I said people were shocked not that they disliked it.
"Shocked" might be going overboard in my case but i'll roll with that. Felt like a drop in the ocean until I knew how big a deal it REALLY was for a bunch of people.
That was the real shock.
I said people were shocked not that they disliked it.
"Shocked" might be going overboard in my case but i'll roll with that. Felt like a drop in the ocean until I knew how big a deal it REALLY was for a bunch of people.
That was the real shock.
"Shocked" might be going overboard in my case but i'll roll with that. Felt like a drop in the ocean until I knew how big a deal it REALLY was for a bunch of people.
That was the real shock.
Its a figure of speech. I should I have said surprised instead? I don't see why the literal translation matters as long as people understand what is said.
Its a figure of speech. I should I have said surprised instead? I don't see why the literal translation matters as long as people understand what is said.
Use whichever you think benefits you the most, I guess? I'm just speaking writing because I can and expressing myself in ways unknown to mankind, makes me a happy child and now I will return to that milkshake I was about to make.
Use whichever you think benefits you the most, I guess? I'm just
speakingwriting because I can and expressing myself in ways unknown to mankind, makes me a happy child and now I will return to that milkshake I was about to make.
So I was right, you're a literalist then. I don't have that talent so I can't do that. ![]()
Its not about allocating stats for roleplay purposes. If you ask me the two should both be in the game, but compartmentalized. Why should I have less choices over how my stats are allocated. Don't tell me I have the same amount of choices on how I allocate attributes. From what we've see we have 3 ways: abilities and passives, gear, and respec and they're all indirect. In DA:O I could do this 4 ways at least. Off the top of my head you had: quests, level up gear and abilities totally made attributes more dynamic. 4 is more than 3 last time I checked. They's just adding unnecessary complexity for nightmare completionists.
And that's the core of it, some people just can't stand to have any aspect of the character outside their direct control. Personally, I'm very tired of these "but what if I want to assign points to a stat that isn't practical for my class" scenarios people keep throwing out. I get it, some people feel the need to make their characters super special snowflakes with off-kilter and deliberately class breaking builds. So craft some armor with a constitution bonus if you want it that badly, but don't expect Bioware to give you a classless system in a system defined by classes and don't complain that the system doesn't let you break them.
I'm not exactly sure how having more ways to increase stats makes them more dynamic. They still function exactly the same.
They're making it into soup. Catch my drift?
And that's the core of it, some people just can't stand to have any aspect of the character outside their direct control. Personally, I'm very tired of these "but what if I want to assign points to a stat that isn't practical for my class" scenarios people keep throwing out. I get it, some people feel the need to make their characters super special snowflakes with off-kilter and deliberately class breaking builds. So craft some armor with a constitution bonus if you want it that badly, but don't expect Bioware to give you a classless system in a system defined by classes and don't complain that the system doesn't let you break them.
Not when the first game gave you those options. So far it has been the best system in my opinion, was no where near perfect and the fact that rogues and warrior abilities overlapped was a major flaw, however how they chose to handle it I feel is wrong. It was complained about in DA2 and they chose to just copy and paste for DAI, even when presented with alternate solutions to keep the choices and versatility of being able to be virtually any weapon style and still have class distinction.
This is what I resort to UniformGreyColor is saying this game is turning into soup. Such a thing should not happen.
Not when the first game gave you those options. So far it has been the best system in my opinion, was no where near perfect and the fact that rogues and warrior abilities overlapped was a major flaw, however how they chose to handle it I feel is wrong. It was complained about in DA2 and they chose to just copy and past for DAI, even when presented with alternate solutions to keep the choices and versatility of being able to be virtually any weapon style and still have class distinction.
I agree that the original system was not perfect, however I do not think this change is moving the series in the right direction.
I happen to like soup on rainy days.
Not when the first game gave you those options. So far it has been the best system in my opinion, was no where near perfect and the fact that rogues and warrior abilities overlapped was a major flaw, however how they chose to handle it I feel is wrong. It was complained about in DA2 and they chose to just copy and past for DAI, even when presented with alternate solutions to keep the choices and versatility of being able to be virtually any weapon style and still have class distinction.
I guess that's my biggest problem. I don't care if I can hang curtains in Skyhold or if there are romances to suit every preference under the sun if the fundamental game design is lacking. They literally haven't changed a damn thing since DA2 in that aspect. Even ME3 fixed that.
