary antagonist of their #1 folk hero of myth. Being allied with werewolves should logically completely cost you any hope of winning the Landsmeet. God it's such a terrible idea.
Err, but you don't side with the wolves. You end the curse after which the elves will side with you. Or did I miss something?
There is an option to
Side with the Werewolves, massacre all the elves, and get the Werewolves as allies instead. It's completely retarded.
EDIT: And it's worth it to just ignore her archery skills and start on DW right away when you get her.
So it's just fire arrows that cost money?
If you don't equip any of the special arrows (fire, filth, etc) you can still use the bow with standard unlimited ammo.
Damn, that's not too bad then.
What about the issue where an archer will turn to melee even if they have the skill that makes them not get interrupted in melee when using a bow. And that once they're not in melee anymore, they won't switch back to a bow, but instead run into the fray. Is there a tactic for that?
Yeah it's called "don't give them a melee weapon so that they're incapable of doing this"
No its called "set their behavior to ranged in tactics"
Self>>Attacked in melee>>Kickstun attacker
No need for a melee weapon, just use the instastun and keep firing.
Okay so, in regards to the Nature of the Beast quest am I the only one who thinks
Siding with the Werewolves stretches suspension of disbelief way too far? It is nothing short of a retarded decision. Having them on your side would be a huge blow to you politically and there's no fucking way the others are going to work with werewolves. Especially Templars for godssake! We're talking about Fereldan to boot, the country that hates and fears werewolves more than any other what with ya know
Werewolves being a primary antagonist of their #1 folk hero of myth. Being allied with werewolves should logically completely cost you any hope of winning the Landsmeet. God it's such a terrible idea.
Err, but you don't side with the wolves. You end the curse after which the elves will side with you. Or did I miss something?
There is an option to
Side with the Werewolves, massacre all the elves, and get the Werewolves as allies instead. It's completely retarded.
Wow. Just... wow. o_O
Ferrus on
I would like to pause for a moment, to talk about my penis.
My penis is like a toddler. A toddler—who is a perfectly normal size for his age—on a long road trip to what he thinks is Disney World. My penis is excited because he hasn’t been to Disney World in a long, long time, but remembers a time when he used to go every day. So now the penis toddler is constantly fidgeting, whining “Are we there yet? Are we there yet? How about now? Now? How about... now?”
And Disney World is nowhere in sight.
Okay so, in regards to the Nature of the Beast quest am I the only one who thinks
Siding with the Werewolves stretches suspension of disbelief way too far? It is nothing short of a retarded decision. Having them on your side would be a huge blow to you politically and there's no fucking way the others are going to work with werewolves. Especially Templars for godssake! We're talking about Fereldan to boot, the country that hates and fears werewolves more than any other what with ya know
Werewolves being a primary antagonist of their #1 folk hero of myth. Being allied with werewolves should logically completely cost you any hope of winning the Landsmeet. God it's such a terrible idea.
Err, but you don't side with the wolves. You end the curse after which the elves will side with you. Or did I miss something?
There is an option to
Side with the Werewolves, massacre all the elves, and get the Werewolves as allies instead. It's completely retarded.
If the option to side with the wolves didn't exist, people would be complaining about that.
Barred the door. How do I go around it? I went all through there with its fountains and presences... How do I get to whitefang, his heart needs carving out damnit?
It's a linear dungeon. Go the other way and you'll inevitably find what you're looking for.
Okay so, in regards to the Nature of the Beast quest am I the only one who thinks
Siding with the Werewolves stretches suspension of disbelief way too far? It is nothing short of a retarded decision. Having them on your side would be a huge blow to you politically and there's no fucking way the others are going to work with werewolves. Especially Templars for godssake! We're talking about Fereldan to boot, the country that hates and fears werewolves more than any other what with ya know
Werewolves being a primary antagonist of their #1 folk hero of myth. Being allied with werewolves should logically completely cost you any hope of winning the Landsmeet. God it's such a terrible idea.
Err, but you don't side with the wolves. You end the curse after which the elves will side with you. Or did I miss something?
There is an option to
Side with the Werewolves, massacre all the elves, and get the Werewolves as allies instead. It's completely retarded.
If the option to side with the wolves didn't exist, people would be complaining about that.
Yeah well those people would be retarded because siding with the wolves makes no sense. Nature of the Beast and Urn of the Sacred Ashes are by far the weakest choices in the game.
Are bows even any good? I've never really bothered with archery too much. Quickly discarded it in favor of the dual wieldin' actionz.
Certain fights are easier if you whip out a bow for your rogue, fall back and start shooting. Dual wield > archery overall, but certain situations are more suited for a bow.
I'm rather disappointed that the cured humans didn't join the cause along with the elves. I went through all of the trouble of convincing Zatharian (whatever his name was) to work with the Lady of the Forest and end the curse and their lives, and I still just end up with the elves while the humans I saved run off to live their lives?
And apparently clothes were part of the transformation.
