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Why is theory crafting considered a bad thing for the DA series now?


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#26
TheBlackAdder13

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krul2k wrote...

tbh your seeing alot of ppl move away from intricate and head numbing talent trees, maybe its because of the fact they can be head numbing or maybe the iq of gamers is gone down, no idea i liked sitting for ages messing with builds but i cant understand why ppl dont and in all honesty it seems like the new wave of gamers dont like it, they prefer the simplistic way and more time in combat, which is understandable of course. Do i agree with it hell no but im an old gamer an realistically my gaming wants are dieing out being replaced by the new set of gamers as is the want


Or, instead of having lower IQs compared to people who actually enjoy spending hours researching "the one true build" to succed at the game, maybe we're just...you know, playing for the story and would rather spend our time doing other things than researching said builds. And maybe the devs recognize that overly byzantine talent trees and stats detract from that experience. Hell, maybe we even have higher IQs than those people. 

Modifié par TheBlackAdder13, 21 décembre 2012 - 02:46 .


#27
Guest_krul2k_*

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TheBlackAdder13 wrote...

krul2k wrote...

tbh your seeing alot of ppl move away from intricate and head numbing talent trees, maybe its because of the fact they can be head numbing or maybe the iq of gamers is gone down, no idea i liked sitting for ages messing with builds but i cant understand why ppl dont and in all honesty it seems like the new wave of gamers dont like it, they prefer the simplistic way and more time in combat, which is understandable of course. Do i agree with it hell no but im an old gamer an realistically my gaming wants are dieing out being replaced by the new set of gamers as is the want


Or, instead of having lower IQs compared to people who actually enjoy spending hours researching "the one true build" to succed at the game, maybe we're just...you know, playing for the story and would rather spend our time doing other things than researching said builds. And maybe the devs recognize that overly byzantine talent trees and stats detract from that experience. Hell, maybe we even have higher IQs than those people. 


yeah i worded that like a pretty dumb ass, apologise if i was offensive

#28
Wulfram

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I think there are more interesting choices to be made than the sort that require spreadsheets. I'd rather have options that open up different tactics, than just maximising DPS by fiddling with attributes and critical hit chance and all that.

#29
bleetman

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krul2k wrote...

Essentialy i think thats what developers are moving away from, i think there simplyfying talent trees etc so alot more ppl understand them easier and so exactly as you say they do not need to sit play the game then have to put the controller down to go look up a "best build" so to speak or go read page after page of text to understand what abilities do etc, alot of ppl dont enjoy that sort of thing they want to sit down an enjoy the game withouyt having to look things up, which is 100% understandable

You realise that's the complete opposite of what I was saying, right?

I'm curious as to what basis you think this simplification is happening, mind. I don't remember a game between DA2 and the upcoming DA3 that would indicate such.

Modifié par bleetman, 21 décembre 2012 - 03:06 .


#30
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all you need to do is look at talent trees from past rpg's to what u get in todays rpg's to realize things are getting simplistic, im not saying its a bad thing, at the end of the day gaming is still an evolving industry and compaired to most still new an fairly young.

edit: yeah i know wat i said was the complete opposite of what u said, exactly why i said it, theory crafters are all well and good but to alot more ppl who just want to pick a game up and enjoy it having to theory craft your way through a talent tree is an un necessary evil, hence why talent trees are getting more symplified, easier to understand and every talent is becoming relevant an "not the wrong choice"

Modifié par krul2k, 21 décembre 2012 - 03:29 .


#31
Wulfram

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A BG2 fighter was way simpler than a DA2 fighter

#32
hexaligned

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Wulfram wrote...

A BG2 fighter was way simpler than a DA2 fighter


That depends on how you built them.  The difference is there were options under DnD mechanics that required much more thought and planning to make certain builds "work".  Yes, you could build one simply as a pure single class STR/CON heavy armor wearing auto attack bot, but that wasn't the only option available to you. 

