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No attribute points on level up


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#1601
Muspade

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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.

Hawke is from Fereldan? Does Kirkwall have some sort of disease that causes this or what are you proposing?

Is the disease called "Gameplay"?



#1602
Paul E Dangerously

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Hawke is from Fereldan? Does Kirkwall have some sort of disease that causes this or what are you proposing?

Is the disease called "Gameplay"?

 

Did you see everyone in Kirkwall?


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#1603
Elhanan

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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)


Rogues can be thieves, Bards, archers, spies, scouts, and many other vocations. Weapons should range from daggers, clubs, garrotes, bows, saps, swords, to many other forms. And much of this can be found in Robin Hood, I believe, so there is a notable precedent.

#1604
Muspade

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Did you see everyone in Kirkwall?

Yes.



#1605
Heimdall

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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.

A combat class is defined by the entire combat experience, it goes beyond abilities and skills.  Players have choice.  They can choose a warrior if they want power and/or durability, to be a frontline fighter.  They can choose a rogue for other things.  Player choice is not gone just because the distinction between warrior and rogue is more meaningful.  If anything it just means that they need to be more thoughtful when they make that decision.

 

I don't claim to agree with all Bioware's weapon restrictions.



#1606
Bayonet Hipshot

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No, it really does. It's symptomatic of the elimination of player choice and the oversimplification of gameplay.

 

  • I only have two weapon choices per class, and no weapon choices if I'm a mage. DAO allowed you to use all ten weapon types on each character. DA2 restricted you to seven for Warriors, two for rogues, and none for mages.
  • I have no control over my own attribute gains - only what the developers allow me through the talent trees (which are all apparently primary stats only) and the supposedly optional crafting system.
  • I am limited to eight abilities while in combat, and cannot alter them without exiting combat/reloading. If I have to explain why this kills versatility builds by itself, well..
  • I cannot change weapons during combat. Even DA2 allowed this to some degree.
  • I can't have two weapon slots, which DA2 did not allow. In DAO, I could be geared with a range weapon if I had to engage at range, or a melee weapon if my ranged character was engaged in close combat. In a game that is supposedly all about tactics, I should not have to explain why the lack of this, combined with the unchangeable slot limit is a bad thing.

 

 

Yep. & yet all these people can say is "Gear !" or "Deal with it" without addressing anything. 


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#1607
Elhanan

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A combat class is defined by the entire combat experience, it goes beyond abilities and skills.  Players have choice.  They can choose a warrior if they want power and/or durability, to be a frontline fighter.  They can choose a rogue for other things.  Player choice is not gone just because the distinction between warrior and rogue is more meaningful.  If anything it just means that they need to be more thoughtful when they make that decision.
 
I don't claim to agree with all Bioware's weapon restrictions.


Players did have more choice when selecting a Class; losing this is why I post. While I did not have varied Attributes in other series, the prior DA games did have such choices.

You choose a Warrior for the skills you prefer, as well as armor and weaponry; simply wish to choose a Rogue for the same reasoning, though the items might be the same. And having Warriors that cannot use longbows and daggers seems off, too, but that is for another thread.

#1608
Heimdall

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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.

And I liked having a sword in one hand and a dagger in the other, but I hated that the distinction between Warrior and Rogue felt nonexistent.  It made the decision to play one or the other feel cheap, I was highly critical of it then and I still am.  I said rogues needed to be more distinct from warriors or the distinction should be done away with entirely.  They went the former root and I'm more or less content with that, barring the inability to hold a sword.  What you see as stripping away choice I see as giving the class choice more meaning.



#1609
Keroko

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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.


Stat boosts primarily coming through items is about as tabletop as you get. D&D 3.5 for example gave you 1 attribute point every four levels, for a total of 5 points at level 20, which paled in comparison with the stat boosts you could get through magical items.

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.


But at the cost of a vastly slower combat speed.
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#1610
Guest_Puddi III_*

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If every talent, both active and passive, had a secondary effect of increasing attributes relevant to the training undergone to learn that talent, I would accept that as an interesting replacement to increasing attributes at level-up directly. I doubt that's the case though.

No attribute choice at character creation either, great.

I could join in and talk about how bad this sounds, but I suppose I should just wait. At worst it's just like it sounds, and they took away more customization options because who needs them anyway, a disappointing change for an 'RPG' series, but it's not like I don't play games, RPGs even, with less/no options, or different kinds of options. (Bastion, with the potions/weapons/weapon upgrades/special abilites, comes to mind)

#1611
Heimdall

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Players did have more choice when selecting a Class; losing this is why I post. While I did not have varied Attributes in other series, the prior DA games did have such choices.

You choose a Warrior for the skills you prefer, as well as armor and weaponry; simply wish to choose a Rogue for the same reasoning, though the items might be the same. And having Warriors that cannot use longbows and daggers seems off, too, but that is for another thread.

If by more choice you mean that you could play warriors and rogues much the same way if you really wanted to, you're right.  The tradoff is that the choice between warrior and rogue doesn't matter much.  I considered that a problem, not a boon.  I'm not entirely happy with their solution, but for the most part I consider it an improvement.


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#1612
Wulfram

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Stat boosts primarily coming through items is about as tabletop as you get. D&D 3.5 for example gave you 1 attribute point every four levels, for a total of 5 points at level 20, which paled in comparison with the stat boosts you could get through magical items.
 

 

But you're ignoring the 28 odd points you get at chargen



#1613
leaguer of one

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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.

I said ability not attack. Look up dao rogue abilities.

 

http://dragonage.wik...lents_(Origins)

 

Stealth and lock pick unlocks based on cunning.

