Hyper Autistic Dragon's Dogma 2 Analysis

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welcome back to another hyper autistic Dragon's Dogma 2 analysis lately we've been blessed with hours of uncut Dragon's Dogma 2 Gameplay which means it's once again time to harness the powers of autism unfortunately Capcom didn't let me play the game myself which I'm not upset about in the slightest I'll be dissecting some key footage and seeing What Lies Beneath the surface please do note that I'll be very thorough in this video and talk about things some of you might find boring or obvious so make sure to use the chapters to jump to the sections you're interested in it's also important to remember that this is a demo version of a game that doesn't even have a release date yet so many things the subject to change first I'll go over the changes to controls the controls for Dragon's Dogma 2 are almost identical to the first game so I'll only go over what's changed R1 no longer brings up the other half of your skill bar and is instead dedicated to vocation action for fighter this is defend Archer's steady shot which is just an a mode and Thief is Swift step a unique Dodge L1 is the only button that brings up your skill bar this means we can only equip four skills at a time instead of the usual six this is still an upgrade for warrior however stay winning my bog Brothers the circle button or B is still assigned to examine but it also functions as the dash or sprint button in the original game Circle slash B was purely an interactive button clicking down L3 still serves as a sprint button like Dogma one so we've been given two for some reason When approaching NPCs examine will change to a greeting and you can hold down the spawner to talk to them X or a on Xbox still serves as a jump button but unlike the first game X has been assigned a skill button if you hold down L1 to bring up your skill bar every single face button has been given a dedicated skill slot this time around the d-pad has been assigned to pawn commands which are the same as the first game except this new command where you can get your pawns to wait by holding L1 you could bring up your hotkeys you can assign a healing Curative of your choice to the top button and the stamina Curative to the bottom the right will toggle your Lantern on or off and left take you to your item menu there you why has seen some massive changes in the sequel that being said this is a demo copy of the game and is subject to change the mini map is in the same spot as Dogma 1 and the button layout is as well the health and stamina bars are the biggest change as they're now located in the bottom metal of the screen a portrait of the relevant pawn shows up whenever there is Chatter but Pawn subtitles appear in the center of the screen instead of off to the side Pawn commands are now always present on the UI instead of only appearing when pressed in the original holding L1 will change these Pawn commands to the hotkey menu overall I personally dislike these changes to the UI and what they had in the original game was perfect as is though I will admit I have almost 1500 hours in Dragon stogma so perhaps I'm just too used to the UI my biggest group with this UI is how the quick slots bleed into the minimap as well as the pawn icon with this gone the UI would immediately look less cluttered but preferably the whole UI needs a visual overhaul your experience earned is shown in the top right like before but now your discipline points are also shown the pause menu has seen some major changes as well everything is now condensed into one menu instead of using select for the item menu and start for the pause menu going into the item menu you have all items consumables camping supplies materials precious slash Quest items weapons headgear torso legs cloaks and Rings under clothing and gauntlets have unfortunately been removed this could just be because it's a demo build and gauntlets haven't been implemented yet but I do feel like it's very likely they did away with under clothing you can enter the combine menu with square and sort your items with triangle your party status is displayed on the left side and they've introduced specific icons to represent your roles the Eurozone has a hard icon your main Pawn a blue hand and your support pawns get a gray hand with a one or two on it in your equipment and inventory menus these party symbols are also present when hovering over an item it will tell you how many of it the Arisen your main pawn and your support Pawn possesses as well if it's in your storage the map is now displayed in the center but it seems you can enlarge it by going into the map menu here items are kept at the top and can also be accessed during gameplay by holding L1 and pressing left on the d-pad there is a quest menu beneath the map but it also shows your currently selected quest in the top right of the pause menu and allows you to automatically view its details from here by pressing triangle your gold and Rift crystals are also displayed in the very top right confirming that roof crystals are a returning currency it's very likely RC will be earned from normal gameplay but primarily Pawn rentals just like in Dragon's Dogma 1. it's already been shown that you can hire pawns by spending RC hopefully the end game for Dogma 2 doesn't revolve around spending your RC on gambling for powerful equipment what's even more concerning is if they return buying RC for real money from the original release of the game this was scrapped later on but hopefully they don't return to it Dragon's Dogma twos introduced a number of new mechanics but hasn't explained them in great detail this is what I found so far there is now a camping and cooking system campaign consumes a camping kit and restores your health you can cook food based on recipes and they can chew materials they also give timed Buffs there are different types of camping kits so get ready to grind for your pen past tents in the demo players had the modest camping kit which is cheap only weigh 7 kilos but is susceptible to monster attacks resting at a campsite is the only way to heal past your loss gauge which is the white health bar inside your normal health bar this was a mechanic in the first game but there have been some changes upon taking damage this white health bar appears and you can't heal Beyond it not even with the items healing spells nothing you have to rest at a campsite or an end to fully restore your health the loss gauge exists to make it difficult to spend a lot of time in the Overworld without resting camping has essentially allowed the player to stay in the wilderness for longer without needing to return to cities it'll be interesting to see if our storage is accessible from a campsite you can select between human and bistroint and Israel has confirmed that NPCs will perceive you differently depending on your case unlike the first game you can now Vault over obstacles by pressing jump near them this will play a specific animation instead of a jump not all NPC interactions will change your camera angle anymore but some still do when sliding down Cliffs you can detach from the surface then reattach yourself let's list off some general changes that have been made to combat it's possible to pick up smaller enemies without staggering them first or making them vulnerable there is also a drop button not just a throw button anymore dropped enemies still take damage there are now takedowns and cinematic executions if an enemy is knocked down you can perform an execution to finish them off but you may just trigger a cinematic kill upon defeating the enemy a cinematic execution also plays on large enemies if they've been knocked over which deals a lot of damage these executions do not give you iframes and you can be interrupted out of them holding R2 near a large foe will make you hold them you can use this to draw their attention limit the movement of that specific limb or trip them over enemies have more interactions with the environment such as smashing into a surface dealing further damage if they get knocked down into it along with this enemies will adhere to the shape of the terrain that they fall on if they are knocked over on a slope their bodies will lay down on it from the footage shown so far there doesn't appear to be an option to struggle out of an enemy's grip when they grab you but if a pawn manages to free you enemies stagger more than they did in the first game it can usually be knocked off balance immediately after some enemies like ogres will hold you for a while before they actually begin damaging you upon a successful grab your character will automatically swing upwards when a foe is above them and they will also swing downwards if the enemy is below instead of animated knockdowns we got in the first game they've utilized ragdoll physics when climbing enemies you can stand on them if you have good enough footing you enter an Aiming mode when throwing projectiles and a trajectory line also appears a transparent shock wave appears when you successfully stagger and knock down enemies this isn't just from weapon attacks but even jumping onto an enemy player can enter a downed mode when their health reaches zero which makes them crawl you can escape this phase by using healing curatives or having a pawn try to help you up after killing a large enemy the final hit plays in slow-mo Friendly Fire is present in all enemies in the previous game only specific enemy types could commit friendly fire on each other