I don't think spreadsheety mechanics are necessary for this type of game, I enjoy them, but I can enjoy simple mechanics (as an example:DA), as long as there is a difficulty setting that still requires you to be at least competent at them.  I don't think DA needs to get bloaty with it's mechanics, although a few more options would be nice, i think it needs to refine it's difficulty settings to highlight and make better use of what is already there.

Modifié par relhart, 21 décembre 2012 - 04:39 .


#33
Fisto The Sexbot

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Allan Schumacher wrote...

Celene II wrote...

XX-Pyro wrote...

You can put as much effort or as little effort into creating and upgrading a character in DA2 as you could in DA:O.


Tell that to Herbalism and Persuasion skills



Your counterpoint has nothing to do with the amount of effort one puts into planning their build, just that the non-combat skills don't exist (which many will argue were trivial to allocate and didn't require much thought anyways).


You're being semantical because you can't admit he has a point?

#34
Wulfram

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Fisto The Sexbot wrote...

You're being semantical because you can't admit he has a point?


If he has a point - I can't discern one - it's not one related to this thread

#35
Fisto The Sexbot

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Wulfram wrote...

Fisto The Sexbot wrote...

You're being semantical because you can't admit he has a point?


If he has a point - I can't discern one - it's not one related to this thread


That Origins allowed for more diverse character builds, at least to a certain extent. It's completely related.

#36
Wulfram

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Fisto The Sexbot wrote...

That Origins allowed for more diverse character builds, at least to a certain extent. It's completely related.


Naming two skills, one of which I'm pretty sure most people regarded as basically obligatory, and one of which could easily be relegated to camp fodder, seems like a poor way to establish that.

#37
Fisto The Sexbot

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Wulfram wrote...

Fisto The Sexbot wrote...

That Origins allowed for more diverse character builds, at least to a certain extent. It's completely related.


Naming two skills, one of which I'm pretty sure most people regarded as basically obligatory, and one of which could easily be relegated to camp fodder, seems like a poor way to establish that.


Well, obviously there's more to it than two skills. But persuasion is not mandatory. It's a skill that opens up new and exciting™ content and can be used to resolve situations in different ways. (No the DA2 response tones don't count because they aren't part of the actual character building process)

#38
Anomaly-

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I dislike the term "theory crafting", but I do agree with the OP, if not particularly their examples. This was one of my biggest gripes in DA2. I found the more thought I attempted to put into my build, the more I shot myself in the foot.

DarkSpiral wrote...
Lack of options in bilding your character honestly wasn't one of them.


Yes, it really was.

Plaintiff wrote...
Exactly what "variables" were present in DA:O that you imagine its sequel was lacking?


A third/fourth attribute, for starters. Skills, talents that weren't redundant and/or representative of alternative playstyles. Itemization that rewarded going off the beaten path, etc.

Wulfram wrote...
Naming two skills, one of which I'm pretty sure most people regarded as basically obligatory, and one of which could easily be relegated to camp fodder, seems like a poor way to establish that.


I think the topic is a comment on the systems in the two games. DA:O's had flaws, sure, but they were easily fixable and the design itself did indeed encourage and facilitate more thought.

Modifié par Anomaly-, 21 décembre 2012 - 07:42 .


#39
Plaintiff

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Anomaly- wrote...
A third/fourth attribute, for starters. Skills, talents that weren't redundant and/or representative of alternative playstyles.

All the attributes were still present, and they still had a use. If you didn't put any points in them, then that was your choice, but the option was certainly present.

While skills may have been "gone", the crafting options were still totally present, and there was nothing stopping you from incorportaing crafting into your playstyle. Skills to unlock passive bonuses like extra tactics slots and the like are also no longer required, becaus tactics slots are unlocked in other ways.

So yes, DA2 got rid of "skills", but you didn't actually lose much at all, if anything. Most of it is still available in a different form.

