Dragon Age - Skill and Talent Database

This one is in strong contrast to the Borderlands skill trees on the other site mentioned a few items below this one. In this one you have to keep clicking on different links (and waiting for the screen to load) to get the information but in the Borderlands one you just highlight it.
 
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Oh give me a break. Don't they any imagination.

1. Trap-Making
2. Improved Trap-Making
3. Expert Trap-Making
4. Master Trap-Making

And same naming convention applies to the rest of the skills. And only three classes as well as three races. And I don't see any real sub-classes that they speak of.

Seems that consolization ("dummilization") does it trick here. And I don't see any features that would re-define RPG. And no multi-player either. Seems like a very light-weighted RPG to me.
 
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Oh give me a break. Don't they any imagination.

1. Trap-Making
2. Improved Trap-Making
3. Expert Trap-Making
4. Master Trap-Making

It's a skill. It gets better. Do you really need fancy names to describe that? Sounds like a shallow request to me.

And same naming convention applies to the rest of the skills. And only three classes as well as three races. And I don't see any real sub-classes that they speak of.

So you failed to note the fact that the specialisations are not yet listed in the gamebanshee guide? Read things properly before complaining.

Seems that consolization ("dummilization") does it trick here. And I don't see any features that would re-define RPG. And no multi-player either. Seems like a very light-weighted RPG to me.

Yeah, because it's not like, you know, things like gameplay, choices, consequences or those sorts of things are what really define an RPG are they? You know, all those things that are totally separate to the class mechanics and actually make the game memorable and fun to play.
 
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I guess Holy Avenger should stick with adventure games then if you are not interested in character development. And ultimately, character statisitics define how well gameplay, choices, characters and story works.

And there doesn't seem to be a single new skill/talent/idea/mechanism. I bet the story and characters still will work, but it's getting a much closer to adventure game.
 
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Oh give me a break. Don't they any imagination.

1. Trap-Making
2. Improved Trap-Making
3. Expert Trap-Making
4. Master Trap-Making

Yah. It would be SO much BETTER if they had names like:

Trap-Making
Awesome Trap-Making
Devastatingly Cool Trap-Making
Awesomest Trap-Making Ever, Dude!

or maybe

Zzandrilastra's Finger Musher
SKJjsk;lhgf's Toe Snatcher
Gibberishus' Testicle Grabber
Bob's Bomb for Bad Boys

What's long with titles that actually explain what the levels are?

And, wow, consistency across skills. Who would ever want something like that?
 
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Gibberishus' Testicle Grabber

Remind me not to piss you off :D

I can see ergon's point. Even though his second post was quite a stretch. I can see it now. This game is sooo going to be like Space Quest, King's Quest and Monkey Island.:rolleyes:

These skillsets remind me of the crystal spells from Risen. At first I was a little put off by the crystal magic in Risen because there were only 3 choices. The ten levels made a huge difference though and it worked out well in the game. I didn't have to buy a huge variety of spells or skip level 1 spells because they were useless later in the game. You just leveled up the crystal path so that the spell was always worthwhile throughout the game.

I chose the ice path and I liked how some monsters were immune to the freezing part of the spell unless I leveled it up. Plus, the increasing speed and damage made it more valuable. I'm really glad they didn't have that stupid frost nova or whatever it was called. The spell were everything was supposed to freeze around you, but it never worked out because the casting speed was so damn slow. You'd always get hit before you cast the spell. That spell that was completely useless in G3.

I like these skillsets. We'll see how they work out in the game. Depending on what they do, maybe it would of been better to have more than 4 levels per set. I really liked the 10 levels for the crystals. I'm still surprised I liked it so much. I thought for sure magic would suck big time since there were only 3 real offensive spells to choose from.
 
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I guess Holy Avenger should stick with adventure games then if you are not interested in character development. And ultimately, character statisitics define how well gameplay, choices, characters and story works.

And there doesn't seem to be a single new skill/talent/idea/mechanism. I bet the story and characters still will work, but it's getting a much closer to adventure game.

