Aller au contenu

Photo

Bioware, Let's Talk About... Skills


  • Veuillez vous connecter pour répondre
35 réponses à ce sujet

#1
Fast Jimmy

Fast Jimmy
  • Members
  • 17 939 messages
Howdy do, BSN.

I'd like to  start a conversation about Skills.


Making mountains out of molehills and rockin' some mo' skills
Butt naked beats with butt naked 'cause

I got the skills to pay the bills


Every RPG has skills that vary depending on your class, your character type or your preferred playstyle. These skills can be as mundane as being able to bake bread to something as powerful as being able to manipulate time itself. Each game has their own framework for how these skills work and what influence they will have on future games.

In the DA games, we see our skills primarily manifest themselves in combat functions. While DA:O did incorporate some skills that could be used outside of combat, these weren't really showcased nearly as much as those which were designed to be used to fight.

in this thread, I'd like to discuss three modes of skills and discuss what about them works and what doesn't and hopefully lead to some good discussion about how said systems could be used in the DA games going forward.


Combat Skills:

I figured I'd start with the big dog... COMBAT! Whether it is the power-leveling skill tress of Diablo 2 or 3 or the more organic progression of skills in a game like Skyrim, or even in the DA games... combat skills are what many people live and breathe in an action RPG type game. Because let's face it - if your build is not the max DPS, you can go frak yourself, right?

Well... let's not be too hasty here. Sure, games that focus on combat skills alone are pretty combat heavy, by nature. And good ole' DPS is the governing mentality in creating the "best" build of combat skills. But there can be other combat skills out there that can be used in very effective ways that DON'T deal out damage.

For instance, a game like BG has many skills which don't actually do much in the way of damage. Spells that work to slow or reduce the effectiveness of enemies while your fighers go after other enemies. Other games have enemies such as undead creatures which always drain your health with their mere presence, unless a skill/buff is used to prevent such a drain. Still other games have ways for your "squishy" characters to disappear - a sneak skill for fragile rogues or an invisibility spell for a wizard. After all - not every character has to be 100% about combat, do they? They could have a purpose and skillset outside of combat. Which leads us into...

Non-Combat Skills:


Ah, these old gems. Sneak. Trap Making. Crafting. And the UBER skill of the RPG world... PERSUASION!

Many players have had experiences with games that have skills that can be used out of combat. And, unfortunately, many players have thought they (rightfully) have sucked sometimes.

In Fallout, did having that Computer or Speech skill really result in anything outside of a few Auto-win scenarios? In Morrowind, did having an ability to Enchant armor or weapons really result in anything but being able to create game-breaking gear? Did Awareness in KOTOR really foster a certain type of playstyle, or was it just a way to avoid the very few enemies who used the stealth mechanic?

Yet there is a lot of potential for non-combat skills in games, particularly from a story-telling point of view. DA:O tried to use this, with quests like curing the halla in the Brecillian Forest area, or creating a cure for an assisantion attempt in the Deep Roads. Yet these skills never worked to define our characters. In fact, since any character could learn the skills, it just became a matter of rotating the right skills amongst the right companions. 

If, instead, we had non-combat skills for the PC determined by their background or by a portion of their characte creation, so that what skills they used would be tied into their identity, this would be a very cool way of integrating the concept. And, furthermore, if companions similarly had a locked-in subset of non-combat skills that could advance as they leveled up, but stayed true to their identity, this could also be a unique way of doing this.

In addition, let's focus on having non-combat skills related to class. A thief should be able to sneak. And pick locks. And disarm traps. But a fighter should be able to bust down doors, or be gruff and use an intimidation skill, or survey an area before a fight and get an advantage against the enemies who would be fought later. And mages - well, mages practically write themselves with non-combat skills. Demonology, enchanting, scrying ahead to see if there are threats, reading ancient magical runes, identifying equipment to see if it has magical value (or harmful curses!), the list goes on and on.

