Addai67 wrote...
crimzontearz wrote...
Look....I was just replaying awakening and rhe more I replay it the more I realize that a general streamlining is needed.
I am playing as always with a 2 hander warrior
I have some 4 talents for AOE damage, three for AOE kockdown...four with the long range one three forced criticals three sustainables to increase damage and attack....and for the love of god they all almost work the same way! We need less redundancy and abilities that actually workas they are supposed to (forced criticals my ***....cone of cold + forced critical practically never ends up in a shattering effect)
Speaking of which...mages have even more redundancy...like six spells for paralisys...three of them with added damage, two with chance of shatter. Several AOE damage spells differing solely in the type of damage dealt
Yes...I'd say intelligent streamlining is much needed
You're talking about an expansion, where new stuff was added to keep Origins players from getting bored.
Why in the world would you lament having more things to choose from? Just ignore what you don't like and use the talents you do. Don't talk about "streamlining" things that other people like and found useful just because you didn't.
well I don't know....maybe because these "other" things are pretty much the same as the OLD things?
So, your problem is Awakening?
ok, let's talk straight DAO, depending on specialty subclasses a 2 hander Warrior had some 3 knockdown abilities, several damage + attack increase sustainablesand a number of passives to advance armor penetration, damage increase and so on
all of which pretty much did the SAME job minus some small differences.
the result remains, there are redundancies that can be streamlined in order to make room for actually effective abilities. You may not like it and may prefer having a plethora of redundancies to choose from but a lot of people (and no not just the console players.......god forbid we start that one again) prefer the opposite.
about Oblivion, The spellcrafting system did literally nothing you could not do with 2/3 separate spells for no appreciable advantage
sure, I LOVED my home-crafted "Sight of the Hunter" spell that gave me night vision and life detection making me virtually un-surprisable....but ultimately by casting night vision and life detection separately (even through hotkeys) I had the same result really. Sure one could go on and craft the spell duration and to trim consumption and whatnot or find a couple of nifty (and sometimes broken) combinations but ultimately ALL the basic effects were already there in the basic spells thus making every home-made one just redundant...
now IF Bioware created the equivalents of LIMITED Discpline Techniques or Devotions (from the OWoD and NWoD RPG lines) then THAT would make for some very interesting ability crafting but then again the very idea behind Devotions and DTs is that they are NOT the sum of the basic abilities that created them