DAO had a very poor class system when it came to Rogues and Warriors, namely that there was so much overlap it was barely worth separating them. I said it then, that they needed to either toss the class system or make Rogues and Warriors more distinct in future games.
The answer was not to just slash options but rather to make the options more distinct within each class.
The answer was not to just slash options but rather to make the options more distinct within each class.
Which I suspect they did by narrowing the scope and focusing the efforts, if you catch my drift.
I guess that's my biggest problem. I don't care if I can hang curtains in Skyhold or if there are romances to suit every preference under the sun if the fundamental game design is lacking. They literally haven't changed a damn thing since DA2 in that aspect. Even ME3 fixed that.
That is one of my biggest issues too. I could live without decorations or cosmetic choices as long as the gameplay that actually matters is perfected as best it can be. I really wanted to believe their words, but its just literally DA2 all over again. Guess the signs were there the moment they changed the mage animation of using their hands to cast to the same DA2 staff twirling, motion for motion
The answer was not to just slash options but rather to make the options more distinct within each class.
Agreed; nothing to do with armor and weapon selections, as Warriors still had 2H and S&S superiority. But if one wanted a Warrior Archer or DW (or Hybrid), they could make this, too. While I like the changes made to tiers in DA2, would rather have the options to choose the items I prefer to use for that class.
I see what you're saying. They are improving some things and doing the opposite for other things. Believe me I totally get it. I like that skill trees have a very cool layout, but I really wanted to be many more abilities and passives that we can assign. I expect that at least.
Because of gear. Once that gear is gone you mage is doom. One rust beast or any monster that can destroy gear and weapons pops up your nearly a no body.
From the FAQ:
Do weapons and armor degrade over time? If so, can they be repaired in the field? —@Wild_Morrigan, Twitter
[DK]: No equipment decay! Thedosian merchants give their products lifetime guarantees, which was a pretty shrewd business move what with the apocalyptic sky-hole.
Tabletop games are multiplayer.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.
In less the 24 hours. We got:
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When I started this topic I wasn’t even sure ppl would reply, "I actually thought that if ppl care someone would probably already asked this question"
As it turns out ppl really care and I'm really happy it got this attention, both from ppl that like this and dislike this change. It shows that this wasn’t just a important topic for me personally but for BSN as a whole and hopefully it means that Bio is going to look it over for future installments of the series. It is what it is for this game but keep sharing your opinions, keep the discussion going and remember to stay classy and keep it civil! =)
That's exactly what I'm saying.No, it's not. Coming in waves means coming in waves. How they are spawn does not matter.
That's only true if the gear stat manipulation is very shallow. I was given to believe that they had greater impact than before, if so than the ability to switch out gear at any moment makes it quite dynamic. And don't forget that passives now carry permanent stat bonuses. It's hard to say, right now, whether this system is truly as limiting as you fear.Its not about allocating stats for roleplay purposes. If you ask me the two should both be in the game, but compartmentalized. Why should I have less choices over how my stats are allocated. Don't tell me I have the same amount of choices on how I allocate attributes. From what we've see we have 3 ways: abilities and passives, gear, and respec and they're all indirect. In DA:O I could do this 4 ways at least. Off the top of my head you had: quests, level up gear and abilities totally made attributes more dynamic. 4 is more than 3 last time I checked. They's just adding unnecessary complexity for nightmare completionists.
@Sylvius the Mad, Do you think without direct control over attribute allocation that we should at least have more ability and passive upgrades?
That's only true if the gear stat manipulation is very shallow. I was given to believe that they had greater impact than before, if so than the ability to switch out gear at any moment makes it quite dynamic. And don't forget that passives now carry permanent stat bonuses. It's hard to say, right now, whether this system is truly as limiting as you fear.
Actually I agree, many of my comments were purely out of frustration that they took direct control out of the picture. If I want to customise I HAVE to craft now. I like being able to get anal about how my stats looks, and yeah, I can customize armour and get passives, but thats all I can really do.
The answer was not to just slash options but rather to make the options more distinct within each class.
Note that with each class they have abilities that are powered and enhanced by 2 main stats. If you want that it's still going to be around that consent Even then there going to be classes that are more or less flexible then others.
Distinction should be done with specialization, not attributes alone.