fighter can now crawl up a cyclops's ass as its vocation specific ability if you get knocked up against a wall your character will stagger and fall right over fighting an enclosed spaces can be incredibly dangerous right now try to avoid having your back against the wall even if that's something you're into Dragon's Dogma 2 is putting even more effort into pawns this time around with more dialogue more commands and some more customization yet are known to us pawns can only be basic or Advanced vocations not hybrids this means your Pawn can be a fighter Mage Archer Thief Warrior or sorcerer with the advanced yellow and advanced green vocations currently are known to us I'm going to list some basic observations regarding pawns pawns will now React to what other pawns say lean into conversation between the party instead of talking to only the Arisen Reviving down pawns now takes time I'm not entirely sure about this but it seems that the health the pawn restores upon being revived is dependent on how many bars they had left while downed the more bars they have left the more help they restore these bars go down the longer the pawn is unconscious and if filled completely they'll be sent to the rift activating a rift Stone doesn't take you through a loading screen anymore but exiting the rift does pawns possess inclinations like an in the first game which influenced their behavior they had primary and secondary inclinations with tertiary and quaternary inclinations being hidden values now pawns only show one inclination and a specialization below it these two pawns here are lacking a specialization but Godwin here has a logistician specialization which is the only one I've seen so far the inclinations here consist of simple kind-hearted and calm and I'm sure there's more they sound more like personality characteristics or specializations seem like combat behaviors I was hoping for more advanced AI customization outside of inclinations and specializations but perhaps there's more they've yet to show we don't know for sure what an inclination and specialization is but we can make a few assumptions inclinations probably determine the personality of your born and what kind of dialogue they say while still having an effect on combat a kind-hearted Pawn might be more willing to help the Arisen and his allies while akan porn keeps their composure in tough situations a simple Pawn might be reluctant to switch tasks for example if they're busy attacking an enemy they will be less likely to consider doing a different action and just keep attacking the enemy or maybe they don't like thinking for themselves and are very receptive to the eurism's commands logistician honestly seems like utilitarian from the first game the porn exploits enemy knowledge and weaknesses more often while also using special items that give them an advantage in combat we can see a rating system here which consists of like hot or low rating it seems the amount of likes and hearts your Pawn gets is permanently tallied on their profile make sure to give chocolate lots of Hearts when the game comes out below that is Quest guide which likely refers to whether or not the pawn will guide the Arisen during quests they're familiar with this is something once did automatically in the first game but now it seems to be a talkable option there is now something called a pawn Quest and I have no clue what that is perhaps pawns will give the Arisen Quest now maybe they come from other players or they're determined by the vocation of the pawn I'm looking forward to knowing more about this below that is simply the residence details what's most exciting is that pawns now have their own ID which means it's easy to share them with others previously this was only a feature on switch consoles make sure to use trunkville's porn ID when the game comes out so you can hire him and make him the most hired porn in Dragon stalk for two when dismissing a pawn you can give them a gift as per normal though it appears you can still only trade one gift this is also when you choose to give the porn a like a heart or no rating at all adding a pawn to your favorites is an option now make sure to add chalkboard to your favorites when the game comes out guys okay I'll stop now the monsters we've seen so far are wolves harpies goblins hobgoblins slimes Bandits saurians chimeras Griffins Medusa Sphinx ogres Golems cyclopies the dragon minotaurs ghosts and skeletons there's even these mysterious swamp goblins but I'm not sure if they're just a small version of the hog Goblin I won't be talking about all these creatures because there's either very little or no gameplay footage of them for now I'll list off some interesting observations monsters will outright fight each other at times even when the player isn't involved this is a great way for the world to feel lived in instead of solely revolving around the player enemies have basically become walkable surfaces now you can stand on top of enemies even on their arms and other limbs imagine jumping up a cyclops's arm and then to its face instead of slowly climbing up its body the Cyclops move set is almost identical to the first game except it now has this overhead Smash down the wind-up time is incredibly long and it looks like it becomes more vulnerable to knock down while doing this attack when heavily staggered the Cyclops can do a tripping animation where its left leg ends up suspended in the air you can trip the creature over by attacking it but focusing its right leg is probably the fastest way to trip him when climbing the Cyclops they may grab you but will immediately throw you to the ground if they grab you from the ground they'll hold you for a moment allowing your pawns time to free you when freed the Cyclops takes High knock down damage the Griffin seems to be tankier in the demo than in the first game which hopefully Remains the case by the final release the player is no longer forcefully dismounted when the Griffin begins flying away if it starts escaping you can climb onto it and it will fly you to its nest where you can continue fighting it burning the Griffin's Wings will ground it for a while just like in the first game also Griffins have hunting patterns just like in Dragon's Dogma 1 so you can predict where they'll Land Based on where an ox is or other prey this means we can probably lure them down with such bait just like in the first game saurians are also back and their tails are noticeably harder to cut off this time they also take extra care to defend their tails using specific evasive maneuvers I wasn't able to see any signs of ogre's prioritizing female characters but the audio and text wasn't Japanese regardless the ogre still enjoyed wailing on the male fighter so perhaps ogre's no longer care about the gender of their prey or maybe they're just furries now like Cyclops ogre's moveset seems to be very similar to the first game but their grab animation is very different they will hold you for a while giving your points time to free you but if they don't it will hit you with the most shameful and embarrassing monster grab attack in the Dogma franchise you know you [ __ ] up if an enemy ends up doing this to you there was also this super weird animation where the yoga travels several meters in a second to drop kick poor George I don't think the Dropkick is meant to travel that far and it was probably a collision issue the yoga also falls into the water right after immediately finding out how George feels goblins are quick to group around players leading to some potentially nasty stun looking situations if you're not careful using your pawns to disperse aggro is useful that way all the Goblins won't focus on a single Target and beat them to death goblins still seem like easy prey but there are these strange green spear wielding goblins that can stagger you easily and have higher defense these look like a smaller version of the Hobgoblin so we'll have to see what they really are wolves still drag you across the map by the way so have fun with that that'll be all for monsters for now I want to go over stats and equipment equipment in Dragon's Dogma has been divided into seven slots under clothing is not present in the demo and neither are gauntlets for slot armor in the first game shields were located in the weapon slot but now they've been given their own perhaps this means that more vocations than just vital will be able to use a shield I find it unlikely they create a whole slot for shield if only one vocation uses them the stats from the first game are more or less present here aside from some notable differences blunt damage has been renamed to strike strength knock down and stagger power has been condensed into one stat simply called knock down power we can see here that even though the snag taggers don't have a magic element associated with them and a purely unenchanted physical daggers they still have a tiny bit of magic damage perhaps this is going to be for the demo only and is just so that the play testers can have an easier time dealing with ghosts so far eight vocations have been revealed fighter Mage Archer Thief Warrior sorcerer Mystic Spearman and Mystic Archer five out of eight of these are returning vocations from the first game fighter has the most footage online so far it can now use three weapons instead of two sword shield and mace Fighters core skills have also changed Onslaught and Empire share the name of Fighters basic attacks in dd1 but the animations are very different Onslaught used to be a