Okay so, in regards to the Nature of the Beast quest am I the only one who thinks
Siding with the Werewolves stretches suspension of disbelief way too far? It is nothing short of a retarded decision. Having them on your side would be a huge blow to you politically and there's no fucking way the others are going to work with werewolves. Especially Templars for godssake! We're talking about Fereldan to boot, the country that hates and fears werewolves more than any other what with ya know
Werewolves being a primary antagonist of their #1 folk hero of myth. Being allied with werewolves should logically completely cost you any hope of winning the Landsmeet. God it's such a terrible idea.
Err, but you don't side with the wolves. You end the curse after which the elves will side with you. Or did I miss something?
There is an option to
Side with the Werewolves, massacre all the elves, and get the Werewolves as allies instead. It's completely retarded.
If the option to side with the wolves didn't exist, people would be complaining about that.
Yeah well those people would be retarded because siding with the wolves makes no sense. Nature of the Beast and Urn of the Sacred Ashes are by far the weakest choices in the game.
I haven't done the Urn the evil way yet, but I could see why you would pick the werewolves as the Warden. Same reason you'd pick the golems over the dwarves.
Okay so, in regards to the Nature of the Beast quest am I the only one who thinks
Siding with the Werewolves stretches suspension of disbelief way too far? It is nothing short of a retarded decision. Having them on your side would be a huge blow to you politically and there's no fucking way the others are going to work with werewolves. Especially Templars for godssake! We're talking about Fereldan to boot, the country that hates and fears werewolves more than any other what with ya know
Werewolves being a primary antagonist of their #1 folk hero of myth. Being allied with werewolves should logically completely cost you any hope of winning the Landsmeet. God it's such a terrible idea.
Err, but you don't side with the wolves. You end the curse after which the elves will side with you. Or did I miss something?
There is an option to
Side with the Werewolves, massacre all the elves, and get the Werewolves as allies instead. It's completely retarded.
If the option to side with the wolves didn't exist, people would be complaining about that.
Yeah well those people would be retarded because siding with the wolves makes no sense. Nature of the Beast and Urn of the Sacred Ashes are by far the weakest choices in the game.
I haven't done the Urn the evil way yet, but I could see why you would pick the werewolves as the Warden. Same reason you'd pick the golems over the dwarves.
The difference between the wolves and the golems is that one doesn't logically irrevocably fuck over your chances of getting people to trust you at the Landsmeet. Can you honestly say that, as a Grey Warden who's already got serious issues with people trusting you, having the most evil mythical beasts in history as far as the Fereldan people are concerned tag along with you is a good idea?
Are bows even any good? I've never really bothered with archery too much. Quickly discarded it in favor of the dual wieldin' actionz.
Yeah well those people would be retarded because siding with the wolves makes no sense. Nature of the Beast and Urn of the Sacred Ashes are by far the weakest choices in the game.
I wanted the reaver specializations, so I did a quick run of that quest before doing my real run. It was hilarious.
I had Alistair, Wynne and Leliana with me. Wynne and Leliana freaked out and attacked me, Alistair and completely decimated them. Then we took on the guardian.
I decapitated that bastard. So much for being an immortal being.
Okay so, in regards to the Nature of the Beast quest am I the only one who thinks
Siding with the Werewolves stretches suspension of disbelief way too far? It is nothing short of a retarded decision. Having them on your side would be a huge blow to you politically and there's no fucking way the others are going to work with werewolves. Especially Templars for godssake! We're talking about Fereldan to boot, the country that hates and fears werewolves more than any other what with ya know
Werewolves being a primary antagonist of their #1 folk hero of myth. Being allied with werewolves should logically completely cost you any hope of winning the Landsmeet. God it's such a terrible idea.
Err, but you don't side with the wolves. You end the curse after which the elves will side with you. Or did I miss something?
There is an option to
Side with the Werewolves, massacre all the elves, and get the Werewolves as allies instead. It's completely retarded.
If the option to side with the wolves didn't exist, people would be complaining about that.
Yeah well those people would be retarded because siding with the wolves makes no sense. Nature of the Beast and Urn of the Sacred Ashes are by far the weakest choices in the game.
I haven't done the Urn the evil way yet, but I could see why you would pick the werewolves as the Warden. Same reason you'd pick the golems over the dwarves.
But having the Anvil is actually a practical solution because you could, in theory, only make golems out of willing dwarfs while having a bunch of furry raging death-machines that can hardly control their aggressions towards ANYONE and who are universally hated by every other race doesn't seem very practical at all. That option would only make sense if you played an "evil" dwarf who doesn't really care about elves or top-world politics at all.
Ferrus on
I would like to pause for a moment, to talk about my penis.
My penis is like a toddler. A toddler—who is a perfectly normal size for his age—on a long road trip to what he thinks is Disney World. My penis is excited because he hasn’t been to Disney World in a long, long time, but remembers a time when he used to go every day. So now the penis toddler is constantly fidgeting, whining “Are we there yet? Are we there yet? How about now? Now? How about... now?”
And Disney World is nowhere in sight.