I'm with you here, but I'm afraid we're the minority. I too think that story, choices and consequences are not what define an RPG, since you can have those in an adventure game or even an FPS. I do like plenty of 'character advancement' choices (and party choices), not necessarily open skills, but things that allow me to define my character as I want. But I don't have a problem with the name of the advancements really. I would have preferred though that instead of 'advanced', 'expert', etc. you learned different traps to apply in different situations and just have a skill number to represent how good you are.
But, without playing the game, I'm not one to judge it now. Give me a week or two after I get the game and I'll let you know.
 
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I'm with you here, but I'm afraid we're the minority. I too think that story, choices and consequences are not what define an RPG, since you can have those in an adventure game or even an FPS.

Whatcha talkin' bout Willis???

I stopped playing adventure games in the 90's, but the last time I checked there was absolutely NO C&C in them. Not in any real way that had any effect on the way the game played out as in Witcher and this game (I'm guessing here since I haven't played the game). It was either you solved the puzzle or you failed and were stuck until you figured out what to do.

As much as I love character development that, in no stretch of the imagination, defines an RPG, imo. BUT…let's please not get into "what is a RPG" discusion. We all have our own idea of what that is and from the many many many many many discussions about it, it's obvious no one seems to be able to totally agree.

It's just that C&C comment you made makes no sense if you're talking about affecting the whole game like Witcher. If you're just talking solving puzzles then we have a very big difference of opinion on the definition of C&C in RPGs.
 
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Upon seeing skills and talents/spells in the character creator I was rather disappointed too but after reading the additional info about specializations and spell combos I think that character development might turn out quite interesting after all.
It´s yet to be seen in action, hopefully the game has good AI, at least on higher difficulties.
I´m still disappointed by almost lacking social talents and unclear talent descriptions aka missing numbers.
Also, given the way spells are acquired, the fighter/rogue/mage/mage party composition seems to be a bit too obvious way to go.

I fully support BillSeurer´s Trap Skill Tree Overhaul v2.0.
 
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Whatcha talkin' bout Willis???

I stopped playing adventure games in the 90's, but the last time I checked there was absolutely NO C&C in them. Not in any real way that had any effect on the way the game played out as in Witcher and this game (I'm guessing here since I haven't played the game). It was either you solved the puzzle or you failed and were stuck until you figured out what to do.

Yep, you haven't played much adventure games lately. Nowadays you talk to people, make decisions, endings depending on what you chose, etc.
 
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Thank you DH, someone who made some sense. I loved adventure games, back in the day and I'm about to give the newest Monkey Isle a try, but for god's sakes man comparing an adventure game to an RPG that's just plain crazy talk.

I know we all differer on what an RPG is, but one thing is for sure an adventure is a pure story with puzzles to be figured out (whether those puzzles take the form of dialogue options is neither here nor there or you can change the course of your adventure through those talks.)

You fight, you have a story, you advance in levels. That is my definition of a RPG.

Get back to me when they start putting some real combat into adventure games and then we'll talk about how it's no longer an adventure game but an RPG ;)

Quest for Glory was made like an adventure game, but it isn't. It's an RPG with a really funny story :) Great game btw.

You can knock DA and be all pessismistic about how it's going to be more like an adventure game all you want. If they took the best parts of the adventure genre and mixed it in with Dragon Age (I highly doubt they did, but this is just a "What if") it would be a great game.

Quest for Glory is my absolute favorite game and that had a lot of adventure game elements in it mixed in with some great story writing and great fighting/advancing in levels. It took the best of both worlds and made one hell of a game …well 5 hell of a games.

WIth all that said, I extrememly doubt they made it anything like an adventure/rpg mixed game. No lone character for one….no puzzle after puzzle to be fixed and most importantly the battles. Even in Quest for Glory it was usually a toned down affair. You took on 1, 2, or maybe 3 guys at a time. That's it. This game you have party based tatical combat against a hell of a lot of opponents.

Well, go on with your crazy thinking. There is always someone out there who has got to be the pessimist. One thing I want to know. What's so fucking wrong with having a good story? Some of us would also define a great rpg by having one hell of a story mixed in with all that combat. You know what...nevermind. I don't really want to know why you think DA is going to be like an adventure game. It's just too much like crying wolf when there is no wolf there. You gotta talk about something I guess.

Anyways, I'm outa of this crazy talk. It's too odd seeing the adventure genre being used in a negative sense.
 
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