I didn't realize you had intimate knowledge of the combat and encounter design... please do enlighten us poor peasants that haven't yet managed to play the game.
Do share, what are the advantages of having to revamp your skill bars and tactics instead of swapping to a different bar, turning off tactics, and taking more direct control of the party? I'm anxious to hear what your great insight into gaming brings to the table. So yeah, do share. I'm all ears to see what makes this such a brilliant addition to the DA franchise. Maybe it's the reload button? Because, since you can't change out your skills in combat to skills that may actually work in the fight you're in, and you can't swap bars, I anticipate that, other than the skill tree for swapping and leveling, and the tactics menu to readjust the tactics to correspond to your current skill bars, the reload button will be the most pressed button in the game when, with all your intimate knowledge of gaming, you find out there's no way to compensate for all the mobs being immune to your uber mage build because you can't swap to spells that might be more effective. Go ahead, enlighten me.
Is there some precious benefit in possibility that some ability will get used once in blue moon, compared to scenario where it doesn't get used? That outweights creating situation where the player actually has to consider their abilities and choose the ones they believe to be optimal?
edit: it's not like having to choose your abilities in advance wasn't also a staple of old RPG mechanics (the spell slots and memorization of them). One, that, iirc hilariously enough DA:O was the game to do away with, much to the outrage of those who claimed this is 'worst design' and stepping all over the BG corpse.
In swtor, I'm betting healers in my Ops group party are glad I don't have to pick between my defensive buffs and skills like Phase Walk, that not only increases their healing efficiency, but allows me to teleport to them at the click of a button, if they stay in the aura it lays down. I'd bet that they'd lament me keeping my offensive attack skills over the guard skill that reduces their incoming damage. I literally looked at my bar today and thought "If I were limited to 8, what would I get rid of", and came up empty, other than I could take my speeder off my hot bar. I mean, it's not like we'd really need class buffs, or that I absolutely have to have Taunt, my AoE taunt, or Wither on the bar, I'm a tank, why have high threat skills on there when I may need to guard the healer and provide them a way to increase their efficiency with Phase Walk? I don't use most of these skills while I'm soloing, so surely I don't need them in a group, right?
It doesn't matter how often, or not I use a skill. What matters is, if I need the skill, and I've trained the skill, it should be available for when I need it. The same applies to every member of my party, whether they are with me or not. I shouldn't have to peak over the top of a hill, metagame what skills are and aren't going to work, and then spend 10 minutes to a half hour, depending, revamping 4 hot bars and 4 characters tactics to make sure nobody is doing 0 damage per attack. This isn't tactical, it may be strategic, and it's certainly metagamey, but it's not tactical. In so far as I can tell from what we have, it's a time sink. Are they getting paid by the hour that I spend in game? Surely not in the SP campaign, so why do I need a time sink? There is no shifting gears on the fly, you're locked into whatever gear you're in when the fight starts. I hope you can keep one or two skills for every possible circumstance on your bar, while you're applauding the change, because if you can't, you're going to be, as I said above, hitting the reload button a lot.





Retour en haut





