Aller au contenu

Photo

No attribute points on level up


3034 réponses à ce sujet

#1976
Sylvius the Mad

Sylvius the Mad
  • Members
  • 24 124 messages

KW didn't had wave combat from what i remember only enemies that stealth attacked you.

The best example is probably the Deep Stalkers in the Deep Roads.

 

Lots of places in DAO had enemies suddenly appear behind you (which I also dislike), but actual waves appearing during combat I can only recall the Jarvia fight, the Broodmother, the Archdemon, and the Deep Stalkers.

 

Maybe Soldier's Peak.



#1977
Rawgrim

Rawgrim
  • Members
  • 11 534 messages

The best example is probably the Deep Stalkers in the Deep Roads.

 

Lots of places in DAO had enemies suddenly appear behind you (which I also dislike), but actual waves appearing during combat I can only recall the Jarvia fight, the Broodmother, the Archdemon, and the Deep Stalkers.

 

Maybe Soldier's Peak.

 

It had some wave stuff when you fight through Denerim to get to the Arch Demon near the end.



#1978
cjones91

cjones91
  • Members
  • 2 812 messages

It had some wave stuff when you fight through Denerim to get to the Arch Demon near the end.

There were enemy waves during the Archdemon fight as well.



#1979
Kidd

Kidd
  • Members
  • 3 667 messages

The best example is probably the Deep Stalkers in the Deep Roads.
 
Lots of places in DAO had enemies suddenly appear behind you (which I also dislike), but actual waves appearing during combat I can only recall the Jarvia fight, the Broodmother, the Archdemon, and the Deep Stalkers.
 
Maybe Soldier's Peak.

Paragon of Her Kind has at least one spawn point right after the Broodmother as well. Soldier's Peak also definitely uses wave mechanics.

I think what differs these encounters from most of DA2's is simply that they're better implemented. There is generally nothing wrong with wave combat, as long as it makes sense in the setting it is found in. Certain fights in DA2 are greatly enhanced with the wave system as well, to me. It's just that DA2 went way overboard with it.

 

I get the notion that some like the change. However, can they grasp the idea that many of us do not.

I can't speak for others, but I know I do. Sadly, that changes nothing. We can't both be happy with how BioWare is handling attributes in this game since our desires are polar opposites. I certainly survived DAO and DA2 not having an attribute system I cared much for though, so I'm hoping you'll survive Inquisition as well (which may not end up being perfectly aligned with my tastes either - few games' are ;) ).

#1980
xkg

xkg
  • Members
  • 3 744 messages

I can't speak for others, but I know I do. Sadly, that changes nothing. We can't both be happy with how BioWare is handling attributes in this game since our desires are polar opposites. I certainly survived DAO and DA2 not having an attribute system I cared much for though, so I'm hoping you'll survive Inquisition as well (which may not end up being perfectly aligned with my tastes either - few games' are ;) ).

 

That's not the case at all. You had that attribute system of yours in the previous games. It was called "auto level up" button, right there on character screen.

The difference now it is used for everyone whether he like it or not.

 

 

DA:O, Da2 :

You can do it manually OR You can press the auto level up button

 

DA:I

Game "presses" the button for you.


  • Paul E Dangerously et Star fury aiment ceci

#1981
Eudaemonium

Eudaemonium
  • Members
  • 3 548 messages

The difference between auto-level-up and the current system, however, is that Origins and DA2 were more stat-dependent. The game's balance assumed you'd be assigning your stats, with auto for low difficulty casual-play. Since auto-level is always on in DA:I, the game has been balanced around it, and thus the actual experience of playing will be quiet different.



#1982
Dunbartacus

Dunbartacus
  • Members
  • 364 messages

I'm pretty sure the mechanics have changed, you get stats through gear and passives. The stat pages in the OP seem to support this and im pretty sure bioware would give us control of our attributes if they increased on lvl up.

 

Edit: Then again iv'e been wrong before.



#1983
Kidd

Kidd
  • Members
  • 3 667 messages

That's not the case at all. You had that attribute system of yours in the previous games. It was called "auto level up" button, right there on character screen.
The difference now it is used for everyone whether he like it or not.
 
 
DA:O, Da2 :
You can do it manually OR You can press the auto level up button
 
DA:I
Game "presses" the button for you.

I believe this is a matter of perspective. I can appreciate where you're coming from and it must be frustrating to read the new system as such, but that's not where my mind finds itself.

I see a system where numbers don't magically grow every level-up "just because." A system that isn't seemingly built around the idea that players like seeing bigger numbers. Where the abilities of my character grow from what they are actually doing in the world, in a tangible way.

