They did not do that in legacy. Not once.
The other poster was saying that the Legacy dlc didn't fix the wave combat in the game itself.
They did not do that in legacy. Not once.
The other poster was saying that the Legacy dlc didn't fix the wave combat in the game itself.
1. Nothing to do with the issue of the attribute system now.
2. You can pick any attribute you want that there. It might not be any attribute you want but you also need to consider much what is there benefits to the abilities of the class. In the end it sound like you want to make a jack of all trades that's a master on none.
3.Not an issue on how you can build your character, just on what abilities you can use at a time.
4.A minor issue if your gear is not effective to the target your facing. That just means you need to plan ahead before attacking.
5. That was well announce months ago and as no issue on the current issue.
1) Again, symptomatic of a reduced focus on character builds, player choice.
2) Again, hence my comment about "You can have any color you want as long as it's black." It's a choice that's really a non-choice. You can do anything you want - as long as it's on the one-lane road the devs are herding you down. Rogue builds will skew toward Dex/Cun because that's what the minmaxers did and everything else got chopped off at the knees. Warriors are Str/Con, and Mages get Will.
3) Limited abilities aren't symptomatic of a reduced focus on character building? Really?
4-5) A "minor issue". Because it's so tactical to save and reload instead of, you know, have a backup plan. It isn't insane to think that my archer might have a dagger or two shoved up his sleeves when some hulking brute charges him in a hallway, because hitting him with a bow like it's a damned quarterstaff is a really good idea.
The other poster was saying that the Legacy dlc didn't fix the wave combat in the game itself.
Which is partly wrong. Only a few enemies cam in waves in the dlc. At the most enemies would just run into the room you just walked into and they came in one set. The only time waves were used were creeps the ambushed you but they did that in dao as well.
I did.An that has nothing to do with the issue now and state months ago. No one really complain about it then.
I agree that not every class build must be the same as another... though I don't see why you would think that was the case just because class builds don't overlap with other classes anymore. I'm sure there are still ways to make a bad build.
When I want front line straightforward fighter, like a Thug or a Mercenary, I roll a warrior. If I want a character that's more nimble and fights with his wits, I roll a rogue. I choose the class that fits my character concept. Since there's no lore distinction between warrior and rogue, the way you do it sounds a bit backwards to me.
Which is partly wrong. Only a few enemies cam in waves in the dlc. At the most enemies would just run into the room you just walked into and they came in one set. The only time waves were used were creeps the ambushed you but they did that in dao as well.
The main game, not during Legacy itself. Legacy didn't fix the issues in the main game.
Because armor and weapons do not have to define a Class; that is abilities and skills. If one wishes to play a Warrior that uses daggers, that is fine with me, though I personally prefer 2H or a Rogue design.
The key is Player's choice.
Exactly. Plenty rogues in fantasy doesn't even use daggers or behave as ninjas. Most of them, in fact. So options for variety should be there, not get removed more and more.
No, they spawned out of sight and ran in.They did not do that in legacy. Not once.
I did.
So here are 3 more screens from one of the new YouTuber videos showing three characters partial attributes list. Like the screen I showed from the Gamescom demo of the 2handed Inquisitor all these have increased attributes in their respective fields while all others are 10, which further leads me to believe either attributes are solely based on Equipment and Passive Ability bonuses, or automatic distribution at level up only focuses on the attributes most pertinent to your class. I'm gonna go with the former as you will see that while Varric and the Inquisitor are both Rogues the Inquisitor has no extra points in Cunning, only 35 in Dex, while Varric has 25 in both.



No I don't. I love the change to healing in Inquisition. I like that stat boosts are tied to passive abilities. I applauded DA2's plot structure.Doesn't count. Sylvius complains about everything!
1) Again, symptomatic of a reduced focus on character builds, player choice.
2) Again, hence my comment about "You can have any color you want as long as it's black." It's a choice that's really a non-choice. You can do anything you want - as long as it's on the one-lane road the devs are herding you down. Rogue builds will skew toward Dex/Cun because that's what the minmaxers did and everything else got chopped off at the knees. Warriors are Str/Con, and Mages get Will.
3) Limited abilities aren't symptomatic of a reduced focus on character building? Really?
4-5) A "minor issue". Because it's so tactical to save and reload instead of, you know, have a backup plan. It isn't insane to think that my archer might have a dagger or two shoved up his sleeves when some hulking brute charges him in a hallway, because hitting him with a bow like it's a damned quarterstaff is a really good idea.
1. No it's not. Even if you had the old attribute system, with dai you would be stuck with rogues with daggers and bows only.
2. I which your missing out the point you're play a class that has a limit to how it's played from dao. Even if you did play a rogue based on strength that came at the cost of not using most of the benefits of the class and ability.
3. Limit of use of abilities, not of abilities and all rpgs do that.
4.Or may be look and watch the abilities of the target before with a rogue. It's like sending in a rogue to scout out a room first and making a plan before just blindly running in.