Are bows even any good? I've never really bothered with archery too much. Quickly discarded it in favor of the dual wieldin' actionz.
In terms of DPS, no not really. In terms of strategy, I found yes in my first play through. My party make up in my first playthrough was me as a rogue, Alistair, Leliana, and Wynn. I had Al tanking, me off tanking (quite possible if you boost strength so you can wear heavy armor and with the Evasion talent) and DPS, Wynn healing and freezing (god I love the Ice talents) and Leliana in range combat. Where I knew this was going to work well was when I took on
Flemeth
. Alistair and I were constantly getting stuck in the
biting attack that grapples you
so Leliana became my main damage dealer. She probably did half the damage to the Boss with her bow while Alistair and I kept its attention and Wynn kept us from dying. Because the damage output on the bow is actually low, Leliana never drew enough agro to actually get attacked by the boss.
Okay so, in regards to the Nature of the Beast quest am I the only one who thinks
Siding with the Werewolves stretches suspension of disbelief way too far? It is nothing short of a retarded decision. Having them on your side would be a huge blow to you politically and there's no fucking way the others are going to work with werewolves. Especially Templars for godssake! We're talking about Fereldan to boot, the country that hates and fears werewolves more than any other what with ya know
Werewolves being a primary antagonist of their #1 folk hero of myth. Being allied with werewolves should logically completely cost you any hope of winning the Landsmeet. God it's such a terrible idea.
Err, but you don't side with the wolves. You end the curse after which the elves will side with you. Or did I miss something?
There is an option to
Side with the Werewolves, massacre all the elves, and get the Werewolves as allies instead. It's completely retarded.
If the option to side with the wolves didn't exist, people would be complaining about that.
Yeah well those people would be retarded because siding with the wolves makes no sense. Nature of the Beast and Urn of the Sacred Ashes are by far the weakest choices in the game.
I haven't done the Urn the evil way yet, but I could see why you would pick the werewolves as the Warden. Same reason you'd pick the golems over the dwarves.
The difference between the wolves and the golems is that one doesn't logically irrevocably fuck over your chances of getting people to trust you at the Landsmeet. Can you honestly say that, as a Grey Warden who's already got serious issues with people trusting you, having the most evil mythical beasts in history as far as the Fereldan people are concerned tag along with you is a good idea?
Really?
Really?
Elves and Mages have the same sort of biases, if not as strong. The werewolves aren't probably more of a dealbreaker than people who are routinely possessed by demons.
It's not like you're bringing them to the landsmeet, anyway. There weren't elf representatives or dwarf representatives. They didn't even come up in dialogue trees. You're just securing their support. Nobody else has to know until you descend on Denerim with them.
They tried to bury us. They didn't know that we were seeds.2018 Midterms. Get your shit together.
0
HalfmexI mock your value systemYou also appear foolish in the eyes of othersRegistered Userregular
edited November 2009
So, after having unlocked specializations on my first run through, it keeps those specializations unlocked not only in that game but ANY other new game I start? That's kind of funny. Cool, but just an odd design decision.
Okay so, in regards to the Nature of the Beast quest am I the only one who thinks
Siding with the Werewolves stretches suspension of disbelief way too far? It is nothing short of a retarded decision. Having them on your side would be a huge blow to you politically and there's no fucking way the others are going to work with werewolves. Especially Templars for godssake! We're talking about Fereldan to boot, the country that hates and fears werewolves more than any other what with ya know
Werewolves being a primary antagonist of their #1 folk hero of myth. Being allied with werewolves should logically completely cost you any hope of winning the Landsmeet. God it's such a terrible idea.
Err, but you don't side with the wolves. You end the curse after which the elves will side with you. Or did I miss something?
There is an option to
Side with the Werewolves, massacre all the elves, and get the Werewolves as allies instead. It's completely retarded.
If the option to side with the wolves didn't exist, people would be complaining about that.
Yeah well those people would be retarded because siding with the wolves makes no sense. Nature of the Beast and Urn of the Sacred Ashes are by far the weakest choices in the game.
I haven't done the Urn the evil way yet, but I could see why you would pick the werewolves as the Warden. Same reason you'd pick the golems over the dwarves.
The difference between the wolves and the golems is that one doesn't logically irrevocably fuck over your chances of getting people to trust you at the Landsmeet. Can you honestly say that, as a Grey Warden who's already got serious issues with people trusting you, having the most evil mythical beasts in history as far as the Fereldan people are concerned tag along with you is a good idea?
Really?
Really?
Elves and Mages have the same sort of biases, if not as strong. The werewolves aren't probably more of a dealbreaker than people who are routinely possessed by demons.
It's not like you're bringing them to the landsmeet, anyway. There weren't elf representatives or dwarf representatives. They didn't even come up in dialogue trees. You're just securing their support. Nobody else has to know until you descend on Denerim with them.
I think you're massively overthinking this.
Elves and Mages are equally off putting to people as Werewolves.
I'm not sure I can even believe you're making this argument.
So, after having unlocked specializations on my first run through, it keeps those specializations unlocked not only in that game but ANY other new game I start? That's kind of funny. Cool, but just an odd design decision.
