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I am worried about the amount of ACTUAL abilities in the game


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#26
cjones91

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You could use some of your companions' abilities.

I'm going to guess:
1) Console parity
2) Ease of testing

I do,but I also like using my own abilities as well.I've done plenty of combos by mix/matching spells and talents but this limitation puts a end to that because I'll have to only choose the abilities that are effective.

 

I doubt consoles are the reason because PC users will be dealing with the 8 ability limit as well.I wouldn't have a problem with it if the radial menu and tactics apparently didn't lock out talents/spells that are not part of the eight being used.

 

It just seems unnecessary imo.


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#27
Reaverwind

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Why are the abilities so restricted anyway?I get tired of using the same spell/talent over and over again so I'd like to know why the abilities are limited to 8 only.

 

It's even worse when you run into enemies with multiple resistances, rendering half or more of your mage's attacks useless - one of the reasons I loathed playing a mage in DA2.



#28
cjones91

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It's even worse when you run into enemies with multiple resistances, rendering half or more of your mage's attacks useless - one of the reasons I loathed playing a mage in DA2.

Yeah,I can totally see this as being tedious and encouraging specific builds and talents/spells.The ability limit and the radial menu/tactics locking talents/spells out will just result in people using the same abilities that work against all enemies.


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#29
CronoDragoon

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Yeah,I can totally see this as being tedious and encouraging specific builds and talents/spells.The ability limit and the radial menu/tactics locking talents/spells out will just result in people using the same abilities that work against all enemies.

 

And getting roflstomped at high difficulties, as they should for disregarding game mechanics.

 

The game is designed to be played on casual if you don't feel like planning your strategy. Which is the case for all games.



#30
Sidney

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First, you likely used the same spells over and over again. Because something like dispel magic can't be used in most fights anyways. The main difference is the variation in spell load between trash mob fights (95% of battles) and boss fights.

 

Second, a lot of spells have the same effect anyways. All of the elemental weapon spells were the same other than the visuals in 99% of all fights. Weakness and Affliction are basically the same spell. The appearance of more spells is built on having a lot of different name same game stuff.. I don't mind seeing fewer spells if there is a more generic: enemy can't hit me, I can always hit him, enemy can't move type of spell ather than 2-3 spells to do the same thing. I am not losing any options there.

 

Third, think about DAO where Walking Bomb and Virulent Walking bomb were 2 different spells, even by DA2 they were one spells with the "Virulent" part being an evolution of the Walking Bomb. You might have evolutions of the spells more than "new" spells.

 

I am not that worried about this assuming that they have adjusted the total number of spells. Passive aren't on the list.

 

My main fear are Sustains and if they have to be activated in combat ala DA2 or if they will be always on ala DAO.


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#31
cjones91

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And getting roflstomped at high difficulties, as they should for disregarding game mechanics.

 

The game is designed to be played on casual if you don't feel like planning your strategy. Which is the case for all games.

Playing on higher difficulties doesn't alleviate the problem of having artificial limits placed on the player.I play on hard all the time yet even I would get annoyed if there was a talent/spell that could've saved my ass but the game said "Nope,you can't use this ability."


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#32
Messi Kossmann

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I think this: theres no tecnical reason to bioware give to us only 8 abilities in quickbar for pc. Even on consoles is posible use all abilities, with radiobars or wherever. 

The only reason is for a gameplay propose. So, yes, i believe this happens because DA:I is about planning and execution, and give to us only 8 abilities reinforces this.


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#33
Rawgrim

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Playing on higher difficulties doesn't alleviate the problem of having artificial limits placed on the player.I play on hard all the time yet even I would get annoyed if there was a talent/spell that could've saved my ass but the game said "Nope,you can't use this ability."

 

"But you can use it again after this battle, if you want".



#34
Rawgrim

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I think this: theres no tecnical reason to bioware give to us only 8 abilities in quickbar for pc. Even on consoles is posible use all abilities, with radiobars or wherever. 

The only reason is for a gameplay propose. So, yes, i believe this happens because DA:I is about planning and execution, and give to us only 8 abilities reinforces this.

 

Less choices requires less planning.


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#35
cjones91

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I think this: theres no tecnical reason to bioware give to us only 8 abilities in quickbar for pc. Even on consoles is posible use all abilities, with radiobars or wherever. 

The only reason is for a gameplay propose. So, yes, i believe this happens because DA:I is about planning and execution, and give to us only 8 abilities reinforces this.

Strategy is about looking at all of your options and see what works.Having limitations on that weakens the planning by a bit.


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#36
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The 8 slot is very failure 

and no doubt


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#37
cindercatz

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Actually the limit is still 8 on PC too. They've said that we won't be able to select others from the radial menu, and will only be able to switch abilities outside of combat.

That's my problem with it, no radial menu. They've said sp and mp character controls are identical. So basically, we're stuck playing a more customizable version of an mp build per character. Sucks. I can tell you right now I won't be switching ability loadouts all the time, so I'll just pick eight and hope I'm not forced to waste ap on the others. :( Hopefully there will really only be eight that significantly change over time (including visually), so the others aren't just wasted. That could be okay as long as progression is stronger. I won't be playing two characters of the same spec or weapon set.

 

Console player btw. Console's definitely not to blame for this.


