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Affinity skills (borrowed from Xenoblade).


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#26
Realmzmaster

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Begemotka wrote...

 Cats do own the house,do they not?And they own their owners   :lol:

As for the topic at hand,I still like the idea of being able to learn skills - or just one skill - outside of my PCs class.
Will have to watch some Xenoblades game footage (I do not have a Wii).


I remember a old poster that said dogs have masters, cats have servants.:lol:

I have no problem dipping into the pool for a skill or two. What is happening with some of these suggestions is that gamers want to do away with a particular class or not take characters of that class along in the party. For example, by giving the warrior the ability to gain skills like lockpicking or bash chests and the mage a spell like knock ( level 2 Wizard spell in D & D) the party can forego the thief and not have consequences attached to their selection (inability to open chests or tough locks). The reason given is that that gamers can use the extra slot for a different class or character,

I believe choice should have reprecussions and consequences which to me is one of the essences of role playing. If I choose to not have a rogue, mage, warrior etc in my party then I have to deal with the consequences.

One of the reasons I like the three golems in Legacy. One is Magic resistent, one is a healer and one resists physical damage. I would like to see more enemy groups like this one reminds me of BG1 with Sarevok, & his party.

#27
Guest_Begemotka_*

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Realmzmaster wrote...

I have no problem dipping into the pool for a skill or two. What is happening with some of these suggestions is that gamers want to do away with a particular class or not take characters of that class along in the party. For example, by giving the warrior the ability to gain skills like lockpicking or bash chests and the mage a spell like knock ( level 2 Wizard spell in D & D) the party can forego the thief and not have consequences attached to their selection (inability to open chests or tough locks). The reason given is that that gamers can use the extra slot for a different class or character,

I believe choice should have reprecussions and consequences which to me is one of the essences of role playing. If I choose to not have a rogue, mage, warrior etc in my party then I have to deal with the consequences.

One of the reasons I like the three golems in Legacy. One is Magic resistent, one is a healer and one resists physical damage. I would like to see more enemy groups like this one reminds me of BG1 with Sarevok, & his party.


As for the bolded part - that is indeed true,and the Jack / Zaeed thing on the previous page is proof that I also tend to do that sometimes.ME2 was perhaps not the best basis for comparison here... Certain...khm...elements present in ME1 having been removed from ME2, I did not necessarily need a biotic to accomplish my goal (namely,killing stuff) as I was just as efficient with a sniper rifle and a team with no biotics whatsoever.

Agree that more stuff akin to your BG1 example returning would be most welcome - and not just enemy groups,but more quests where you can really let the different classes show what they have got.

On the other hand,having checked the Xenoblades system,I really like the idea of companions learning from one another,not just the PC from NPCs. Transferring skills between them,if done sensibly,would really allow more flexibility during party selection, but I do think there should be a limiting factor(other than your relationship to the companion ) to the ultimate number / type of bonus skills the you can learn.

I would not want to make any party member obsolete,but I would not want their class to always dictate whom to bring along,either,to have a balanced party.

Modifié par Begemotka, 18 mai 2012 - 08:59 .


#28
AkiKishi

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Begemotka wrote...
On the other hand,having checked the Xenoblades system,I really like the idea of companions learning from one another,not just the PC from NPCs. Transferring skills between them,if done sensibly,would really allow more flexibility during party selection, but I do think there should be a limiting factor(other than your relationship to the companion ) to the ultimate number / type of bonus skills the you can learn.

I would not want to make any party member obsolete,but I would not want their class to always dictate whom to bring along,either,to have a balanced party.


You only get a fixed ammount of affinity coins, you could turn the currency into relationship points too, every 10 would open a slot, but some would cost more than others (higher cost further you go up the tree most likely).

Many party members are already obsolete depending on the role the PC takes. Being able to aquire their skills would at least give reason to take them along and for them to be somewhat useful.

#29
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BobSmith101 wrote...

Begemotka wrote...
On the other hand,having checked the Xenoblades system,I really like the idea of companions learning from one another,not just the PC from NPCs. Transferring skills between them,if done sensibly,would really allow more flexibility during party selection, but I do think there should be a limiting factor(other than your relationship to the companion ) to the ultimate number / type of bonus skills the you can learn.

I would not want to make any party member obsolete,but I would not want their class to always dictate whom to bring along,either,to have a balanced party.


You only get a fixed ammount of affinity coins, you could turn the currency into relationship points too, every 10 would open a slot, but some would cost more than others (higher cost further you go up the tree most likely).

Many party members are already obsolete depending on the role the PC takes. Being able to aquire their skills would at least give reason to take them along and for them to be somewhat useful.


That is true.And,if your relationship with them is massively influenced by your field experiences together - Xenoblade style-,it is actually crucial to try as many party compositions as possible.I am guessing that is why the affinity skill system was implemented in that game is the first place.

I find any option that allows more flexibility really attractive.
BobSmith101, now you made me want to have a Wii  :P