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Skills in DA3


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#1
andar91

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I believe it's been implied that skills may be making a return in DA3. If they do, what skills do you want in the game and how do you want them to work?

Just to reiterate, these were the skills in Origins.
Coercion
Stealing
Trap-Making
Survival
Herbalism
Poison Making
Combat Training
Combat Tactics 

To start off, I'll say that I definitely want a skill like Coercion back in the game (I hate the name though; I prefer Persuade, but whatever). I would cut Combat Tactics-I prefer tactics slots be linked to level as well as being given more at the start.

Modifié par andar91, 16 août 2012 - 01:13 .


#2
King Cousland

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I'd cut everything except coercion and possibly stealing. I much preferred DA II's crafting system, and traps could easily be added if there was a demand for them (I never used them myself). Tactics should - as you say - be linked to a character's level as should the availability of skills (having to pick combat training to access new abilities was simply unnecessary).

#3
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I wish they would bring back feats! Just like in the kotor or neverwinter nights games. I loved doing stuff like "[awarness]choose dialogue here[/]"

#4
Absafraginlootly

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I'd really like coercion to be brought back, Stealing can also be fun, espeacially when theres quests that provide for it. I agree about not bothering with Combat Training and Combat Tactics, I thinks its better if thats just controlled by level, and aside from quest there never seemed to be much use for Survival.

I'm another one of those people who preferred crafting potions and poisens (and runes for that matter) in DA2.
So yeah, bring back coercion and stealing, maybe add a few new ones and possibly Trapmaking? I never really used trapmaking in origins, perhaps I would have if I didn't need to put all those points into combat skills, so I don't really know if thats any good.

@FemaleMageFan

Well Some of the abilities in the trees of DA2 basically are your simpler feats, the ones that increase damage or add effects to main abilities etc. I'd have no problem with them seperating these into a feat section with some more complex and/or less combat oriented feats if they felt like it though. Even if selecting my new feat has always been the longest part of my leveling characters in DnD. Posted Image

Modifié par Absafraginlootly, 16 août 2012 - 06:30 .


#5
zyntifox

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andar91 wrote...

I believe it's been implied that skills may be making a return in DA3. If they do, what skills do you want in the game and how do you want them to work?

Just to reiterate, these were the skills in Origins.
Coercion
Stealing
Trap-Making
Survival
Herbalism
Poison Making
Combat Training
Combat Tactics 

To start off, I'll say that I definitely want a skill like Coercion back in the game (I hate the name though; I prefer Persuade, but whatever). I would cut Combat Tactics-I prefer tactics slots be linked to level as well as being given more at the start.


I would like them all back. But i would also like some more crafting skills such as weapon crafting and armor crafting.

#6
SirGladiator

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Crafting was one of the rare things that improved from DAO to DA2, given how much experience they have working on the whole crafting thing with SWTOR they should easily be able to further improve it for DA3. I would definitely like to see Coercion (persuade is indeed a better term), stealing, and maybe Herbalism back as well, the rest I don't really care that much about.

#7
Darth Wraith

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I preferred DA:O crafting over DA2 crafting, although not with any great passion. Something I really missed in DA2 was trapmaking and the ability to sneak around and place traps in preparation for a fight. I hope they bring back all the skills, except Tactics. It sucked to have to use your skill points to unlock enough tactics slots.

#8
Giltspur

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If there are skills, I want them to be non-combat and to have their own point pool. 

I didn't like how in Awakenings you had to choose between skills that would increase your combat effectiveness (say the increased health skill) and something else like a conversation skill or a crafting skill.  

I also didn't like how in Mass Effect, you had this ability that increased your conversation effectivness that was mixed in with combat abilities. I like making choices about the combat abilities and not being able to max everything out.  But throwing in a non-combat ability and saying "Choose this."  No, it's the wrong kind of choice.

Now, I'm not saying that you should never mix combat and non-combat skills when it comes to systems.  I'm saying you shouldn't mix 'em games like the Dragon Age games we've seen so far.  Because the combat and the non-combat portions of the game feel pretty segregated.  Thus the points you spend on this different elements of the game should be from different point pools.

In general, I like the idea of areas of expertise affecting conversation.  Like how in New Vegas, your skill in science or medicine might give you more dialogue options.  That was cool.

