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No attribute points on level up


3034 réponses à ce sujet

#2101
Fandango

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Who thought this would be a good idea? Really disappointed to learn that things will be restricted so.



#2102
Subtle54

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I can't see the problem. You still have control of your attributes, just not at level up, but at the time you aquire weapon/armour upgrades. In fact it seems more flexible to me, you can respec your attributes by changing the weapon/armour upgrades.


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#2103
Rawgrim

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I can't see the problem. You still have control of your attributes, just not at level up, but at the time you aquire weapon/armour upgrades. In fact it seems more flexible to me, you can respec your attributes by changing the weapon/armour upgrades.

 

That IS the problem. You have no control over the attributes that goes straight to the character, just attributes that go on items to boost the main attributes.


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#2104
the inquisitor94

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Why??? Why did they do that? (After the first shock) I kind of like it, now the game is getting even more challenging. It will be a hell of a game :)



#2105
PalmBeachWarrior

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The response to this thread makes me hope they will do all they can with the updates and patches to find as many ways as possible to work adjusting attributes into the game, even if it is just more gear with greater impact or wider array of consumables. Being able to create and enhance your character is a central part of the game experience and helps to make keep multiple playthroughs more interesting



#2106
Salaya

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Very disappointed with this... I read it yesterday and at frst I thought it was a typo or something. But no, it is official.

 

Another big step into the simplification, copying other games succesful methods instead of looking for their own.



#2107
UniformGreyColor

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Why??? Why did they do that? (After the first shock) I kind of like it, now the game is getting even more challenging. It will be a hell of a game :)

 

We have not seen nightmare, but hard certainly seems easier that hard on DA:O.



#2108
In Exile

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We have not seen nightmare, but hard certainly seems easier that hard on DA:O.

 

Hard seemed as easy as hard on DA:O. I'd say it was harder in that AOE direct damage spells seem far more nerfed in this game than they were in DA:O. 



#2109
UniformGreyColor

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Hard seemed as easy as hard on DA:O. I'd say it was harder in that AOE direct damage spells seem far more nerfed in this game than they were in DA:O. 

 

Yeah but it looks like you can cast them more frequently at least.



#2110
Looper128

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Yeah but it looks like you can cast them more frequently at least.

 

Mages will probably never be as powerful again as they where in DAO, hopefully they are at least up to pair (dps vise) with the other classes in this game.



#2111
Eudaemonium

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Mages were a bit *too* powerful in DAO, though. I mean, I guess it made sense lore-wise, but it wasn't especially engaging with regards to the other classes.



#2112
Looper128

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Mages were a bit *too* powerful in DAO, though. I mean, I guess it made sense lore-wise, but it wasn't especially engaging with regards to the other classes.

 

And they where underpowered in DA2, lets hope they hit the sweet spot this time.


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#2113
Eudaemonium

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And they where underpowered in DA2, lets hope they hit the sweet spot this time.

 

Really? I had a great time playing a mage in DA2. Granted, I never played any of the other classes...


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#2114
Medhia_Nox

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We also get attribute points when we pick abilities... so yeah, you do get to assign points even if they're piggy backed to the appropriate ability.



#2115
Looper128

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Really? I had a great time playing a mage in DA2. Granted, I never played any of the other classes...

Yes, they where.

 

Of curse that does not mean you couldn’t have a good time playing one. What difficulty do you play on?



#2116
AlanC9

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Hard seemed as easy as hard on DA:O. I'd say it was harder in that AOE direct damage spells seem far more nerfed in this game than they were in DA:O.


That was my impression too. This might just mean that our particular playstyles were less effective in DA2, rather than being all that meaningful about DA2's difficulty in general.

#2117
Timate

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Personally I like the fact we wont have to put them anyone with common knowledge should know where points go based on class. Also people are not thinking straight you can still be powerful with equipment you find or craft. Crafted gear will probably have more perks as it should because you crafted it and there will probably be some insane gear you can find. They are not saying you can't beat the game without crafting. The points you will mostly get will be from equipment like how it is in most games. Attribute points really don't affect a game all that much unless you spend a lot in a certain area stop acting like its a big deal just because you may have to think more. I love crafting and I love getting everything if your plan was to run through the game then do it but why play a open world game if you are just going to miss most of the game. Sure my rant is all over the place but the main point is you can still reach god mode you just have to work for it.



#2118
straightdave2000

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I'm glad we got an auto level up mechanic, it reminds me of Jrpg's that I used to play so it has that nostalgia feel to it. Besides leveling up in a game is just a culmination of experience the player has in a game. To me when you level up you don't just get stronger and faster, it's more of a like a warrior has the experience to know where to strike thus hitting harder, a wizard or magic man knows how to shoot spells better because they can chant the words of power faster and stuff.
A rogue can steal better and hide better because they learn tips and tricks from their old rogue buddies or maybe they invent some techniques of their own!. Not just "oh I have +2 str raw I smash btetterz!