Point being - if you can tie the skills into the story and identity of the characters we have, instead of just making them Auto-Win buttons or skills that gather dust on the shelf (hello, Trap-Making), then there could be GREAT potential in how they can be used.

Both...?:

So, here's the Holy Grail of gaming. You have the ability to cast a fireball. In combat, it scorches enemies and does damage. And... that's all, right?

Wrong. What about being able to use that same spell against objects that AREN'T trying to actively kill you?

If anyone has seen me post about the Quest for Glory games, you'd know how great I think they are. I personally think they did skills great, specifically in relation to spells. 

Some examples:

           You learn frostbite, a cold spell, and fireball, a heat spell. Your character becomes stuck in a cage. He uses the normally combat spells to first freeze the bars, then heat to make them brittle and bust out.

           Eventually, you learn a spell to summon a magic staff, which makes your spells stronger when you are fighting. At one point of the games, you are confronted by a wizard MUCH more powerful than you. You summon your staff to begin combat and he uses his magic to snatch it right out of your hands. Your then use a spell that destorys your staff and kills the wizard, in a very unconventional manner.

           You get involved in a magic duel with a shaman, where neither of you can cast the same spell more than once. Right off the bat, you both cast spells which would protect you from direct attacks. Then you have to use non-direct spells to counter each of the shamans spells, such as a spell that creates light when you are cast into darkness, a calm spell to put out a fire ring summoned around you, a leviation spell to rise out of a bottomless pit, etc.


The games were great at not making magic something that was just throwing damage projectiles at an enemy, but gave you lots of instances where you had to use non-combat spells to fight your battles, or to use spells that were normally only for combat in situations where you were fighting nothing more than the environment.

TL;DR:

Games can get by fine with just having skills that are all about making the most damage dealing builds. Or non-combat skills that maximize your gold production, or unlock the most quests. But I'd really like to see more instances of skills being used in a more reactive, character driven way, where we can identify with our character based on their skills, in addiiton to having good, solid gameplay purposes.

Modifié par Fast Jimmy, 17 janvier 2013 - 12:21 .


#2
MichaelStuart

MichaelStuart
  • Members
  • 2 251 messages
well wrote

#3
freche

freche
  • Members
  • 292 messages
What you are describing seems to be best used in Adventure games with a lot more puzzles or games with a slower pace then DA.

And I think BioWare did the right thing by removing all the Coercion, Survival, etc. skills.
Those skills didn't really add anything imo.

What BW tried to do instead (in a very small extent), was give companions some trait. Like Varric is the smooth talker and from time to time you can take help from them in dialogues.

I think this is the way to go for a game with DAs gameplay. We don't need all that stuff as actual non-combat skills. Instead extend on what they started with in DA2.

Let it show what kind of skill/knowledge a character has and have situations that can play differently depending on if you use their knowledge or not.

Isabela seems to know quite some about poisons, what BW could have done is create a situation where that knowledge could have had an impact. And I'm not talking only about forced situations but also that you as a player might have to explore the options. Maybe poison isn't the obvious choice for a mission but when talking to Isabela you might come up with a plan for it.

Let it be possible for companions trade to have bigger impact. But don't just give them a couple of (non-combat) skill buttons to use at random.

#4
Faust1979

Faust1979
  • Members
  • 2 397 messages

freche wrote...

What you are describing seems to be best used in Adventure games with a lot more puzzles or games with a slower pace then DA.

And I think BioWare did the right thing by removing all the Coercion, Survival, etc. skills.
Those skills didn't really add anything imo.

What BW tried to do instead (in a very small extent), was give companions some trait. Like Varric is the smooth talker and from time to time you can take help from them in dialogues.

I think this is the way to go for a game with DAs gameplay. We don't need all that stuff as actual non-combat skills. Instead extend on what they started with in DA2.

Let it show what kind of skill/knowledge a character has and have situations that can play differently depending on if you use their knowledge or not.

