Dragon Age II

Thor

G-A-M-E-T-W-O
systems, systems, systems, systems, systems, systems, systems, systems, systems, systems, systems, systems, systems
PSN-Name: Dojii
Ja, dann fang ich mal an

1)

Ja, du findest nur Rüstungen für dich. Für deine Partner kannst du nur vorgefertigte Rüstungsteile kaufen/finden, die dann die bereits vorhandene Rüstung verbessern. Aber die Rüstung tauschen, wie bei deinem Char geht nicht bei den Gefährten.

2)

Die sind nur zeitweise verschlossen. In dem Spiel musst du oftmals durch die gleichen Karten dudeln und dann sind immer andere Türen offen bzw. verschlossen. Wirst du schnell feststellen.

3)

Nach 7h hast du bisher kaum Chancen gehabt, den Ruf zu verbessern. Aber ja, du kannst auch als männlicher Char Männer angraben. Das Spiel macht da keinen Unterschied.
Meist ändert sich die Zustimmung der Charaktere nur nach/während Charakterquests und einigen Hauptquests. Nach 7h ist da noch nicht so viel zu holen.
 
PSN-Name: Dizzle83
Spielt gerade: Wolfenstein 2,AC Origins,Elex,South Park,ROTTR
Danke soweit für die Antworten.

Hat das eigentlich irgendeinen Sinn, dass es Türen gibt die man nicht öffnen kann, aber man sieht auf der Karte das dahinter noch was ist? Weiss ja nicht ob man da immer nochmal hin kommt...

Bin jetzt auf jeden Fall in den Dunklen Wegen...Spiel is soweit gut, aber schade dass sie so viele Rollenspielelemente rausgenommen haben...Auch das alle Objekte nur noch "Amulett", "Ring" usw heißen bis auf 1-2 Ausnahmen...
 

Heroic

walks on the brightside
systems, systems, systems, systems, systems
PSN-Name: The-Heroic
das mit den türen liegt daran das z.b. manche quests das gleiche dungeon layout haben, aber bei ner anderen quest ist tür xy halt offen und bei quest B ist tür XY halt zu. is auch ziemlich schade das es so viel recycling gibt. gab es zwar schon in teil 1, aber nicht so extrem.
 
PSN-Name: Dizzle83
Spielt gerade: Wolfenstein 2,AC Origins,Elex,South Park,ROTTR
Das is mir auch schon aufgefallen, alle Dungeons und Häuser etc sehen vom Aufbau her gleich aus. Dachte mir soner guten Grundformel wie aus Teil 1, könnte man nicht viel falsch machen. Da is man einfach mal auf Entdeckertour gegangen und hier orientiert man sich nur nach der Map und läuft gezielt von A nach B...schade.

Überleg grad, ob ich das Savegame nochmal lad bevor ich in die Dunklen Wege gegangen bin...dieses mal nehm ich meine Schwester dann auch nicht mit :D
 
PSN-Name: Dizzle83
Spielt gerade: Wolfenstein 2,AC Origins,Elex,South Park,ROTTR
Habs jetzt durch und bin insgesamt echt enttäuscht vom Spiel. Die Story war ok, aber hat mich nicht umgehauen.

Ich habs direkt im Anschluss nach der Ultimate Edition von Teil 1 gespielt und im direkten Vergleich, ist Teil 2 (in meinen Augen) ein echter Flop. Das Spiel ist übertrieben linear, ALLE Levels sehen gleich aus...das erwähnte "Dungeon Recycling" ist extrem.

Fenris haben sie auch aus irgendeinem x-beliebigen Anime genommen.

Ich weiß nicht ob ich bei der Story gepennt hab, aber was der Mist da soll den Anders am Ende abzieht, hab ich nicht ganz verstanden...Auch wenn man gegen den letzten "Boss" kämpft, fliegt die Alte da völlig unpassend fürs Szenario durchs Bild wie bei Dragon Ball.

Die haben scheinbar echt alle Rollenspiel-Elemente rausgenommen oder drastisch runtergekürzt. Begleitern kann man nur noch ne Waffe geben...und jeder 2. Zauberstab zB sieht gleich aus.