#2119
Elhanan

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Great, we can customize our gear; a major plus from the past games as I chose the same items almost every campaign. However, now the same thing is done with the actual character, as Bob the 10th Lvl Dwarven Rogue will be exactly the same base Attributes as any other Player using Bob. One step forward; one step back.

And sure, a Warrior, Rogue, or Mage should improve more as they lvl, but it will be the same for all of us; all base stats the same. Some say better; some say blander.

I simply wonder how much better it could have been if the game had allowed the Player to choose both base Attributes and items.

#2120
efd731

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Personally I like the fact we wont have to put them anyone with common knowledge should know where points go based on class. Also people are not thinking straight you can still be powerful with equipment you find or craft. Crafted gear will probably have more perks as it should because you crafted it and there will probably be some insane gear you can find. They are not saying you can't beat the game without crafting. The points you will mostly get will be from equipment like how it is in most games. Attribute points really don't affect a game all that much unless you spend a lot in a certain area stop acting like its a big deal just because you may have to think more. I love crafting and I love getting everything if your plan was to run through the game then do it but why play a open world game if you are just going to miss most of the game. Sure my rant is all over the place but the main point is you can still reach god mode you just have to work for it.


You typed what appears to be 2 paragraphs, so I won't call you illiterate, however you seem to have either not read what anyone opposed to this has said or not comprehended what anyone opposed to this has said. Please don't reply in ignorance, we all know how the stat system works now, we are aware of the gear/crafting system. All complaints about it are still valid.

#2121
Skaden

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That's unfortunate...

 

I don't mind that much tbh, I just don't know that I like the idea that all of my characters' strength, charisma etc. come from their gear rather than their intrinsic strengths and weaknesses, as if any random bandit who happened to steal my enchanted boots could suddenly be just as powerful as my character.



#2122
GreyFox101

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Dang that sucks i wonder how the armor for all classes are goin to work cause to wear warrior and rouge armor in past games u needed 30 strength or so and mage was 25 magic or so



#2123
Icy Magebane

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Dang that sucks i wonder how the armor for all classes are goin to work cause to wear warrior and rouge armor in past games u needed 30 strength or so and mage was 25 magic or so

Armor and weapons have class and level restrictions now... they are no longer restricted by attributes.



#2124
grumpymooselion

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I wasn't surprised to find this out. I'm not going to say I'm happy about it, but I'm not surprised, it fits Bioware's trend of making their games easier for people not interested in complex RPG mechanics to get into, at the sacrifice of any who really enjoy such systems. There are still games out there for people that enjoy more complex systems, of course, and anyone that can enjoy simple and complex systems will be fine, but I do know some people really will  just be left out by this change. There are games for those people, as I said, but it's also noteworthy that I see more and more big RPGs make this shift . . . and I'm not convinced that they have to.

 

Still, it's not so much a flaw as a matter of intentional, obviously though out, decision making verus personal taste. It is what it is, like it, indifferent to it, saddened by it or just plain hating it . . . I'm sure plenty of people can still get into the systems they're suggesting here. Though I know some might argue the stats aren't gone, just moved to gear, which is true, but . . . that's its own beast. Stat improvements being dictated by gear drops, and whether or not they can complete gear sets? It sounds a bit too much like the stuff I dislike about the Diablo series, where I prefer a system where, "if an enemy has something they drop it" method.



#2125
Keroko

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Yeah but it looks like you can cast them more frequently at least.

 

Not always. The cooldown for Fireball in Origins was 10 seconds. It's comparable spell in Inquisition, immolate, has a 16 second cooldown.

 

The high-end spells have lower cooldowns compared to Origins (24 seconds as opposed to the 60 seconds in Origins) but the lower end spells seem to have gotten increased cooldowns to compensate.

 

 

And they where underpowered in DA2, lets hope they hit the sweet spot this time.

 

Wot? Force mages in DA2 were awesome. Nothing like seeing a clustered group of enemies and slamming them into the dirt hard. Lots of damage and keeps them stunned for a second to I can line up a follow-up AoE.

 

 

You typed what appears to be 2 paragraphs, so I won't call you illiterate, however you seem to have either not read what anyone opposed to this has said or not comprehended what anyone opposed to this has said. Please don't reply in ignorance, we all know how the stat system works now, we are aware of the gear/crafting system. All complaints about it are still valid.

I have yet to hear a single complaint that isn't just preference though. People claim it simplifies the game, but all that really happened is that the assignment of stats was transferred from the character sheet to the gear. Which, with the crafting system, still allows for endless customizations. Deeper ones, even, as the crafting system allows for the tweaking of stats that Origins never let you.