DA2 does't have any talents that aren't 'redundant'? That's a mathematical impossibility. Surely there must be some. Indeed, I don't believe any of them are redundant. And what's wrong with having talents that are representative of alternative playstyles? I thought you were complaining about a lack of options.

Fisto The Sexbot wrote...
Well, obviously there's more to it than two skills. But persuasion is not mandatory. It's a skill that opens up new and exciting™ content and can be used to resolve situations in different ways. (No the DA2 response tones don't count because they aren't part of the actual character building process)

The on-going development of your character's personality and/or morality doesn't count as part of the building process? I would've thought it was the most important part.

Modifié par Plaintiff, 21 décembre 2012 - 08:05 .


#40
Fisto The Sexbot

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Plaintiff wrote...

Anomaly- wrote...
A third/fourth attribute, for starters. Skills, talents that weren't redundant and/or representative of alternative playstyles.

All the attributes were still present, and they still had a use. If you didn't put any points in them, then that was your choice, but the option was certainly present.

While skills may have been "gone", the crafting options were still totally present, and there was nothing stopping you from incorportaing crafting into your playstyle. Skills to unlock passive bonuses like extra tactics slots and the lack are also no longer required, becaus tactics slots are unlocked in other ways.

So yes, DA2 got rid of "skills", but you didn't actually lose much at all, if anything. Most of it is still available in a different form.

DA2 does't have any talents that aren't 'redundant'? That's a mathematical impossibility. Surely there must be some. Indeed, I don't believe any of them are redundant. And what's wrong with having talents that are representative of alternative playstyles? I thought you were complaining about a lack of options.

Fisto The Sexbot wrote...
Well, obviously there's more to it than two skills. But persuasion is not mandatory. It's a skill that opens up new and exciting™ content and can be used to resolve situations in different ways. (No the DA2 response tones don't count because they aren't part of the actual character building process)

The on-going development of your character's personality and/or morality doesn't count as part of the building process? I would've thought it was the most important part.


It is not character building, dude. Character building means stats, skills, leveling, etc., the mechanical aspect of roleplaying games. That's what I was referring to anyhow.

Modifié par Fisto The Sexbot, 21 décembre 2012 - 07:49 .


#41
Anomaly-

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Plaintiff wrote...
All the attributes were still present, and they still had a use. If you didn't put any points in them, then that was your choice, but the option was certainly present.


Sure, the option was present, but note what I said about shooting yourself in the foot. I could put points into strength as a Rogue, but I would only hinder myself in doing so.

While skills may have been "gone", the crafting options were still totally present, and there was nothing stopping you from incorportaing crafting into your playstyle. Skills to unlock passive bonuses like extra tactics slots and the like are also no longer required, becaus tactics slots are unlocked in other ways.


There was nothing resembling crafting in DA2. The fact that every class could "craft" anything with no skill investment required meant that the mechanic no longer did anything to differentiate character builds, nor did it help to define my character's strengths/weaknesses.

The fact that I no longer managed any ingredients also meant the loss of a different approach to gameplay. The "crafting" in DA2 didn't add anything to the game that couldn't be accomplished by an NPC shop.

So yes, DA2 got rid of "skills", but you didn't actually lose much at all, if anything. Most of it is still available in a different form.


I lost a great deal. That "different form" makes all the difference.

DA2 does't have any talents that aren't 'redundant'?


No, that's not exactly what I said.

Indeed, I don't believe any of them are redundant.


I've given many examples before. Rogues in particular had a great deal of redundancies.

And what's wrong with having talents that are representative of alternative playstyles? I thought you were complaining about a lack of options.


Yes, I was. I think you misunderstood me. DA2 offered very few alternative playstyles.

Modifié par Anomaly-, 21 décembre 2012 - 08:36 .


#42
Plaintiff

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Anomaly- wrote...
Sure, the option was present, but note what I said about shooting yourself in the foot. I could put points into strength as a Rogue, but I would only hinder myself in doing so.

