...So my Inquisitor can carry around 3 different armor sets to max out different stats for different encounters but can't manage to carry more than 10 potions.
That's legit.
I hope I got a bag of holding.
I feel like I want to comment again now that this is officially confirmed via twitter.
I just don't feel like it'll be that big a deal. I barely paid attention before, and abilities always (at least for me) made a much bigger impact on your character than attributes.
I just...I really don't care. I'd feel differently if this were a tabletop game or a game that had significantly more bleedover with classes, but they've been very heavily class-based since DA2 (which doesn't really bother me - games with classes SHOULD be class based).
It really only bothers me that crafting is now required... After it was specifically said it isn't required.
Meh, if they're backtracking on previous statements, maybe there's still a chance for a visible numerical value to the Inquisitor's relationships with companions...
Truly why bother giving players choice, they might make the wrong one and stop playing
Your given plenty of choice through what talents you pick. So have no fear, you can still greatly gimp your characters if you want for "RP reasons".
The thing i don't understand about this change is if we do get attribute increases on lvl up why not let the player control where those points are allocated.
...So my Inquisitor can carry around 3 different armor sets to max out different stats for different encounters but can't manage to carry more than 10 potions.
That's legit.
I hope I got a bag of holding.
don't forget how mages forgot how healing spells work, or that they know more than 8 spells while fighting
I agree, Bio on the other hand always want to inovate, sometimes its good and often its just diffrent.
Your given plenty of choice through what talents you pick. So have no fear, you can still greatly gimp your characters if you want for "RP reasons".
what was wrong with picking abilities, and attributes separately?
It really only bothers me that crafting is now required... After it was specifically said it isn't required.
Meh, if they're backtracking on previous statements, maybe there's still a chance for a visible numerical value to the Inquisitor's relationships with companions...
I take it that armor that we find will have stat increase included in them. Not to mention putting upgrades into the armor loot you find isn't the same as crafting a new set of armor.
I kinda really disliked having to carry around two staffs for my mages in DA2, I will probably really really really dislike having to carry around multiple armors in this game.
I feel like I want to comment again now that this is officially confirmed via twitter.
I just don't feel like it'll be that big a deal. I barely paid attention before, and abilities always (at least for me) made a much bigger impact on your character than attributes.
I just...I really don't care. I'd feel differently if this were a tabletop game or a game that had significantly more bleedover with classes, but they've been very heavily class-based since DA2 (which doesn't really bother me - games with classes SHOULD be class based).
You're wrong. Abilities were the end-result, but statistic distribution was the be-all end-all of the scale between **** builds and faceroll builds. A mage that split between WIS and MAG (or even worse, added points in CON occasionally) ended up being **** in the late game compared to a mage that focused on pure MAG.
Bioware why ;-; old school leveling up of attributes in games is one of my favorite things. Why change it now. Why.
Bioware: Because YOU want it!
Seriously though, Skyrim is listed as an influence and Skyrim got rid of old school attributes as well.
what was wrong with picking abilities, and attributes separately?
Whats so great about it? Amusingly, there are no attributes to allocate in Witcher 2 either but I don't remember people complaining about it.
I'm 29. I'm an old man. LOL. I remember the BG series, not being able to allocate your points on level up was a non issue. But it was an AD&D game so it was expected.
Because you picked attributes at the beginning and those initially picked attributes had a very large impact. I actually favor that kind of system a lot over "attribute points per level" systems, but I'm almost entirely certain we won't get anything like that for DA:I.
If the item customization has +attribute modifiers I don't really see what the problem is.
For the two previous games there really were only about 2 attribute sinks you can put points into for each class with the minor addition of constitution resulting in a very similar stat pages within each class.
You were never really rewarded for going away from this strategy. The only exception where a unique stat page was beneficial was the Arcane Warrior from Origins, but that class was beyond broken.
I take it that armor that we find will have stat increase included in them. Not to mention putting upgrades into the armor loot you find isn't the same as crafting a new set of armor.
Putting upgrades into armor loot is using the crafting system... Something that was said to be not required. If armor loot comes with stat bonuses, fine. It'll probably allow for you to not have armor loot be worthless the moment you pick it up.
But at this point, there is nothing to convince me not to be skeptical about the entire thing...
don't forget how mages forgot how healing spells work, or that they know more than 8 spells while fighting
Hawke and the Warden would kick the Inquisitor's ass all around the room. Poor quizzy. Barrier won't even save him because Hawke and the Warden have plenty of damage reduction abilities (hell Hawke has barrier ffs) and they can use those and all their attack skills. Probably end up being a beatdown.
I'm really hoping a extra hotbars mod is one of the first mods released for DAI. That 8 ability limit is just so...ugh.
Between this and the removal of the approval meter, this game is starting to make me wonder what exactly it's doing now...
Whats so great about it? Amusingly, there are no attributes to allocate in Witcher 2 either but I don't remember people complaining about it.
The Witcher is a completely different kind of game.
Idk what's supposed to be that fun about spending 2-3 attribute points each level... I mean, really. Most games have so obvious allocation-paths lined up for you, that it usually becomes a boring routine after a few levels.
You're wrong. Abilities were the end-result, but statistic distribution was the be-all end-all of the scale between **** builds and faceroll builds. A mage that split between WIS and MAG (or even worse, added points in CON occasionally) ended up being **** in the late game compared to a mage that focused on pure MAG.
Why you carry multiple armors because the lack of Attribute points? I dont get it. Even if theres attribute points, you can't change in gameplay.
Because you picked attributes at the beginning and those initially picked attributes had a very large impact. I actually favor that kind of system a lot over "attribute points per level" systems, but I'm almost entirely certain we won't get anything like that for DA:I.
Well, technically they had every little impact unless you made your stats really high. In which case they might become overpowering. But AD&D was never the best system for a CRPG.
You're joking...
Yes, yes I am. I find it hilarious how badly this might turn out.
Whats so great about it? Amusingly, there are no attributes to allocate in Witcher 2 either but I don't remember people complaining about it.
I've never said that BioWare should look at the Witcher's gameplay for inspiration >.>
maybe adding in potions like in the Witcher, or perhaps something like signs