Not any odder than unlocking skills for future playthroughs in Mass Effect.
Besides, without that you'd never have a specialization class to go to at level 7 when you get the point.
Okay so, in regards to the Nature of the Beast quest am I the only one who thinks
Siding with the Werewolves stretches suspension of disbelief way too far? It is nothing short of a retarded decision. Having them on your side would be a huge blow to you politically and there's no fucking way the others are going to work with werewolves. Especially Templars for godssake! We're talking about Fereldan to boot, the country that hates and fears werewolves more than any other what with ya know
Werewolves being a primary antagonist of their #1 folk hero of myth. Being allied with werewolves should logically completely cost you any hope of winning the Landsmeet. God it's such a terrible idea.
Err, but you don't side with the wolves. You end the curse after which the elves will side with you. Or did I miss something?
There is an option to
Side with the Werewolves, massacre all the elves, and get the Werewolves as allies instead. It's completely retarded.
If the option to side with the wolves didn't exist, people would be complaining about that.
Yeah well those people would be retarded because siding with the wolves makes no sense. Nature of the Beast and Urn of the Sacred Ashes are by far the weakest choices in the game.
I haven't done the Urn the evil way yet, but I could see why you would pick the werewolves as the Warden. Same reason you'd pick the golems over the dwarves.
The difference between the wolves and the golems is that one doesn't logically irrevocably fuck over your chances of getting people to trust you at the Landsmeet. Can you honestly say that, as a Grey Warden who's already got serious issues with people trusting you, having the most evil mythical beasts in history as far as the Fereldan people are concerned tag along with you is a good idea?
Really?
Really?
Elves and Mages have the same sort of biases, if not as strong. The werewolves aren't probably more of a dealbreaker than people who are routinely possessed by demons.
It's not like you're bringing them to the landsmeet, anyway. There weren't elf representatives or dwarf representatives. They didn't even come up in dialogue trees. You're just securing their support. Nobody else has to know until you descend on Denerim with them.
I think you're massively overthinking this.
Elves and Mages are equally off putting to people as Werewolves.
I'm not sure I can even believe you're making this argument.
With enemies you know where to stand. With those neutrals, you just don't know.
His argument isn't that weird though, I kind of agree. Its not like any of those things are realistic to begin with. And, as he said, no one knows.
So, after having unlocked specializations on my first run through, it keeps those specializations unlocked not only in that game but ANY other new game I start? That's kind of funny. Cool, but just an odd design decision.
I don't know... I'm having a bitch of a time getting/keeping money in this game with all the mats/potions I end up making. I'd kinda like not having to do all the saving up again and actually get some of the gear available buy purchase that I missed out on in my first run.
Okay so, in regards to the Nature of the Beast quest am I the only one who thinks
Siding with the Werewolves stretches suspension of disbelief way too far? It is nothing short of a retarded decision. Having them on your side would be a huge blow to you politically and there's no fucking way the others are going to work with werewolves. Especially Templars for godssake! We're talking about Fereldan to boot, the country that hates and fears werewolves more than any other what with ya know
Werewolves being a primary antagonist of their #1 folk hero of myth. Being allied with werewolves should logically completely cost you any hope of winning the Landsmeet. God it's such a terrible idea.
Err, but you don't side with the wolves. You end the curse after which the elves will side with you. Or did I miss something?
There is an option to
Side with the Werewolves, massacre all the elves, and get the Werewolves as allies instead. It's completely retarded.
If the option to side with the wolves didn't exist, people would be complaining about that.
Yeah well those people would be retarded because siding with the wolves makes no sense. Nature of the Beast and Urn of the Sacred Ashes are by far the weakest choices in the game.
I haven't done the Urn the evil way yet, but I could see why you would pick the werewolves as the Warden. Same reason you'd pick the golems over the dwarves.
The difference between the wolves and the golems is that one doesn't logically irrevocably fuck over your chances of getting people to trust you at the Landsmeet. Can you honestly say that, as a Grey Warden who's already got serious issues with people trusting you, having the most evil mythical beasts in history as far as the Fereldan people are concerned tag along with you is a good idea?
Really?
Really?
It kinda goes along Duncan's line of thinking. Do whatever it takes to end the blight, no matter what it is. Fading non-immortal seclusionist elves that are quite frequently dicks? Or vicious endlessly multiplying werewolves under your command.
Socially, yes, it's a problem. But you're a goddamn Grey Warden. You do what it takes. People will accept you after you save the fuckng world.
Okay so, in regards to the Nature of the Beast quest am I the only one who thinks
Siding with the Werewolves stretches suspension of disbelief way too far? It is nothing short of a retarded decision. Having them on your side would be a huge blow to you politically and there's no fucking way the others are going to work with werewolves. Especially Templars for godssake! We're talking about Fereldan to boot, the country that hates and fears werewolves more than any other what with ya know
Werewolves being a primary antagonist of their #1 folk hero of myth. Being allied with werewolves should logically completely cost you any hope of winning the Landsmeet. God it's such a terrible idea.
