There is a respect potions or trinket. I believe they said you get a free one around mid game and can buy more.
Whoops. That makes a lot more sense. Thanks!
There is a respect potions or trinket. I believe they said you get a free one around mid game and can buy more.
Whoops. That makes a lot more sense. Thanks!
Think Allan said it didn't affect Attributes though - however if all your attributes can from abilities and gear then I guess that's not important! Be nice to know what Mikes Tweet about attributes "Growing as you level" actually means.
I suspect it simply means you get an ability point when you level up and can spend that on passives/actives etc. You'd have to ask him directly though.
This remains to be seen.Unconventional builds will still be possible, they just take more effort and planning this time around.
Wait since when dao had wave combat? Im pretty sure that enemies were already around save for some situations like in denerim or final boss fight in daa plus some other situations where enemies spawn.
Kakari Wilds by a loose definition.
... no? When you say 'soup' the first thing that comes to mind is that everything becomes bland and similar, but what we see now is rather the opposite.
You say 'many more' but how many did Origins have, really? The rogue for example had 40, 24 of which crossed with the warrior making for 16 unique talents. 24 if you count the two specializations you can choose, topping at 32 when you count all four of them.
The Inquisition rogue has 52 entirely unique talents before we add the specializations. When we add the specializations, which, if Varric's Artificer is any indication, will hover around 11, the Inquisition rogue gets 63 unique talents in one playthrough, topping at 84 different choices.
The Inquisition rogue has almost double the amount of total talents the Origins rogue had. And all of the Inquisitions rogue talents are unique to the class.
Soup is a bunch of ingredients mixed together to make a single dish, When its grey it means that the ingredients have melded together for even less diversity of unique textures and flavors. Did you not get the joke?
A debate over what is or is not a "true RPG" (particularly with the different takes some games take on RPG mechanics) will see this thread closed.
Why? Seems a little vague.
From the screens I posted that are now in the OP, it doesn't look like there is any auto allocation at level up. Only equipment and you selecting abilities increases them.
Varric and the Inquisitor are both rogues but the Inquisitor has only the base 10 in cunning, just like every other attribute, and 35 in dex. While Varric has 25 in both.
That means Varric's cunning is totally based on his passive abilities and equipment. If there is an auto allocation it would mean it only dumped points into dex, which seems unlikely. Especially because they are level 12, so there were auto increases at level they should be higher. 12x3=36. Where are the other 11 points? Con?
So I have a feeling attributes for everyone have a base 10 and can be permanently increased a little through certain abilities, while the bulk of it is increased via equipment. I could be totally wrong but from what we've actually seen this is what seems to be the case. Mike Laidlaw's tweet could easily have meant this and not auto allocation like many believe it says.
Yeah I saw the same thing in the gamescon demo; 30 strength, 10 for everything else that we could see I think. Please don't tell me the skill trees only allocate one kind of attribute per tree. That would be a mistake right?
Apologies, most often when I see people complain about the skills in Inquisition they seem to believe that origins had more. But aside from mages (who already had 84 unique talents in Origins and still has 84 in Inquisition) the warrior and rogue had less.
Anyway, there doesn't seem to be a level requirement in Inquisition, just an advancement through the tree (which in and of itself is not a bad thing, otherwise people would just go for all the high-end skills straight of the bat).
I'm not sure I understand. You're saying we have 84 talents x3 (same number for all classes)? Your saying there is no level requirement for what now?
Fair. Though if, as a Rogue, you placed most of your ability points into passives granting something like Willpower and not passives boosting Cunning you really only have yourself to blame. You can't be good at everything.
Indeed. Is Disarming Traps even tied to Cunning?
Wut?
Indeed. I suspect some Rogue passives will provide boosts to the "traditional" Rogue skills of Cunning and Dexterity. That's not to say however that there aren't other passives that will allow you to branch out into other attributes like Willpower etc. if you so desire.
I really hope you are right, I would hate to play as a rogue that sucks at drinking potions because they have a low magic stat.
Double post sorry.
And if such a thing exists in the game, we should be able to summon it with the dev console.Allen Schumacher said that the first respec potion you get is after the prologue, not midway through the game.
Not strictly true. Balance is not player v player in this context, its balancing the challenge level of the encounter which is tru in single player as well as multiplayer because they are the exact same system.
It was certainly possible through good attribute stacking to create extreme builds so powerful they would absolutely wipe the floor with everything the game could throw at you or so bad you struggled to get past even the simplest encounter. Its the gulf between these two extremes BioWare felt was the problem because they want to give consistant combat balance troughout the game ratehr the hard at the beginnign and easy at the end. This change is part of their strategy as I understand it.
Please lets not open the multiplayer worm can again, not sure I can deal with all the frothing at the mouth
Yeah I saw the same thing in the gamescon demo; 30 strength, 10 for everything else that we could see I think. Please don't tell me the skill trees only allocate one kind of attribute per tree. That would be a mistake right?
Wut?
I really hope you are right, I would hate to play as a rogue that sucks at drinking potions because they have a low magic stat.
I doubt it, I'm pretty sure I saw one Spirit school passive give Willpower and another give Constitution though I'd have to double check.
What's your confusion?
I doubt healing from potions is tied to magic, it would give too much of an advantage to mages.
I doubt it, I'm pretty sure I saw one Spirit school passive give Willpower and another give Constitution though I'd have to double check.
What's your confusion?