three-hit light attack combo but in Dogma 2 it's a four hit combo their combos also reset faster allowing you to do more combos in Faster succession so far dire Onslaught from Dogma 1 has shown no signs of returning as of yet using Onslaught while climbing an enemy looks similar to the first game by using Empire while climbing is completely different before using heavy attacks while climbing would do a dismounting strike now you thrust the sword into the enemy doing decent knockdown damage also fighter now holds their sword while standing still or walking which looks amazing I'm honestly obsessed with this when I'm making fighter videos for dd2 expect a lot of cinematic shots of my character just standing they're holding his sword Fighter's vocation ability is defend which is just blocking the block button was L1 in the first game so it'll be difficult to get used to this change MPL is a sharp thrust that has good stagger similar to the original but now Onslaught and impale can be used to execute down enemies or do a cinematic kill if you jump and use grapple on an enemy you will tackle them to the ground you can then attack the enemy while grappling them which is a new feature before we could only kick them away whether this is a red vocation specific core ability or not I don't know either way I'm absolutely obsessed with this WWE takedown in Dogma 1 Fighter's Shield could perform a whole normal block which negated damage but drain your stamina depending on the power of the enemy's attack if you blocked within 5 frames of an enemy attack hitting you you would perform a perfect block which didn't drain your stamina and dealt damage and stagger buildup while the Parry Frame data is unknown to us currently blocking and perfect blocking seems to function the same way in Dogma 2. the perfect block animation is noticeably different from the first game we can also see that a normal block will still drain your stamina and a perfect block doesn't in the first Dragon's Dogma the perfect block created a small Flash and your character pushed the shield forward as if pushing away the attack now they swipe their Shield at the attack very much so like Dark Souls I don't like this at all but Capcom won't give me a review copy of the game if I'm too mean so I'll let it slide there seems to be another version of perfect block which has a lesser flash effect this might be a partial perfect Block in which you blocked the attack someone in time with the Parry window but missed it by a little bit Fighter's jump light attack is no longer an aerial downward Arc instead it resembles Mystic Knight Sky Rapture from the first game kicking off the ground and thrusting the sword through the air obviously the magical effect isn't present and the distance traveled is much shorter Fighter's jump heavy attack is no longer an overhead slice down but instead a downward thrust from the air the fighter uses their momentum and weight to drive down the sword making the attack feel Hefty and Powerful at first I was skeptical of this change because the overhead slash was all always useful for knocking down flying enemies but since fighter automatically aims to sword upwards if an enemy is above him now this change doesn't harm the vocation as much while we're on this topic fighter will also swing downwards against an enemy lower to the ground while blocking fighter doesn't pull up a second set of skills unlike the first game the only thing that changes is that there is a shield Direction change command which is pretty self-explanatory in the first game you couldn't change the direction of your Shield unless you lowered it turned then raced it again but now you don't have to leave yourself vulnerable to change directions that being said unless there has been another unknown major gameplay change to fighter you shouldn't be holding Block in the first place and should only tap it for times perfect blocking this is especially the case now that blocking doesn't bring up another set of skills we have four confirmed name skills for fighter blink strike Airwood slash Compass slash and shield bash blank strike has been brought over from the first game and acts basically the same you dash forward and thrust with your sword the main difference is that your character builds up speed over the course of the animation unlike in Dogma 1 where you took off at Max Speed immediately Edward slash is a new skill somewhat reminiscent of Fighter's original jump heavy attack when using the skill you leap into the air and slash downward allowing you to more easily hit flying enemies this can also be used to hit Out Of Reach weak points on large enemies compass slashes from the first game as well but seems to function entirely differently in Dogma 1 Compass slash is a circular double slash that provides iframes and keeps you fixed in place now Compass is a single spin slice that carries your momentum letting you move forward I don't know whether this skill still provides iframes or not finally there's Shield bash which looks be incredibly fun and highly exploitable the fighter rushes forward with this shield and applies heavy staggeron enemies even sending them flying this was not a skill in the original game and I'm looking forward to the utility this skill can provide next up is Shield drum which is a reoccurring skill from the first game aside from the sound effect and the animation being different the most noticeable change about this skill is that you can move while using it though you'll speed is impeded shieldrum's purpose is to draw aggro and it appears to serve the exact same purposes before porn seem to have a habit of using this skill twice in a row but perhaps this is a behavior that can be modified springboard has also made a return allowing the fighter to throw another character it'll be interesting to see if they've implemented an Aiming mode for this skill in this clip we see a fighter do what looks to be a forward roll followed by slash in the opposite direction the tracking and the way he almost floats over to the enemies reminds me of the Batman games I'd assumed that fighter had been given a Dodge roll but based on the uncut demo footage this doesn't appear to be the case perhaps this is a skill that starts with a weird Dodge animation then follows into a slash whatever it is it looks really unfinished but if I were to guess its purpose it may function similarly to hindsight slash in Dragon's Dogma 1 hindsight slash makes you do a back step with iframes if you evade an attack with the backstep the preceding slash will double in damage and play out in slow-mo notifying you that you executed hindsight correctly if you use hindsight by Dodge nothing the damage is underwhelming and no slo-mo plays in this Dogma 2 footage the fighter roles but doesn't actually Dodge anything when he goes to slash the Goblin in the opposite direction no slo-mo plays either if this skill does function the same way as hindsight then he didn't perform it correctly whatever it is the skill looks very unpolished and it's hard to determine its purpose right now when people saw this footage initially myself included we soon fighter had been given a Dodge roll for now I'd like to discuss the implication of fighter receiving a Dodge roll we already know that fighter doesn't have Dodge roll as a core ability of any kind but perhaps it will be a skill he can slot later on while it's preferable that a Dodge roll isn't tied to fight his core abilities I want to discuss why Fighters shouldn't have a Dodge roll at all in the original Dragon's Dogma dagger users could roll forward because they had no iframe abilities outside of it the only exception being assassin who was a hybrid of fighter anyway in the very original release of Dragon's Dogma Before Dark Arisen Ford world didn't actually have any iframes but we won't be discussing that now Ford roll costs no stamina and thanks to its generous movement is very easy to use when invading attacks because you can roll out of the range of enemy attacks with it its iframes primarily served as a safety net in case you can't roll completely out of range but they also let you roll into enemy attacks needless to say Ford roll is a very powerful evasion skill four vocations that can't wear heavy armor nor have access to as many defensive skills and sources of evasion Ford roll is a necessity to them on the other hand you have fighter who wears heavy armor can unlock up to four different iframe skills gets a shield that can completely negate damage and reduce their damage taken by 50 via steel will it's obvious to see that fighter does not need Dodge roll and would be very imbalanced if it did as the most autistic fighter Mane on the planet the idea of fighter receiving a Dodge roll makes me want to wail and despair rather than for evasive purposes perhaps they wanted to give fighter a bit more mobility and this is the reason they've added in this role Fighter's Mobility is admittedly limited but adding an evasive role is not the answer to this assassin in Dogma 1 can use Moving Castle which doesn't give iframes but is used to get around fast with the shield there is no reason father couldn't also have this skill now that I think about it Shield bash has a few similarities to Moving Castle I still don't think fighter needs an ability like Dodge roll or even moving castle for that matter but I'm curious to see what direction the developers take this vocation finally we're on to augments since this is a demo build the vocation rank requirements for these