Err, but you don't side with the wolves. You end the curse after which the elves will side with you. Or did I miss something?
There is an option to
Side with the Werewolves, massacre all the elves, and get the Werewolves as allies instead. It's completely retarded.
If the option to side with the wolves didn't exist, people would be complaining about that.
Yeah well those people would be retarded because siding with the wolves makes no sense. Nature of the Beast and Urn of the Sacred Ashes are by far the weakest choices in the game.
I haven't done the Urn the evil way yet, but I could see why you would pick the werewolves as the Warden. Same reason you'd pick the golems over the dwarves.
The difference between the wolves and the golems is that one doesn't logically irrevocably fuck over your chances of getting people to trust you at the Landsmeet. Can you honestly say that, as a Grey Warden who's already got serious issues with people trusting you, having the most evil mythical beasts in history as far as the Fereldan people are concerned tag along with you is a good idea?
Really?
Really?
Elves and Mages have the same sort of biases, if not as strong. The werewolves aren't probably more of a dealbreaker than people who are routinely possessed by demons.
It's not like you're bringing them to the landsmeet, anyway. There weren't elf representatives or dwarf representatives. They didn't even come up in dialogue trees. You're just securing their support. Nobody else has to know until you descend on Denerim with them.
I think you're massively overthinking this.
Elves and Mages are equally off putting to people as Werewolves.
I'm not sure I can even believe you're making this argument.
Elves are a conquered people and basically slaves. You effectively sided with the group that is all but freedom fighters for their race.
Mages are all but prisoners because people fear them so much. An order of knights exists purely to put them down if they get out of line.
Werewolves are bad, but it's not like anyone in this game outside of the Redcliffe regulars and maybe the Legion of the Dead are looked at universally favorably.
And no Optimus, you are grossly misunderstanding the Dalish. They do no freedom fighting of any sort. They're nomads who stick to themselves and move on whenever humans are upset with their presence. I made this mistake too pre-game release, but the Dalish really make a point of not antagonizing humans if at all possible.
So, after having unlocked specializations on my first run through, it keeps those specializations unlocked not only in that game but ANY other new game I start? That's kind of funny. Cool, but just an odd design decision.
Not any odder than unlocking skills for future playthroughs in Mass Effect.
Besides, without that you'd never have a specialization class to go to at level 7 when you get the point.
Ah, well I haven't played Mass Effect yet (I think I'm the only person who hasn't) so I'll have to take your word for it on that one.
I'm not complaining about it, really, it just seems odd to develop a 'restriction' for some of these specializations (like making the choice to take an 'evil' path) and then to allow two separate ways to completely sidestep those requirements (saving after the specialization is unlocked and going back to a previous save or just starting a new game) it just begs the question, "why have those requirements in the first place"? Why not just have everything unlocked from the start. Just seems weird to me.
Halfmex on
0
Sir CarcassI have been shown the end of my worldRound Rock, TXRegistered Userregular
Not sure if it's been posted, but new gold glitch that has been confirmed by several people (I'll try it this evening).
It may only work on the 360, not sure. Worth a try on PC for those interested, but there are easier ways to cheat on the PC.
Go to inventory and put expensive item in your junk list
Activate a merchant, go to the junk page, and highlight the item
Press Y (to sell all junk) and immediately after press A to sell the highlighted item. You should almost push them at the same time but not quite
If successful, you'll end up selling the item twice. You can then go to the buyback screen and buy it for the selling price, basically having sold it without losing the item. Just repeat to rack up gold. If you mess it up, you can just buy it back without losing anyting.
On the PC, it's probably easier to just go into the console and give yourself however much money you want rather than going through that.
I agree, but some people consider using the console cheating but using glitches not. *shrug* I think it's all cheating, but I'm okay with that because cheating is awesome (result may vary).
And no Optimus, you are grossly misunderstanding the Dalish. They do no freedom fighting of any sort. They're nomads who stick to themselves and move on whenever humans are upset with their presence.
That's not what I picked up talking to them and reading the codex.
They're the last remaining free elves in Fereldyn and they're perfectly fine with using force to remain that way. Think of it like the free tribes of Native Americans after the westward expansion of America. They're tolerated at best, and they're constantly being sized up for removal or relocation to a reservation. These aren't people polite Fereldyian society thinks highly of.
[ ] Wait another two hours just to go to sociology lecture
or
[ ] go home, simply read the PPT and play DA:O
Some of the decisions in real life are just as hard as they are in DA. :winky:
Ferrus on
I would like to pause for a moment, to talk about my penis.
My penis is like a toddler. A toddler—who is a perfectly normal size for his age—on a long road trip to what he thinks is Disney World. My penis is excited because he hasn’t been to Disney World in a long, long time, but remembers a time when he used to go every day. So now the penis toddler is constantly fidgeting, whining “Are we there yet? Are we there yet? How about now? Now? How about... now?”
And Disney World is nowhere in sight.
