New screenshot/concept art from the GI content:
First, here's what each symbol represents on the zoomed-out tree:
-Large hexagons represent Classes (your starting class and your specialization).
-Large diamonds with spikes jutting out from their sides represent Ultimates (your ultimate attack, limited to one in combat)
-Medium diamonds represent Traits (we don't know what these are yet); medium diamonds appear as small hexagons when zoomed-in.
-Small diamonds represents Abilities (the stuff you put on your ability wheel, limited to three in combat); small diamonds appear as large diamonds with less pronounced spikes when zoomed-in
-Medium plain circles represent Major Passives (these are described as giving you things like a jumping attack or guaranteed critical hits opportunities)
-Medium compass circles represent Ability Upgrades (probably something similar to what Inquisition had)
-Small circles represent Minor Passives or Stat Boosts (essentially your filler)
...
Considering specializations are mutually exclusive, our Rook ends up with a choice between a total of:
2 Ultimates
10 Abilities
10 Traits
24 Major Passives
32 Ability Upgrades
49 Minor Passives or Stat Boosts
I like everything I hear except the combat. It doesn't seem like an RPG anymore to me, it's more an action game than an RPG now. I know past games were already bare-bones on the RPG side but this just takes an extra step. Every DA game goes further from what made DAO so good, meanwhile BG3 was basically an even deeper DAO and sold insanely well, but Bioware chooses to go the opposite way.
Real time combat with pause. Being able to directly control your companions and access their full movement so you could queue up actions in the tactical pause.
Same, but I also acknowledge that BioWare just dob't really make those RPGs anymore and they haven't for a long time.I like everything I hear except the combat. It doesn't seem like an RPG anymore to me, it's more an action game than an RPG now. I know past games were already bare-bones on the RPG side but this just takes an extra step. Every DA game goes further from what made DAO so good, meanwhile BG3 was basically an even deeper DAO and sold insanely well, but Bioware chooses to go the opposite way.
I don't understand how action combat makes a game any less of an RPG. Is Witcher 3 not a RPG? Or Mass Effect to pull from BioWare?I like everything I hear except the combat. It doesn't seem like an RPG anymore to me, it's more an action game than an RPG now. I know past games were already bare-bones on the RPG side but this just takes an extra step. Every DA game goes further from what made DAO so good, meanwhile BG3 was basically an even deeper DAO and sold insanely well, but Bioware chooses to go the opposite way.
Seeing as the overall UI is almost exactly the same from the leaked footage I'd say it's pretty likely this is what we're looking at for inventory, which also kind of makes me think that weapon loadouts will include different active abilities since that is part of the character equipment screen.
Yeah this kind of framing always bugs me, like I love cRPGs. It's fun to dig into a really crunchy combat system and control your whole party and all that, but to me being an RPG is way more than just that. Like yeah the combat in here is decidedly different than prior titles and much more action focused, but at the same time the rest of the game is still looking to offer the same kind of actual role playing options that the series is known for.I don't understand how action combat makes a game any less of an RPG. Is Witcher 3 not a RPG? Or Mass Effect to pull from BioWare?
I am pretty sure I have heard some variety of this (how important choices are) for every RPG with choice I have ever follow d before release. I don't think we will know how true this is before release.Our background choices seem to matter more in this game than they have since DAO, they are really emphasizing how rich and deep our companions are and the interactions that we'll have with them, quest and world design has been repeatedly said to be handcrafted and curated which should make for much more interesting and meaningful choices.
I like everything I hear except the combat. It doesn't seem like an RPG anymore to me, it's more an action game than an RPG now. I know past games were already bare-bones on the RPG side but this just takes an extra step. Every DA game goes further from what made DAO so good, meanwhile BG3 was basically an even deeper DAO and sold insanely well, but Bioware chooses to go the opposite way.