augments is unknown it's also very possible these augments can be changed later and which vocation unlocks them first up is Dominion which is similar to Fitness from the first game the difference is that Dominion lets you pin and hold foes for longer while Fitness halves the stamina consumed while doing so diligence is a new one this is based around the new downed mechanic you can heal to escape being downed but diligent speeds up your recovery which likely refers to your natural health recovery while downed provocation is another new augment and a very interesting one at that it increases the likelihood of being attacked by enemies in the same way the stamina Hammer did for warriors it was always peculiar that warriors were better at drawing aggro than fighters in the original game combined with Shield ROM this augment appears to be the best Acura drawer in the game that being said we don't know what skills and weapons Warriors will get and is very likely that these augments can be shared across vocations as per usual few is the same as suno from Dogma 1 and increases your carry weight so new increase your carry weight by 20 kilos but I have no way of determining how much additional weight you gives because Capcom didn't let me play the [ __ ] game Metal augments your physical defense in Doppler one defense bonuses were a flat physical damage reduction and it'll be interesting to see if that's changed in the sequel before we wrap up the fighter section I want to talk about what I'd like to see from fighter in the sequel but do note that this is all wishful thinking hopefully fighter still has a big slashy sortie attack that either deals high damage High knock down provides lots of iframes or all three dragons more didn't have incredible DPS in the first game DPS was more of sheltered fuselage thing but D Moore did have incredibly High knockdown and several seconds worth of iframes dragon's more was a fun and flashy skill that still wasn't too over the top for the most grounded vocation in the game I can't wait to see Fighter's end game skills and whether they'll keep their functionality sheltered fusillade was Fighter's best DPS skill in the first game since you held up your Shield during the attack you could avoid damage but you weren't capable of perfect blocking this meant your stamina could be easily drained during the attack if you didn't position yourself well and the enemies were capable of attacking your Shield sheltered fusillade had a bit of a quirky animation and I'd understand it that devs thought it didn't hold up visually with the rest of Fighter's kit I'm still expecting there to be a skill where you hold up your Shield while dealing damage as that aligns perfectly with Fighter's playstyle and identity but for the sake of visual appeal they may slow down the thrust of fuselade and just make each hit deal more damage the last thing I want to talk about is Fighter's ability to now use maces I'm hoping that swords and maces have at least different basic attack combos it would be preferable if they had entirely different move sets including both basic attacks and skills but if a mace ends up being just a blunt damage sword again that would be incredibly disappointing and show no growth for dragon's dogma's gameplay in this regard Fighter's sword attacks are quite fast and are very little hit stop to simulate slicing through flesh if nases were to have different animations the swing speed should be slightly slower with a greater emphasis on hit stop they should also change the animations that are focused around thrusting to better suitcases I know you can thrust with the mace in real life but in the first game it really did just look like a sword Frost animation lay it over a mace they just have to change it up sort of looks more fitting that's about it for the fighter vocation so far it seems they've stayed rather faithful to its design in the original game but have implemented some direct improvements such as the ability to use a mace better aerial abilities more Mobility while using specific skills like Shield drum and extended basic attack combos my only real concern with Fighter's execution in Dogma 2 is this weird Dodge roll looking skill but putting that aside this fighter Mane is very happy without a doubt fighter will be the first vocation I play upon the release of Dogma 2. there is very limited major gameplay footage available as of now but there's still some clips from the official showcases to look at as well as skills and organs hey Gamers it's editing cringe I did find writer's base stats upon leveling up now fighter is above level 10 which does mean that its base stats may actually be different because everyone else leveled up below level 10 and there tends to be a difference with that in Dragon stogma I don't know if that's carried over to the sequel but anyway we've got fighters base stats and um what the [ __ ] like he gains [ __ ] 12 magic defense I can kind of see the logic because heavy armor has a really high physical defense so then his base stats have high magic defense that way he's just tanky with everything I get that honestly I just really hope that respeking is a thing like the first game may just use staffs and have access to a basic attack very similar to the first game called Magic bolt they shoot out a white projectile which isn't as concerning as it might sound the skills for mage currently consist of Palladium which will block up to three attacks cluster also dissipates over time it doesn't specify whether there's a damage cap for what the Clusters can block or if they will actually just nullify the damage of the next three attacks based on the wording it appears to be the latter they've also changed how releasing a Charged spell Works before you would press the spell to start encanting it and as long as you held L1 or R1 the spell would keep charging to release the spell you'd let go of R1 or L1 casting a spell starts the same in Dogma 2 but now you have to press the spell button again to release it instead of letting it Ago by Boon is a returning spell from dd1 and functions basically the same you can imbue an allies weapon with fire though the magic damage boost and the duration aren't specified like the original Dragon's Dogma dd2 seems to love being vague and avoid giving specific numbers and values in its descriptions from a visual standpoint there is a lot more dynamism in weapon enchantments the particle effects react differently depending on the type of hip being performed for example a single hit will generate a blast while multi-kit attacks do many small effects but the final strike will also be a blast most importantly weapon and chairmans no longer generate a small slow homing projectile that must reach the Target first to imbue their weapon the enchantment will appear on the target immediately after the spell completes same as the first game the spell will automatically Target an ally but you can press R3 to Target yourself next is flagration which is completely new you release a flamethrower like attack Straight Ahead that can pass through multiple enemies you can still move while it's active and rotate the camera with the right joystick for some reason the skill ignores defense so perhaps that means flickration is a physical damage attack if so that's really weird and reminds me of immolation's weird strength scaling properties if Liberation deals magic damage then the Flame's ignoring defense is pointless some people in my Discord server discuss the possibility that the Flames melt or lower defense if so this would be a great offensive support skill that can deal good magic damage and help your physical allies deal better damage perhaps this description will make more sense or it'll be revealed that vibration deals physical damage then there's 11 and aside from some visual differences seems to function the same way it does in the first game interestingly enough you can summon additional bolts by consuming stamina it doesn't specify the default amount of bolts spell costs the maximum amount of additional bolts or even how to consume the stamina to create those additional bolts it's likely referring to spending longer to cast the spell which takes more time consumes more stamina and generates more lightning bolts there's also a healing spell called Anodyne that Mage can use but is not in the screenshot of major skills this is because Anodyne has become a core skill taking the heavy attack slot one of Major's core skills is quick spell which increases the speed of your incantation at the cost of stamina you hold R1 while using this given the impression that this is Major's vocation action we've seen footage of Mages casting a light spell reminiscent of magical gleam a skill exclusive to Magic archer in the original game one other thing I noticed about Mage is that levitate is back Mages can also use spells while levitating so far I can't see the Practical use for it but depending on what enemy attacks are revealed later this could be useful for example if an enemy attacks the ground in a large area the Mage could levitate to avoid the attack while charging a spell this is all I've been able to dig up about Mage so far as the gameplay footage for them is sadly limited the augments for mage consists of exaltation which increases their stamina recovery speed this was an incredibly elusive mechanic in dd1 and depending on how much stamina recovery gives this augment could end up very useful as you level up and your stamina bar gets bigger is a returning