So, after having unlocked specializations on my first run through, it keeps those specializations unlocked not only in that game but ANY other new game I start? That's kind of funny. Cool, but just an odd design decision.
Not any odder than unlocking skills for future playthroughs in Mass Effect.
Besides, without that you'd never have a specialization class to go to at level 7 when you get the point.
Ah, well I haven't played Mass Effect yet (I think I'm the only person who hasn't) so I'll have to take your word for it on that one.
I'm not complaining about it, really, it just seems odd to develop a 'restriction' for some of these specializations (like making the choice to take an 'evil' path) and then to allow two separate ways to completely sidestep those requirements (saving after the specialization is unlocked and going back to a previous save or just starting a new game) it just begs the question, "why have those requirements in the first place"? Why not just have everything unlocked from the start. Just seems weird to me.
Rewards are a big motivation for some people. Rewards that work on multiple playthroughs even moreso.
And no Optimus, you are grossly misunderstanding the Dalish. They do no freedom fighting of any sort. They're nomads who stick to themselves and move on whenever humans are upset with their presence.
That's not what I picked up talking to them and reading the codex.
They're the last remaining free elves in Fereldyn and they're perfectly fine with using force to remain that way. Think of it like the free tribes of Native Americans after the westward expansion of America. They're tolerated at best, and they're constantly being sized up for removal or relocation to a reservation. These aren't people polite Fereldyian society thinks highly of.
If you read up on them in Biowares established wiki it's clarified that the Dalish do not engage the civilized humans ever. It's too dangerous for them and they know it. They are the equivalent of gypsies, mistrusted and constantly on the move to avoid tensions rising too high in any one place as their main means of defense. They stay free by being too much bother to conquer for too little gain and not giving anyone any compelling reasons to revise that stance.
Now, can you see how "vaguely mistrusted gypsy" is a little different from "giant furry magical plague spreading death beast with a uniquely terrible cultural stigma in the country the game takes place in" in terms of how people might view your association with said groups? Even Mages really don't compare. They're dangerous, but an understood component of society at this stage.
So, after having unlocked specializations on my first run through, it keeps those specializations unlocked not only in that game but ANY other new game I start? That's kind of funny. Cool, but just an odd design decision.
Not any odder than unlocking skills for future playthroughs in Mass Effect.
Besides, without that you'd never have a specialization class to go to at level 7 when you get the point.
Ah, well I haven't played Mass Effect yet (I think I'm the only person who hasn't) so I'll have to take your word for it on that one.
I'm not complaining about it, really, it just seems odd to develop a 'restriction' for some of these specializations (like making the choice to take an 'evil' path) and then to allow two separate ways to completely sidestep those requirements (saving after the specialization is unlocked and going back to a previous save or just starting a new game) it just begs the question, "why have those requirements in the first place"? Why not just have everything unlocked from the start. Just seems weird to me.
Leavng the specializations unlocked for future playthroughs makes sense to me, in the sense that it's kind of a reward.
I refuse to believe, however, that the trick where you unlock a specialization, then go back to a previous save and still have it unlocked is working as intended, since doing so allows you to "buy" a specialization book for free. The books wouldn't have a price tag if they were intended to be free, right?
Iron Weasel on
Currently Playing:
The Division, Warframe (XB1)
GT: Tanith 6227
After leveling a bunch and using an actual healer I tried to kill the dragon again. My main character is built like a tank so I positioned everyone appropriately, tank in front - dual wielding allistair on the side, leiliana and wynne on the opposite side in case my tank dies and he goes for allistair (flame breath is bad mkay). Got her to about 90% and she instagibs my tank with the bitey in the air animation and turns to Allistair. Since he has a REALLY high dex he can apparently negate the instapwn animation attack by simply dodging(?) and she only managed to use it twice during the 10 min long fight. The entire time Allistair tanked it by having wynne and him chug their respective pots and chain casting heal/rejuv/group heal. At about 5% she got an unlucky crit on Allistair and Wynnes heal didnt get off in time, Al dies and Flemmeth turns around and cooks wynne instantly leaving lelianna with her (i kid you not) unique bow of the dragonslayer (or something similarly named). I pause the game, turn on "Aim" and just as the dragon casts a fireball Lelianna fires the last arrow to kill her. I couldnt fucking believe it. Talk about an adrenaline rush - I only wish I couldve gotten a screenshot.
Freakinchair on
I'd construct a situation such that everyone died at the exact same moment so that we could attack whatever afterlife there happens to be en masse and so take it over and create a perfect unending afterlife existence. Also, everyone who wanted one would have an afterlife pony.
Now, can you see how "vaguely mistrusted gypsy" is a little different from "giant furry magical plague spreading death beast with a uniquely terrible cultural stigma in the country the game takes place in" in terms of how people might view your association with said groups? Even Mages really don't compare. They're dangerous, but an understood component of society at this stage.
I can, but honestly, I think that if I had an army of "giant furry magical plague spreading death beast with a uniquely terrible cultural stigma in the country the game takes place in" I could change those peoples minds really fast. That or turn them into more werewolves. That would be cool too.
