From the FAQ:
I never said there was weapon or gear decay. I just used it as an example.
From the FAQ:
I never said there was weapon or gear decay. I just used it as an example.
Personally pretty neutral on this change. It's basically Diablo 3 in that most of your stats come from gear instead of levels.
I just don't see how this is better or worse than what it was in DA2 and Origins. It has simply moved where you pick your stats from. I imagine normal gear will have random rolls so you can probably find a short sword that gives a ton of constitution which you would want for a tank or the same sword might drop with willpower or strength.
You will still be able to choose an "odd" attribute to focus on and if you can't get one to drop you can always craft it.
The only real difference is you can "respec" your attributes now with your gear.
And I still don't understand why you make the assumption that the character will be unable to adapt without completely restructuring the character. I played through DA:O many times while hardly ever using more than the six abilities on my quick menu for entire areas, nor did I switch weapons. Don't use hyperbole to try and make this sound more debilitating than it is.Not snowflakes, but characters that have and can use their abilities to adapt to the presented challenges; not re-load, respec, and regurgitate the same Simon Says GUI click-fest for every battle. While DAI may not fall this far, losing Attributes, weapon choices, Quickslots, and other recent revelations are not encouraging.
That's exactly what I'm saying.
No, you not. You're saying because they spawn from another room that means it's wave combat. That not it. Wave combat is when you fight enemies and as you fight more coming during the engagement.
Legacy barely had that.
Personally pretty neutral on this change. It's basically Diablo 3 in that most of your stats come from gear instead of levels.
I just don't see how this is better or worse than what it was in DA2 and Origins. It has simply moved where you pick your stats from. I imagine normal gear will have random rolls so you can probably find a short sword that gives a ton of constitution which you would want for a tank or the same sword might drop with willpower or strength.
You will still be able to choose an "odd" attribute to focus on and if you can't get one to drop you can always craft it.
The only real difference is you can "respec" your attributes now with your gear.
This change is like adding umpire replay to baseball.
@Sylvius the Mad, Do you think without direct control over attribute allocation that we should at least have more ability and passive upgrades?
I don't know how many we have. I do think that the trees they're in shouldn't be linear, though. There should be actual choices to be made about whether we should choose a new ability or choose the stat increase - not just the order in which we do both.
Ideally, I'd like to see many more abilities than we could learn in a single playthough. Perhaps three times as many, and without linear progressions so we could learn them in any combination.
No, you not. You're saying because they spawn from another room that means it's wave combat. That not it. Wave combat is when you fight enemies and as you fight more coming during the engagement.
That's what I'm talking about. And when it happened in Legacy, the only difference from DA2 was that the enemies spawned out of sight rather than falling from the sky. And that's not enough of a difference.
It may well be that a smaller proportion of Legacy's encounters had waves. I don't know - I played it only once because I intensely disliked it - but it did have waves some of the time, and its waves were no better than Da2's waves.
And I still don't understand why you make the assumption that the character will be unable to adapt without completely restructuring the character. I played through DA:O many times while hardly ever using more than the six abilities on my quick menu for entire areas, nor did I switch weapons. Don't use hyperbole to try and make this sound more debilitating than it is.
And most people never played anything but a human character. Because you don't do something doesn't mean nobody else does.
*snip*
Ideally, I'd like to see many more abilities than we could learn in a single playthough. Perhaps three times as many, and without linear progressions so we could learn them in any combination.
OMG, someone who understands!
Like I've said previously, I'm not a fan of the extent of the weapon restrictions. I'd like it if duel wielding warriors and swords for Rogues was still in, personally. That being said, a line needed to be drawn between the two somewhere. I don't mind a few restrictions, they make the choice more meaningful.The answer was not to just slash options but rather to make the options more distinct within each class.
And most people never played anything but a human character. Because you don't do something doesn't mean nobody else does.
I used my last like on you last time. I don't have anymore right now, but +1.
And? Anyone that's using over thirty two different abilities across four characters during a single engagement is being pretty darn inefficient.And most people never played anything but a human character. Because you don't do something doesn't mean nobody else does.
