Yes, they where.
Of curse that does not mean you couldn’t have a good time playing one. What difficulty do you play on?
Nightmare the first time, then Normal or Hard depending on my mood.
Yes, they where.
Of curse that does not mean you couldn’t have a good time playing one. What difficulty do you play on?
Nightmare the first time, then Normal or Hard depending on my mood.
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!
We always had an auto level-up mechanic. It was just optional before.
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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.
Nightmare the first time, then Normal or Hard depending on my mood.
I meant in DA2 =)
The higer you go in that game the easier its to see how the mage was underpowered. Anyways, its not really important. =p
As I posted earlier (maybe you missed it) it comes down to this. Loss of direct control over player stats. Loss of role play ability. Loss of min/max ability(some abilities/passives/upgrades don't add stats, and the real kicker, bioware said crafting would be unnecessary and not needed to get the stats we want. Especially since mages and rouges have no way to get more health outside of crafting, i would say that statement was in error.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.
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.
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.
Didn't they say that each skill you learn increases a attribute? if the complaint is that the attribute is always related to the class, that is not always true, and we know you aren't going to learn every skill in every playthrough so to me the customization is still there but in a new form.
Didn't they say that each skill you learn increases a attribute? if the complaint is that the related attribute to the class, that is not always true, and we know you aren't going to learn every skill in every playthrough so to me the customization is still there but in a new form.
Customizing my character's passive abilities is important for me. However, it's not like attribute points really contributed to that a great deal in the dragon age games.
You were usually limited to either a pure build that went for mainstat or a build that went for slight more defensive stats. That's it.
Taking intelligence or whatever as a rogue was more or less just gimping yourself.
I'd personally prefer meaningful passive talents above assigning attributes any day. Provided the former are there of course.
Customizing my character's passive abilities is important for me. However, it's not like attribute points really contributed to that a great deal in the dragon age games.
You were usually limited to either a pure build that went for mainstat or a build that went for slight more defensive stats. That's it.
Taking intelligence or whatever as a rogue was more or less just gimping yourself.
I'd personally prefer meaningful passive talents above assigning attributes any day. Provided the former are there of course.
Yet again another change that i don't like at all. I always liked micromanaging my characters, including allocating attribute points, since neverwinter nights.
We got to see some crafting in the latest twitch stream: https://www.youtube....TJlu7dzA#t=1482
Didn't they say that each skill you learn increases a attribute? if the complaint is that the attribute is always related to the class, that is not always true, and we know you aren't going to learn every skill in every playthrough so to me the customization is still there but in a new form.
Only passive skills seem to increase attributes. 3 points for one passive in something your class needs. Magic for mages, dex for Rouges and strength for warriors and so on.
Yet again another change that i don't like at all. I always liked micromanaging my characters, including allocating attribute points, since neverwinter nights.
I hear you, I always enjoyed having as much control as possible over my characters in rpgs.
I like having mages be that powerful. And I liked that it conformed to the lore, class.balance be damned.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.
I meant in DA2 =)
The higer you go in that game the easier its to see how the mage was underpowered. Anyways, its not really important. =p
Yeah, so did I. I played DA2 the first time on Nightmare. Then I played mostly on Hard and Normal, depending on my mood.
I honestly don't care that it is removed. I don't like adding stat points because I always find it confusing and easy to mess up. My first character in DAO was completely janky because I didn't know what I was doing with attributes during lvl up. I won't miss it at all.
I really, really hate this change. And how sly Bioware was about it.
I remember an old video with IB, and they changed his armor and it had a bonus health with an insane number. People thought it was altered, a type of "godmode".
They better bring attribute points next game.
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's actually a rather big concern of mine.
The problem with having FF as a toggle is that it becomes impossible to properly balance aoe spells. Their damage has to account for the fact that they require additional positioning and are far more situational in their use in the presence of ff. Meaning that in DA:I, mage aoe will either do too little damage with ff, or too much damage without ff.
I have a suspicion that this game will mostly be designed without ff in mind, which will likely mean that mage aoe will do far too little damage. (Unless the damage of aoe spells changes with the toggle, which I rather doubt.)
It really seems to me that the ones in a froth over this are old D&D hardliners.
It really seems to me that the ones in a froth over this are old D&D hardliners.
Makes me concerned I often substitute power for the ability not to be hit even as a warrior or took more health over offence as a mage.
In dragon age games especially, i always found i prefered leveling companions my own way.
especially Alistair, Morrigan, Varric and Miril.
It really seems to me that the ones in a froth over this are old D&D hardliners.
I've never played Dungeons and Dragons in my life and I disagree with the removal of attribute allocation on level up. I'm not "in a froth" over it, but that's mainly because the game is finished and complaining now isn't going to change anything.
Makes me concerned I often substitute power for the ability not to be even as a warrior or took more health over offence as a mage.
In dragon age games especially, i always found i prefered leveling companions my own way.
especially Alistair, Morrigan, Varric and Miril.
Nothing stop you from doing it in DAI. You'll just spend more time looking at the loot and crafting to get the attributes distribution that you want.
Nothing stop you from doing it in DAI. You'll just spend more time looking at the loot and crafting to get the attributes distribution that you want.
sounds like a pain in the arse. I'm a greedy player, i usually take the best stuff for my PC and companions get cheap scraps. anything thats high level thats not my class is usually turned in for money. now i have to care about what they carry.
Ah, yes, of course. Distributing points on level up is the same thing as looking for random loot to boost your attributes.
Exactly the same thing.
So is there a reason for this change at all or is it just to dumb down character building and force the crafting system on us?