Bioware said:
- Some quick stats on the Skill Trees:
- All three are comprised of 168 total nodes
- 28 Diamond shaped nodes are for Active Abilities
- 39 Large Circles are for Major Passives and Ability Upgrades
- 57 Small Circles are for Minor Passive and Stat Boosts
- 36 Spiked Circles are for Traits
- 3 Hexagons are for unlocking a Specialization(four when counting the one at the center you get as your default base class)
- 4 Spiked Diamonds are for Unique Class/Specialization Ultimate Abilities
- There are 10 distinct sections of the Skill Tree
- The core base class section at the center with 9 nodes
- 6 outer ring sections that denote specific playstyles and features totaling 114 nodes
- 3 are Entry points to the outer ring and focus on Control, Burst, and Sustain for Rogues/Mages, and Survival, Abilities, and Weapons for Warriors
- 3 other out ring sections lead to the 3 specialization tracks and are possibly some hybrid of the two entry sections that boarder them and prelude to the specialization
- 3 specializations islands totaling 45 nodes
- At lvl 30 the Warrior has spent 43 points, Rogue 41, and Mage 39
- With 1 point per level, plus additional points you gain throughout the game through various choices and activities, max points are likely in the 70-80+ region based on the above examples, which means we'll be able to choose from about half of the available upgrade options when fully leveled and finished with the game
Sure every game says that these things are important but we also have to take into consideration that it's also in comparison to what came before it and not without a point of reference. They could certainly just be lying and things aren't as deep or important as they say they are, but it's also just a really dumb lie because we can very easily make a comparison to prior games and see if it's true or not.I am pretty sure I have heard some variety of this (how important choices are) for every RPG with choice I have ever follow d before release. I don't think we will know how true this is before release.
Based on the one video of gameplay they have put out it felt like they had deemphasized dialogue choices, so I am a but sceptical at the moment.
Would be cool but I would say it's probably best to temper your expectations right now. I think the overwhelming likelihood is that each subclass will determine what our main and secondary weapons are and we won't just be able to pick whichever we want. So no sword and board mage or anything like that.I'm curious to know what weapons each class can use. They haven't stated if they're locked, and considering how the weapon attacks are the same with each class... I Wonder
My point about dialogue was not that there are few choices, but rather how little you actually got to decide things as opposed to your character acting and talking on their own. If that is just how the opening is they should have decided to show a better section. I can only judge based on what they show us.Sure every game says that these things are important but we also have to take into consideration that it's also in comparison to what came before it and not without a point of reference. They could certainly just be lying and things aren't as deep or important as they say they are, but it's also just a really dumb lie because we can very easily make a comparison to prior games and see if it's true or not.
And it's also not really a high bar to clear because there weren't background choices in DA2 beyond which class you were which occasionally opened up additional options in dialog, and in DAI while your background existed it barely ever played a role and also wasn't something that we got to explicitly choose but was basically decided for us based on other choices. Even then I think it is still promising that they're giving us this deliberate option to choose from and that it will play a larger role than it did in the prior two games which is ultimately a win for role playing even if it isn't incredibly robust.
I also don't get how the three dialog choices that we saw in the gameplay video can really be used to gage whether or not dialog choices have been deemphasized or not. It's the very start of the game and it's a very scripted start at that. Nothing about that really stands out at all to me. There's three dialog choices, two have three response options with varying tones, and the last has two choices to support or question. And what we could see from those first two convos is that they're using a similar system to what we had of tones in DA2 and DAI, which were rather good systems that provided players with a decent range of choices to define their Hawke and Inquisitor.
I'm replaying BG3 now and I'm honestly shocked at how few dialog options there are in almost every circumstance. There is honestly very little in the way of real role playing opportunities in this game because there's just so few real options to construct a consistent and unique personality. You can certainly make some pretty drastic and different choices at key moments but in terms of actually establishing a personality to your character it leaves a great deal left to be desired. It's a far cry from DAI even let alone something as robust and impressive as the dialog system from Pillars of Eternity which does an outstanding job of having a large variety of different response types with its disposition system, as well as having really great feedback and additional dialogue options from those choices.