Does my character have the mighty blow power, ie the ability to summon an abnormal amount of strength for a single strike? Cool. This means she will have grown to get to that point. This abstraction happens in the form of passives in the skill tree growing her ability scores on the way to the mighty blow power, as well as any points that may be unlocked upon the picking of the power itself.

Each point is more special with this approach, and it's all very results-oriented with an emphasis on every selection truly mattering. It removes non-choice, illusion of choice level-ups (ie "2 strength and 1 constitution" levels for a warrior). I am aware that not every level-up was such a level-up, however.

You could even make up your own mini-narratives around it all. Does your character know how to perform mighty blow, but she still feels too weak? Perhaps she should start training toward another skill, knowing that skill will require her to be stronger? Japanese martial arts often work in such a manner, and being trained in one such art myself, I may very well be biased toward seeing it as an incredibly universal and functional way of learning.

I see similarities to how most programmers would benefit from learning LISP even if they will never work with the language, simply due to the thought processes it teaches, to use a more technical example.

Disclaimer: I have not studied any of the skill trees in any amount of detail, so I'm making stuff up to fit my explanation. For all I know, "mighty blow" might be a starting ability or not even be in the game, etc.

#1984
bEVEsthda

bEVEsthda
  • Members
  • 3 615 messages

This is no big issue for me. I will maybe miss distributing attributes, because I both like to have a say in how my character strives to evolve, because of it's person and because of roleplay, and because I like to 'screw up' intentionally and see where it leads. To me, the RPG should mainly and firstly be a software toy, and lastly (or preferably not at all) a 'Space Invaders' killing frenzy.

 

But all these common leveling systems in RPGs are so far removed from my ideal, that I really don't care. I'll take anything that works for the playing experience. And that is something I won't have a fair perspective of, before I've played the game. So I can't really say anything about now. I can only warn about that we tend to see problems, in advance, that don't really exist. And that we are generally prejudiced against changes, particularly when we still don't see how they fit in the whole.



#1985
Elhanan

Elhanan
  • Members
  • 18 618 messages

I believe this is a matter of perspective. I can appreciate where you're coming from and it must be frustrating to read the new system as such, but that's not where my mind finds itself.

I see a system where numbers don't magically grow every level-up "just because." A system that isn't seemingly built around the idea that players like seeing bigger numbers. Where the abilities of my character grow from what they are actually doing in the world, in a tangible way.

Does my character have the mighty blow power, ie the ability to summon an abnormal amount of strength for a single strike? Cool. This means she will have grown to get to that point. This abstraction happens in the form of passives in the skill tree growing her ability scores on the way to the mighty blow power, as well as any points that may be unlocked upon the picking of the power itself.

Each point is more special with this approach, and it's all very results-oriented with an emphasis on every selection truly mattering. It removes non-choice, illusion of choice level-ups (ie "2 strength and 1 constitution" levels for a warrior). I am aware that not every level-up was such a level-up, however.

You could even make up your own mini-narratives around it all. Does your character know how to perform mighty blow, but she still feels too weak? Perhaps she should start training toward another skill, knowing that skill will require her to be stronger? Japanese martial arts often work in such a manner, and being trained in one such art myself, I may very well be biased toward seeing it as an incredibly universal and functional way of learning.

I see similarities to how most programmers would benefit from learning LISP even if they will never work with the language, simply due to the thought processes it teaches, to use a more technical example.

Disclaimer: I have not studied any of the skill trees in any amount of detail, so I'm making stuff up to fit my explanation. For all I know, "mighty blow" might be a starting ability or not even be in the game, etc.


As mentioned earlier, one still gains higher stats, but now the game selects which ones increase; not the Player. While the Player may select items and abilities that differ, the base is still controlled by the game. This seems to be the case based on the various pics seen of the characters.

As for chosen abilities, it is doubtful that Mighty Blow or other choices overlap into other class choices. So while it may increase an Attribute, it is still based on the Class chosen to use said stat. And while items may be crafted, the Attributes are still Class controlled, so it seems doubtful that one may gain a score higher than the ones assigned for that class (ie; STR over CUN or DEX for a Rogue).

#1986
Decaps86

Decaps86
  • Members
  • 21 messages
I personally found the attribute system tedious. I'd rather let my gear influence these things. Plus it makes respec less nessessary.
  • NoForgiveness et eternalshiva aiment ceci

#1987
Keroko

Keroko
  • Members
  • 502 messages

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?

 
I did not, no.  
 

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?


Remember how in Origins and DA2, you had to be a certain level to be able to upgrade to the higher level talents? From what we've seen in the talent video, that seems to be gone now.