augment from the first game but it only reduced the damage and Magic attacks did to you by a flat value we'll have to see if they've changed this to make it more viable for end game content beatitude is another returning augment but now it works a bit differently in dd2 beatitude increases the amount of Health recovered by curatives and Curative Magics while in dd1 it just made your healing sigils last longer it seems like dd2 has been combining augments from the previous games into one to make each individual augment more powerful you'll see what I mean as we discuss more of the augments intervention is also from the first game but based off its description has been nerfed intervention has always had a misleading description stating that it reduces the damage you take when inflicted with a magic debilitation but it actually increases your ability to resist being debilitated at all this was incredibly powerful until you got some of the best armor in the game it seems indeedy too they've changed it so that debilitations don't last as long which isn't anywhere near as useful as what it used to be intervention used to be very powerful so perhaps this is for the best finally there's perpetuation also from the first game but it's gone in a buff perpetuation now extends how long your enchantments and invigorations last instead of only the former this also means that Mage will be getting some more invigoration spells which is what direct temporary stat Buffs are called in DD before we wrap up Mage screenshots of the static gains upon leveling up have been revealed while we can't compare to sorcerer's level growths beijer's magic attack is surprisingly High here are its stat growths in the first game the strength physical defense health and stamina gains per level are less in dd2 than dd1 but their magic and Magic defense is much higher overall this is quite a good change but it'll be interesting to see what sorcerer ends up getting Mage gains 55 stats when leveling up below level 10 in Dragon's Dogma 1 while in dd2 Mage gains 56 we don't know if like the first game your stat growth will change depending on what level you are or if they've decided to keep it the same for all 200 levels assuming there are 200 levels but there probably will be so far it seems like stats in dd2 will be of similar value to dd1 so we might be able to expect our end game stats to be of similar value to what they tend to be in the original game again stuff like this can very easily change I'm hoping that Mage has a greater emphasis on support abilities outside of healing and defense the stamina recovery on their healing spell is already quite appealing Archer is the first vocation we'll talk about regarding strider's recent self-divorce for players of the original game is pretty telling that Strider was split into two different vocations with archer being the one to inherit its bow skills that being said my fellow autists and I have found some pretty interesting observations regarding Bose as a weapon in dd1 bows were divided into short bows longbows and Magic bows currently only the first two are relevant to us because it seems that Archer has inherited both Strider was only capable of using short bows while Ranger took the longbows but it appears they've condensed them down into both being usable for archer in dd2 strangely enough Ash's vocation description was only bows as its usable weapon instead of differentiating between short bows and longbows in the original Dogma short bows and longbows had different stats skills and animations short bows had faster animations less recoil and didn't appeared movement speed as much they also did their optimal damage when close to foes and did less if they were too far away or or even way too close to the enemy longbows were heavier and had slower animations but higher damage and knocked down their core skills were different from short bows as well and your character moves slower while aiming than with a short bow they also dealt their best damage when standing further away from targets but it doesn't appear that Dogma 2 inherited those differences between longbows and short bows aside from visuals the weapons appear to act exactly the same with the same basic attack animations and while I'm not entirely sure about this next point the same skills as well Archer's vocation ability is Steady Aim which is activated by pressing R1 instead of L1 from the original game I'm honestly thinking that I may have to swap these control bindings back around when Capcom finally lets me play this [ __ ] game in Dragon's Dogma 1 using your bow at all would take you into an Aiming mode by holding L1 you could aim your bow and letting go would cancel aiming you could fire an arrow by holding L1 and pressing R2 the controls are completely different now in Dogma 2 you activate aiming mode by pressing R1 but you can also hold to shoot an arrow you press R1 or if you are holding you release R1 to fire to cancel steady a you press L2 for original players this might take any some used to but I can see this as being a more comfortable option in the long term as you no longer need to hold L1 after pressing R1 to enter Steady Aim you can press the face buttons as per normal to use your skills Archer's core skills consist of a light attack called loose a heavy attack called front kick steady shot that we talked about earlier and leaping punt loose is borrowed from the first game but doesn't work exactly the same way when using loose it will auto lock on for you unless you use steady shot in which you can aim your shots like in the first game front kick is a melee attack used to stagger enemies that are getting too close for comfort leaping punt is brand new however you have to dash jump then press heavy attack to kick off an enemy and launch yourself backwards you can then shoot while in the middle of this animation too this skill is a good way to quickly get some staggering then deal a bunch of damage to the enemy while gaining some distance at the same time for Archer's skills we have dire Arrow which seems to work the same way as it did in the first game and was the skill given to Ranger specifically you use the skill then release it as soon as your character flashes to deal the highest damage with it because Archer can now shoot without having to enter aiming mode or Steady Aim as it's called entering Steady Aim first then using the skill deals more damage with it unlike the first game you don't have a bar at the bottom of the skill telling you its charging progress so you just have to watch your character for when the flash appears this is useful because it keeps your vision focused on the center of the screen and the ongoing action rather than in the bottom corner watching a bar fill up in the first game charging die Arrow would root your character in place and the same applies for dd2 but they've implemented a new animation where your character kneels while aiming also when they're using dire Arrow here on the slope you can see that their knee actually like goes up because they're on a slope I thought that that's like sick that's so sick this makes it look like they're trying to steady their shot as much as possible while also kneeling to better brace The Recoil from firing broad shot seems like an alternative version of five-fold flurry that skill was basically an essential part of the short post kit and it was hard to justify swapping it out for a different skill barrage shot doesn't give off that impression fivefold was powerful because you would shoot Five Arrows at a time essentially when toppling your bow DPS but barrage shot just seems to shoot two arrows in Rapid succession this is already less than the base version of five-fold which was threefold flurry it'll be interesting to see how many arrows barrage shot ends up firing as is upgraded because barrage shot is rapid fire compared to fivefold's instantaneous damage the DPS is distributed over a slower rate and is very likely there'll be less arrows fired in general I would view this skill as a potential Nerf of 5-fold but rather than changing the numbers they changed its function of course we could find out that there's a skill later on where you do shoot multiple arrows in a concentrated fashion but it'll be interesting to see if they stick with Five Arrows In this case sweep shot shoots three arrows in a line making it basically identical to the skill Triad shot in the original game I have shockingly little to say about this skill you just shoot three arrows in a horizontal line triadshot had limited usage in the original game Strider had access to better AOE via hailstorm volley but focusing on single Target damage to mow down enemies in quick succession is preferable to AOE for bow users a majority of the time anyway Triad shot upgrades into pentad shot so it'll be interesting to see if sweepshot makes the same development pentad shot wasn't particularly useful compared to the more powerful bow skills but it was good in quickly knocking back multiple small foes regardless I imagine the skill won't be all that useful outside of the very early game and will be the first skill most players replace upon gaining more vocation levels onto augments we have avidity which is immediately a really stupid augment to give Archer it makes you clear broke Cliffs other surfaces and climb enemies faster when Archer uses a basic attack while climbing they literally jump off the enemy so they don't seem to be the type to utilize climbing really at all but perhaps there