wesam987 wrote...
You can change the skills for any characters to be what you want them to be in DA2 already. If you mean by the specializations then that's a different story and I agree with you. Having our companions only be allowed one specialization on something we may not even want them to be is quite restrictive to the player. Hopefully this will be more like Origins, allowing 'you' to choose two from four or five different spec's.
Even though I agree with this 100%... I seriously doubt they will do this...
They liked the companions being super unique, and part of that was with their spec.
While I actually enjoyed the companions unique specs in DA2.... I just wish they had more than one and I severely disliked shoe-horning of the roles of those characters by removing skill trees from their options. (while it's ok for the melee people to have their weapon-of-choice skill trees only.... the hell can't Merrill learn to cast "heal"???)
I hope they go with the compromise I mentioned years ago in the DA2 forums, cause I know they will not be going back to the Origins way with the companion specs, but what I suggested was to give the companion 3 specs. The first would be similar to DA2's wherein they start with 1-2 abilities from it and you can add more as they level up... and then at level 14, when the player can get a second, the companions gain two trees to pick from that are still unique to them... but expand the roles their first tree had. (for example Anders' two tress would have been basically DD blood magic* and spirit healer... Merrills would have been more blood magic and "keeper arts"**.... etc.)
Hopefully they will listen to me and make some thing sort of similar... and not to restrict their mage's skill trees at all. Because that was just dumb and poor design.
*try and convince me with your delusions that Martyr isn't blood magic.... It's the same thing. Just called "demon magic"
**Assumedly her keeper arts is where a group heal spell would lie.
Modifié par FaeQueenCory, 10 décembre 2012 - 07:22 .