Isabela seems to know quite some about poisons, what BW could have done is create a situation where that knowledge could have had an impact. And I'm not talking only about forced situations but also that you as a player might have to explore the options. Maybe poison isn't the obvious choice for a mission but when talking to Isabela you might come up with a plan for it.

Let it be possible for companions trade to have bigger impact. But don't just give them a couple of (non-combat) skill buttons to use at random.


that sounds awesome love that idea

#5
Dr. Doctor

Dr. Doctor
  • Members
  • 4 331 messages
One thing I really liked in DA2 was being able to defer to party members in some circumstances. For instance, in the Primeval Thaig when you were talking to the rock demon you could ask Anders or Bethany what they thought the creature was. Or in some circumstances like the Act I side quest "Act of Mercy" where someone demands to know what the party is doing you can have Varric use his fast-talking abilities to create a cover story.

What would be kind of neat is to have a sort of "party balance" system similar to what ME1 had where it would show you whether your party was geared more towards combat, tech, or biotics abilities. A more combat-focused squad got bonuses to squad weapons damage and skills like first-aid, while a tech-focused squad increased the damage dealt by tech powers and granted bonuses to tech skills like lock picking and hacking. Biotics-focused squads granted a little added biotic power damage and improved the power damage resistance of the squad.

So if I have a party that's more rogue-oriented then the party gets a slight bonus to lock picking/trap detection mage-oriented slightly increases the party's spell resistance and damage against magical enemies, and warrior improves physical DPS and defense abilities. It would kind of be similar to having a member of your party rolling to help you with a skill test in Dungeons & Dragons.

#6
Kenny Da Finn

Kenny Da Finn
  • Members
  • 211 messages

Dr. Doctor wrote...

One thing I really liked in DA2 was being able to defer to party members in some circumstances. For instance, in the Primeval Thaig when you were talking to the rock demon you could ask Anders or Bethany what they thought the creature was. Or in some circumstances like the Act I side quest "Act of Mercy" where someone demands to know what the party is doing you can have Varric use his fast-talking abilities to create a cover story.

What would be kind of neat is to have a sort of "party balance" system similar to what ME1 had where it would show you whether your party was geared more towards combat, tech, or biotics abilities. A more combat-focused squad got bonuses to squad weapons damage and skills like first-aid, while a tech-focused squad increased the damage dealt by tech powers and granted bonuses to tech skills like lock picking and hacking. Biotics-focused squads granted a little added biotic power damage and improved the power damage resistance of the squad.

So if I have a party that's more rogue-oriented then the party gets a slight bonus to lock picking/trap detection mage-oriented slightly increases the party's spell resistance and damage against magical enemies, and warrior improves physical DPS and defense abilities. It would kind of be similar to having a member of your party rolling to help you with a skill test in Dungeons & Dragons.



Thats a really good idea I would really like that sustem.

#7
Fast Jimmy

Fast Jimmy
  • Members
  • 17 939 messages

freche wrote...

Let it show what kind of skill/knowledge a character has and have situations that can play differently depending on if you use their knowledge or not.

Isabela seems to know quite some about poisons, what BW could have done is create a situation where that knowledge could have had an impact. And I'm not talking only about forced situations but also that you as a player might have to explore the options. Maybe poison isn't the obvious choice for a mission but when talking to Isabela you might come up with a plan for it.

Let it be possible for companions trade to have bigger impact. But don't just give them a couple of (non-combat) skill buttons to use at random.


I'm not sure if anyone played the old Robin Hood: Conquest of the Longbow PC game, but it had sections where you had to summon your Merry Men together and devise a strategy. THis could be as simple as raiding a passing by merchant caravan or as complex as raiding a castle. All the Merry Men (Tuck, Little John, WIll Scarlet, etc.) all had different strategies, ranging from the sound to the insane. Depending on which strategy you went with, you could lose men in your band, which would hurt your resources and strength, but other straegies could even result in no loss of life at all.