will be a skill introduced later on for this but I highly doubt it Affinity would be excellent on Thief and potentially even fighter again this is a demo so stuff like this can change very easily it's also important to remember that swapping augments between other vocations is a core part of dogma's character building and I'm basically certain that this is going to remain in the sequel in the original DD the augment dexterity could be unlocked by Strider and enables you to climb up Cliffs faster but it's served to know what the purpose outside of that it didn't influence your climbing speed on enemies so avidity is basically an outright improvement over dexterity ambuscade is identical to the augment preemption increases damage Delta foes not in their Battle Stance is dragon's dogma's equivalent of a sneak attack multiplier if an enemy doesn't detect you you do bonus damage to them this effect was not exclusive to preemption alone in the original game and any attack you did whether it be with a weapon skill throwing item would do double damage and act as a sneak attack regardless if you had the augment equipped or not so what does preemption do nothing it doesn't work this augment is entirely non-functional Ambi skate's wording is almost identical to preemption but we'll have to see if out of Battle Stance multipliers still exist like default in the sequel or if you have to equip ambuscate to receive this bonus at all if sneak attack damage is default like before then ambuscade may increase that damage even further which would be desirable we can only hope that this augment actually works now when preemption didn't lethality sounds very appealing from its description alone increases damage dealt when striking a target's vitals this wasn't an augment in the first game at all and I can't wait to see how it actually works lethality has the potential to be incredibly powerful on literally every vocation because it just gives you a damage boost when attacking a weak point it doesn't specify if it's a strength boost or magic boost and damage is typically used to describe both imagine this on a hybrid vocational holy [ __ ] enemies typically have multiple weak points like high mirrors in which the lion head and the Goat Head are both weak points attacking talking either one of these will result in a damage boost thanks to lethality we of course don't know how much damage it is or if there is going to be a stronger offensive augment in the game but remember to keep an eye on this one when we finally get our hands on the game insurance is an augment also from dd1 that Strider could unlock and then increases your stamina by 100 we don't know the specific value in dd2 but the fact that Archer has this instead of thief is pretty interesting seeing as how Archer is borrowing mechanics and skills from both Strider and Ranger perhaps it having a stamina boost augment means that Archer may also inherit Rangers stamina to damage skills Ranger could use the skill great gamble which depleted all of its stamina but turned that into damage the more stamina the more damage perhaps Archer will inherit something like this and potentially have it expanded upon finally there's Radiance which makes your Lantern consume less oil and illuminate a wider area this was a range of augment in the first game but the difference being that you Now consume less oil as well in the sequel instead of it just increase using its illumination that's cool I guess we also know Archer's stat growths kind of but they're very weird I don't see why gaining an additional Five magic and only two strength is going to help archers very much this feels more like magic Arch scaling the stamina stack growths are also not as high as they would have expected being only one point higher than Mage hopefully there's some sort of reason for Archer to gain these stats or they fix them later on overall Archer seems pretty interesting I don't care much for playing it myself but it's the vocation I want my Pawn to be with Pawn's Godly auto aim I want chalkboard to shoot down enemies for me so I can go fighter on them just like how we roll in Dragon stronger one the auto aim on basic attacks has me uninterested in playing that much Archer myself but perhaps it'll be more fun when I get my hands on it and Capcom actually lets me play this [ __ ] game already Thief is the other half of strider's self-divorce and sticking true to its name steals from assassin as well their basic attack carve is a six hit combo with basically no downtime between finishing and starting back up again letting you quickly chain the attacks forever using Dash then pressing Logitech will let you strike the enemy with both daggers while using your momentum to carry you forward in thief's core skills we can see Scarlet kisses it's triggered by tapping carve repeatedly so they've essentially turned it into thief's basic attack Scarlet kisses was in the original game but as a skill thing is that skill was basically essential to a dagger user's kit so it was a good move to make it a core skill this time around instead of wasting a skill slot over it climbing is now viable without having to occupy a skill slot using carbon mirror makes you do a sideways cartwheel which doesn't do an awful lot of damage or knock down build up thieves heavy attack is called twin fangs you do two thrusting attacks with your daggers but they can be chained quickly together with further inputs this is good for staggering smaller enemies twin fangs while climbing is a slower stabbing motion that applies High knock down build up when using twin fangs in the air your character does a downward plunge with both daggers basically identical to the first game Swift step is thief's vocation ability it's a quick side step that covers a lot of distance and provides iframes your stamina isn't depleted when using this skill but its recovery pauses during the animation and only resumes after the skills done footpad is this final core skill but I haven't found any gameplay footage or a description of it if I were to guess what it was I'd say it works the same as Archer's leaping punt which is Dash Jump Then heavy attack to kick off an enemy Strider in the first game had a skill called leaping Stone which let him jump off living creatures and interactable objects it wouldn't surprise me if they gave Thief this skill in the form of a core skill what do skills we have biting wind which seems to function identically to the first game you can do multiple inputs to chain biting wins together to cover distance and do consistent damage Helm splitter is also from the first game but they've made some interesting changes to it Helm splitter has an awful lot of air time which makes it good against tall enemies and for hitting flying enemies out of the sky it seems that Helm splitter has developed a greater focus on dealing with flying enemies because using it on ground foes isn't worthwhile you spend 90 of your time in the air and only the final few spins actually hit enemies you're better off just basic attacking this is very different from the first game where you could just brain split it through all encounters small enemies brain splitter big enemies brain splitter ghosts equip magic daggers and brain splitter I reckon with the hype this skill gets you could reach some really high up places easily as the description states that you can employ it in mid-air it also mentions it does more damage the more height it has if we can get our hands on some full damage mitigation abilities like the grace augment from dd1 this could have some pretty nasty Synergy it'll also be interesting to see if helmspider retains its glitch from the first game if you performed Helm splitter near a ledge and fell down you wouldn't take any damage but if you jumped and use Helm splitter you would take full damage next is powder charge which Thief has stolen from assassin even so it's had quite a few changes to its functionality assassin's powder charge in the first game let him plant an explosive on the ground you can then walk around and this will create a fused Trail upon on activating the skill again the fuse would follow the trail the Assassin walked and then blow up the explosive powder charging dd2 however works differently you can place an explosive on the ground then detonate it at any time by pressing the skill again there is no longer a fuse Trail so the explosion is instant a new feature has been added where if you're pinning down a phone or climbing them you can use the skill to stick an explosive directly to them I can already see the crazy [ __ ] you could do with this imagine sticking explosive to a cyclops's right leg that way when it starts tripping over you can immediately detonate the explosive to knock him straight down or you stick it to a Griffin and when it starts flying away you detonate it took around him and set his wings on fire in kindled blades is a brand new skill and is the first instance of a non-magic vocation being able to self-enchant their weapons as the name suggests you can use the skill to immediately enchant your daggers with fire this can be employed even while clinging to an enemy or pinning them down smoke screen is another brand new skill in which you throw down a smoke bomb at your feet that can blind and stagger enemies in the surrounding area now this doesn't appear to be an actual blindness debuff but it does make the enemy have difficult seeing you for a few seconds you can also employ this while pinning down a foe this sounds