The entire dirty fighting and below the belt tree unlocks with dex.

 

The assassination specialization is based on back stab bonuse which cunning effects.

The duelist specialization enhances dex.

The bard specialization boots cunning

Legion of the dead specialization is based on stamina and enhances dex.

Shadows are about confusion and backstabs.

Rangers are about gaining aid in fights and using what you call to assist in fights.



#1614
Elhanan

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I said ability not attack. Look up dao rogue abilities.
 
http://dragonage.wik...lents_(Origins)
 
Stealth and lock pick unlocks based on cunning.
The entire dirty fighting and below the belt tree unlocks with dex.
 
The assassination specialization is based on back stab bonuse which cunning effects.
The duelist specialization enhances dex.
The bard specialization boots cunning
Legion of the dead specialization is based on stamina and enhances dex.
Shadows are about confusion and backstabs.
Rangers are about gaining aid in fights and using what you call to assist in fights.


DW tier allows for full sized weapons; seem to need STR to wield many of them. And Mark of the Legion ability increases STR & CON.

#1615
Looper128

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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. 

 

OuVZbOs.jpg

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Added the pictures to OP



#1616
Keroko

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*I only have two weapon choices per class, and no weapon choices if I'm a mage. DAO allowed you to use all ten weapon types on each character. DA2 restricted you to seven for Warriors, two for rogues, and none for mages.


True.
 

*I have no control over my own attribute gains - only what the developers allow me through the talent trees (which are all apparently primary stats only) and the supposedly optional crafting system.


It's optional so that those who don't wish to bother minmaxing their character can just pick up whatever drops and keep whamming. For those who do want fine control over their character's attributes, crafting allows even finer control than Origins did.
 

*I am limited to eight abilities while in combat, and cannot alter them without exiting combat/reloading. If I have to explain why this kills versatility builds by itself, well..


It kills one-man-army builds. It encourages total army builds. Rather than have everything available on one character, you now have to combo between the members of your party to get the optimal results. It's a different kind of versatility, but it's still versatility. And a more challenging variety to boot.
 

*I cannot change weapons during combat. Even DA2 allowed this to some degree.

*I can't have two weapon slots, which DA2 did not allow. In DAO, I could be geared with a range weapon if I had to engage at range, or a melee weapon if my ranged character was engaged in close combat. In a game that is supposedly all about tactics, I should not have to explain why the lack of this, combined with the unchangeable slot limit is a bad thing.


It isn't. If anything it increases the tactical management. Instead of simply plinking at an enemy at range and switching to melee when he closes in and vice versa, you now have to constantly mind the positioning of your characters. Where are the enemies? Where can I move to avoid the one closing in on my archer? Can I move there without coming into range of another melee enemy? Where are my melee characters? How do I get them to hold of the melee enemies? Can I position them in a choke point? Can I do so while avoiding them being surrounded and losing their defence bonus?

Yes, one character can no longer fight of every single opponent in the game. Yes, you now have to use your party more efficiently. Both of these amplify to the tactical depth of the game, rather than subtract from it.
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#1617
BubbleDncr

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My first thought at hearing this is "nooooo!"

 

But then I think about it and realize with few exceptions (blood mage, which isn't in this game), leveling attributes in this game has always been just stacking in 2 stats when you're low level and then everything into the one better stat for your class the rest of the game. So as long as their auto stat increases follow a similar thought, it's probably fine.


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#1618
sylvanaerie

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Just knowing me, my favorite 'build' is going to have sh*t looking gear.  My favorite armor in DA2 looked stupid as hell, but had such great stats I wore it anyway.  



#1619
falconlord5

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Just knowing me, my favorite 'build' is going to have sh*t looking gear.  My favorite armor in DA2 looked stupid as hell, but had such great stats I wore it anyway.  

 

You can customize the look of your gear.


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#1620
EnduinRaylene

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Just knowing me, my favorite 'build' is going to have sh*t looking gear.  My favorite armor in DA2 looked stupid as hell, but had such great stats I wore it anyway.  

Well then just craft your own armor that you like the look of and has those good stats. That's the whole point of the schematics system they've put in place.



#1621
CrimsonHead

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Just knowing me, my favorite 'build' is going to have sh*t looking gear.  My favorite armor in DA2 looked stupid as hell, but had such great stats I wore it anyway.  

 

A good thing you can customize any piece of equipment you want with the stats you want.

 

Edit: Ninja'd twice.



#1622
Lebanese Dude

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My first thought at hearing this is "nooooo!"

 

But then I think about it and realize with few exceptions (blood mage, which isn't in this game), leveling attributes in this game has always been just stacking in 2 stats when you're low level and then everything into the one better stat for your class the rest of the game. So as long as their auto stat increases follow a similar thought, it's probably fine.

 

Exactly.



#1623
Wulfram

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A good thing you can customize any piece of equipment you want with the stats you want.

 

Edit: Ninja'd twice.

 

You're stuck with the colour of the material though.



#1624
Lebanese Dude

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Just knowing me, my favorite 'build' is going to have sh*t looking gear.  My favorite armor in DA2 looked stupid as hell, but had such great stats I wore it anyway.  

 

You can customize the way armor looks...You can have gloriously designed gear if you put your mind into it. 

This may or may not include hunting Fennec Foxes.

Triple ninja'd... haha



#1625
leaguer of one

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DW tier allows for full sized weapons; seem to need STR to wield many of them. And Mark of the Legion ability increases STR & CON.

That as a passive and even then the specialization  is based on stamina with endure hardship and blessing of the stone. And the str and con does nothing to enhance other rogue abilities. And it not available in the vanilla game of dragon age.