Nix mit "durchs Land reisen"...irgendwie gammelt man nur in Kirkwalk und direkter Umgebung rum....zu entdecken gibts auch NIX.

Das Spiel ist mein persönlicher Flop des Jahres bisher...weiss echt nicht wie man so ein super Konzept/Grundgerüst in ner Fortsetzung so versauen kann.

Grob gesehen muss man nur nach vorn gedrückt halten und den X Button kloppen.
 
systems, systems, systems, systems, systems
PSN-Name: Sanguinis83
Spielt gerade: Helldivers 2
Und ich bin skeptisch, ob sich das beim 3.Teil ändern wird, weil Bioware mittlerweile die Massenmarkt-Schiene fährt. Wieso eigentlich? DA1 war ein großer Erfolg und war auch ein echtes RPG. Zu kompliziert war es auch nicht, wenn man es mal mit anderen RPGs vergleicht. Vielleicht wollte EA es ja so, aber es wäre gar nicht nötig gewesen, den Nachfolger so schnell rauszubringen und auf simpleres Gameplay zu trimmen.
 
PSN-Name: Dizzle83
Spielt gerade: Wolfenstein 2,AC Origins,Elex,South Park,ROTTR
Ein weiteres Add-On wie Awakening wäre mir da lieber gewesen, zumal ich für Teil 2 genau so viel Zeit wie für Awakening gebraucht hab.

Eine Szene fand ich aber ganz lustig, am Ende hab ich mich für die Magierseite entschieden und komm in nen Raum rein wo n Haufen an großen Gegnern tot am Boden liegt und in der Ecke steht dann "Verzauberungen?!"

Und ich hab fast alle Leute aus Teil 1 wieder getroffen.

Ist das am Ende, als die Sucherin geht, eigentlich Leliana die mit ihr zusammen abhaut ?
 
Zuletzt editiert:
Hinweise auf nächsten DLC

Dragon Age 2 ist bereits seit Mitte März 2011 für die Xbox 360, die PlayStation 3 und den PC erhältlich, doch nach den DLCs, die zum Start verfügbar waren, hat man von BioWare in dieser Hinsicht nichts mehr gehört. Das Studio hat jetzt allerdings drei mysteriöse Artworks veröffentlicht, die offenbar noch nicht von Dragon Age 3 sein können, das sich ebenfalls in der Mache befindet. Vielmehr ist zu vermuten, dass sie aus einem der kommenden Download-Inhalte zu Dragon Age 2 stammen.

Zusätzlich zu den drei Bildern, die ihr in unserer Galerie seht, sagte Mike Laidlaw, der Lead Designer der Dragon Age-Reihe, das hier: "Nach alledem gab es sehr viele Anfragen, mehr Areale außerhalb von Kirkwall zu erkunden und ich stimme dem zu, dass es cool wäre, mehr von den Freien Marschen zu sehen." Das wäre ein Hinweis darauf, dass einer oder mehrere DLCs außerhalb von Kirkwall stattfinden, was von den Bildern zusätzlich unterstützt wird. Darüber hinaus werden Greife erwähnt. Eine Ankündigung scheint demnach nicht mehr weit weg zu sein.