Not that this would be the exact same, but I could see the above situation playing into that, where there is a problem and we could use our companions skills to solve it, with even the choice of which companion's particular wheelset to use could have varying degrees of success or outcomes. to continue with the DA2 exampel above, poisoning may tip off the target or cause people to begin researching the death and cause complications later. Using Varric's connections to bribe a solution could be cleaner, but cost money or resources. Having Aveline use 
her guard connections to find out when there would be least resistance to doing something could be another solution, but might result in a loss of approval from Aveline, since it puts her moral compass at risk.

Etc., etc.

#8
Rawgrim

Rawgrim
  • Members
  • 11 524 messages
I am with the OP all the way. These suggestions would also add loads to the replay value of the game.

#9
Fredward

Fredward
  • Members
  • 4 994 messages
Every time I see a thread title with this format my soul dies a little on the inside. Although I'm totally with you on the non-combat skills. Why DID all the RPG's get rid of them?

#10
Foolsfolly

Foolsfolly
  • Members
  • 4 770 messages

Although I'm totally with you on the non-combat skills. Why DID all the RPG's get rid of them?


I don't know, man. I just tried to replay Kingdoms of Amalur again (beat it once but never did the Thieves Guild storyline since I ran a big Warrior-Mage guy who never sneaked into anything he could scream and charge into instead). There's a few non-combat skills in that (in fact to get the best gear you kinda gotta go with the blacksmithing and runecrafting trees).

Likewise Skyrim has a few non-combat skills like Persuade, Stealth, Barter, Smithing, and Enchanting.

And there's Witcher 2 which like Skyrim and KoA has crafting which you have to do if you want the best gear. Which I don't think was a skill but the trap making and potion making were.

#11
Sir JK

Sir JK
  • Members
  • 1 523 messages
My problem with the classical approach to skills in most rpgs (computer and tabletop) is that they're usually completely binary. A simple succeed or fail and that's it. Imagine if we were to use the same approach to combat in rpgs. A single or handful skills that if you've investedd enough in them at character creation/level up you win all the combat challenges you face. No picking of spells, no manouvering of partymembers. Just a single skill, which if above the treshhold, grants you complete victory.

Would a single one of us accept that?

This is what bugs me with skills. It's: invest ahead of time, complete challenge with no effort and then never see it again. There's no interactivity whatsoever. Not only does this seriously diminish the other skills (there's nothing simple with human interaction after all) but it also purports violence as the only true solution to conflict, intentionally or not.
Which I feel is a great pity, especially since traditional rpg mechanics could actually be rather well suited if adapted to non-combat skills. Wearing down your opponents "will" (hp) with persuasive arguments by carefully spending "fervor" (mana/stamina) anyone? A bit simplistic perhaps but it'd work, wouldn't it?

Stealth and persuasion in DA2 (the former in MotA) tooks steps in the right direction in my mind. It made them interactive. Moved the emphasis away from a binary solution to putting the success in the player's hands. Persuasion was no longer solely a matter of good character planning, but also saying the right things overall. You actually had to stick to shadows, avoid patrols and distract lookouts. Both systems were crude and I wouldn't mind see more character creation in them (the unlocking of abilities, like with combat, perhaps) but it was definantely, in my mind, steps in the right direction.

#12
Rawgrim

Rawgrim
  • Members
  • 11 524 messages

Foopydoopydoo wrote...

Every time I see a thread title with this format my soul dies a little on the inside. Although I'm totally with you on the non-combat skills. Why DID all the RPG's get rid of them?


Its because developers wants the action-game fans on board. Notice how most of the rpgs from the last 5 years only have skills that makes you "do more damage" and nothing else?

#13
Gazardiel

Gazardiel
  • Members
  • 130 messages
I would love to have a greater variety of skills, especially non-combat skills, in RPGs. I wonder if the trend towards focusing on combat skills came about because more encounters were accomplished through combat rather than through non-combat means (while giving equal XP). I remember in my very first copy of the DM D&D handbook that players were to be awarded XP if they solved an encounter, and fighting was only one of many ways usually.

