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Will the 'skills' be brought back?


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#1
DragonAgeLegend

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 Playing through Origins again reminded me of how awesome the herbalism skill was if you were a mage, and how awesome the poison and trap making skills were. In DA3 would you guys like to see these skills brought back but slightly enhanced to make them a little more engaging? I definitley would, I enjoyed creating my own health potions and mana potions in battle and also collecting the necessery ingredients (or buying) and flasks while on my many quests around Ferelden. 

Who's with me? 

Modifié par wesam987, 20 novembre 2012 - 06:14 .


#2
DragonAgeLegend

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Does anyone know if they'll be implemented again?

#3
Liamv2

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i think bioware said no not shure though

#4
DragonAgeLegend

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I'd really like to see them implemented again. Hopefully they will, it's pretty early to decide IMO.

#5
Pzykozis

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I remember how pointless the skills were but sure, if they can actually be made to be fun in some form or useful atleast. Don't bring back speech though, speech checks are such an archaic and uninteresting way of making conversations 'challenging'.

#6
Anomaly-

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wesam987 wrote...
Who's with me?


Me. Really, really hoping they come back (with improvements).

Pzykozis wrote...
I remember how pointless the skills were but sure, if they can actually be made to be fun in some form or useful atleast.


How exactly were they pointless or useless?

Modifié par Anomaly-, 21 novembre 2012 - 12:45 .


#7
Nightdragon8

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cause it was only used for a few quests and thats about it, other than the "strip the knight" part. kinda pointless.

also most of the time the skills where more geared to slow down progress. DA2 system did it by level and how many talents in the tree.

I second the healer compaion, should at least give 2, cause it was a bummer to do a playthough without Anders, with no other healers.

#8
Anomaly-

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Nightdragon8 wrote...

cause it was only used for a few quests and thats about it, other than the "strip the knight" part. kinda pointless.


..What? You could use herbalism, poison making and trap making whenever you liked, as much as you liked.

also most of the time the skills where more geared to slow down progress. DA2 system did it by level and how many talents in the tree.


I'm really not sure what you're saying here.

I second the healer compaion, should at least give 2, cause it was a bummer to do a playthough without Anders, with no other healers.


Are you in the right thread?

#9
DragonAgeLegend

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Pzykozis wrote...

I remember how pointless the skills were but sure, if they can actually be made to be fun in some form or useful atleast. Don't bring back speech though, speech checks are such an archaic and uninteresting way of making conversations 'challenging'.


I don't see how they were 'useless', you could create traps and potions as well as posions whenever you wanted, assuming you had the ingredients. It added something more to do, that was one of the reasons why I love the game. 

#10
DragonAgeLegend

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Anomaly- wrote...

Nightdragon8 wrote...

cause it was only used for a few quests and thats about it, other than the "strip the knight" part. kinda pointless.


..What? You could use herbalism, poison making and trap making whenever you liked, as much as you liked.

also most of the time the skills where more geared to slow down progress. DA2 system did it by level and how many talents in the tree.


I'm really not sure what you're saying here.

I second the healer compaion, should at least give 2, cause it was a bummer to do a playthough without Anders, with no other healers.


Are you in the right thread?


Hahahaha, I actually LOL'd at your last comment. B)

#11
Face of Evil

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If skills come back in the same form as DAO, I'd rather they not bother. It needs to be improved quite a bit.

#12
daaaav

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I can remember how anything other than persuasion, herbalism and combat skills were absolutely useless...

I'm sure they can do better.

#13
The Six Path of Pain

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Yes bring them back,I want to walk around with 300 Health Poultices in my pack again XD and I want coercion so I can persuade or intimidate people!

#14
DragonAgeLegend

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^ Exactly why I felt like they were awesome! I never tried survival, what did that do?

#15
SpEcIaLRyAn

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Thinking back they probably could have had a little more context within the game. Although I still would like a return of skills. In DA2 it was a pain to spend all attribute points on a rogue on Cunning just so I could pick the more complex locks in the game.

#16
Kidd

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I like the idea of skills, but felt they were lackluster in DAO. Most of them had to do with crafting, which could potentially be interesting if crafting components didn't count towards your backpack limit.