And yes, every one of the three classes seems to have 85 different talents and upgrades (though I did a small miscount for the mage). To list:

mage:

50 standard
11 per specialization
61 per character
83 total

Warrior:

52 standard
11 per specialization
63 per character
85 total
 
rogue:

52 standard
11 per specialization
63 per character
85 total
  • Dunbartacus aime ceci

#1988
UniformGreyColor

UniformGreyColor
  • Members
  • 1 455 messages

 
I did not, no.  
 

Remember how in Origins and DA2, you had to be a certain level to be able to upgrade to the higher level talents? From what we've seen in the talent video, that seems to be gone now.

And yes, every one of the three classes seems to have 85 different talents and upgrades (though I did a small miscount for the mage). To list:

mage:

50 standard
11 per specialization
61 per character
83 total

Warrior:

52 standard
11 per specialization
63 per character
85 total
 
rogue:

52 standard
11 per specialization
63 per character
85 total

 

Why didn't they say over 250 spells and abilities then? I'm confused.



#1989
Elhanan

Elhanan
  • Members
  • 18 618 messages

I personally found the attribute system tedious. I'd rather let my gear influence these things. Plus it makes respec less nessessary.


Perhaps not, as Respec is used for pretty much the same things: Abilities, Attributes, and other increases made from Start. But now, the Attributes will still be the same as any other Player using the same Class.

#1990
UniformGreyColor

UniformGreyColor
  • Members
  • 1 455 messages

Perhaps not, as Respec is used for pretty much the same things: Abilities, Attributes, and other increases made from Start. But now, the Attributes will still be the same as any other Player using the same Class.

 

So you're saying all passives increase 2 types of attributes max? Example: dex and cun for rogues, probably con and str for warrior and magic and willpower for mage, this doesn't add a whole lot of diversity indeed, if this is true. On the other hand, If you're like me, respecing will be a tedious process because I am the type of player who wants things to be perfect and with only two attributes to choose from for passives it will make it easier at least (although I would prefer there to be more stats we can mess with).



#1991
Dunbartacus

Dunbartacus
  • Members
  • 364 messages

So you're saying all passives increase 2 types of attributes max? Example: dex and cun for rogues, probably con and str for warrior and magic and willpower for mage, this doesn't add a whole lot of diversity indeed, if this is true. On the other hand, If you're like me, respecing will be a tedious process because I am the type of player who wants things to be perfect and with only two attributes to choose from for passives it will make it easier at least (although I would prefer there to be more stats we can mess with).

There's quite a bit of constitution in the mage passives along with magic and willpower which is a good sign. i didn't really look at the rogue passives but i think a few are shown in this video

 


  • Looper128 et UniformGreyColor aiment ceci

#1992
EnduinRaylene

EnduinRaylene
  • Members
  • 284 messages

I get the feeling that passive ability permanent upgrades to attributes are mean to function as a kind of fail-safe for those players who really don't pay that much attention to their equipment bonuses, so even if they they don't upgrade their gear, craft custom stuff and just put on whatever looks cool or has the highest DMG or Armor rating still have a decent amount of points in the more critical attributes for their class. I don't get the impression they are meant to be the lions share of attributes at all. Each tree only appears to have a max of 12 points and since players will likely only be able to max out 2 trees and spec that's only 36 points total give or take +/- 3. That's nothing. Especially since that split between at least two, if not three attributes. 

 

Conversely for those of us who don't need that safety net, these bonuses are simply just that, nice permanent increases to our attributes. We can then, if we so choose, use to our advantage when selecting, upgrading and crafting gear for our characters. You might find that a high willpower is useful for a rogue, but still want a solid Dex and Cunning as well, thanks to the passive bonuses in the Rogue tree you'll have a few extra points in those attributes and now can use an armor or weapon slot you might have put Dex/Cunning rune or enchantment into and instead put in something that helps boost your Willpower or maybe Crit % or DMG%. 



#1993
In Exile

In Exile
  • Members
  • 28 738 messages

There's quite a bit of constitution in the mage passives along with magic and willpower which is a good sign. i didn't really look at the rogue passives but i think a few are shown in this video

 

 

Presumably the constitution is there for the KE build. 



#1994
In Exile

In Exile
  • Members
  • 28 738 messages

I get the feeling that passive ability permanent upgrades to attributes are mean to function as a kind of fail-safe for those players who really don't pay that much attention to their equipment bonuses, so even if they they don't upgrade their gear, craft custom stuff and just put on whatever looks cool or has the highest DMG or Armor rating still have a decent amount of points in the more critical attributes for their class. I don't get the impression they are meant to be the lions share of attributes at all. Each tree only appears to have a max of 12 points and since players will likely only be able to max out 2 trees and spec that's only 36 points total give or take +/- 3. That's nothing. Especially since that split between at least two, if not three attributes. 