Combat is easier to adjudicate, as are binary skill checks (mentioned above). I suspect that it could be doable to make a game with more flexibility, but it may lose out on some other features. It would be great if BW could try this in some future game, maybe not even in the DA series.

#14
AshenSugar

AshenSugar
  • Members
  • 694 messages

Why DID all the RPG's get rid of them?


I think they got rid of them due to the dreaded 'streamlining'. (a word that, within the last four years, I've learned to absolutely hate and associate with everything negative in life, as 'streamlining' seems to be consistently responsible for ruining my favourite games, or game franchises).

The question is moot right now I guess... but I would expect that this 'streamlining' came either from an earnest belief that skills made the whole thing too complicated, and 'RPG-like', this potentially isolating the 'wider target audience' that they were hoping for... /OR/....It was streamlined due to time constraints brought about by the ultra-tight deadline.

Either way it doesn't really matter now, wotz dun iz dun.

Thinking ahead to the next game, I'd be more-than-happy to see the return of skills in any form. They (for me at least) added a pleasing layer of additional depth to Origins. Ideally I'd like two trees when leveling up my character - the first one provides all kind of none-combat, or 'support' skills Second tree is reserved for pure combat spells and abilities. Simple as that.

And that's all I have to say about that.

Modifié par AshenSugar, 17 janvier 2013 - 10:02 .


#15
Fast Jimmy

Fast Jimmy
  • Members
  • 17 939 messages

Foopydoopydoo wrote...

Every time I see a thread title with this format my soul dies a little on the inside.


Really? I thought the format I've put together was kind of catchy. 

#16
Fast Jimmy

Fast Jimmy
  • Members
  • 17 939 messages

Gazardiel wrote...

I would love to have a greater variety of skills, especially non-combat skills, in RPGs. I wonder if the trend towards focusing on combat skills came about because more encounters were accomplished through combat rather than through non-combat means (while giving equal XP). I remember in my very first copy of the DM D&D handbook that players were to be awarded XP if they solved an encounter, and fighting was only one of many ways usually.

Combat is easier to adjudicate, as are binary skill checks (mentioned above). I suspect that it could be doable to make a game with more flexibility, but it may lose out on some other features. It would be great if BW could try this in some future game, maybe not even in the DA series.


I would suspect that having nearly every encounter solvable by one method (combat) is much easier to design for than having most encounters able to be handled through two, three or even more type of gameplay styles. Just look at Sneak games, where the combat is punishingly difficult at points to encourage the player to sneak instead of just running in and hacking down your enemies. Similarly, most games hardly ever give you a chance to use persuasion to avoid fighting (I think the best, to date, may have been the first Fallout, where you could ask the Children of the Atom leader to speak to his superior, or to talk the Master into the folly of his plans and win the game that way). But we have yet to really play a game with a silver-tongued character, who is able to talk or negotiate their way past fighting in most cases. 

And that's only two alternate skills to combat (stealth and speech). Trying to create a game where you can legitimately use trap laying as a skill is almost unheard of. And other skills, like ancient lore or speaking multiple languages, while great ways to showcase skills in certain instances, also silos off certain content to players who level up those skills, which is something Bioware is never too keen on doing (the first playthrough is the playthrough they consider the most important to develop for). Not to mention that extra content is expensive content.

Still, I think the idea of having a set non-combat skill/set of skills based on your character's background is a really interesting idea, as well as your companions having different skill sets than the PC as well. I know DA2 used this with the dialogue option, but those always seemed like "Auto-Win" opportunities rather than a truly incorporated feature. Just my two cents.

#17
ianvillan

ianvillan
  • Members
  • 971 messages
The thing that I hate is when Bioware crititized Origins for having skills in a line and saying you had to take the skill in front just to get the other skill even if you didn't want the first skill.
Yet in DA2 it was just as bad, some skills needed certain points in other skills in the tree before you could take them.

