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Companion Starting Abilities


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#1
andar91

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I'm curious if the game will be more like Origins or DA2 in this regard.

 

In Origins, companions came pretty much pre-leveled. In DA2, characters would come with a few abilities already bought (I think 3), and you could do the rest. So Anders, for instance, also joins my party with Mind Blast, Heal, and Winter's Grasp already learned.

 

Another part of this question might be: what abilities should companions start with if any? Should non-mage characters, for instance, only have non-weapon abilities so that the player can shape their combat style, or is it okay if Cassandra comes with Shield Bash as well as the appropriate equipment? I remember there was controversy over Origins' giving the PC set abilities related to weapon trees (like all Human Noble Warriors started with Shield Bash, and some people were upset it wasn't up to the player).

 

Just curious as to what people think/prefer. 



#2
MarchWaltz

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I would like them to come as a blank slate; that way I can adjust how I see fit.


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#3
The Night Haunter

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The fewer abilities they come with (and the more open points) the better, in my opinion. Alternately something like the Maker's Sigh potion that allows us to reset abilities would make this irrelevant.


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#4
The Elder King

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I'd prefer they come up with all attributes and abilities to assign, but between those two. I prefer DA2.

#5
Hrungr

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The fewer abilities they come with (and the more open points) the better, in my opinion. Alternately something like the Maker's Sigh potion that allows us to reset abilities would make this irrelevant.

 

Yeah, so long as there is an economical way to reset their abilities (a la Maker's Sigh) it's fine if they already have their abilities spec'd out.

 

This thread also got me curious as to what level your specialization kicks in and if companions will already have one spec'd if you pick them up at high enough level. And will we get to choose their specialization or will they already be assigned one...



#6
andar91

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I wonder how viable giving the player full control would be? I can understand the danger of letting somebody pick really bad combinations of abilities by accident, but then, there are re-spec options as well.

 

I don't mean for veteran players, but for newcomers. I suppose there could be a little window that pops up: "Would you like to use the default abilities or customize them yourself?"

 

Or, furthermore, they could put points in the abilities but not confirm them so we can see the suggested path and then change as we see fit. I dunno.


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#7
Guest_TheDarkKnightReturns_*

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I'm cool with companions having starter spells/talents if it's part of their specialization i.e. righteous strike or spider shape.

#8
The Night Haunter

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Yeah, so long as there is an economical way to reset their abilities (a la Maker's Sigh) it's fine if they already have their abilities spec'd out.

 

This thread also got me curious as to what level your specialization kicks in and if companions will already have one spec'd if you pick them up at high enough level. And will we get to choose their specialization or will they already be assigned one...

I think most companions come with a specialization already, they might not have skills in it unless they are high level, but it seems like each companion has one of the 9 available specializations. Since we get only a single spec its reasonable that we won't be able to assign one to our companions. (also I doubt a Maker's Sigh would allow us to re-specialize since it is more important to the story this time around).



#9
BubbleDncr

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It always annoyed me that everyone came with skills pre-leveled. The worst is when I played as a mage, got Morrigan, and realized she had all the same spells as my character. No way to re-spec, so instead of having 2 mages that complement each other, I had 2 redundant mages, until I got Wynne. 



#10
Tinxa

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I don't mind if the companions come with 1 or 2 abilities from their past and I can give them other weapons later. For example Sera comes with a bow ability and Cole with daggers and if I don't like it I can just buy bow abilities for Cole...

But all rogues should start with at least some lockpicking!!!

 

Only rogues can unlock chests so most players bring only 1 rogue along in the party to lockpick. The thing that annoyed me in Origins most was Zevran's inability to lockpick when you get him. To make it worse you only got him later in the game and so I HAD to keep Leliana if I wanted to open locked chests or return with Leliana to every area later <_< There was just no way you could level up Zevran in lockpicking fast enough and I really think players should be free to use whichever rogue companion they want without the hassle.


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#11
andar91

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I don't mind if the companions come with 1 or 2 abilities from their past and I can give them other weapons later. For example Sera comes with a bow ability and Cole with daggers and if I don't like it I can just buy bow abilities for Cole...

But all rogues should start with at least some lockpicking!!!

 

Only rogues can unlock chests so most players bring only 1 rogue along in the party to lockpick. The thing that annoyed me in Origins most was Zevran's inability to lockpick when you get him. To make it worse you only got him later in the game and so I HAD to keep Leliana if I wanted to open locked chests or return with Leliana to every area later <_< There was just no way you could level up Zevran in lockpicking fast enough and I really think players should be free to use whichever rogue companion they want without the hassle.

 

OMG I KNOW!

 

Literally a few hours ago, I was playing Origins and was in Haven/Temple of SA and cursing because Zevran couldn't unlock anything at all.

 

He's lucky he's cute and endearing.


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#12
BellPeppers&Beef023

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I would like the companions to have their own preset "preferences" in terms of skill trees (eg. Cassandra with S&S, Iron Bull with 2 Hander), with the option for respec for those who are inclined.

 

Not sure if the companions are still going to get their own unique specializations ie. DAII. I know they are just slight variations of the usual player specializations, but I think they add that additional flavor to each character. One of the changes in DAII that I wholeheartedly approve of. Would be a pity if they go back to the DA:O system.

 

What I DON'T wanna see, ever, is generic skill trees locked out for specific companions for no particular reason (eg. Merrill comes w/o the creation/healing skill tree, because). That is beyond dumb.


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#13
DarkKnightHolmes

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They already said Maker Sigh is back so it's all good.



#14
Araceil

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They already said Maker Sigh is back so it's all good.

Do you know if it's in the base game this time around or as DLC? 



#15
andar91

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Do you know if it's in the base game this time around or as DLC? 

 

It better be in the base game.


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#16
Absafraginlootly

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*snip*

 

What I DON'T wanna see, ever, is generic skill trees locked out for specific companions for no particular reason (eg. Merrill comes w/o the creation/healing skill tree, because). That is beyond dumb.

This. So much this. 

 

It's one thing to have a set specialization, but locking out one of the normal skill trees that should be available to everyone of that class is just profoundly annoying.


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#17
Inprea

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I'd prefer if the player got to set the characters skills and stats. Bioware's auto level features tend to an absolutely horrible job. I can't remember ever being happy with how it chose to allocate points.



#18
DragonKingReborn

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Do you know if it's in the base game this time around or as DLC? 

 

Was it ever DLC?  As 'Makers Sigh', I mean.  I think Origin's re-spec potion was in the "post-campaign" DLCs - Witch Hunt, Golems etc, but I thought Makers Sigh was in DA2 base?  Or was it part of Black Emporium?



#19
DragonKingReborn

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I definitely prefer the DA2 model, though.  I get the reasons for pre-building them, I mean, they weren't ours to control prior to them joining us, so why should we be able to control what they know?  But unless there is a combat encounter, i.e. Zevran, where we fight the character that can then become a companion and they are seen using abilities, why would that need to be predetermined?



#20
Jawzzus

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I'm kind of split and for one main reason, 2Hers.  I don't like them, I prefer tanks, so I try to make them sword and board any chance I get.  I like that they come with preset stuff sometimes, especially if they are suppose to be a badass warrior/thief/mage person because then it fits.



#21
Icy Magebane

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They already said Maker Sigh is back so it's all good.

This is music to my ears.  Hopefully it will be a part of the base game and easy to access, because I would like to avoid having to deal with pre-selected talents and spells.  For example, the longer you put off Broken Circle in DA:O, the more spells Wynne would learn on her own, which made customizing her to suit the party's needs very difficult.  I was able to work around her love of Earthquake and buff spells, but it usually just a lot of wasted points on spells I did not want her using.  If Maker's Sigh is a DLC item only, I hope it's available on day one.



#22
phantomrachie

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I prefer when they come with 1 or 2 basic abilities to give you an idea of how they might be leveled. Developers often design characters with certain roles in mind, like Wynne and Anders being healers or Aveline being a tank so I'd like to have some indication as to how the developers might like them to be leveled.

 

In DA:O the fact that they leveled up before you recruited them was very annoying, Oghren was gotten so late in the game that most of his abilities were already picked, which meant maxing out his second specialization difficult.

 

I'm glad to hear that Makers Sigh is back, it was very handy particularly when rolling a class for the first time. I remember the first time I rolled a Mage in DA2 and I picked a number of Entropy spells that I thought I'd use as I wanted to be a more hands off Mage but that started to bore me, so I started to get in on the action more so Maker's Sigh meant that I could respec to reflect how I was actually playing rather than how I had planned to play.

 

The repec Mod was also one of the most useful mods that I used in DA:O, that and the one that turned the Mabri into a summon companion so I could take my pal with me everywhere.


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#23
Lady Luminous

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It always annoyed me that everyone came with skills pre-leveled. The worst is when I played as a mage, got Morrigan, and realized she had all the same spells as my character. No way to re-spec, so instead of having 2 mages that complement each other, I had 2 redundant mages, until I got Wynne. 

 

Or the fact that Zev was supposed to be this amazing rogue, but had no points in lock-picking? I was always so angry when he goes "I can do that for you" when I couldn't open a chest, and I would yell at the screen. "No you can't! You lying liar-face!"


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#24
Lady Luminous

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OMG I KNOW!

 

Literally a few hours ago, I was playing Origins and was in Haven/Temple of SA and cursing because Zevran couldn't unlock anything at all.

 

He's lucky he's cute and endearing.

 

I don't mind if the companions come with 1 or 2 abilities from their past and I can give them other weapons later. For example Sera comes with a bow ability and Cole with daggers and if I don't like it I can just buy bow abilities for Cole...

But all rogues should start with at least some lockpicking!!!

 

Only rogues can unlock chests so most players bring only 1 rogue along in the party to lockpick. The thing that annoyed me in Origins most was Zevran's inability to lockpick when you get him. To make it worse you only got him later in the game and so I HAD to keep Leliana if I wanted to open locked chests or return with Leliana to every area later <_< There was just no way you could level up Zevran in lockpicking fast enough and I really think players should be free to use whichever rogue companion they want without the hassle.

 

I had to use like 3 tomes just to get him levelled up enough for Orzammar. I was so pissed that I never picked up Leli in the beginning. I shunned the chantry nerd, wound up with a useless rogue, and missed a good half of the loot! 



#25
shinyfirefly

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I'd prefer allocating all points on my own, but as long as Maker's Sigh is available (at a reasonable cost) I can't complain.

My only niggling concern is that a necessary talent will be limited to only one companion, like Anders' healing. Hopefully they won't do that again.