Even if that were the case, I'd hazard a guess that modding it would be pretty easy to do, every Dragon Age game has had a mod to unlock weapons for any class (and DAO did it at release). I definitely think not locking weapons opens up a wider repertoire of options, especially with dual loadouts.Would be cool but I would say it's probably best to temper your expectations right now. I think the overwhelming likelihood is that each subclass will determine what our main and secondary weapons are and we won't just be able to pick whichever we want. So no sword and board mage or anything like that.
I think the issue here is based on how the skill tree works, having fixed weapon options let's them have more specific upgrade options that don't just provide stat boosts to the base combat moves but actively augments and changes how the attacks work on an individual basis. A charged heavy attack from a mages staff versus a warrior's sword or a rogue's bow could all function extremely differently and upgrades to them could provide attributes that are very specific to those weapons types and their specific attacks.Even if that were the case, I'd hazard a guess that modding it would be pretty easy to do, every Dragon Age game has had a mod to unlock weapons for any class (and DAO did it at release). I definitely think not locking weapons opens up a wider repertoire of options, especially with dual loadouts.
Boy, that demo they showed didn't really showcase much of anything huh? Why would you show off Level 1 combat… ever?
I wish they would have shown anything that is reminiscent of all of the stuff I'm reading in write ups.
On the other hand, creating weapon -categories- would make it easier to utilize any weapon typeI think the issue here is based on how the skill tree works, having fixed weapon options let's them have more specific upgrade options that don't just provide stat boosts to the base combat moves but actively augments and changes how the attacks work on an individual basis. A charged heavy attack from a mages staff versus a warrior's sword or a rogue's bow could all function extremely differently and upgrades to them could provide attributes that are very specific to those weapons types and their specific attacks.
I could see something like for a Warrior's charged heavy attack could be upgraded to include a shield bash that helps stagger an enemy, while a rogues charged bow attack could pin an enemy from moving, and a mage's staff charged attack could unleash a barrage and be upgraded to include an elemental aspect to it or such.
The Champion specialization looks to be a very sword and board focused specialization, while the Slayer is more about Big two handed weapons and then the Reaper is something in between. Same goes for the Dualist being focus on two weapon style, Veil Ranger is focused on bow, and Saboteur is a mix. And for mage It's a bit less clear whether the Death Caller is more focused on a staff or the Evoker, but it's clear that the Spellblade is focused on the magical daggers, especially given how it's associated to the Antivan Crows.
So I have a feeling whichever specialization you move towards it will be preceded by upgrades that focus more on that specific weapon type. Though it would be interesting if I'm wrong and instead of just two weapon types per class it was three and each of the specializations had a weapon type associated with them, rather than being two pure in one mixed, but at the moment I don't think we have any real indication of that.
Oh trust me it doesn't matter to me either. But with how often people complain about trailers spoiling things. And some people even thinking that the amount of story shared in the 20 minute demo and the GI article was too much, I understand why they would be hesitant.
They certainly could have all upgrades be inclusive of all weapon types, but that would be quite the monumental effort I think. I think another problem there is that it becomes a little overwhelming for the player to keep track of which upgrade improves which aspect of each weapon. It's just a lot more information to parse out when making decisions about how to upgrade.On the other hand, creating weapon -categories- would make it easier to utilize any weapon type
- 2-Hand Weapons get +crit
- 1-Hand Weapons get +damage
etc
it sounds like the ranged magic attacks are separate from the light and heavy attacks which is easy to conceptualize for a warrior and rogue but it's harder for me to picture with a mage.
Again, one way or another, from the devs themselves to a modder, someone will unlock more customization further than what is allowed, allowing for true freedomI don't fully agree with their marketing strategy thus far but clearly they're going for a much more drawn out approach and we're just looking to tease us to start with. They didn't want to put out too much information at the very start. I think they definitely misjudged public perception and how people would react to the footage and information we saw, but they clearly have a road map planned out with greater details to come. Hopefully they are amending that road map and making adjustments to address the feedback from the public, but we'll just have to see how they react to this first wave of marketing.
