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No attribute points on level up


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#151
In Exile

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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.

 

The 2e stats were better. You didn't need obscene stats for them to matter, and they scaled in cooler ways (especially strength). 


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#152
wolfhowwl

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Wow lol heard of this from a friend and I just can't believe all the things they got rid of.

 

Strike 1: Limit the player to only 8 ability slots

Strike 2: No healing spell

Strike 3: No more manual attribute leveling

 

I imagine this is where some people are go "pre-order canceled"

 

Luca Diana @The_Elder_King Sep 30

@Mike_Laidlaw @belushi81x Mike, I recall that you guys talked about a group heal spell Focus-based before. Is it still in?

 

Mike Laidlaw @Mike_Laidlaw

@The_Elder_King @belushi81x Yep!

 

https://twitter.com/...985949322891266



#153
Steelcan

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Between this and the removal of the approval meter, this game is starting to make me wonder what exactly it's doing now...

Trying to salvage the franchise, and seemingly stumbling every other step


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#154
Wissenschaft 2.0

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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...

 

Ah, I don't consider putting upgrades, that you find as loot, into your armor, that you also find as loot, as using the crafting system. When the devs say you don't have to use the crafting system, I take it to mean that you don't have to craft armor or upgrades yourself. You can just use what armor and upgrades you find as loot.



#155
Morroian

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Plus, crafting let's you have total control over stats in items.

Want more constitution? Go craft some armor with it, it isn't that hard.

 

You don't get to choose your initial con so you don't have control. The system would be fine if you had some choice in the initial stat allocation but we don't.



#156
katerinafm

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Bioware: Because YOU want it!

 

Seriously though, Skyrim is listed as an influence and Skyrim got rid of old school attributes as well.

 

AGH! ;-;

 

Copy pasting what I said in the twitter thread:

 

What if I want to make a character that's like super weak in his attack and just spends all his points in constitution to be the ultimate tank? I hope there are a ton of passives that will actually give any kind of character you want instead of forcing you down a certain stat path (I'm also excluding armor because not everyone will be doing crafting).


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#157
TheJiveDJ

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ooohh boy.....I reeaalllllyyy don't know how I feel about this..... A part of me is extremely disappointed because assigning attributes at level up was very fun for me. The other part of me is saying, "just calm down buddy, they know what they're doing." I really hope BioWare thought this through and adequately tested it because.....yeah....assigning attributes at level up just seemed like such a staple of the series.


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#158
In Exile

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Ah, I don't consider putting upgrades, that you find as loot, into your armor, that you also find as loot, as using the crafting system. When the devs say you don't have to use the crafting system, I take it to mean that you don't have to craft armor or upgrades yourself. You can just use what armor and upgrades you find as loot.

 

Except that you can't really optimize anything that way, so if you want to create builds that aren't garbage, you have to craft. 



#159
UniformGreyColor

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#160
Ryzaki

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Okay based off the CC trailer (which isn't the best guess to be fair)

 

Do we even get to pick our attributes at the beginning of the game? Or our skills? 



#161
Morroian

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Trying to salvage the franchise, and seemingly stumbling every other step

 

I like DA2 but with this change, the 8 ability limit and the make up of the ability trees just revealed, in hindsight its looking like the changes from DAO were part of a trend that has continued into DAI.



#162
Guest_TheDarkKnightReturns_*

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Sad day indeed. In DA:O believe it or not, my Warriors had about 34 Cunning by the time Witch Hunt rolled around. I wanted a slick sonofabitch of a Warrior and I could build him that way. Just fuuuuuuuuuu


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#163
Lennard Testarossa

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Yes, yes I am. I find it hilarious how badly this might turn out.

 

Well, the attribute system in the previous DA game was rather pointless, in terms of both roleplay and gameplay. It always followed the same scheme:

Put as much as necessary in secondary attributes to get all skills and high level gear you want and put everything else in the main damage attribute. And because the attributes continually change, you can't really build a consistent character (in terms of roleplay) around them either.



#164
andar91

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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. 

 

I don't mean that attributes didn't matter, just that, for me, any good they did was mostly obscured.

 

I can't believe the change will gimp us. Litttle less customization, I suppose, but Bioware's been pushing mages as mages and rogues as rogues and so on since DA2.



#165
In Exile

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Well, the attribute system in the previous DA game was rather pointless, in terms of both roleplay and gameplay. It always followed the same scheme:

Put as much as necessary in secondary attributes to get all skills and high level gear you want and put everything else in the main damage attribute. And because the attributes continually change, you can't really build a consistent character (in terms of roleplay) around them either.

 

But it's the same thing now, except that you have to use loot to do it. Which makes it worse, because you have all of the issues with actually getting loot added on top of the old system. 



#166
Nohvarr

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So with DA:O and DA:I you could choose to put points into CON of a mage character. This was a bad idea since you would end up crippling your character if you put points into anything other than the attributes that improved your spell slinging abilities. So this choice was really no choice at all, since you followed the best path or paid dearly.



#167
aaarcher86

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I'm wondering if you'll be able to purchase attribute esque things via inquisition points, or whatever they're called...

Similar to purchasing the ability to carry more options you could purchase additional cunning/influence points.

#168
thevaleyard

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My hype for this game is plummeting lower and lower with each reveal.

 

My favourite class has been nerfed hard along with my favourite build (entropy and creation). We can't switch weapons in combat and now we can't even select our own attribute points.

 

What's next?

 

This just feels like DA2 all over again.


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#169
andar91

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I'm wondering if you'll be able to purchase attribute esque things via inquisition points, or whatever they're called...

Similar to purchasing the ability to carry more options you could purchase additional cunning/influence points.

 

I don't think so.



#170
In Exile

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So with DA:O and DA:I you could choose to put points into CON of a mage character. This was a bad idea since you would end up crippling your character if you put points into anything other than the attributes that improved your spell slinging abilities. So this choice was really no choice at all, since you followed the best path or paid dearly.

 

Now you have to actually find armour that lets you dump into your spell slinging, though. That's more aggravating. 



#171
aeoncs

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Well, the attribute system in the previous DA game was rather pointless, in terms of both roleplay and gameplay. It always followed the same scheme:

Put as much as necessary in secondary attributes to get all skills and high level gear you want and put everything else in the main damage attribute. And because the attributes continually change, you can't really build a consistent character (in terms of roleplay) around them either.

 

Exactly.

 

 

 

But it's the same thing now, except that you have to use loot to do it. Which makes it worse, because you have all of the issues with actually getting loot added on top of the old system. 

 

As if equipment having appropriate attributes/stats is something new...? I mean, I really don't get it - it's part of pretty much every RPG.



#172
ADeadDiehard

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Well, if nothing else, at least it removes attribute requirements for equipment and skills. I found that to be kind of irritating while playing through Origins and Awakening.



#173
UniformGreyColor

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I believe this is where the countdown starts.



#174
Nohvarr

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But it's the same thing now, except that you have to use loot to do it.

But they've already said your attributes automatically increase on level up, and can increase again depending on what skills you learn so it's not totally loot based.



#175
UniformGreyColor

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So with DA:O and DA:I you could choose to put points into CON of a mage character. This was a bad idea since you would end up crippling your character if you put points into anything other than the attributes that improved your spell slinging abilities. So this choice was really no choice at all, since you followed the best path or paid dearly.

 

Uhhh... except when you were a blood mage.


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