Why is the Origin system bad but the DA2 system great. If I just want my mage to take fire spells why am I forced to take ice spells to then make my fire spells more powerfull.

It was the same with the specialist tree for rogue if all I wanted is speed fully upgraded I had to take two sustained talents I would never use just so I could use the speed fully upgraded.

#18
Fast Jimmy

Fast Jimmy
  • Members
  • 17 939 messages

ianvillan wrote...

The thing that I hate is when Bioware crititized Origins for having skills in a line and saying you had to take the skill in front just to get the other skill even if you didn't want the first skill.
Yet in DA2 it was just as bad, some skills needed certain points in other skills in the tree before you could take them.

Why is the Origin system bad but the DA2 system great. If I just want my mage to take fire spells why am I forced to take ice spells to then make my fire spells more powerfull.

It was the same with the specialist tree for rogue if all I wanted is speed fully upgraded I had to take two sustained talents I would never use just so I could use the speed fully upgraded.


I can absolutely sympathize here. I think the skill trees were much better than the skill lines, but at the same time I would have liked more ways to level up existing skills. For instance, if we could have the chance to not just unlock Fireball, but upon subsequent levels be able to increase its damage, decrease its mana cost, decraese its cooldown, add damage types (like say a napalm upgrade that could cause continuous damage instead of just instant), etc. 

Instead, we unlocked fireball and then the only thing left to do was to unlock Firestorm. Which, as you said, required that you level up other spells in that tree, like ice spells. 

What I would like is the ability to have a skill/spell that is available at Level 1 become upgradeable to the point where you can use those low-level skills a great deal, or where you can focus on getting the more "nuke" spells that could be customized as well, but have both strategies be doable and not have one clear "best way" to do it. Or even have the same spell/skill be contextual. Say, for instance, a stealh skill that made you hide in the shadows when you are far away from an enemy so that you can sneak up on them, or will be used as a diversion if you are already in close-quarters combat with an enemy that causes them to lose aggro on your character for a minute, or causes them to miss an attack and allows your character to perform a counter.

Again, leveing up skills just so you can unlock the uber-L337 nuke spells/skills and then use it ad nauseum in combat kind of defeats a lot of the strategy for combat.

#19
Guest_EntropicAngel_*

Guest_EntropicAngel_*
  • Guests
Well Jimmy, I can't disagree with this one.

...don't have anything to add, either, really. My experience with magic in games is pretty much restricted to DA and TES, but I can see what you're saying (more non-combat magic) and I think it would be cool.

#20
Guest_Puddi III_*

Guest_Puddi III_*
  • Guests
I would like noncombat skills, and I would like to see mages have a separate set of them to show some of the possible noncombat applications of magic. Coercion via blood magic, ward dispelling etc.

I'm not sure I would want to see "both" in the sense of a fireball having noncombat applications. I don't really see the appeal as all of the combat spells/talents have some kind of damaging or healing or controlling effect, so outside of lock or chest bashing, which could just as well be served by autoattack, I feel like they would all fall short compared to more specialized noncombat skills. On the other hand, it would be nice if noncombat skills had combat benefits, but they should be balanced in the sense that no skill is "mandatory" like combat training in Origins was, for instance.

Modifié par Filament, 17 janvier 2013 - 06:34 .


#21
Wulfram

Wulfram
  • Members
  • 18 948 messages
I don't recall the lower level spells ever not being useful in DA2.

edit:  I tend to be of the opinion that combat and non-combat abilities should be kept very much seperate.  It's almost impossible to balance them sensibly against each other.  And if you're not going to do a whole bunch more than in DA:O you're better off ignoring them all together.

Allowing your background to unlock a few dialogue type actions would make sense, though.  If your background would give you relevant expertise.

Modifié par Wulfram, 17 janvier 2013 - 06:40 .


#22
Fast Jimmy

Fast Jimmy
  • Members
  • 17 939 messages

Wulfram wrote...