And? Poorly thought-out stat allocation was simply never possible prior to DA2?

There was nothing resembling crafting in DA2. The fact that every class could "craft" anything with no skill investment required meant that the mechanic no longer did anything to differentiate character builds, nor did it help to define my character's strengths/weaknesses.

You find ingredients, you make things. How is that not crafting?

The fact that I no longer managed any ingredients also meant the loss of a different approach to gameplay. The "crafting" in DA2 didn't add anything to the game that couldn't be accomplished by an NPC shop.

You lost nothing. Nothing is preventing you from using that approach. It simply costs gold instead of materials, which you had to pay for anyway. If anything, it made runes and potions much more accessible for people who like to use them.

I lost a great deal. That "different form" makes all the difference.

If you get to work on time either way, what does it matter how you get there?

I've given many examples before. Rogues in particular had a great deal of redundancies.

You'll have to reiterate them, I have no idea who you are.

Yes, I was. I think you misunderstood me. DA2 offered very few alternative playstyles.

I disagree. It far more offered more than Origins. The classes are more varied from each other, and offer more variation within themselves, and that's only taking the talents into account.

Losing the ability to equip a shield on someone who can't learn the talents for it anyway is more than a fair trade. I can't do that without hindering myself, so, per your guidelines, it doesn't count as a real "character build" anyway.

#43
Provi-dance

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Plaintiff wrote...


I play games for story, mainly.



For someone who plays games for story, mainly, you spend an awful lot of time arguing vehemently about combat mechanics details. Your perception about the (un)importance of precise skill descriptions is also biased because you play on the easiest difficulty setting.

For starters, you don't understand what it means when an rpg introduces "primary attributes". It means that, as has been pointed out, it's basically silly not to dump all your attributes into it.
"Hello, I'm your PRIMARY attribute, I give you damage and other fancy advantages, but sure, you're free to spend your attribute points on something else, if you so wish..."
You have no real choice.

#44
syllogi

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I miss Neverwinter Wednesdays.

#45
Anomaly-

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Plaintiff wrote...
And? Poorly thought-out stat allocation was simply never possible prior to DA2?


You missed the point entirely. Obviously, wasting points is not my goal. The stat system in DA2 is made far more linear by tieing essentially everything of importance to a class to 2 given attributes. For instance, in Origins I had to consider how much strength to invest in, to be able to use certain gear. DA2 just tied gear requirements to dexterity -- a skill that already had a lot of usefulness lumped into it -- for convenience sake.

That's just one example of a factor you no longer have to consider in DA2.

You find ingredients, you make things. How is that not crafting?


You find one ingredient, you don't make it, and you don't invest any skill into it. I already said why that's a problem.

You lost nothing. Nothing is preventing you from using that approach.


As I said, the gameplay isn't there.

It simply costs gold instead of materials, which you had to pay for anyway.


In DA:O? I gathered most of my materials. I didn't pay for much. Crafting in DA:O could be used to make money. That's what I'm talking about when I say an alternative approach to gameplay.

If anything, it made runes and potions much more accessible for people who like to use them.


But as I said, it did nothing to add to gameplay or differentiate characters. For that reason, it may as well have been in the form of an NPC who sells potions. That would provide essentially the same mechanic, and would make those things accessible for people who want them without dabbling in different gameplay.

If you get to work on time either way, what does it matter how you get there?


I really don't know what point you're attempting to make here. Obviously, the majority of us aren't playing a game when getting to work. When we are playing a game, the way it's played matters.

Maybe it's because, as you admit yourself, you value story over gameplay that you don't understand this. I could try to make the same analogy by saying "if the dragon dies in the end, what does it matter who killed it or what else happened along the way"?

You'll have to reiterate them, I have no idea who you are.