They certainly could have all upgrades be inclusive of all weapon types, but that would be quite the monumental effort I think. I think another problem there is that it becomes a little overwhelming for the player to keep track of which upgrade improves which aspect of each weapon. It's just a lot more information to parse out when making decisions about how to upgrade.
Yeah, from a purely mechanical standpoint, I'm really happy with what they've shown so far. It's a very solid framework for a fun combat system with a good deal of variety and diversity.Hell yeah, this actually looks really deep. Frankly, this looks like it's enabling more build diversity and interesting play styles than Dragon Age has /ever/ had before, just in a more action format. I'm down with it.
I like everything I hear except the combat. It doesn't seem like an RPG anymore to me, it's more an action game than an RPG now. I know past games were already bare-bones on the RPG side but this just takes an extra step. Every DA game goes further from what made DAO so good, meanwhile BG3 was basically an even deeper DAO and sold insanely well, but Bioware chooses to go the opposite way.
Let's be real, it's not like they have tried to go back to their RPG roots and see how it would end up, they just assume it won't sell and they have been chasing trends ever since with a diminishing quality of games. Also BG3 of course didn't sell because of it's combat systems, but it did sell despite it, proving that it's not necessarily the disaster developers expect it will be if they use such combat systems. Larian is basically the company Bioware was supposed to be right now and is making the games Bioware was supposed to be doing today, meanwhile Bioware is striding further and further away from their roots with every game they release.I mean... Nobody thought BG3 would be that successful, not even Larian. I'm not sure how BW could be expected in 2018, when Joplin became Morrison, to look at a game that hadn't even gone Early Access and decide to go the route of an isometric cRPG - even more so as DA:I was by far the most successful entry in the DA series.
BW have said on multiple occasions as well that they have the data on the the use of the strategic top down view and the overwhelming number of players didn't use it. You can argue that's because it wasn't implemented well, and sure, but IMHO it's more because that top down combat style was optional and not the default.
I'd also caution against attributing too much BG3s success to its combat. I feel the breadth of role playing possibilities, and the quality of quests and characters are much more the reason for its success. And I'd also recall that BG1/2 and the D:OS games were hardly mega hits.
I'm sure BW knows now that a DA:O style RPG could be mega-successful, so it'll be interesting to see how DA5, if it ever happens, turns out. At the same time, maybe BG3 really was magic in the bottle and morphing DA in its shape would itself be trend chasing?
Tell me that's at least the ult?
I like everything I hear except the combat. It doesn't seem like an RPG anymore to me, it's more an action game than an RPG now. I know past games were already bare-bones on the RPG side but this just takes an extra step. Every DA game goes further from what made DAO so good, meanwhile BG3 was basically an even deeper DAO and sold insanely well, but Bioware chooses to go the opposite way.
Simply put. The Writing has always been the strongest suit of the series.Dragon Age success as an RPG will not be in its combat, inventory, customization, character progression... it will be in the dialogue.
Companions look to have their own unique classes without any advanced specializations as far as we know right now. They have five abilities, each with their own skill tree associated to them.So do companions have access to the same specializations as the MC or does each companion focus on a specific specialization class? A lot of this stuff sounds fine, but the 3 active skill slots seems low and is going to lead to combat feeling kind of repetitive unless the game is on the shorter side.
I was thinking about this, I think the rogue hasn't been shown yet having that weapon set dpad icon, so I'm wondering if they can't swap like mage and warrior. Their bow is integrated so not sure what the swap would be anyway besides just different dual wielding sets for swords/daggers, I don't wanna get my hopes up that they can have a 1h rapier, cause that would be my dream.I'm curious to know what weapons each class can use. They haven't stated if they're locked, and considering how the weapon attacks are the same with each class... I Wonder