After leveling a bunch and using an actual healer I tried to kill the dragon again. My main character is built like a tank so I positioned everyone appropriately, tank in front - dual wielding allistair on the side, leiliana and wynne on the opposite side in case my tank dies and he goes for allistair (flame breath is bad mkay). Got her to about 90% and she instagibs my tank with the bitey in the air animation and turns to Allistair. Since he has a REALLY high dex he can apparently negate the instapwn animation attack by simply dodging(?) and she only managed to use it twice during the 10 min long fight. The entire time Allistair tanked it by having wynne and him chug their respective pots and chain casting heal/rejuv/group heal. At about 5% she got an unlucky crit on Allistair and Wynnes heal didnt get off in time, Al dies and Flemmeth turns around and cooks wynne instantly leaving lelianna with her (i kid you not) unique bow of the dragonslayer (or something similarly named). I pause the game, turn on "Aim" and just as the dragon casts a fireball Lelianna fires the last arrow to kill her. I couldnt fucking believe it. Talk about an adrenaline rush - I only wish I couldve gotten a screenshot.
I regret killing Wynne in the Tower...
Also: Does anyone know what happens when you take Morrigan to the Flemeth fight?
Ferrus on
I would like to pause for a moment, to talk about my penis.
My penis is like a toddler. A toddler—who is a perfectly normal size for his age—on a long road trip to what he thinks is Disney World. My penis is excited because he hasn’t been to Disney World in a long, long time, but remembers a time when he used to go every day. So now the penis toddler is constantly fidgeting, whining “Are we there yet? Are we there yet? How about now? Now? How about... now?”
And Disney World is nowhere in sight.
And no Optimus, you are grossly misunderstanding the Dalish. They do no freedom fighting of any sort. They're nomads who stick to themselves and move on whenever humans are upset with their presence.
That's not what I picked up talking to them and reading the codex.
They're the last remaining free elves in Fereldyn and they're perfectly fine with using force to remain that way. Think of it like the free tribes of Native Americans after the westward expansion of America. They're tolerated at best, and they're constantly being sized up for removal or relocation to a reservation. These aren't people polite Fereldyian society thinks highly of.
If you read up on them in Biowares established wiki it's clarified that the Dalish do not engage the civilized humans ever. It's too dangerous for them and they know it. They are the equivalent of gypsies, mistrusted and constantly on the move to avoid tensions rising too high in any one place as their main means of defense. They stay free by being too much bother to conquer for too little gain and not giving anyone any compelling reasons to revise that stance.
Now, can you see how "vaguely mistrusted gypsy" is a little different from "giant furry magical plague spreading death beast with a uniquely terrible cultural stigma in the country the game takes place in" in terms of how people might view your association with said groups?
You do remember that there was a big war, right? Where the elves were conquered and made into slaves?
This is in a country where associating with Orlesians (the last big war) is seen as potentially treacherous. Now, let's try adding the last non-subjegated members of the slave race to your entourage. I'm sure that's going to be friction free, huh?
Werewolves are bad. They're the obvious "evil" choice here, honestly. But they're not going to be a deal breaker anymore than raw racism would be. You've got Casteless dwarves, armed slaves and mistrusted magic users that could kill an entire room with a gesture if the mood struck them. This isn't a collection of upstanding citizens.
I for one was thoroughly amused by the Gaxkang/Kangaxx bit.
Optimus, the war was at a minimum several centuries ago. You're vastly overestimating how much people give a shit about the Dalish. They don't like them, but once again they are in no way comparable to the alternative in terms of hurting your chances of being trusted. Similarly, the caste system of the dwarves means nothing to Fereldans.
So I just started playing this on 360 last night. Did the City Elf Origin and wasn't given any really hard choices to make. Everything seemed pretty cut & dry. It didn't seem like any choices would really change the world. Still, it was pretty damn cool.
I decided to back out and try the Human Mage origin... Holy crap! I'm used to Mass Effect, where you get a few choices and it's pretty clear which one to choose depending on where you want to take your character. Not so much in DA:O. I was so conflicted in just about all my choices in that Origin.
I'm not even that far in and already this game is amazing.
You should see the Human origin story; there are no choices, you can be a dick but that doesn't affect anything
Oh and on City Elf origin:
Your one choice is to abandon your murdering rampage to rescue the female elves from being raped and possibly murdered; for some gold :?
You don't end up keeping the gold
I almost want to play through the game after doing that just to see Shianni's reaction when you return
But really I can't even roleplay someone who does that kind of thing :?
Anyone have any advice on who to place on the throne
Anora or Alistair or both? I only want the best outcome for Alistair sinece hes my bro. But if he will be unhappy and have to leave the party thats not the best
Posts
There is an option to
White FC: 0819 3350 1787
No need for a melee weapon, just use the instastun and keep firing.
They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
Wow. Just... wow. o_O
And Disney World is nowhere in sight.
They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
White FC: 0819 3350 1787
Certain fights are easier if you whip out a bow for your rogue, fall back and start shooting. Dual wield > archery overall, but certain situations are more suited for a bow.