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#38
CronoDragoon

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Playing on higher difficulties doesn't alleviate the problem of having artificial limits placed on the player.I play on hard all the time yet even I would get annoyed if there was a talent/spell that could've saved my ass but the game said "Nope,you can't use this ability."

 

Then you should have planned your abilities better.

 

The only way I can see this system not working is if the game doesn't give you enough information to plan ahead. That's a legitimate concern and I hope the game has that base covered.



#39
Adanu

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As I said in another thread, if the norm is going to be limiting our options because tactics, I'm not buying another bioware game.

 

I didn't tolerate it in Guild Wars, I didn't tolerate it in DC universe, I didn't tolerate it in Elder Scrolls, I'm not tolerating it here.


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#40
cjones91

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Then you should have planned your abilities better.

 

The only way I can see this system not working is if the game doesn't give you enough information to plan ahead. That's a legitimate concern and I hope the game has that base covered.

But why should the game limit my options even if I planned everything down to the smallest detail?It's nonsensical that I couldn't use that one talent/spell just because the game locked me out of it.

 

I don't like trial and error in my games.


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#41
Sidney

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Less choices requires less planning.

 

 

No, it requires more planning. If you have ever worked for low low wages it takes a lot more planning to get your budget right (with less money) than it does once you have a lot of cash.

 

Managing scare resources is what "planning" is all about. How you spend cash early in any game is always a lot more "thought" provoking than by the end where you are just tossing money at any stupid item because you are going full scrooge mcduck on your gold. I always thought a lot more about my spell load in BG2 than I didn't in DAO (where I didn't think about it).


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#42
CronoDragoon

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But why should the game limit my options even if I planned everything down to the smallest detail?It's nonsensical that I couldn't use that on talent/spell even if I learned just because the game locked me out of it.

 

I don't like trial and error in my games.

 

Like I posted above:

 

"The only way I can see this system not working is if the game doesn't give you enough information to plan ahead. That's a legitimate concern and I hope the game has that base covered."

 

I'm supposing the game won't habitually force you into trial and error.


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#43
Rawgrim

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No, it requires more planning. If you have ever worked for low low wages it takes a lot more planning to get your budget right (with less money) than it does once you have a lot of cash.

 

Managing scare resources is what "planning" is all about. How you spend cash early in any game is always a lot more "thought" provoking than by the end where you are just tossing money at any stupid item because you are going full scrooge mcduck on your gold. I always thought a lot more about my spell load in BG2 than I didn't in DAO (where I didn't think about it).

 

It makes you have to set up the quickslots more often. But it doesn't give you more planning options.


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#44
cjones91

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Like I posted above:

 

"The only way I can see this system not working is if the game doesn't give you enough information to plan ahead. That's a legitimate concern and I hope the game has that base covered."

 

I'm supposing the game won't habitually force you into trial and error.

I hope it doesn't but the possibility is always there.There's always the chance a player will be caught unawares and not be able to do anything about it because of the limitation.



#45
CronoDragoon

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It makes you have to set up the quickslots more often. But it doesn't give you more planning options.

 

The purpose is to make you plan in the first place. Your planning "options" in Origins and DA2 was zero, since planning was a moot point.



#46
cjones91

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No, it requires more planning. If you have ever worked for low low wages it takes a lot more planning to get your budget right (with less money) than it does once you have a lot of cash.

 

Managing scare resources is what "planning" is all about. How you spend cash early in any game is always a lot more "thought" provoking than by the end where you are just tossing money at any stupid item because you are going full scrooge mcduck on your gold. I always thought a lot more about my spell load in BG2 than I didn't in DAO (where I didn't think about it).

Managing resources isn't planning,that's just being strategic.Actual planning would involve looking at those resources and seeing how effective they would be in certain situations.



#47
Rawgrim

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The purpose is to make you plan in the first place.

 

Yes, I know. Just saying the planning will be greatly limited.



#48
CronoDragoon

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I hope it doesn't but the possibility is always there.There's always the chance a player will be caught unawares and not be able to do anything about it because of the limitation.

 

Right, and I'm fine if that's with like the occasional ambush. If that's the way it always works out then I think the system has failed.


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#49
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If there are 200 abilities in the game that's around 67 per class and around 20-30 of them will be active abilities. And you'll probably get half or less in one playthrough, so you're looking at not enough to fill two hotbars. I'm guessing the result will probably be that you just dump the least useful skills and never look back; there won't be any 'tactical' swapping of abilities between fights. And you'll also make sure to upgrade every ability to the fullest, because the benefit of depth compared to breadth is a lot more stacked now that breadth is no longer a supported playstyle if you don't want it to be a pain in the ass.


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#50
Sidney

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It makes you have to set up the quickslots more often. But it doesn't give you more planning options.

 

 

You don't have infinite combinations of things but, contrary to what many people think, tactics aren't about freedom but constraints. How do you accomplish a given mission within the limits of the forces and capabilities you have. Take village X is easy if I can magically whip up an armored platoon, I get air support and a mortar battery. Thing is I don't. I am told my company has to do it and maybe, if the battery isn't busy, I can get a few rounds from the mortar. Planning is about working within limits be it forces, budgets, or spells.

 

Until we actually play the game we won't know how limiting these limits are but saying 8 spells is too limiting is no different than saying "wait, I can only equip 2 weapons at a time" is too limiting. What if you want to have both your Sword of Flame and Sword of Ice hand, plus your ranged weapons? Arrggh...choices.