Peter s'explique un peu plus sur la fatigue:
"Fatigue is no longer a system in the game. Varying abilities costs caused a lot of headaches. The replacement for fatigue was adjusting the reserved system. This was where having a sustained ability would reserve a certain amount of mana/stamina while it was active. The original intent of the fatigue system (in relation to sustained abilities) was to provide a cap on the number that a player could have at any given time. Enough abilities active would make you unable to cast anything else. Relying strictly on the reserved stamina amount worked initially, but became trivial as the player levelled up. 10 out of 400 stamina no longer seems an issue at epic levels. The solution we are working with for DA2 is adjusting the stamina reserve system to use a percentage instead of a fixed number. Activating Shield Defense (as a DAO example) could reserve 10% of your total stamina pool instead of the 35 it did in DAO. This provides a hard cap for the number and strength of abilities that a character can have active at once. To prevent abilities from becoming useless, the strength of their bonus also increases with character level or power."
On note donc que les couts en sorts et capacités martiales passeront à un système de pourcentage quelque soit la seuil max de stamina/ mana.Ainsi, en augmentant de niveaux, ces couts augmenteront d'autant.
On est donc en face d'un système plus restrictif que dans Origins.
Alors pour éviter d'être trop restrictif, en contrepartie, chaque talents/sort deviennent de plus en plus puissant au fur et à mesure qu'on progresse dans les niveaux.
Et comment qu'on fait pour regénérer notre mana/endurance?
"The subject of stamina regeneration is another issue. We want each class to feel different in how it regains stamina/mana. This system has not been finalized. Currently, Warriors regain stamina through specific ability usage, Rogues through attacks, and Mages through passive regeneration. This is the base method for each class. There are still mana and stamina potions, and giving specific regeneration abilities or equipment to characters can increase their rates and capabilities.
The gameplay feel is the Warriors press a button repeatedly to regain stamina, then can unleash their abilities. Rogues attack constantly, punctuating it with abilities. Mages need to be a bit more tactical and conserve energy for the best time to strike as their mana is constantly replenished.
This is the way the system currently works, but will be subject to balancing and testing."
Bah déja, y a les popo.Mais ce n'est pas tout.
Ils tavaillent sur un système (non finalisé) qui veut qu'a chaque classe la méthode diffère.
Pour le guerrier, ça passe par l'utilisation de capacité spéciales.Pour le rogue, ça passe par des enchainements réussi d'attaque.Et pour le mage, ce sera un régénération passive.
A voir ce que ça donnera
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Par contre, ça j'adore, oh oui:
"The Armor stat is still present, and influences how much Physical damage done to the character is reduced. The effect is a percentage, so a low Armor score could only absorb 10% of all Physical damage done to you, but a high armor score could absorb 80%. The effectiveness of your Armor score depreciates as you go up in levels, so you will need to find better equipment later to maintain the same level of effectiveness."
Refonte du sytème des armures: elles absorberont désormais les dégats non plus par valeur de point correspondant à leur score d'armure, mais par pourcentage dégréssif dans la progression des niveaux.
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Les attributs primaires:
"They increase damage passively for the class for which they are the primary attribute. Magic, for example, increases magic resistance for all classes. If you are a Mage, it will also increase your base damage which, in turn, increases the damage of all your abilities."
A ne surtout pas négliger donc.
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Pour nos mages en herbe:
"Spellpower has been removed from the game. The damage a Mage does is based on his currently equipped staff and his Magic attribute."
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Les consoleux vont se réjouir:
"The game is the same on both systems, so the PC and console versions will have the same number of enemies."
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Il est encore bienvague sur le système de combo:
"We have the cross class combo system, which includes many abilities from each class. This is a different system from the spell combos in DAO."
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De l'art de se positionner:
"Flanking is when the attacker is in the 180 degree arc behind the target. Being in that arc gives you a critical chance bonus, and specific other abilities may have some additional effect."
"You attack an enemy and swing your sword. Enemies are hit from 60 degrees to the left of him to 60 degrees to the right. There are a couple other games that do this sort of thing, but some of them restrict it to later moves in a combo. When playing it, it feels pretty good. It also requires you to manage the battlefield to get the most use out of your Warrior, clustering enemies near him to take advantage of his attacks."
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Voila qui confirme à moitié ma question : "sur quel attribut se base le armor requirement"?
"Final item stats and requirements have not been finalized yet. The intention is that armor geared towards a particular class has a stat requirement based on the primary attribute of that class."
Pour un rogue, il faudra prendre en compte sa valeur de dextérité donc.
"A Mage can wear any armor in the game, provided he meets the stat requirements. The item list hasn't been finalized yet, but there may be specific pieces of equipment that are only equippable by a single class."
Les mages ne seront pas en reste apparemment
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Le Friendly Fire, c'est sur s'appliquera bien aux coups des guerriers:
"It would apply to all AoEs regardless of origin."
Voila, c'est a peut prêt tout pour cette nuit.