particularly useful as attacking a pinned enemy can leave you vulnerable you could grapple the enemy then use a smoke bomb to keep yourself safe while you stab them to death finally their Shadow cloak which is the ultimate possible Redemption for the Assassin vocation unfortunately it's no longer alive to see this the existence of thief and Magic Archer basically confirms that Strider assassin and perhaps even Ranger have been slaughtered their skills and abilities split between thief and Archer Shadow cloak resembles invisibility an assassin skill from Dragon's Dogma 1 but invisibility is an incredibly weird skill it doesn't actually make you invisible and it has absolutely no effect on your ability to be detected all it did was make you immune to taking damage and train your stamina very quickly I've always hated this it felt like they realized they couldn't Implement a proper invisibility mechanic that affected Detective ability so they just scrapped the idea and one with invincibility instead Shadow cloak actually affects your ability to be detected it's less effective while attacking or dashing so it feels like an easy way to just sneak past towards of enemies but with your pawns following you it won't be very effective like the first game Shadow cloak also drains your stamina it seems like its primary purpose is going to be a combat initiator to easily pull off sneak attacks on enemies Archer's augment ambiscade looks like it will synergize perfectly with the skill it makes me wonder if Thief will get a sneak attack dedicated skill at some point for thieves augments we have Verve which increases your strength previously fighter and Warrior possess the standard strength boosting augments so it's interesting that thieves been given it now subtlety is the opposite of Fighter's propagation augment and while it's fitting for a thief to have this ability I can imagine this working incredibly well on a sorcerer or Mage porn a fighter with Shield drum and provocation then a sorcerer resin with subtlety will basically never get targeted gratification slightly restores Health upon an enemy which could be useful for Niche builds Poise reduces the stamina consumed when an enemy grabs you your stamina is depleted while an enemy holds you but it doesn't seem like they try to fully rid you of your whole bar so far I don't see this as a particularly useful augment finally there's Vigor reducing stamina consumed while pinning foes down or clinging to them this augment sounds valuable for a climbing build and could even have some use on fighter that's all we've got for thief so far and while it does look quite fun sneaky row classes are for [ __ ] let's move on to a real vocation unfortunately there's no gameplay footage of warrior outside of what's been posted by Capcom we still get to see the names for its core skills weapons and augments at least first up is mighty sweep and based on the fact that is listed first is a light attack light attacks are listed first in core skills followed by the heavy attack then vocation action while we haven't seen any proper gameplay any sweep sounds like the name for the attack used in the first trailer I think it's safe to assume that this circular sweeping attack is mighty sweep Warriors combo we only saw two inputs for this Tech but the clip appears to have started halfway through the Warriors animation so we don't know what the beginning of this skill looks like it also looks like this is the moving light attack version so the animation will be slightly different when standing still Stone splitter is Warriors heavy attack and we've seen what looks to be the moving version of it you swing your weapon in the air and Arc it down it's very slow and doesn't look to be very powerful the animation also feels weirdly lacking I can see it being useful for knocking down flying enemies at least or hitting higher up weak points for Warriors final core skill there's barge which seems to be a vocation ability we don't know what it is but based off the name it's safe to assume that it's a charging affordability of some kind just like indomitable lunge in the first game launches multi-hit properties were very useful on weapons like euroclees so we'll have to see if such mechanics make a return Skyward Sunder is Warriors only weapon skill listed so far but based on its name we can guess that it's used for targeting flying enemies for warriors first augment we have intrepidity which looks to be identical to the secret augment metal metal makes it so that you have more white Health remaining when you take damage white Health in the original game is the amount of Health that can be restored from skills like Anodyne it appears they've given this augment to worry instead which is fitting as this vocation is going to be taking damage more than the others the wording for intrepidity is different from metal reduces the combination of the loss gauge when receiving damage the loss gauge refers to this white Health mechanic and there have been post describing it based on what's been said in interviews in the first game you could heal beyond the white health bar with healing items but that's no longer the case in Dragon's Dogma 2 in order to recover Beyond it you have to use a camping kit and rest for the night or go to an inn intrepidity will make it easier to remain in the open War for longer periods of time without needing to rest next is podenacity which enables you to break through guards more easily in this footage we can see warrior effortlessly break through the guards of these goblins I'm interested in seeing how useful this augment ends up being dominance is the same as the augment impact from Dragon's Dogma 1 it simply improves your your knock down power now that's stagger and lockdown have been condensed into one stat this augment should actually be more powerful now compared to where it only improves your knockdown and not your stagger in the first game Vitality increases your maximum health which is an augment that once existed on fighter in the original game but its name was vigilance instead finally there's impact which improves your ability to push and pull targets while grabbing hold of them improves is a rather vague descriptor but I imagine tripping over enemies is going to be much easier I'd also like to say that they should swap the names of dominance and impact make the knockdown boosting augment match with its name from the original game it doesn't make much sense for a skill that makes you better at tripping over targets to be called impact anyway an augment that makes you better at hitting things so impactfully that they fall over should be called impact dominance is a perfectly fitting name for improving our ability to push and pull as is related to asserting physical control over the enemy The Lost vocation in the demo was sorcerer which we also have very little gameplay footage for its core skills consisted of of magic bolt for its light attack which is identical to Mage Galvanize is sorcerer's heavy attack which we've seen no gameplay of so far the word Galvanize it means to urge someone into taking action this would be fitting for spurring your pawns to be more aggressive but I highly doubt this would be a heavy attack that just seems incredibly weird the icon for this skill reminds me of magic Billow which is a core skill from Dragon's Dogma 1 where you hold down heavy attack to summon multiple magikarps around the player these magic orbs being summoned and homing towards the enemy could be interpreted as galvanized since you're calling them to attack for you the other definition of galvanize is to coat iron or Steel in a protective layer of zinc perhaps this means that sorcerer can use heavy attack to generate a protective shield surrounding their body this could also be sorcerer's version of quick spell which Mage has but Major's quick spell is slotted on R1 sorcerer's vocation ability hasn't been revealed yet unless it's actually galvanized and something else that hasn't been revealed yet is the heavy attack four weapon skills we have lagration which Mage also has access to and we discussed it earlier we've seen from footage that sorcerer can use an ice attack that Trails forward before bursting into an array of spikes this might be a low tier version of gessel that becomes larger and more powerful as it is upgraded we've also seen sorcerer cast Bowl lied onto augments we have sagacity which increases your magic damage based on the wording this is the same as the augment Attunement from the previous game Attunement augments your magic while Acuity greatly augments your magic we'll have to see if an Acuity equivalent appears later on asparity looks to be a combination of morbidity and magnitude from the first game both of these augments had misleading descriptions but the definition for asparity seems to line up with the actual purpose those augments provided seeing as how this affects all attacks that inflict debilitations this augment would be essential on a debuff focused build we know that weapons can have debilitating status effects so it's only a matter of time until we see what those are constancy is similar to the source for augment gravitas from the first game which increases your knock down resistance while casting spells Warrior also had a couple of knock down resistant augments in the first game the difference with constancy is that it just gives you knock down resistance all the time you no longer have to be casting a spell this augment would be very useful on any