Very well. Taken from my review:

...First of all, attributes are even more shallow than they were in Origins. I played a rogue, as I always do, and I was very disappointed. Essentially, there are only two attributes of use and/or interest: dexterity and cunning. Every rogue mechanic is tied to these two attributes, whether it makes sense or not. I realize this makes things convenient for people who don’t want to think about how they build their characters too much, but I find it horribly shallow. It’s even worse when you realize that dexterity is pretty much forced on you as it is a requirement for equipment (more importantly, weapons). Origins had requirements too, but they were primarily strength. This made more sense, as strength should obviously dictate whether or not you can carry/use something, and it also gave more depth to the builds as you at least had to consider how much you invested in a third attribute. Dexterity should only contribute to things like accuracy, evasion and possibly critical chance and/or speed. Having it affect damage and so many other  things as well just lumps too many useful things into 1 place and makes anyone stupid not to invest heavily in it.

...skills also fall victim to this. I quickly noticed just how many skills become obsolete as a result of either similar skills, or the attribute design. This makes the depth of classes and combat even shallower than Origins. My plan was to be a purely offensive rogue, focusing on cunning to boost critical damage and high damage abilities/stealth. I planned to use the skill that grants 100% critical chance while flanking to make up for the critical chance deficit I would have from not investing as heavily in dexterity. That skill, btw, pretty much makes the similar skills that grant 100% critical chance from stealth and 100% critical chance on a stunned enemy obsolete. However, I then realized that I pretty much had to invest in dexterity if I hoped to use any decent equipment. I then also noticed that any gear I wore inevitably had the same bonuses – critical chance, critical damage, and/or physical damage. As I progressed through the game, even without focusing on dexterity I still achieved a critical chance of nearly 70%. Combined with the inherent flanking bonus, I pretty much had 100%, making all 3 of those critical passives obsolete.


I disagree. It far more offered more than Origins. The classes are more varied from each other, and offer more variation within themselves, and that's only taking the talents into account.


And I completely disagree with that. Another quote from my review:

I really enjoy playing a Rogue, scanning the battlefield looking for the shortest path to the back of the nearest enemy with the most enemies in close proximity in order to deal the greatest amount of damage in the shortest amount of time, using poisons concocted through my mastery of rare toxins I painstakingly gathered. I guess what it comes down to for me, was that I just never had this feeling in DA2. I never had to do any of the above. Backstab became an active skill that instantly teleported me through the ground to the target enemy's back. I went from target to target by pressing 1. Poisons I could just buy from a vendor, as with every other class. No more traps, pets, poison making. All of these things -- Rogue-like things -- were taken out of my hands and done for me (or no longer done at all, as the case may be). I felt like the game was playing the Rogue for me, and all I was really doing was interacting with the same interface as the other classes. Sure the animations were different, but I felt little difference between playing a Rogue and a Warrior, despite all the arbitrary restrictions intended to have the opposite effect.


Modifié par Anomaly-, 21 décembre 2012 - 09:27 .


#46
d4eaming

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Provi-dance wrote...

Plaintiff wrote...


I play games for story, mainly.



For someone who plays games for story, mainly, you spend an awful lot of time arguing vehemently about combat mechanics details. Your perception about the (un)importance of precise skill descriptions is also biased because you play on the easiest difficulty setting.

For starters, you don't understand what it means when an rpg introduces "primary attributes". It means that, as has been pointed out, it's basically silly not to dump all your attributes into it.
"Hello, I'm your PRIMARY attribute, I give you damage and other fancy advantages, but sure, you're free to spend your attribute points on something else, if you so wish..."
You have no real choice.


I certainly understand prime stats (and have thoroughly explained them to other people) while playing WoW. WoW is freaking complicated, and there are theory crafters out there that can figure out how much extra damage one point of +agi gives you versus one point os +hit, and whether +hit or +crit is more valuable for class so-an-so, and that raw +agi is better in most cases than +hit or +crit, because somesuch reason or other people at snobbywowplayers.com said so.