 

Conversely for those of us who don't need that safety net, these bonuses are simply just that, nice permanent increases to our attributes. We can then, if we so choose, use to our advantage when selecting, upgrading and crafting gear for our characters. You might find that a high willpower is useful for a rogue, but still want a solid Dex and Cunning as well, thanks to the passive bonuses in the Rogue tree you'll have a few extra points in those attributes and now can use an armor or weapon slot you might have put Dex/Cunning rune or enchantment into and instead put in something that helps boost your Willpower or maybe Crit % or DMG%. 

 

Why are you assuming that DA:I will use the same max stat caps as DA:O/DA2?



#1995
EnduinRaylene

EnduinRaylene
  • Members
  • 284 messages

Why are you assuming that DA:I will use the same max stat caps as DA:O/DA2?

Because we've seen weapons that have +36 Magic. It might not be 1:1 with DAO/DA2 but it probably pretty close.

 

bNgjUga.jpg

KLnyCrW.jpg

They're both level 20 Items, don't know what that means exactly since one is restricted for level 17 and the other level 9, but their corresponding stat boosts make sense for those level requirements. At level 17 +36 magic is a huge boost, and at level 9 a +12 Strength is pretty handy as well. As well one is Unique and the other Rare, but we've seen other more common weapons with near double digit boosts as well.


  • Looper128 aime ceci

#1996
The Elder King

The Elder King
  • Members
  • 19 631 messages

Why didn't they say over 250 spells and abilities then? I'm confused.

  

Presumably the constitution is there for the KE build.

Possibly. Haven't seen on rogues. Or maybe rogues don't have them/much because their defences and evasion rates will be higher compared to other classes.

#1997
EnduinRaylene

EnduinRaylene
  • Members
  • 284 messages

   Possibly. Haven't seen on rogues. Or maybe rogues don't have them/much because their defences and evasion rates will be higher compared to other classes.

From the video posted above these are the Rogue passive bonuses, didn't bother to write down for which passive:

 

Dual Daggers:

+3 Cunning

+3 Dex

Wasn't Shown(Probably Dex)

Wasn't Shown(Probably Cunning)

 

Subterfuge:

+3 Cunning

+3 Cunning

+3 Dex

+3 Dex

 

Sabotage:

+3 Cunning

+3 Cunning

+3 Dex

+3 Dex

 

Archery:

Wasn't Shown(Probably Dex)

Wasn't Shown(Probably Cunning)

Wasn't Shown(Probably Dex)

Wasn't Shown(Probably Cunning)

 

Artificer:

+3 Cunning

+3 Dex

+3 Willpower

+3 Willpower



#1998
UniformGreyColor

UniformGreyColor
  • Members
  • 1 455 messages

From the video posted above these are the Rogue passive bonuses, didn't bother to write down for which passive:

 

Dual Daggers:

+3 Cunning

+3 Dex

Wasn't Shown(Probably Dex)

Wasn't Shown(Probably Cunning)

 

Subterfuge:

+3 Cunning

+3 Cunning

+3 Dex

+3 Dex

 

Sabotage:

+3 Cunning

+3 Cunning

+3 Dex

+3 Dex

 

Archery:

Wasn't Shown(Probably Dex)

Wasn't Shown(Probably Cunning)

Wasn't Shown(Probably Dex)

Wasn't Shown(Probably Cunning)

 

Artificer:

+3 Cunning

+3 Dex

+3 Willpower

+3 Willpower

 

It makes me thing that Rogues will not get hit too often, but when they do, you will really feel it. Uhhh dragon anyone?



#1999
Eudaemonium

Eudaemonium
  • Members
  • 3 548 messages

There's quite a bit of constitution in the mage passives along with magic and willpower which is a good sign. i didn't really look at the rogue passives but i think a few are shown in this video

 

 

Okay, I was just fine-tooth combing this video and I noticed something. When he looks at Varric's Artificer tree there is the Focus Ability Hail of Arrows. This seems really archer-specific, and I was wondering if it's possible that the companions actually might get unique Focus abilities in their versions of the Specialisations (since they also have unique descriptions for said specs). He doesn't look at Cassandra's Templar tree, so I wasn't able to compare the Focus skill there.



#2000
EnduinRaylene

EnduinRaylene
  • Members
  • 284 messages

It makes me thing that Rogues will not get hit too often, but when they do, you will really feel it. Uhhh dragon anyone?

Well just get some armor and other equipment that boosts CON. Problem solved.