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Kiretsu
PostPosted: Mon Nov 23, 2009 2:14 pm  Reply with quote
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Joined: 04 Jun 2005
Posts: 2628
Location: Hanover, MD

I have been stealing a lot more this time through the game, and I have read that once you get enough points in stealing you can even steal in combat from every mob you are fighting. Along with getting a good gold benefit you also get health poultices as well so this is always an option. From what I have seen so far this isn't like BG2 either where a failed attempt at theft brings in the guards to bust your head...I don't believe that there are any negative consequences at all.

I haven' t put enough points in stealing yet to test the veracity of the in combat stealing claim (had to waste points in combat mastery just to get my abilities) but I should be able to confirm/deny it in a few days. If it is true it is a great way to get extra stuff while cleaning up the dregs of a fight.
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Stabby
PostPosted: Mon Nov 30, 2009 2:04 pm  Reply with quote
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Joined: 22 May 2005
Posts: 970
Location: West Sayide.

Watch out bros!
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Kiretsu
PostPosted: Mon Nov 30, 2009 5:52 pm  Reply with quote
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Joined: 04 Jun 2005
Posts: 2628
Location: Hanover, MD

I am surprised there isn't an outcry about some of the other things you can do...like the genocide of the elves and demon fucking. Leading your forces of darkness to crush their entire town is fun.
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Ezeckial
PostPosted: Tue Dec 01, 2009 3:49 pm  Reply with quote
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Joined: 31 May 2006
Posts: 405
Location: Ottawa, Canada

My favorite tactic so far has been to cast inferno ontop of my arcane warrior.......

Epic Win!

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Kiretsu
PostPosted: Wed Dec 02, 2009 5:52 pm  Reply with quote
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Joined: 04 Jun 2005
Posts: 2628
Location: Hanover, MD

Honestly with even a little practice even nightmare mode is seeming to be pretty easy with pretty much any balanced setup. I am not even abusing mages on my current play-throughs and it isn't that bad. Each pay through I seem to pick up new good abilities. I am actually intentionally not using the brokenness that is force field on your tank and it is still pretty simple.

I also hugely disagree with Kyle in his dislike of Shale, I find that Shale uses a ton more abilities than I ever consider using as Allister. With Allister I see 0 point in ever using stamina for anything but taunt since it doesn't generate near enough threat to be useful...taunt spam is the way to go. Shale gets regenerating burst, taunt, and aoe taunt stun which is already a damn sight more than warrior tanks ever use. I also find the gear sets to be mildly interesting for Shale as well.
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Jaenelle
PostPosted: Mon Dec 07, 2009 7:59 pm  Reply with quote
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Joined: 28 Sep 2005
Posts: 1409
Location: Virginia Tech

So we picked this up about a week ago and I started an Elven Mage on Sunday .... totally just playing for fun and the story line (on "Normal!" Woo) and am having a great time. I'm only level 7 atm, but I'm really impressed with things so far. Ish played for a few hours last night and made an Elven Rogue, and it was neat to watch the first bit and see the difference starting zones/points. I'll be interested to see what else we can do differently as we go. Good game!

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Vice
PostPosted: Tue Dec 08, 2009 9:14 am  Reply with quote
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Joined: 23 May 2005
Posts: 718
Location: md

Patch 1.02 is out.

Patch Notes

Quote:

Balance

# Daggers now apply 0.5 points of damage per additional point in dexterity and 0.5 points of damage per additional point in strength, as originally intended. This increases dagger damage for high-dexterity characters.
# During combat, mana or stamina reserves now correctly regenerate more quickly when reserves are low. This allows players to occasionally use an talent or spell in the later stages of lengthy fights.
# When exploring, mana and stamina now regenerate more quickly at higher character levels. This reduces downtime between fights.
# The spells Force Field, Crushing Prison, Cone of Cold, and Blizzard now have shorter durations and/or longer cooldowns. This ensures that combatants can no longer stun-lock each other by repeatedly casting the same spell.
# The cooldowns for several low-level sustained abilities are now shorter. This ensures that players are not penalized for accidentally deactivating them.
# Certain battles were not scaling properly, resulting in excessively difficult fights. They now scale as intended.
# Enemy corpses now drop health poultices and money more appropriately, resulting in less clutter in the player's inventory.

Gameplay

# In rare cases, enemy corpses were selectable when they contained no loot. This no longer occurs.
# Party members whose combat tactics were set to defensive behavior no longer stop attacking after using a spell or talent.
# In rare cases, combat tactics conditions could fail to determine whether a character had enough mana or stamina to use an ability. This no longer occurs.
# The Rally talent no longer repeats its audio effect if it is active during certain conversations.
# The Rally talent no longer deactivates upon area transitions or conversations.
# The Shimmering Shield spell now deactivates when the character is out of mana.

PC Specific

# Controlling a summoned creature (like a ranger's pets) during certain special area transitions no longer results in odd behavior.
# Creating a character in a custom module did not create a folder for saves. This could result in corruption of main campaign saves. This no longer occurs.
# In some cases, the class icon was set incorrectly for characters imported from the downloadable Character Creator. This no longer occurs.
# The options menu now includes a setting to automatically download previously purchased content that is not currently installed.
# After installing new downloadable content, the game now always reminds the user to restart the game.
# The icons for some promotional downloadable content items were missing. They now appear correctly.
# The screenshot upload GUI would stop working from time to time on the client. There was a memory override that was fixed. It is a client fix. It doesn't affect the other problems we have seen on the server.

Plot *Spoiler Warning*

# Promotional downloadable content items now remain in the player's inventory when standard items are removed at the end of the dwarf noble origin.
# Repeatedly talking to Duncan after gathering the vials in the Korcari Wilds but not the treaties no longer provides duplicate experience.
# Leliana's personal plot can now be completed if the player substantially increased her approval (through gifts) before talking to her.
# During the siege of Redcliffe, enemies are no longer able to spawn in locations that would break the plot.
# Bann Teagan no longer disappears when he is supposed to be accessible during Urn of Sacred Ashes.
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Kiretsu
PostPosted: Tue Dec 08, 2009 5:34 pm  Reply with quote
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Joined: 04 Jun 2005
Posts: 2628
Location: Hanover, MD

From playing so far the game seems a bit easier...but it is hard to identify exactly what the cause is. Sten is probably doing a lot more damage now that he can actually activate abilities.
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Edge
PostPosted: Sun Mar 21, 2010 8:01 pm  Reply with quote
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Joined: 25 May 2005
Posts: 1310
Location: Madness

I -just- started playing this (Feya picked it up, after watching her play it for several hours I had to get it for myself. She's on the Xbox360 version, I'm on PC)

Yeah I love it so far. I'm kind of impatient when it comes to rolling through text dialogue but this game does it so well that even I'm drawn in.

I don't read all the lore though.. but hey, this is really a step up for me.
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Feya
PostPosted: Wed Mar 24, 2010 2:00 pm  Reply with quote
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Joined: 02 Jun 2005
Posts: 437
Location: Richmond, VA

Yes, we picked it up on Friday and I have logged almost 28 hours on it thus far, on my Dalish rogue. Currently looking for the Urn.

And, unlike Edge, I am a lore whore and a dialogue whore Razz I'm sitting at work, wanting to go home and play more.

See, Edge, I TOLD you it was your old roomie. And he is WRONG!!
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