And? Anyone that's using over thirty two different abilities across four characters during a single engagement is being pretty darn inefficient.
No, it really isn't. If fact I would want more.
Give me 100 "Active" spells, 25 sustains, and 25 passives for a mage only.
That's what I'm talking about. And when it happened in Legacy, the only difference from DA2 was that the enemies spawned out of sight rather than falling from the sky. And that's not enough of a difference.
It may well be that a smaller proportion of Legacy's encounters had waves. I don't know - I played it only once because I intensely disliked it - but it did have waves some of the time, and its waves were no better than Da2's waves.
Still not getting. You fight any more enemies after the first set nor do any come into the fight. You walk into a room, enemies come in , fight them and then move on. No more comes in during the fight the majority of the time. If no enemy comes in during the fight it's not wave combat. It's happens yes but it happen very little of the time. And even then with dao the deep road had wave combat as well at times.
Spawning in another room does not make it wave combat. Added alot of the fight required tactics and realignment.
And? Anyone that's using over thirty two different abilities across four characters during a single engagement is being pretty darn inefficient.
You can use a hell of a lot during the Archdemon fight, for starters.
Linear ability trees have one good and one bad. The good is that it allows for the designers to balance the game better. The bad is that you get too many fillers and miss on the fun abilities for a long period of time.
If I had to make a suggestion, it would be to have direct access to any ability, but having to upgrade it in order to get better/alternate effects. It would be a step up from the clusterfuck that DAO's spell trees were and having to pick filler talents due level requirements of DA2.
For example you get a basic rune ability. You cast it on the ground and everyone inside gets some defensive boost. You can upgrade it to also paralyze enemies that enter, or push them back. If you choose the paralysis option, then you can upgrade it even more so in addition to paralysis it will add a cross class effect.
You can use a hell of a lot during the Archdemon fight, for starters.
Not really. It's immune and resistant to most abilities.
Not really. It's immune and resistant to most abilities.
Only Spirit. But you know, it's not like you have to manage a horde of Darkspawn -and- the Archdemon.
And? Anyone that's using over thirty two different abilities across four characters during a single engagement is being pretty darn inefficient.
Even while most fights never lasted that long or may have required that many abilities, at least we had them for any encounter without the tedious need to keep switching abilities in and out, cause that is just stupid. But like others have said. I would want triple the amount, that way I wont have to keep auto attacking most of the time due to long cooldowns.
Linear ability trees have one good and one bad. The good is that it allows for the designers to balance the game better. The bad is that you get too many fillers and miss on the fun abilities for a long period of time.
If I had to make a suggestion, it would be to have direct access to any ability, but having to upgrade it in order to get better/alternate effects. It would be a step up from the clusterfuck that DAO's spell trees were and having to pick filler talents due level requirements of DA2.
For example you get a basic rune ability. You cast it on the ground and everyone inside gets some defensive boost. You can upgrade it to also paralyze enemies that enter, or push them back. If you choose the paralysis option, then you can upgrade it even more so in addition to paralysis it will add a cross class effect.
Could you not do this in DA:O just using more spells? If you could, you could control which affects to use at a given time or even place them in different places.
Not really. It's immune and resistant to most abilities.
I take it you went straight for the archdemon then. I killed every single enemy.
I take it you went straight for the archdemon then. I killed every single enemy.
Going for the head of the snake is the logical choice.
Personally pretty neutral on this change. It's basically Diablo 3 in that most of your stats come from gear instead of levels.
The issue is well put in this post:
http://forum.bioware...0#entry17473014
Diablo 3 is an action rpg, its not about character identification like in the DA series.
Going for the head of the snake is the logical choice.
That depends on what your reasons for killing the snake are. If you're calling me illogical, I could care less.
Could you not do this in DA:O just using more spells? If you could, you could control which affects to use at a given time or even place them in different places.
The result wouldn't change. The method to achieve the result would change. My suggestion is about making a character feel complete a little faster without having to go through fillers for 3/4 of the game.
It's not something I'd like for a different game necessarily, but since ability slots are limited anyway in DAI, I have the suspicion that the function of the assigned buttons won't change that much come late game.