Currently playing: GW2 and TSW
And apparently clothes were part of the transformation.
They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
Really?
Really?
White FC: 0819 3350 1787
I wanted the reaver specializations, so I did a quick run of that quest before doing my real run. It was hilarious.
I decapitated that bastard. So much for being an immortal being.
And Disney World is nowhere in sight.
In terms of DPS, no not really. In terms of strategy, I found yes in my first play through. My party make up in my first playthrough was me as a rogue, Alistair, Leliana, and Wynn. I had Al tanking, me off tanking (quite possible if you boost strength so you can wear heavy armor and with the Evasion talent) and DPS, Wynn healing and freezing (god I love the Ice talents) and Leliana in range combat. Where I knew this was going to work well was when I took on
It's not like you're bringing them to the landsmeet, anyway. There weren't elf representatives or dwarf representatives. They didn't even come up in dialogue trees. You're just securing their support. Nobody else has to know until you descend on Denerim with them.
I think you're massively overthinking this.
They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
I'm not sure I can even believe you're making this argument.
White FC: 0819 3350 1787
Besides, without that you'd never have a specialization class to go to at level 7 when you get the point.
They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
With enemies you know where to stand. With those neutrals, you just don't know.
His argument isn't that weird though, I kind of agree. Its not like any of those things are realistic to begin with. And, as he said, no one knows.
I don't know... I'm having a bitch of a time getting/keeping money in this game with all the mats/potions I end up making. I'd kinda like not having to do all the saving up again and actually get some of the gear available buy purchase that I missed out on in my first run.
Socially, yes, it's a problem. But you're a goddamn Grey Warden. You do what it takes. People will accept you after you save the fuckng world.
Mages are all but prisoners because people fear them so much. An order of knights exists purely to put them down if they get out of line.
Werewolves are bad, but it's not like anyone in this game outside of the Redcliffe regulars and maybe the Legion of the Dead are looked at universally favorably.
They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
And no Optimus, you are grossly misunderstanding the Dalish. They do no freedom fighting of any sort. They're nomads who stick to themselves and move on whenever humans are upset with their presence. I made this mistake too pre-game release, but the Dalish really make a point of not antagonizing humans if at all possible.
White FC: 0819 3350 1787
I'm not complaining about it, really, it just seems odd to develop a 'restriction' for some of these specializations (like making the choice to take an 'evil' path) and then to allow two separate ways to completely sidestep those requirements (saving after the specialization is unlocked and going back to a previous save or just starting a new game) it just begs the question, "why have those requirements in the first place"? Why not just have everything unlocked from the start. Just seems weird to me.
I agree, but some people consider using the console cheating but using glitches not. *shrug* I think it's all cheating, but I'm okay with that because cheating is awesome (result may vary).
Steam Support is the worst. Seriously, the worst
They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
or
[ ] go home, simply read the PPT and play DA:O
Some of the decisions in real life are just as hard as they are in DA. :winky:
And Disney World is nowhere in sight.
They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
If you read up on them in Biowares established wiki it's clarified that the Dalish do not engage the civilized humans ever. It's too dangerous for them and they know it. They are the equivalent of gypsies, mistrusted and constantly on the move to avoid tensions rising too high in any one place as their main means of defense. They stay free by being too much bother to conquer for too little gain and not giving anyone any compelling reasons to revise that stance.
Now, can you see how "vaguely mistrusted gypsy" is a little different from "giant furry magical plague spreading death beast with a uniquely terrible cultural stigma in the country the game takes place in" in terms of how people might view your association with said groups? Even Mages really don't compare. They're dangerous, but an understood component of society at this stage.
White FC: 0819 3350 1787
I refuse to believe, however, that the trick where you unlock a specialization, then go back to a previous save and still have it unlocked is working as intended, since doing so allows you to "buy" a specialization book for free. The books wouldn't have a price tag if they were intended to be free, right?
The Division, Warframe (XB1)
GT: Tanith 6227
I can, but honestly, I think that if I had an army of "giant furry magical plague spreading death beast with a uniquely terrible cultural stigma in the country the game takes place in" I could change those peoples minds really fast. That or turn them into more werewolves. That would be cool too.
Also: Does anyone know what happens when you take Morrigan to the Flemeth fight?
And Disney World is nowhere in sight.
This is in a country where associating with Orlesians (the last big war) is seen as potentially treacherous. Now, let's try adding the last non-subjegated members of the slave race to your entourage. I'm sure that's going to be friction free, huh?
They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
Optimus, the war was at a minimum several centuries ago. You're vastly overestimating how much people give a shit about the Dalish. They don't like them, but once again they are in no way comparable to the alternative in terms of hurting your chances of being trusted. Similarly, the caste system of the dwarves means nothing to Fereldans.
White FC: 0819 3350 1787
Also is the dragon heavy plate as awesome as I think it is for tanks?
You should see the Human origin story; there are no choices, you can be a dick but that doesn't affect anything
Oh and on City Elf origin: