They got tired, welp
Works for some cases, but not all.
Personally, I don't mind the ocasional discrepancy between lore and gameplay since it's kinda hard to avoid those.
They got tired, welp
Works for some cases, but not all.
Personally, I don't mind the ocasional discrepancy between lore and gameplay since it's kinda hard to avoid those.
I remember seeing a button that looks like you'll switch them
That's for potions and the like.
I remember seeing a button that looks like you'll switch them
The other 4 hotkeys are for potions and stuff in MP.
Negative feedback doesn't need to be offered in a hostile way though.
My, my. Acting bitter is not a synonym for "hostile"
And, remember, guys, smile and wave, smile and wave
Seems clear to me that the limitation is because a radial menu of abilities for consoles isn't something they want to do in multiplayer. So, yeah... the game's been dumbed down for consoles and for multiplayer, both.
Fortunately for those of us on a PC, someone will almost certainly hack an interface mod to fix this problem for us. You console users are screwed.
Over 200 abilities for all classes - that gives us about 66 abilities per class, half of which are probably going to be upgrades. Still got to remember that you can choose one specialization from three and lets not forget the "FOCUS" abilities.
The number of abilities and spells keeps decreasing from game to game it seems, so I guess that we wont really have more than 10 active abilities during late game at average.
From the looks of the demos and gameplay videos the mages were practicly spamming two/three spells. There is no variety, I get Mass Effect vibe when it comes to variety of abilities per class.
If I am wrong and we can learn many different abilities in DAI than unless we got access to a radial menu like we had in Neverwinter Nights from which we could access all abilities just by a longer route, this 8 abilities restriction is just a bad decision, because both PC and consoles can have the radial menu.
You can't really "plan abilities in advance" because you can't always predict the flow of battle, and abilities, particularly situational ones, are not dependent on the area or enemies you are fighting but what actually happens in the heat of battle, something you usually can't forsee until it happens.
I don't want some powerful enemy to appear only to have no way of dealing with it because I had no means of knowing it would appear, or that an enemy has a spell I didn't know they would have.
Which abilities were so situational in use in the previous two games that any of this would apply? I really can't think of ANY. Origins had a bunch of spells that were kind of ineffective but "ineffective" != "situational".
Wait, there was ONE. Mana clash. Which wasn't so much situational as an instant "oh you're a mage? I win" button. If they have a Mana Clash-like ability I think EVERYONE will put it on their bar no matter HOW "situational" it is.
See, I play an MMO that actually has REALLY situational spells, like Solid Fog or Dispel Magic or Halt Undead or Sunburst. Yeah, in that game most people play with half a dozen hotbars and still swap out spell loadouts from time to time. No Dragon Age game has HAD that level of specificity. It's not the same kind of game, but everyone's arguing like there are 45 varieties of Mana Clash that are all PERFECT for some ONE SITUATION. No. There was ONE mana clash.
I remember seeing a button that looks like you'll switch them
That gives you access to your potions. (In single player potions are activated in the radial menu since that pauses the game).
There's a screenshot that shows bees I believe, that shows the potions being setup.
I remember seeing a button that looks like you'll switch them
You mean the tab thing?
Mike tweeted that the tab did something else, I forgot what, but it wasn't to switch to a new set of abilities.
How did you rationalize lore-wise cooldowns?
I don't, but I don't actually pretend they are anything other that gameplay mechanics.
Depth of combat mechanics has never been the strength of the DA franchise. It's always been a bit unbalanced and prone to janky set-ups, combos, and flat out OP abilities. DA is about the story and the characters, the gameplay is just the vehicle for delivering the story.
I agree and thats an argument for not resorting to design like this. The DA series has never had great gameplay/combat design.
My, my. Acting bitter is not a synonym for "hostile"
And, remember, guys, smile and wave, smile and wave
"Bitter" actually IS a synonym for "hostile".
Just so you know.
Seems clear to me that the limitation is because a radial menu of abilities for consoles isn't something they want to do in multiplayer. So, yeah... the game's been dumbed down for consoles and for multiplayer, both.
Fortunately for those of us on a PC, someone will almost certainly hack an interface mod to fix this problem for us. You console users are screwed.
Is that why they removed the radial menu for ME3's single player?
And if by screwed you mean "not caring" then yeah I guess.
I don't, but I don't actually pretend they are anything other that gameplay mechanics.
But you can't do that for the ability limit? I'm of the opinion that the ability limit needs no in-game explanation, just like you with cooldowns.
Unless you were just being sarcastic about the whole forgetting thing.
Depth of combat mechanics has never been the strength of the DA franchise. It's always been a bit unbalanced and prone to janky set-ups, combos, and flat out OP abilities. DA is about the story and the characters, the gameplay is just the vehicle for delivering the story.
I value gameplay and story equally in an RPG series. To me, the game just became much worse.
Skillset doesn't have meaning i-game, how would you "swap skillsets" ? You have skills, you should be able to have accesss to them when the situation calls, you don't "swap skillsets" it's a purely gameplay notion, not a in-universe notion.
And you do. But a guy who's both a sniper and a rifleman isn't going to use both skillsets in a firefight. In one fight, he'll be a rifleman, working in a two-man team, employing those skills. And then when he's called into using his sniper skills, he switches to them and works as a sniper.
Seems clear to me that the limitation is because a radial menu of abilities for consoles isn't something they want to do in multiplayer. So, yeah... the game's been dumbed down for consoles and for multiplayer, both.
Fortunately for those of us on a PC, someone will almost certainly hack an interface mod to fix this problem for us. You console users are screwed.
So the fact that the devs have said it's because they wanted to give the game a more tactical feel is just going to be ignored by you because you want to feel superior to dirty console peasants?
Seems clear to me that the limitation is because a radial menu of abilities for consoles isn't something they want to do in multiplayer. So, yeah... the game's been dumbed down for consoles and for multiplayer, both.
Fortunately for those of us on a PC, someone will almost certainly hack an interface mod to fix this problem for us. You console users are screwed.
You're wrong. MP is only 4 abilities. No need to make up conspiracy theories.
I really don't understand the response to this. I'm not happy about eight abilities, but I don't feel it's some kind of great broken promise either.
I'm kinda like this too. Don't get me wrong, I can understand people being a little annoyed. But when I see several people saying they aren't going to buy this game just for this reason I think it's kinda stupid. Oh well, to each his own i guess.
Seems clear to me that the limitation is because a radial menu of abilities for consoles isn't something they want to do in multiplayer. So, yeah... the game's been dumbed down for consoles and for multiplayer, both.
Fortunately for those of us on a PC, someone will almost certainly hack an interface mod to fix this problem for us. You console users are screwed.
I was about to mention this. Even on Frostbyte I bet some modders can alter the UI.
Fortunately for those of us on a PC, someone will almost certainly hack an interface mod to fix this problem for us. You console users are screwed.
Frostbite 3 is difficult to mod. We're all screwed. BioWare doesn't discriminate.
Guess you'll have to do some improvisation and use your more general skills to deal with an unexpected situation...Which sounds like something that adventurers would have to deal with.
If by improvisation you mean trying to deal with the enemies with your currently ineffectual abilities or run away rather than to be able to use the ones that you invested in but are now locked out of, then yes.
Just a note, as an adventurer I'd like to deal less with UI limitations and more with natural challenges.
It seems they want the direction of the series to go in a button mashing route, in DA2 on the consoles they left out auto attack so you had to mash the attack button and only after complaints did they patch an auto attack in.
But it's not a global cooldown. You can use another ability right away. So exhaustion doesn't really work as an explanation.
Have you ever tried writing the same essay three times in a row? Or doing only one excersise for an hour?
Usually these skills require both physical and mental work. And ask any proper trainer or writer, repeating the same thing is exhausting. Heck, that's why instead of doing 50 push ups and then 50 eh, other things it's actually recommended to mix things a bit. It's much more useful this way, variety is very good for both body and mind
Wha? You only have 4 in Multiplayer, I thought?Smh, I'm done here
Actually they have 8 slots
Not surprised, though I wonder how it'll work when spending ability points. It'll feel pretty lame if we have to waste points on abilities we'll never use just because they're pre-requisites to juicy passives.