Coercion is a skill I'd really rather never see again. Not only was the DAO implementation so easy to max with no real sacrifice, making you feel like you were a fool if you didn't get it. But more importantly I thought it was great how our abilities in dialogue were developed through dialogue in DA2, just like fighting prowess was gained by fighting. Makes a lot of sense.

If coercion was to return, I'd want it split into multiple skills for sure such as diplomacy, charm, intimidation, possibly seduction? I don't want all my characters to have access to every dialogue option.

And if I have to sacrifice the efficiency of my companions just because I prefer not to micro-manage them (ie the Combat Tactics set of skills), in other words have the system punish me for my very much intended and supported playstyle, I'll eat my hat. Though I doubt BW would do that mistake again =)

#17
Pzykozis

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Anomaly- wrote...

Nightdragon8 wrote...

cause it was only used for a few quests and thats about it, other than the "strip the knight" part. kinda pointless.


..What? You could use herbalism, poison making and trap making whenever you liked, as much as you liked.


Yeah if you felt the need to make potions when you're already carriyng 100s of the things around, or if you felt the need to slow combat down to a painful level by scouting laying traps and using them effectively etc. etc.

This is just my experience but I never needed any more potions, barely ever used poisons because things died too fast and traps.. well as I said they just served to slow the combat down to painful levels. I only took them for the quest related stuff, survival for the halla, herbalism for the dying dwarf trap making for lothering aswell as poison, pickpocketing for slim, and of course maxing coercion as soon as. They weren't interesting or impactful choices they were mostly mandatory to gain access to specific content.

#18
Anomaly-

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Pzykozis wrote...
Yeah if you felt the need to make potions when you're already carriyng 100s of the things around,


But that's the point. You shouldn't need to make more potions, then it would be mandatory. Skills should give you options. The advantage of herbalism/poison making is that you no longer had to buy them, as well as allowing for a different approach to gameplay. Personally, I also modded the skills to increase the effectiveness of the creations, but that's me.

or if you felt the need to slow combat down to a painful level by scouting laying traps and using them effectively etc. etc.


Well, yes, some people (myself included, in many cases) did feel the need to do it and enjoyed it. Again, it would defeat the purpose if it were mandatory.

They weren't interesting or impactful choices they were mostly mandatory to gain access to specific content.


Access to specific content is the only way I can understand them being mandatory. It makes sense to me that certain things should only be available to people with a certain skillset. As a gameplay approach, though, it should never be mandatory.

Modifié par Anomaly-, 21 novembre 2012 - 05:54 .


#19
Realmzmaster

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wesam987 wrote...

^ Exactly why I felt like they were awesome! I never tried survival, what did that do?


The character can detect the presence of nearby creatures below the character's own level (on the mini-map) except at master level character can detect all enemies. At master level provived a boost to nature and physical resistance. Can also be used to calm animals. Used in two quests: Elora's Halla (Origins) and It comes from Beneath (Awakening).

#20
Jzadek72

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I'd like them back, but only in a revamped form. As it was, they felt like a shallow add on.

#21
Sidney

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wesam987 wrote...

^ Exactly why I felt like they were awesome! I never tried survival, what did that do?


Radar was what it did.

The skills 99% sucked. I know some people get their jollies off the crafting skills but dear god what a tedious bore that usually is. Go bake a cake it is a crafting skill too and follows the same model except it might require some skill to get right.

#22
Pzykozis

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Anomaly- wrote...

Pzykozis wrote...
Yeah if you felt the need to make potions when you're already carriyng 100s of the things around,


But that's the point. You shouldn't need to make more potions, then it would be mandatory. Skills should give you options. The advantage of herbalism/poison making is that you no longer had to buy them, as well as allowing for a different approach to gameplay. Personally, I also modded the skills to increase the effectiveness of the creations, but that's me.

or if you felt the need to slow combat down to a painful level by scouting laying traps and using them effectively etc. etc.


Well, yes, some people (myself included, in many cases) did feel the need to do it and enjoyed it. Again, it would defeat the purpose if it were mandatory.

They weren't interesting or impactful choices they were mostly mandatory to gain access to specific content.