I don't recall the lower level spells ever not being useful in DA2.


Well, they were useful when they were the best spell/skill you had. But once you unlock the next level of skill, it became pretty obsolete. It got to the point where raining down Apocalyptic lightning, blizzard and fire from the skies was something you did four or five times every fight towards the end of the game. I don't like that. 

I had a suggestion about introducing penalties and leaving the Mage open to serious damage during the casting (and post casting) of the appro-named "nuke spells" in another thread. I think it would be a good balancing system, but not neccesarily a silver bullet. Point being if we can keep all spells/skills relevant, even at higher levels, that would be preferable, so that skills that are top tiered are truly devastating if we use them (but with the understanding that using them would open you up for some SERIOUS dangers if you have any remaining opposition).

It could keep the old "auto-attack" actually something that does real damage and keep the low-level skills/spells relevant the entire game if the most powerful skills/spells weren't the best to spam the entire fight.

#23
ianvillan

ianvillan
  • Members
  • 971 messages

Fast Jimmy wrote...

ianvillan wrote...

The thing that I hate is when Bioware crititized Origins for having skills in a line and saying you had to take the skill in front just to get the other skill even if you didn't want the first skill.
Yet in DA2 it was just as bad, some skills needed certain points in other skills in the tree before you could take them.

Why is the Origin system bad but the DA2 system great. If I just want my mage to take fire spells why am I forced to take ice spells to then make my fire spells more powerfull.

It was the same with the specialist tree for rogue if all I wanted is speed fully upgraded I had to take two sustained talents I would never use just so I could use the speed fully upgraded.


I can absolutely sympathize here. I think the skill trees were much better than the skill lines, but at the same time I would have liked more ways to level up existing skills. For instance, if we could have the chance to not just unlock Fireball, but upon subsequent levels be able to increase its damage, decrease its mana cost, decraese its cooldown, add damage types (like say a napalm upgrade that could cause continuous damage instead of just instant), etc. 


Do you mean like the way Hawkes Key in legacy worked and if they could add something like that to the skill upgrades in that you can choose between different effects to apply to the skill I think it would be a better system.

#24
Dominus

Dominus
  • Members
  • 15 426 messages

I don't recall the lower level spells ever not being useful in DA2.

That, I used most of the skills unlocked/available to me.

What I would like is the ability to have a skill/spell that is available at Level 1 become upgradeable to the point where you can use those low-level skills a great deal

You could argue V:tmB did that a bit with its' main skills system, where what was originally a single-target skill(i.e. Malkavians causing insanity) turned into an Area-Of-Effect spell.

#25
Fast Jimmy

Fast Jimmy
  • Members
  • 17 939 messages

ianvillan wrote...

Fast Jimmy wrote...

ianvillan wrote...

The thing that I hate is when Bioware crititized Origins for having skills in a line and saying you had to take the skill in front just to get the other skill even if you didn't want the first skill.
Yet in DA2 it was just as bad, some skills needed certain points in other skills in the tree before you could take them.

Why is the Origin system bad but the DA2 system great. If I just want my mage to take fire spells why am I forced to take ice spells to then make my fire spells more powerfull.

It was the same with the specialist tree for rogue if all I wanted is speed fully upgraded I had to take two sustained talents I would never use just so I could use the speed fully upgraded.


I can absolutely sympathize here. I think the skill trees were much better than the skill lines, but at the same time I would have liked more ways to level up existing skills. For instance, if we could have the chance to not just unlock Fireball, but upon subsequent levels be able to increase its damage, decrease its mana cost, decraese its cooldown, add damage types (like say a napalm upgrade that could cause continuous damage instead of just instant), etc. 


Do you mean like the way Hawkes Key in legacy worked and if they could add something like that to the skill upgrades in that you can choose between different effects to apply to the skill I think it would be a better system.


Yes, something like this, or a more robust version of what ME3 did. Where you can upgrade skills/spells to take a particular playstyle/build.