I doubt healing from potions is tied to magic, it would give too much of an advantage to mages.
As it did in the prior games, I believe.
DA2 didn't do this, there healing potions were a fixed percentage.
DA2 didn't do this, there healing potions were a fixed percentage.
I'm going to say this and it means a lot. I never really got into DA2 even though I bought it and have all the DLC.
I don't think he/she is. The passives in the gameplay videos shown seem to boost other attributes like Willpower for Rogues and Constitution for Mages. I'm not sure what he/she's talking about
deliberately allocating points to 'off stats' to gain access to some pieces of gear/skills/weapons would be my guess.
From the screens I posted that are now in the OP, it doesn't look like there is any auto allocation at level up. Only equipment and you selecting abilities increases them.
Varric and the Inquisitor are both rogues but the Inquisitor has only the base 10 in cunning, just like every other attribute, and 35 in dex. While Varric has 25 in both.
That means Varric's cunning is totally based on his passive abilities and equipment. If there is an auto allocation it would mean it only dumped points into dex, which seems unlikely. Especially because they are level 12, so there were auto increases at level they should be higher. 12x3=36. Where are the other 11 points? Con?
So I have a feeling attributes for everyone have a base 10 and can be permanently increased a little through certain abilities, while the bulk of it is increased via equipment. I could be totally wrong but from what we've actually seen this is what seems to be the case. Mike Laidlaw's tweet could easily have meant this and not auto allocation like many believe it says.
I'm still not too sure if attribute base level is at 10, though. Also looking at those screens, are those the only 4 attributes there are? No constitution and willpower anymore?
I'm still not too sure if attribute base level is at 10, though. Also looking at those screens, are those the only 4 attributes there are? No constitution and willpower anymore?
They're further down, its a scrollable section, don't know why all of them can't be shown at once.
I doubt it, I'm pretty sure I saw one Spirit school passive give Willpower and another give Constitution though I'd have to double check.
What's your confusion?
I doubt healing from potions is tied to magic, it would give too much of an advantage to mages.
Yup, one of the mages passives did give vit, makes you wonder how much the extra stats on the passives will matter.
I mean, will you feel that you must get as many passives as possible just for the extra stats or will the 3 extra points for each passive just be a drop in the sea since you get so much more from equipment.
Yup, one of the mages passives did give vit, makes you wonder how much the extra stats on the passives will matter.
I mean, will you feel that you must get as many passives as possible just for the extra stats or will the 3 extra points for each passive just be a drop in the sea since you get so much more from equipment.
Honestly very little I think. There's only 4 passives per tree and I don't think all of them have an attribute increase, plus most people will only invest in two trees, that doesn't add up to much maybe four or five 3 point increases across 6 possible attributes. Not exactly a major game changer. No I'm guessing everything is really focused on the equipment bonuses. That's where we will get the majority of our attributes. At least I hope so. I don't much care for the idea that there is an auto-allocation at level up.
Guest_EntropicAngel_*
Expletive.
What is this, The Witcher? This is shockingly terrible idea.
Pro: I don't have to worry about sinking points into my cunning so I can unlock every chest ASAP... haven't seen any chest thus far that says "simple" or "complex." ![]()
Con: No more story moments like the campsite in the Brecelian Forest where the high willpower saved you? ![]()
I think this is wonderful news. It feels pretty old-school, much life many of Inquisition's changes. I never liked having a character sheet that said I had 100 strength, 40 constitution and ~10 everything else on my warriors.
If I'm just going to add the same stat most levels any way, I'm not making a real choice. You never upped your abilities arbitrarily on level-up in Baldur's Gate, and it's one of the parts where I think 2nd edition D&D is better than later instalments (which mage chose to up anything but Intelligence for their stat-ups in 3rd edition and upward? any one?).
By limiting the increasing of stats, the stats will matter more. That's fantastic.
deliberately allocating points to 'off stats' to gain access to some pieces of gear/skills/weapons would be my guess.
Or for RP reasons.
My favourite Warden was a Rogue who feared combat, so he didn't learn any combat skills, and dumped all of his points into Cunning (because he imagined he could think his way out of any problem).
He was ultimately an unsuccessful Warden (Sten killed him - there's no way he could survive single combat), but he was a ton of fun to play.
And one still gets increases on Attributes (see pics on OP), but it is the game that chooses the increases, as well as items, and ability choices. So one will still have base stats on most areas, with the game making the choices; not the Players.
Gear and passive choices affect attribute choices. I find it hard to believe bioware would make everyone auto lvl i mean they've never done it before as far as i know.
I get the notion that some like the change. However, can they grasp the idea that many of us do not. And if the old system with Auto-placement would have allowed many to enjoy their option of choice.
And one still gets increases on Attributes (see pics on OP), but it is the game that chooses the increases, as well as items, and ability choices. So one will still have base stats on most areas, with the game making the choices; not the Players.
This will work if the stats are mostly static. If Mike's comment and growth through advancement only refers to gaining a couple of points when a spec is learned, for example, then this really is a lot like a static system.
We just don't get to roll stats at the start (which is my biggest complaint about this, given the information we have so far - I love playing against type, and them asigning my stats for me makes it harder to do that).
This could also be one of the "inspirations" they took from Skyrim.
Kakari Wilds by a loose definition.
KW didn't had wave combat from what i remember only enemies that stealth attacked you.
If I remember right the skills you choose from the skill tree will provide stats as well.