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I figured as much. That blue bar could not be MP

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Originally Posted by norD
Look at this image. It's from one of the arena we were showing at PAX in Boston.
http://www.co-optimus.com/images/upload/image/DOS2_PVPArena1.jpg
You see the grey bar and the blue bar? This is Physical Armor and Magical Armor.

So yes, you see it when you deal damage to the HP bar or you just do damage to the armor. Doing magical damage eat up the magical armor until it's gone. Same for Physical.


Is that 30 skills on the skillbar? So, should I take that as (A) an indication that Memory isn't going to be as much of a problem as many people fear? (B) The rules for arena are significantly different than regular play? Or (C) Duh that's just placeholder stuff to make it look more exciting than it will end up being in the actual version?

If it's (A), from what I can tell, skill slots = 3 + 3 * Memory, and it costs 3 attribute points to increase Memory, so that's the equivalent of 27 attribute points into Memory alone.

At D:OS 1 attribute rates, that player would be the equivalent of level 54.

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Ok, so you added the armor mechanic to prevent that whoever acts first CCs all enemies and winns while the enemy cannot do anything at all. (the final fight is pathetically easy because you can freeze the void dragon)
This means that each fight will start by doing damage.

some things:

- You need some enemy intelligence or they will waste their AP on CC skills that have no chance of success. This was already the case in D:OS1 and enemies acted quite stupid several times because of other things. Most notable was that enemies wasted lots of AP by useless movement. This may be even more important with less AP.

- Memory seems more important than I first thought. Each char needs both damage and CC abilities to be effective (plus buffs and healing)

- When writing the last point I had a terrible vision. Just to be sure: Armor does not prevent you from getting a posivive status effect?

- Now you often start combat by CCing as many enemies as possible. I hope the new system does not mean that whoever destroys the armor first keeps enemies CCed forever. So everything stays the same, you simply have a damage only phase before business as usual starts.

- I see the danger that there might be lack of cooperation between mages and other chars. Mages do mostly magic damage while other chars do mostly physical damage. So if a fighter did break an enemies physical armor, the mage has no benefit from it and can only attac the enemies magic armor. If it is as bad as I fear, this can mean a) hybrid chars are more useful than before or b) physical and magic fighters focus on different enemies. Its like having 2 separate parties in a fight and their only connection is that they can buff and heal each other.


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In my opinion something like this was required however it still allows wizards to be highly versatile while also nerfing warrios in the same way wizards are nerfed.

I think a better solution would have been to change the way skill points are acquired and spent.

The real question to me is: how will this work with Arrows and potions, will you require memory for those too? In that case archers would have to sink immense ammount of points into Memory to do what is essentialy the idea of their class.

tl;Dr: Mages ruin it for everyone once again

Last edited by Sordak; 16/08/16 08:25 AM.
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Yeah, I'm still not very convinced to be honest.
I really don't see the point of having an earth spell if i'm a fire mage, I'd rather be limited from the start than have to go on a combat basis switching on and off stuff.

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I understand it adds strategic depth, but it could also become a chore tactically speaking. You meet this mob which is immune to everything you have in your current skillset, and you are either forced to flee or to die.


This is what I meant to say in my post, and I don't really see how that's not an issue.
Best case scenario be like : Oh yeah, that's the moment I could have used that one tiny spell I never select in combats because it's too situational, well no matter, let's go on. Basically a lot of spell will go unused, and I'm thinking it even get worse when you actually can have "all the spells".

Not be rude also, but I really don't understand the need to change that much the system, I mean, the combat was pretty much what was acclaimed in the first opus, in my mind (and I'm guessing in everybody's), there was stuff to improve there, I really don't understand why so much energy is spent on changing it so much. Less AP, changed stats, changed skill system, new armor system, source points...

I'm trusting you there, but don't you feel changing so much will just shift issues from D:OS EE to other parts of the game?

(And on that screenshot, honestly that does not speak at all to me, when I see the hotbar at the bottom I don't even know what class that is from, so many spells from so many skillsets... meh)

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Originally Posted by Linio
This is what I meant to say in my post, and I don't really see how that's not an issue.
Best case scenario be like : Oh yeah, that's the moment I could have used that one tiny spell I never select in combats because it's too situational, well no matter, let's go on. Basically a lot of spell will go unused, and I'm thinking it even get worse when you actually can have "all the spells".

If these kinds of spells exist, then the game is poorly designed regardless.

Having lots of spells that are only useful in just the right situation creates a lot of clutter.

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Originally Posted by Stabbey
I'm not sure Memory is a good idea. It's not the idea of limiting your skill slots that I object to - it's having to spend previous attribute points to increase your skill slots.

Especially at the current trade rate of 3 attribute points = 1 skill slot.

It really depends on how may attribute points you get on level-up. In D:OS 1, you got 0.5 attribute points on level-up. I'm pretty sure that you have to be getting a lot more than that in D:OS 2. They certainly can't give you only 0.5 or 1 attribute point a level and expect players to actually use the Memory attribute.


I agree. But since they revamp the whole system I also believe they considered this issue.


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Originally Posted by Linio

(And on that screenshot, honestly that does not speak at all to me, when I see the hotbar at the bottom I don't even know what class that is from, so many spells from so many skillsets... meh)


Fear no more because DOS and DOS2 both feature a classless character system.

Last edited by 4verse; 22/08/16 04:53 PM.

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Originally Posted by 4verse


Fear no more because DOS and DOS2 both feature a classless character system.


With the current skill system 5 points in a magic school will probably give you +15% dmg and that only against magic armor, skills do not seem to have requirements now ... a system more classless would mean no abilities at all.