And I like it when non-combat skills give you access to new quests or new ways to complete quests.  For example, in DAO, having stealing gave you access to a questline that involved...stealing.   That was cool as well.

#9
Guest_PurebredCorn_*

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I would like for skills to make a come back, but not necessarily identically to how they were implemented in Origins. Maybe they could add more skills and somehow connect the skills to specializations as a way of fine-tuning those specialization.

Modifié par PurebredCorn, 16 août 2012 - 02:27 .


#10
MichaelStuart

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I prefer none of them come back, but if I had to pick a would choose Combat Training and Combat Tactics

#11
Pasquale1234

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andar91 wrote...
I believe it's been implied that skills may be making a return in DA3. If they do, what skills do you want in the game and how do you want them to work?

Just to reiterate, these were the skills in Origins.
Coercion
Stealing
Trap-Making
Survival
Herbalism
Poison Making
Combat Training
Combat Tactics 

To start off, I'll say that I definitely want a skill like Coercion back in the game (I hate the name though; I prefer Persuade, but whatever). I would cut Combat Tactics-I prefer tactics slots be linked to level as well as being given more at the start.


I'd love to see all of them back.

I think Coercion is aptly-named, because it allowed you two different methods: 1) Persuasion, which also factors in Cunning, and 2) Intimidation, which also factors in Strength.


Giltspur wrote...
If there are skills, I want them to be non-combat and to have their own point pool.

I didn't like how in Awakenings you had to choose between skills that would increase your combat effectiveness (say the increased health skill) and something else like a conversation skill or a crafting skill.


Disagree. I want them to be in the same point pool, but I also want the game to provide more non-combat methods to resolve quests.  I like choices to have consequences, including skill point allocation choices... and really, since a lot of the other skills (especially crafting) help you to increase combat effectiveness, it really just gives you different ways to accomplish the same thing.

#12
andar91

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Giltspur wrote...

If there are skills, I want them to be non-combat and to have their own point pool. 

I didn't like how in Awakenings you had to choose between skills that would increase your combat effectiveness (say the increased health skill) and something else like a conversation skill or a crafting skill.  

I also didn't like how in Mass Effect, you had this ability that increased your conversation effectivness that was mixed in with combat abilities. I like making choices about the combat abilities and not being able to max everything out.  But throwing in a non-combat ability and saying "Choose this."  No, it's the wrong kind of choice.

Now, I'm not saying that you should never mix combat and non-combat skills when it comes to systems.  I'm saying you shouldn't mix 'em games like the Dragon Age games we've seen so far.  Because the combat and the non-combat portions of the game feel pretty segregated.  Thus the points you spend on this different elements of the game should be from different point pools.

In general, I like the idea of areas of expertise affecting conversation.  Like how in New Vegas, your skill in science or medicine might give you more dialogue options.  That was cool.

And I like it when non-combat skills give you access to new quests or new ways to complete quests.  For example, in DAO, having stealing gave you access to a questline that involved...stealing.   That was cool as well.



I like your point about skills opening up conversation options. Skills like coercion do that already, but it would be cool if herbalism impacted interactions. KOTOR 2 did this rather well. The awareness skill (used to detect traps) would let you know somebody was lying, and skills like computer use would factor in sometimes as well.

#13
elfdwarf

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lets have both dao & da2 crafting in dragon age 3

Modifié par elfdwarf, 16 août 2012 - 05:25 .


#14
Anvos

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Combat Tactics needs to stay dead as a passive level up. You shouldn't have to waste skills to make up for the AI needing told how to work with you so you don't have to frantically micro all 4 characters.  Also lets face it only mages and certain types of rogues really need that much special commanding to work alright, though tatics could use an improvement to allow group based conditionals, but not as a skill tree.

Modifié par Anvos, 16 août 2012 - 05:42 .


#15
Arthur Cousland

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I would like to see some kind of coercion skill come back. I like playing characters who can use their silver tongue to convince others to see things their way.

I prefer how tactics slots were unlocked in DA2. Combat Tactics shouldn't exist just to get extra tactics slots, though I was able to get by just fine without investing in this skill. I hated how my mage wardens were always stuck with one rank in this (and herbalism).