I don't want that in my DA games, thanks. I will spend hours working that out in WoW, because the scope is so much more massive, so much grander, and play time nearly limitless, that optimising your character is the ultimate goal- especially if you ever expect to get into a raid, and even some PUGs will boot your ass for allocating the "wrong" stats or not playing up to their expectations. I will not do that in DA, full stop.

I can easily play different builds, and get different flavors out of it. I played sword-and-board on my warrior, and had fun doing it. I've played multiple flavors of mage. I've played a bow wielding rogue AND  duel wielding rogue. They all look and play and feel and taste different, with different strengths and weaknesses. That is more than enough. DA does not need theorycrafting to that degree, and if it does get incorporated, I am quite sure a large number of players would be put off. Whether they amount to a greater number than the people apparently demanding that level of needless frivolity, I don't know. That is not what DA is about. DA is about story, it is not about number crunching to eek out that extra 10 DPS.

#47
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d4eaming wrote...

Provi-dance wrote...

Plaintiff wrote...


I play games for story, mainly.



For someone who plays games for story, mainly, you spend an awful lot of time arguing vehemently about combat mechanics details. Your perception about the (un)importance of precise skill descriptions is also biased because you play on the easiest difficulty setting.

For starters, you don't understand what it means when an rpg introduces "primary attributes". It means that, as has been pointed out, it's basically silly not to dump all your attributes into it.
"Hello, I'm your PRIMARY attribute, I give you damage and other fancy advantages, but sure, you're free to spend your attribute points on something else, if you so wish..."
You have no real choice.


I certainly understand prime stats (and have thoroughly explained them to other people) while playing WoW. WoW is freaking complicated, and there are theory crafters out there that can figure out how much extra damage one point of +agi gives you versus one point os +hit, and whether +hit or +crit is more valuable for class so-an-so, and that raw +agi is better in most cases than +hit or +crit, because somesuch reason or other people at snobbywowplayers.com said so.

I don't want that in my DA games, thanks. I will spend hours working that out in WoW, because the scope is so much more massive, so much grander, and play time nearly limitless, that optimising your character is the ultimate goal- especially if you ever expect to get into a raid, and even some PUGs will boot your ass for allocating the "wrong" stats or not playing up to their expectations. I will not do that in DA, full stop.

I can easily play different builds, and get different flavors out of it. I played sword-and-board on my warrior, and had fun doing it. I've played multiple flavors of mage. I've played a bow wielding rogue AND  duel wielding rogue. They all look and play and feel and taste different, with different strengths and weaknesses. That is more than enough. DA does not need theorycrafting to that degree, and if it does get incorporated, I am quite sure a large number of players would be put off. Whether they amount to a greater number than the people apparently demanding that level of needless frivolity, I don't know. That is not what DA is about. DA is about story, it is not about number crunching to eek out that extra 10 DPS.


stands up an appluads loudly

wish i could bloody type right id a said just that lol

#48
Anomaly-

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d4eaming wrote...
I certainly understand prime stats (and have thoroughly explained them to other people) while playing WoW. WoW is freaking complicated,


I've played WoW, and I'd hardly call it complicated.

and there are theory crafters out there that can figure out how much extra damage one point of +agi gives you versus one point os +hit, and whether +hit or +crit is more valuable for class so-an-so, and that raw +agi is better in most cases than +hit or +crit, because somesuch reason or other people at snobbywowplayers.com said so.


That's exactly why WoW isn't complicated. There is a best way to do things. That is also what I disliked about DA2.

I don't want that in my DA games, thanks.


Me either. That's not my understanding of "theory crafting". "Theory crafting" is not min/maxing. I don't want to min/max, but I do want to be able to play all kinds of different viable builds and playstyles.

I can easily play different builds, and get different flavors out of it. I played sword-and-board on my warrior, and had fun doing it. I've played multiple flavors of mage. I've played a bow wielding rogue AND  duel wielding rogue. They all look and play and feel and taste different, with different strengths and weaknesses.