Quelle: Gamezone
 
Patch 1.02 online

hab's mal aus der News kopiert.
Changelog:
NOTE: Some fixes are retroactive, but not all. Players with plot-breaking bugs may need to revert to an earlier save, particularly a save prior to visiting the affected area during the current year in the game.
GAMEPLAY
- In many fights, enemies now move less quickly at the start of combat. This slower initial pace makes tactical positioning more useful and important.
- If the force of an enemy attack interrupts a party member's current action, the party member now resumes the action once he or she has recovered. This means, for example, that party members who have been instructed to consume a health potion will now do so as soon as they are able, and do not need to be told to consume a health potion again if they are interrupted.
- Enemies are now much less likely to explode into body parts upon death.
- Attacks that hit a stealthed assassin are now more likely to disrupt stealth.
- Abilities that apply a silence effect now also cancel the target's current action in addition to preventing the target from using further abilities.
- When an enemy wakes from a sleep effect due to suffering damage, other status effects that were applied by the same ability that caused the sleep effect are no longer removed at the same time.
- Items that bear the property "100% of basic attack damage vs. enemies that attack in melee" no longer harm the user when equipped in conjunction with abilities like Blood Magic or Sacrificial Frenzy that reduce the user's health.
- The items known as Final Thought, Sataareth, Sundering, and Trepanner's Gift now have damage types that match their elemental damage bonuses.
- The items known as Allure's Crook, Corrupted Acolyte's Staff, Defender of the Wall, Void's Hammer, and Volcanic Shield can now only be equipped by the appropriate classes.
- The high dragon's fireballs no longer track moving targets.
- Pride demons can no longer be affected by their own Crushing Prison spells.
- The size of the area affected by an ability is now explicitly described as diameter or radius (usually diameter).
- When a party member's armor changes after consummating a romance, runes inscribed on his or her old armor now carry over to the new armor.
- Using the Maker's Sigh potion on an archer no longer alters inventory capacity.
- It is no longer possible to create more than one Elixir of Heroism.
- It is no longer possible to simultaneously enable sustained modes that are supposed to be mutually exclusive.
- In some cases, enemies would freeze while entering combat. This no longer
occurs.
- In some cases, saw traps or spike traps would throw party members back even
when the trap was not visible. This no longer occurs.
- The Special Deliveries chest can no longer get into a state where it contains items but cannot be opened.
- The storage chest is now present in the Hawke estate after completing the main campaign.
- If the Black Emporium premium content is installed, the mabari hound now follows his master more reliably.
- Various character-corruption issues now correct themselves automatically when you load your game.
- Various minor gameplay issues no longer occur.

QUESTS (SPOILER WARNING)
- "Who Needs Rescuing" can now be completed.
- "Friendly Concern" is now available after consummating a romance.
- In "Act of Mercy," Thrask can no longer die, which could block completion.
- In "A Murder of Crows," it is now always possible to fight the varterral.
- In "A New Path," Merrill no longer remains locked in the party after the quest.
- In "Bait and Switch," the chest in the abandoned house can now always be opened.
- In "Demands of the Qun," Aveline's guards no longer turn hostile if the player declines to enter the Qunari compound during the day and then returns at night.
- In "Dissent," it is no longer possible to loot Ser Alrik's body before the appropriate time. This ensures that the quest can always be completed.
- In "No Rest for the Wicked," Isabela now always begins the opening conversation at the appropriate time.
- In "The Captain's Condolences," it is now possible to ask Aveline about her father even if she is not currently in the party.
- In "The Last Straw," Anders now responds much differently if he is a rival.
- In "The Last Straw," Aveline no longer attacks Meredith when the party is supposed to be stunned. This prevents a subsequent issue where the game could freeze after loading the post-campaign save.
- In "Wayward Son," it is no longer possible to speak to Thrask after speaking to Samson. This ensures that the quest progresses correctly.
- If Merrill's clan members die, she no longer speaks as if they were alive.
- If Anders is a rival, giving him the Tevinter Chantry Amulet now results in rivalry points instead of friendship points.
- If the Black Emporium premium content is installed, a new conversation between Fenris and Hawke's dog is available during the fourth year in Kirkwall.
- Alternate Merrill/Aveline banter is now available if Merrill's clan is killed.
- Various references to the events of Dragon Age: Origins are now more accurate.
- Various minor story-scripting issues no longer occur.
FUNCTIONALITY
- Users with a large number of promotional items were timing out when attempting to log in. This no longer occurs.
- Combat audio has been rebalanced so that it is no longer louder than exploration and dialogue audio.
- The Epic achievement or trophy can now always be unlocked.
- The Supplier achievement or trophy now always unlocks after finding at least 66 resource varieties, including resources purchased from the Black Emporium.
- A codex entry that helps unlock the Archaeologist achievement or trophy is now easier to acquire in the Viscount's Keep during the first year in Kirkwall.
- In the tactics menu, actions that use Items no longer become blank.
- Various minor art issues no longer occur.
- Various technical changes should improve performance and limit crashes.
PS3-SPECIFIC FUNCTIONALITY
- The Epic trophy was not unlocking properly for some users. This no longer occurs.
- The Supplier trophy now always unlocks after finding at least 66 resource varieties, including resources purchased from the Black Emporium.
- A codex entry that helps unlock the Archaeologist trophy is now easier to acquire in the Viscount's Keep during the first year in Kirkwall.
BALANCE
NOTE: Patch 1.02 introduces significant changes to the overall balance of the game, improving the strategic elements and making combat and class progression more engaging and enjoyable for players. Here is a detailed summary of the balance-related improvements:

General Combat
- Enemies’ basic attacks now apply much less force, which means that party members’ actions are not interrupted as frequently.
- The secondary attribute requirement for equipping armor or shields (constitution for warriors, willpower for mages, and cunning for rogues) is now significantly smaller.
- The rate at which rogues regenerate stamina while performing basic attacks has been significantly increased.
- Traps no longer inflict injuries.
- Enemies now gain more health as the game progresses.
- Enemy assassins now have less health.
- Lieutenant-rank and boss-rank enemies now have less health.
- Lieutenant-rank enemies can no longer lose more than 40% of their health from a single hit, and boss-rank enemies cannot lose more than 20%.
- Enemy commanders now occasionally throw stun grenades while encouraging their troops to concentrate attacks against a single party member. Previously, this behavior was limited to nightmare difficulty.
- Values for armor and elemental resistances now cannot exceed 95%. The game displays values of up to 100%, but characters now suffer 5% damage from an attack even if they show 100% resistance.
- The DISORIENT effect now applies a 50% penalty to enemy defense, as described in the codex, instead of only 25%.
- The Rune of Valiance now provides a +2 bonus to all attributes instead of a variable bonus that could rise as high as +7. As well, equipping and unequipping multiple pieces of armor that each bear a Rune of Valiance no longer results in incorrect attribute scores.
- Items that improve the Blood Magic cost ratio now provide 0.25 mana per point of health instead of 1 mana.
- On hard and nightmare difficulties, status effects now persist on enemies for a slightly longer duration.
- On nightmare difficulty, enemies now inflict more damage than before.
- On nightmare difficulty, party members no longer suffer friendly-fire damage from warriors’ basic attacks.
- On nightmare difficulty, party members can no longer suffer more than 75% of their health in damage from a single friendly-fire attack.
Warrior Changes
- Aftershock upgrade to the Tremor talent now has a 30% chance to STAGGER normal enemies instead of 40%.
- Claymore upgrade to the Cleave talent now has a 10% chance to STAGGER normal enemies instead of 40%.
- Cleave talent now increases damage by 75% instead of 100%, while the cost has been increased from 20 stamina to 30 and cooldown from 20s to 25s.
- Shield Bash talent no longer automatically STAGGERS enemies within range of the attack who were not targeted directly. The primary target is still automatically STAGGERED, but other normal enemies within range have a 40% chance to STAGGER.
- Shield Defense talent now increases threat generation by 100%.
- Sunder talent now has a 20% chance to STAGGER enemies on a critical hit instead of 50%. As well, the talent now only STAGGERS enemies if the warrior is wielding a two-handed weapon, as originally intended.
- The Berserker's Berserk talent now calculates the damage bonus differently, substantially increasing the ability's effectiveness.
- The Reaver's Blood Frenzy talent and Fenris's Veneer of Calm talent now provide a maximum bonus of +50% damage instead of +100%.
Rogue Changes
- Rogues now regain 1% of their stamina per hit with dual weapons or 2% per hit with a bow.
- The Ambush talent now functions as described.
- The Burst Shot talent now inflicts approximately 50% more damage (and 3x physical force instead of 2x).
- Brand talent now provides a 25% bonus to warriors' and mages' critical chance instead of 10%.
- Disorienting Shot upgrade to the Pinning Shot talent now always DISORIENTS the victim, regardless of whether the victim was pinned in place.
- The Inconspicuous talent now extends the reduced threat generation to other rogues and mages within a 10m diameter.
- The Lacerate talent now provides a 10% chance to re-apply the damage from any ability over 5s, instead of a chance to apply a fixed amount of damage.
- The Merciless Strike upgrade to the Explosive Strike talent now applies 300% damage vs. STAGGERED targets instead of 400%.
- The Pinning Shot talent now pins the victim for the correct duration.
- The Pinpoint Strikes talent now includes a 100% bonus to attack for the duration of the ability.