melee vocation stasis reduces the rate at which items deteriorate likely referring to food items if there are any more quests where you have to hand in large quantities of perishable foods this augment may actually see some usage Catalyst increases the damage dealt when using an element an enemy is weak against likely lethality from Archer I can see this being a stable part of a Caster's kit but it makes me wonder if it's going to be worth slotting for a hybrid class like Mystic spearhead who seems to use quite a lot of physical attacks while situational I imagine this augment could affect physical weapons that have been Enchanted that'll be it from sorcerer for now until we get more footage and info let's move on to Mystic spearhead who we have seen even less info for we have no skill or augment descriptions for Mystic spearhead run only this location icon and very limited gameplay videos and this is a blue red hybrid vocation a magic user and a melee combatant pawns are unable to become missed experiment their weapon is called a Duo Spear and their playstyle is reminiscent of spirit Lancer from Dragonstone line they also have an ability where they can spin the spear around their body while slowly moving around since the spear alternates between left and right side you'll have to be careful that an enemy doesn't attack you while your spear is twirling on the opposite side they can also do a slash down after the twirling ends and it seems very input friendly in that you can quickly change directions for the final slice down Mystic spearhead has a teleport ability which I'm guessing is its vocation action it seems to latch onto a Target and teleport to it even allowing you to directly teleport on top of enemies Thief is very frustrated that this hybrid schmuck could climb enemies faster than it despite Thief being the climbing vocation perhaps there's a Vertical Limit with this spell and because chymer is a low to the ground it's easy to teleport on top of them Ms can stand on top of enemies and use uses basic attacks these have contextual animation and will Target downwards or upwards depending on the placement of the enemy the narrator says that Ms can block an enemy's movement with magic perhaps implying that they can impede an enemy's movement speed freeze them or simply have access to counters of some kind considering that Ms has very likely killed off and replaced Mystic Knight counters are to be expected the most interesting skill Ms has is the ability to levitate multiple objects and throw them the narrator specifies items but in the video they levitate a dead wolf my immediate thought was using the spell to levitate multiple explosive barrels and throw them at the enemy unfortunately explosive barrels cannot be added to your inventory because Laria didn't make this game but in specific encounters you could potentially spend some time Gathering explosive barrels from different locations than throwing them all at the enemy we don't know what other interesting environmental objects will be added either the damage of the throat likely correlates to the weight value of the entity so a heavier item or creature will do more damage that being said I can't such an MS being able to lift anything heavier than a medium-sized enemy while this levitate ability sounds very fun and cool it seems very situational if you're fighting only one boss enemy in a room with no environmental objects levitate essentially becomes useless perhaps they'll take this into consideration and add plenty of environmental objects for us to throw around so far Ms looks very cool and I don't mind sacrificing Mystic Knight to be able to play it magic is still for nerds however finally there's magic Archer who's going through a difficult time right now his daggers left and took the Spells with it it seems that Capcom only wants one weapon for each vocation but the only exception so far being fighter which gets three magic Archer is the blue yellow hybrid vocation and pawns are unable to become one what does magikachu losing its daggers mean for the vocation skills like immolation aren't going to be practical anymore anime's role as a climber will be greatly limited if it's to be something they should consider doing at all magic Archer was unique in that it had instant cast spells in the form of Sunburst for its daggers in the original game this skill could achieve Great Heights but it seems like the Nimble acrobatic nature of Ma isn't part of its kid anymore Ma has started properly taking a back seat and it looks like its spellbo has gone crazier to compensate for its dagger loss let's look at the skills we've seen so far one by one the first spell bow we've seen looks like Ricochet Hunter at first glance but actually summoned seven lightning orbs followed by an eighth coming directly from the bow which the other orbs begin following after this feels like a lightning-flavored nine-fold bulk from the original game especially since the bolts seem to focus in on one spot ninefold was a staple part of Ma's kit so we'll have to see how useful this skill ends up being we then see magic use a skill that looks almost identical to hunterbolt this skill locks onto any viable hitbox within his reticle up to a specific limit from the looks of this footage it seems can lock onto five different targets at its current level this skill even looks to be of the Holy element just like the first game the most noticeable difference is that the animation is different in the first game your character would shoot into the sky and the balls would rain down but now you just shoot them straight in front of you I found that Hunter bolt was outclassed by Ma's more powerful bow spells except against very specific enemies perhaps the sequel's take on Hunter's bolt will give it a bit more love a brand new skill Ma has been given is the ability to heal allies this Pawn was knocked unconscious but emek shoot a healing bolt to resurrect their Pawn from a distance depending on how long it takes to charge and how much health it heals the spell could be more powerful than just Reviving a downpour normally next up they can shoot what looks to be a holy attack that sends out Trails of light that encompasses a large area according to the narration this attack Cuts your maximum health meaning you can't just out heal the damage I'm not sure how your health will go back to its normal value this skill reminds me of Mystic Knights holy fuhrer which was absolute garbage with terrible damage terrible cast time and would deplete your stamina afterwards hopefully the skill does better in the hands of magic Karcher finally magic Archer has what looks to be a ray of lightning followed by Ricochet hunter from the first game apparently having bolts of lightning bounce around the room is too boring so they let you spray Zeus piss all over the enemies first this is likely to make Ricochet Hunter more viable in open areas during the lightning Ray your character's movement is limited but returns to normal once the raid dissipates and remaining lightning begins bouncing around the room I'm actually quite interested in seeing what they do with magic Archer magic is still for nerds though those are all the vocations revealed to us so far so we're gonna have to wait for later releases to see how many vocations they end up adding welcome to the furry review portion of this video I wouldn't be able to live up to the title of this video if I don't analyze the attractiveness of this new furry race the Beast Wren or a scrapped concept from the first game but they finally managed to implement this time around just like the concept art they've stuck with a race of lion people and while I personally prefer buff wolfmen these lion people have grown on me unlike most furries the ears are located on the sides of their heads like humans this makes them come across as realistic since it would be very impractical for humanoids to have ears on top of their heads some Bistro and have varying degree is a facial anthropomorphization the males typically have narrow dull eyes which makes them hard to read as they genuinely just look like animal faces but some of the females have wider brighter eyes that more easily convey emotion unfortunately I've yet to see a beast run with no shirt on so I can't see how fluffy their bodies are which is something I plan to rectify once Capcom finally gives me my free copy of this game which they're definitely going to do lions are definitely the best type of feline furry and they're better than tiger furries if you disagree with me you're wrong if wolves are the best type of canine furry then lines are their feline equivalent thank you for listening to my furry review it's time to wrap up this Beast of a video the fact that Dogma 2 doesn't even have a release date yet makes everything we've seen here look even more promising this game already looks incredible but it definitely needs some touch-ups let's hope the derbs give themselves all the time they need to make the best action RPG to ever exist which this is already shaping up to be also Capcom don't be shy feel free to send me a review copy of the game my business email is in my about page pretty please also they've added Rook back into the game
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Channel: Infinite Cringe
Views: 196,873
Rating: undefined out of 5
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Length: 65min 37sec (3937 seconds)
Published: Sun Oct 01 2023
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