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Originally Posted by Linio

This is what I meant to say in my post, and I don't really see how that's not an issue.
Best case scenario be like : Oh yeah, that's the moment I could have used that one tiny spell I never select in combats because it's too situational, well no matter, let's go on. Basically a lot of spell will go unused, and I'm thinking it even get worse when you actually can have "all the spells".



On the other hand isnt it just so much more wonderful to experiment with dozens and dozens of spells, see what they do, combine them etc than just to use the same spells over and over again?
I dont need a complicated classless system to get this run-of-the-mine menu.


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Originally Posted by transfat
Originally Posted by 4verse


Fear no more because DOS and DOS2 both feature a classless character system.


With the current skill system 5 points in a magic school will probably give you +15% dmg and that only against magic armor, skills do not seem to have requirements now ... a system more classless would mean no abilities at all.


Ah ... thx. I know. But I dont get your point?


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Well if a game is about exploring your possibilities within a ruleset then what stops me from getting teleport, battering ram, one heal, one summon and one skill of every elemental type on each character?
I am not really into trying out every spell just to see that nearly all of them are less effective.

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I like the concept.


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Originally Posted by Madscientist


- I see the danger that there might be lack of cooperation between mages and other chars. Mages do mostly magic damage while other chars do mostly physical damage. So if a fighter did break an enemies physical armor, the mage has no benefit from it and can only attac the enemies magic armor. If it is as bad as I fear, this can mean a) hybrid chars are more useful than before or b) physical and magic fighters focus on different enemies. Its like having 2 separate parties in a fight and their only connection is that they can buff and heal each other.


That's a very good point.
I'm asking the developers here: will mage-like characters have means to deplete physical armor and vice versa?
I'm really curious.

Last edited by Baudolino05; 23/08/16 08:00 AM.
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Originally Posted by 4verse
Originally Posted by transfat
Originally Posted by 4verse


Fear no more because DOS and DOS2 both feature a classless character system.


With the current skill system 5 points in a magic school will probably give you +15% dmg and that only against magic armor, skills do not seem to have requirements now ... a system more classless would mean no abilities at all.


Ah ... thx. I know. But I dont get your point?

To translate, I believe his point is that D:OS is only somewhat classless.

In reality, certain choices (such as whether to invest in intelligence, strength, or dexterity/finesse) limit the types of skills that you are able to use effectively.

In a true classless system, you could invest in practically any skill, and use the skill effectively. As soon as the game starts to reward specialisation, it's no longer truly classless.

However, it it were truly classless, then a party of 4 could easily end up quite bland as there would be little incentive to differentiate them.

The original D:OS had the problem that the de facto classes weren't balanced. Mages got a TON of skills compared to the other classes. Personally, I think they should find a way to subdivide mages into multiple classes. (D&D seemed to try something similar when it introduced charisma-based sorcerers.)

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Originally Posted by Ayvah
The original D:OS had the problem that the de facto classes weren't balanced. Mages got a TON of skills compared to the other classes. Personally, I think they should find a way to subdivide mages into multiple classes. (D&D seemed to try something similar when it introduced charisma-based sorcerers.)


Isn't the Memory system better than that?

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Originally Posted by Chrest
Originally Posted by Ayvah
The original D:OS had the problem that the de facto classes weren't balanced. Mages got a TON of skills compared to the other classes. Personally, I think they should find a way to subdivide mages into multiple classes. (D&D seemed to try something similar when it introduced charisma-based sorcerers.)


Isn't the Memory system better than that?

We'll see.

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Originally Posted by Ayvah
We'll see.


Yeah, to me it looks good on paper, but of course we'll see how it goes ^^

Personally, I don't really like most attribute systems in RPGs, including D:OS, as I prefer to decide attributes at the beginning of the game and then it's somewhat fixed. I hate the galore of bonuses on gear. Let's say I create a 8 strength figther at the start of a game. Ends up at 22 strength at the end of the game: what does that even mean??

I've thought about mixing the trait and the attribute system, and also get rid of the strength/dexterity/intelligence trinity (However, this requires to balance all skills. Which is far from being the case in D:OS).
Something like this:

Energic (+% raw damage/healing on skills)
vs
Lucky (+%critical chance and %critical damage/healing on skills)

Switfy (more AP)
vs
Resilient (-%cooldown on skills)

Efficient (+%area and %duration of skills)
vs
Versatile (it's the Memory stats: more Skills available at once)

Although I'm not sure the trade-offs must absolutely paired like this, you could just put everything at 5, and to give in one stat you must take from any other. Max 10 in one stat.

Last edited by Chrest; 23/08/16 12:05 PM.
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Originally Posted by Baudolino05

That's a very good point.
I'm asking the developers here: will mage-like characters have means to deplete physical armor and vice versa?
I'm really curious.


My guess is that Mages won't have to care about physical armor and warriors won't have to care about magical armor. Once you break the armor for the damage you are dealing, you can do direct HP damage.
For example, a warrior can attack an enemy and break their physical armor, then even though the enemy has full magic armor, that does not protect at all versus physical damage and they can die from that with full magic armor still on.

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Originally Posted by Stabbey
Originally Posted by Baudolino05

That's a very good point.
I'm asking the developers here: will mage-like characters have means to deplete physical armor and vice versa?
I'm really curious.


My guess is that Mages won't have to care about physical armor and warriors won't have to care about magical armor. Once you break the armor for the damage you are dealing, you can do direct HP damage.
For example, a warrior can attack an enemy and break their physical armor, then even though the enemy has full magic armor, that does not protect at all versus physical damage and they can die from that with full magic armor still on.


Could be. But in this case - as suggested by Madscientist - warrior-like and mage-like characters will not be able to cooperate in order to take down the same enemy.

Last edited by Baudolino05; 23/08/16 01:04 PM.
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