Dragon Age: Inquisition

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LamppostInWinter

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Another demo of my work-in-progress combat overhaul mod inspired by the Dark Souls series and similar games.

In this video, I'm using a Magic/Cunning build - a kind of mage assassin where I use the auto-crit from stealth passive to boost my spell damage.

One feature that's highlighted here more than in the previous video is that most non-weapon special abilities, such as spells, now cost Focus. Focus builds with basic weapon attacks, and each weapon has a different Focus generation rate. Here I'm using a staff, which does little damage but has the highest Focus generation.

Main features include:

  • Stricter action economy, but more impactful attacks: Your weapon attacks now cost stamina, are generally slower and can't be animation-cancelled, but take out larger chunks of enemy health per hit. Enemies will also stagger if you deal enough damage to them, allowing you to stunlock them. Attacking is intended to be a riskier proposition, but have a higher reward, as most enemies can be taken out in a few basic attacks, depending on how strong your weapon is.

  • Classless build variety: Every character can use every type of weapon and armour (excepting race restrictions), and has access to six ability trees; one representing each main attribute - for example, the Strength tree contains weapon abilities for two-handed weapons and weapon-and-shield, while the Magic tree contains offensive spells and the Willpower tree contains party support abilities.

    Each point invested in a tree increases its attribute by 3, allowing you to control your attribute spread by levelling.

  • Overhauled and new abilities: Abilities have been rebalanced to suit the new flow of combat. One major change is spells and other non-weapon abilities will now scale with an attribute instead of weapon damage - for example, the damage of a fireball is now determined by your Magic score, while the strength of your barrier is now determined by your Willpower. 

    Most abilities have been edited, some have been heavily changed or replaced entirely and there are several entirely new abilities.

  • Overhauled enemies: Many enemies will have their abilities heavily changed, or even entirely new abilities. Humanoid enemies will also now be more distinct by faction - for instance, a Venatori warrior will have different abilities to an Orlesian warrior.

This has been a huge undertaking, and there are many more changes that I haven't listed here. The mod is about 60-70% complete; I will be doing a test playthrough and adjusting and adding as I go along.

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