- The Assassin's Assassinate talent now has a 50s cooldown instead of 40s. The Annihilate upgrade now applies 200% damage vs. BRITTLE targets instead of 400%.
- The Shadow's Decoy talent and Sebastian's Guardian Angel talent now have a 45s cooldown instead of 30s.
- The Shadow's Disorienting Criticals talent now functions as described, and provides a 50% bonus to critical damage when obscured instead of 25%.
- The Shadow's Pinpoint Precision talent now provides a 50% bonus to critical damage instead of 25%.
Mage Changes
- Walking Bomb now inflicts damage equal to 50% of the victim's maximum health upon explosion, within a 4m radius, instead of 100%.
- Arcane Wall upgrade to the Arcane Shield spell now continues to provide a 20% defense bonus to the mage, as described. Previously, the upgrade reduced the bonus to 15%. Other party members receive a 5% bonus.
- The Chain Reaction upgrade to the Chain Lightning spell now applies 300% damage vs. DISORIENTED targets instead of 600%.
- Death Syphon spell now drains multiple corpses more quickly.
- Entropic Cloud spell now applies for 30s instead of 15s (against normal enemies), but the cost has been increased from 35 mana to 50 and the cooldown from 40s to 50s. The Death Cloud upgrade now applies damage every 2s instead of every 4s.
- Fireball and Firestorm spells now both inflict approximately 40% more damage and apply 3x elemental force instead of 2x.
- Misdirection Hex spell now applies for 15s instead of 10s (against normal enemies).
- Petrify spell now applies for 12s instead of 15s (against normal enemies).
- Sleep spell now applies for 15s instead of 10s (against normal enemies).
- Spirit Mastery skill now includes a 10% bonus to critical chance instead of 5%.
- The Spirit Strike upgrade to the Spirit Bolt spell now applies 300% damage vs. DISORIENTED targets instead of 200%.
- The Winter's Blast upgrade to the Winter's Grasp spell now notes that it affects nearby enemies.
- The Blood mage's Blood Magic spell and the spirit healer's Healing Aura spell are now mutually exclusive.
- The Blood mage's Blood Magic spell now reserves 70% of the mage's mana instead of 50%.
- The Blood mage's Blood Slave spell now enslaves the victim for a longer duration. As well, if the spell is ineffective, the victim's current action is now canceled. The Blood Spatter upgrade now inflicts damage equal to 75% of the victim's maximum health upon explosion instead of 100%, within a 4m radius. As well, the spell description now displays this information.
- The Blood mage's Grave Robber spell now affects a 12m diameter instead of 6m in order to make the ability more useful.
- The Blood mage's One Foot In upgrade now inflicts 100% of the mage’s maximum health in damage instead of 10%.
- The Blood mage's Paralyzing Hemorrhage upgrade to the Hemorrhage spell now applies 500% damage vs. STAGGERED targets instead of 900%.
- The Force mage's Fist of the Maker spell now inflicts approximately 50% more damage. The Maker's Hammer upgrade now applies 600% damage vs. STAGGERED targets instead of 900%.
- The Force mage's Unshakable spell now provides a +50 bonus to fortitude instead of +100.
- The Spirit healer's Group Heal spell and Anders's Aid Allies spell now restore 25% of party members' health instead of 30%. When upgraded, Group Heal restores 40% of health instead of 50%.
- The Spirit healer's Healing Aura spell and Anders's Panacea spell now provide a +100 bonus to health regeneration instead of +50, and a +200 bonus when upgraded instead of +100. As well, the diameter of the spell has been increased from 6m to 10m, and from 8m to 15m when upgraded. In addition, a rare case
in which the spell previously provided an abnormally high rate of health regeneration no longer occurs.
Companion Specific Skill Changes
- Anders's Swift Justice spell now reduces cooldowns to 90% of their normal duration instead of 80%.
- Aveline's Bodyguard talent no longer allows her to absorb the damage from Anders's Martyr spell.
- Aveline's Immovable talent now provides a stacking 8% bonus to damage resistance per hit instead of 2%.
- If Bethany or Carver rejoin the party near the end of the game, they now learn the Force Mage and Templar specializations, respectively. Existing save games from after the Deep Roads Expedition will not receive the benefit of this fix.
 
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