Combat training also isn't necessary. All it really did was make talents accessible.

The other skills should make a comeback. They all add in their own way to immersion and being able to roleplay a character.

#16
andar91

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I'd like some sort of Perception skill that would help us detect stealthy enemies or traps; maybe stealthy enemies inflict 50% more damage unless they are spotted or something.

#17
Wulfram

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I'm not particularly keen on persuasion skills. They don't really make the dialogue more interesting - rather the opposite, you just pick the Persuade option to win.
And I hate crafting, unless it's just a form of shopping like in DA2.
And Tactics should be free
And buying combat training to unlock stuff was basically obligatory and thus pointless.
And stealing almost never makes much sense in story based CRPG.
Which leaves survival, which is just boring.

So I guess I don't want skills back.

#18
andar91

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Wulfram wrote...

I'm not particularly keen on persuasion skills. They don't really make the dialogue more interesting - rather the opposite, you just pick the Persuade option to win.
And I hate crafting, unless it's just a form of shopping like in DA2.
And Tactics should be free
And buying combat training to unlock stuff was basically obligatory and thus pointless.
And stealing almost never makes much sense in story based CRPG.
Which leaves survival, which is just boring.

So I guess I don't want skills back.


I think that conversation skills can make dialogue more boring like you said, but only if they're used that way. I'd like it if some people reacted badly to the schmoozing-sort of like trying to pay somebody off and them getting offended.

They could combine it with the dominant conversation tone if they wanted. The skill could be called Influence, but it works differently based on personality. Diplomatic people use diplomacy and logical argument; sarcastic or charming characters use their silver tongue; other characters intimidate. Each may have different effects. For instance, an underworld thug might respond well to intimidation because they respect strength and dominance while a political leader is more susceptible to Diplomacy (or a bribe lol).

#19
Patchwork

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While a form of persuasion is always handy the real reason I like non combat skills like herbalism is for RP purposes. They help me build a character e.g. my Cousland knew poisons because her sister-in-law taught her, Tabris made traps to catch rodents etc.

So for me while it would be nice if those skills were recognised in some manner I don't consider that a necessity I'd be happy just to have them back.

#20
Arthur Cousland

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I like how persuasion can get someone to back off, when they were set on attacking the player or someone else. Sometimes, it can also convince a merchant to give the player a better deal, or when someone is just being stubborn about something and needs a little pushing. Where a character who doesn't work on their persuade skill would have to settle for the default scenario, a master of coercion can manipulate and convince to get the better outcome.

Crafting lets the player personalize their equipment, and help make the character feel more theirs.

Stealing is for those who want to play thief type characters, though rarely in Origins did the player pickpocket anything that was more than vendor trash. That isn't a fault of the skill, itself.

Survival is a way for the player to be able to scout the opposition, know where the enemies are coming from and the contents of their ranks.

While skills aren't neccessary in order to complete the game, they add that extra bit of immersion to the game. Rather than just proceeding forward with the game, the player can persuade npcs, steal their possessions and scout the opposition, which can all make the game more fun and make their pc feel less like just an avatar that they move forward.  Skills give the character more means to interact with npcs in other ways than through dialogue or combat.

Modifié par Arthur Cousland, 17 août 2012 - 05:15 .


#21
Hatchetman77

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I think The Old Republic is actually on to something with their crafting system. With some tweaks it could be useful in a single player game.

For DA3 I'd actually like to pool all of your companions crafting skills onto one crafting screen and assign points based on the level of your main character.  Bring back the party camp but when you select  your team you can also assign tasks to those you leave behind to work on stuff when you leave.  Depending on what you;r crafting you'd have to complete a mission or two before your stuff is ready (much like crafting the Dragon Scale Aromor in Denerim from Origins).  

Now, the crafting system also works in game as well as at camp.  If you have coercion and you have a companion with coercion, you could either take that companion with you on your mission and they can use the coercion skill to influence people, or stay at camp and use the coercion skill on some type of mission (mabey to sell you have to give that companion your stuff and they go to the market to barter.  The higher the coercion the more you get for the gear you sell or the better price on stuff you can buy).      

#22
Xerxes52

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No thanks, removing skills (and combining the most important into attributes or simple level requirements) were one of the very few things I thought DA2 did better than DA:O.