That really wasn't my experience at all. Every Rogue build depended on the same two attributes, I found very little variation in playstyles, and I found most talents were differentiated only by appearances.

That is not what DA is about. DA is about story,


Is that a fact? I won't deny Bioware games tend to be known for their stories, but every Bioware game I've played has also included tactical combat, gameplay and character progression. That has been what I've come to value most. It's not that I don't appreciate or enjoy the story, but I get far more mileage out of the gameplay.

it is not about number crunching to eek out that extra 10 DPS.


Again, that is not what I'm after, either. What I want is to be able to try different builds and playstyles, and not have to fight mechanics that make it unrealistic or even impossible to do so. I want to be able to think outside the box without shooting myself in the foot. I don't want there to be a clear best way of doing things, involving two primary attributes and Cross class Combos.

#49
Kileyan

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I do like more complicated character builds, but I cannot blame Bioware for getting away from some of the AD&D 3.5'ish stuff. Some of it was a little over the top complicated. If I recall some of the higher end "talents" and class spec kits in the D&D game literally required spending stat points down the wire from level 1, or  you would never ever being able to use that super cool whirlwind or get that class specialization that you wanted. It was a bit over complicated and unforgiving.

I can't imagine someone on a console(unable to mod or respec), after 60 hours of play finding out they misspent a stat point on intelligence at level 4, and now could never acheive enough dex to get the one top talent they had imagined their character around.

#50
d4eaming

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All WoW theory crafting isn't necessarily min-maxing. Min-maxers definitely do exist, and top guilds recruit them, but even without going to that extreme, there is still theory-crafting about builds, which give the best this, which give the best that. Do you want a solo BM spec? A tank BM spec? A support BM spec? Here's the numbers for how to do it.

If you don't call that theory-crafting, then we obviously have wildly different definitions of that term. And yes, WoW is complicated. I don't know where you get the notion it isn't. I have a hunter, feral/resto druid, resto/ele shaman, and combat rogue. I can tell you flat out it is not easy to get good, viable builds in any of those classes and specs without heavy theory-crafting. Sure, I can throw a bunch of points into random crap, but my effectiveness as a DPS or a healer is going to suffer majorly for it. Before the last expansion, even using the wrong pet could screw you over being able to win a fight or finish a dungeon. It has been simplified now, and the different talents are more balanced, without suffering for your personal choices, but it's still not a matter of throwing things together willy-nilly and coming out top DPS.

What is your suggestion? Rogues have always favored dex/cun. Warriors have always favored str/con. Mages have always favored wis/int. That is simply the nature of the very foundation of the system, that is based on DND. Could you make an effective warrior using int as a big stat? Not likely. Rogues didn't need int, mages were useless using str. What would even be the point?

Perhaps specialized classes could make use of stats outside their prime stats. Charisma could be useful to everyone- if they could even raise it high enough. What was baseline? 10? I know when making my characters, they didn't get above a 12 or 13 charisma to start with, because their prime stats were always more important. DA doesn't have charisma, they used persuasion for that, and then rolled it into tone. It still harkens back to its roots, though. Charisma is taking advantage of your diplomatic tone or your aggressive tone- which even makes sense. A goody two shoes is just plain going to look silly trying to make a viable threat, which is why my diplomatic and snarky Hawkes failed aggressive pursuasion. It's why my aggressive Hawke failed to smooth-talk someone. It's making the role invisible, but it is still there.

As for DA's leaning toward story rather than combat- combat is filler. Combat happens in between the character building dialogue. The ultimate goal is to tell a certain story, not to provide a tactical simulation. I can name plenty of games that can give you a tactical game rather than a story game (anything from Master of Orion to economy sims to Dune 2000 and any game that requires controlling units- in those games, story comes second to the micromanaging of the tactical sim). DA is not a tactical sim, and it's silly trying to turn it into one.