Access to specific content is the only way I can understand them being mandatory. It makes sense to me that certain things should only be available to people with a certain skillset. As a gameplay approach, though, it should never be mandatory.


Well to be honest I never bought potions either, I'd just end up with bajillions of the things since there're very few situations where I 'needed' them, it might just be me, but essentially if the skills return I'd want them to mean something, not simply oh i'll choose whatever I need to get the stats to access certain questions.

it should be a real choice of whether you want more access to better poisons and the like or the same for potions but actually have those systems have an effect on combat, poisons had a little use in origins but you could easily clear the game on nightmare without touching them at all, there was no real need to be resourceful and build up any crafting because it didn't really benefit you at all.

I'm not necessarily talking about making them mandatory, but making them have actual worth maybe only within the nightmare difficulty would be a good way to bring those skills back, though to me these specific skills are kind of catered for by the NPCs which strikes me as a more sensible thing anyway, let the alchemists do alchemy for me.

#23
DragonAgeLegend

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Realmzmaster wrote...

wesam987 wrote...

^ Exactly why I felt like they were awesome! I never tried survival, what did that do?


The character can detect the presence of nearby creatures below the character's own level (on the mini-map) except at master level character can detect all enemies. At master level provived a boost to nature and physical resistance. Can also be used to calm animals. Used in two quests: Elora's Halla (Origins) and It comes from Beneath (Awakening).


Oh, It sounds pretty useful, I think I used it for Alistair and Sten but never maxed it. Yeah I still have to finish Elora's Halla quest now on my second playthrough, I'll have to level that up with someone. Thanks for the info. :D

#24
Eternal Phoenix

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You had thievery, poison making, herbalism and trap making which could be actively used during gameplay. The speech skills naturally would be used in conversation and I don't think they were pointless either, they were also partly influenced by your statistics from what I recall.

Having skills gave the character much more options when leveling up IMO and now we only have statistics and an ability tree. These abilities can't even be upgraded. I found myself doing auto-level up for companions in DA2 whereas in Origins I manually leveled up every character simply because customization was better.

So yes bring them back.

Modifié par Elton John is dead, 21 novembre 2012 - 10:45 .


#25
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Pzykozis wrote...

Anomaly- wrote...

Pzykozis wrote...
Yeah if you felt the need to make potions when you're already carriyng 100s of the things around,


But that's the point. You shouldn't need to make more potions, then it would be mandatory. Skills should give you options. The advantage of herbalism/poison making is that you no longer had to buy them, as well as allowing for a different approach to gameplay. Personally, I also modded the skills to increase the effectiveness of the creations, but that's me.

or if you felt the need to slow combat down to a painful level by scouting laying traps and using them effectively etc. etc.


Well, yes, some people (myself included, in many cases) did feel the need to do it and enjoyed it. Again, it would defeat the purpose if it were mandatory.

They weren't interesting or impactful choices they were mostly mandatory to gain access to specific content.


Access to specific content is the only way I can understand them being mandatory. It makes sense to me that certain things should only be available to people with a certain skillset. As a gameplay approach, though, it should never be mandatory.


Well to be honest I never bought potions either, I'd just end up with bajillions of the things since there're very few situations where I 'needed' them, it might just be me, but essentially if the skills return I'd want them to mean something, not simply oh i'll choose whatever I need to get the stats to access certain questions.

it should be a real choice of whether you want more access to better poisons and the like or the same for potions but actually have those systems have an effect on combat, poisons had a little use in origins but you could easily clear the game on nightmare without touching them at all, there was no real need to be resourceful and build up any crafting because it didn't really benefit you at all.

I'm not necessarily talking about making them mandatory, but making them have actual worth maybe only within the nightmare difficulty would be a good way to bring those skills back, though to me these specific skills are kind of catered for by the NPCs which strikes me as a more sensible thing anyway, let the alchemists do alchemy for me.


You never ran out? I JUST finished the Deep Roads a second time and had about 30 potions, they all wasted. Every single one of them, it was a nightmare playing there with no potions and no way to go back and buy some. I had no elfroot either so I couldn't create any, I've learnt from that experience that I'm going to need hundreds for the rest of my gameplay. Also, I cannot belive I finished from down there.