The main game, not during Legacy itself. Legacy didn't fix the issues in the main game.
How could it? All it can do is make sure it's quest and fights did not have the same issues. Which is what it mean when it's stated to fix the issue.
No, they spawned out of sight and ran in.
It's functionally the same.
I don't care about the mechanism by which the waves spawn. I object to waves spawning, full stop.
No, it's not. Coming in waves means coming in waves. How they are spawn does not matter.
I... don't really care.
No, it's not. Coming in waves means coming in waves. How they are spawn does not matter.
...What are you talking about?
1. No it's not. Even if you had the old attribute system, with dai you would be stuck with rogues with daggers and bows only.
2. I which your missing out the point you're play a class that has a limit to how it's played from dao. Even if you did play a rogue based on strength that came at the cost of not using most of the benefits of the class and ability.
3. Limit of use of abilities, not of abilities and all rpgs do that.
4.Or may be look and watch the abilities of the target before with a rogue. It's like sending in a rogue to scout out a room first and making a plan before just blindly running in.
1) Why? ME3 actually re-added weapon choices and dropped restrictions. It isn't insane to expect Bioware to actually listen to criticism.
2) Again, it's a non-choice. You have no room to deviate. At all. This. is. bad.
3) That's fine if you can't think outside of the box, but what if something new comes up? What if an enemy throws something unexpected at you and you don't have the proper ability on tap? You apparently developed short-term memory loss and forgot entirely how to do it. How sad.
4) You're fine with being completely unable to adapt with a situation? More power to you. Here's a thought - "No plan ever survives contact with the enemy."
Not necessarily. There's a passive in spirit tree that grants 3 points in Constitution.So here are 3 more screens from one of the new YouTuber videos showing three characters partial attributes list. Like the screen I showed from the Gamescom demo of the 2handed Inquisitor all these have increased attributes in their respective fields while all others are 10, which further leads me to believe either attributes are solely based on Equipment and Passive Ability bonuses, or automatic distribution at level up only focuses on the attributes most pertinent to your class. I'm gonna go with the former as you will see that while Varric and the Inquisitor are both Rogues the Inquisitor has no extra points in Cunning, only 35 in Dex, while Varric has 25 in both.
Exactly. Plenty rogues in fantasy doesn't even use daggers or behave as ninjas. Most of them, in fact. So options for variety should be there, not get removed more and more.
Pray tell, what is a "rogue in fantasy"? Don't come to Dragon Age with some preconception of what a rogue is or isn't. In Dragon Age, a rogue is a finesse based fighter with many if not most of the unique talents geared towards stealth and misdirection. If you don't want to play something in that sphere, you can exert your player choice to play a warrior. I won't claim to be a fan of the weapon restrictions, all one handed weapons should atleast be available for main hand in duel wielding, but I still think rogues and warriors should not overlap (Unless they drop the class distinction all together)
Pray tell, what is a "rogue in fantasy"? Don't come to Dragon Age with some preconception of what a rogue is or isn't. In Dragon Age, a rogue is a finesse based fighter with many if not most of the unique talents geared towards stealth and misdirection. If you don't want to play something in that sphere, you can exert your player choice to play a warrior. I won't claim to be a fan of the weapon restrictions, all one handed weapons should atleast be available for main hand in duel wielding, but I still think rogues and warriors should not overlap (Unless they drop the class distinction all together)
Wasn't that in DA:O. So that rule only applies to rogues in Kirkwall and Orlais. In Ferelden they are actually physically able to hold a sword.
Wasn't that in DA:O. So that rule only applies to rogues in Kirkwall and Orlais. In Ferelden they are actually physically able to hold a sword.
This just proves that Fereldan humans, elves, and dwarves are not only smarter and more well-rounded than people outside of the kingdom, but they're more capable.
Not necessarily. There's a passive in spirit tree that grants 3 points in Constitution.
That's my point. They are increased permanently by Passive abilities and further boosted by equipment. And possibly not increased at all automatically by leveling up.
Wasn't that in DA:O. So that rule only applies to rogues in Kirkwall and Orlais. In Ferelden they are actually physically able to hold a sword.
Every ability rogues had in deo was based on dex and cunning.
No I don't. I love the change to healing in Inquisition. I like that stat boosts are tied to passive abilities. I applauded DA2's plot structure.
I complain about things that make these games less like tabletop roleplaying systems.
Now, that's kinda interesting, as I love the fact the cRPGs aren't like PnP RPGs. Because if I want something like PnP, I'll play some, well, PnP. I much prefer my video games to, while sharing some premises, explore different design spaces.
Every ability rogues had in deo was based on dex and cunning.
Wrong. Unless you have Lethality, Strength is the determining factor for all of the damage and hit rate from those dual-weapon abilities and strikes.