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No attribute points on level up


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#2151
Muspade

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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.

 

You'll be getting those "Extra" points when selecting your abilities/skills/spells. It's rather unrelated but "customizing" yourself to be weak certainly has moved over to equipment.



#2152
Icy Magebane

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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.

Hmm, that's a good point... The crafting system sounds like fun in theory, but I'm not looking forward to gathering the materials to make 10 new suits of armor every few levels to compensate for the lack of attribute gains...  Hopefully the stuff we find has decent stat bonuses, although they will probably be heavily streamlined.



#2153
Bigdoser

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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

Mages were not underpowered in DA2 they were the most broken characters in the game on nightmare. Most nightmare parties consist of Anders, Merril and Varric. 

 

 

If Hawke is a mage also the game becomes a joke because of force mage and cross classing with those three on nightmare. 



#2154
Morroian

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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.

 

I doubt they will, they seem hell bent on making the franchise more similar to Mass Effect in terms of the rpg and combat mechanics. Which goes against the mantra of customisation and choice in relation to DAI. 

 

There are also issues with transparency in relation to these changes. They are prepared to make detailed posts about companion romances and to reassure players about healing mechanics but still nothing these changes, the 8 ability limitation and the reduction in options in ability trees.



#2155
Razyx

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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?

 

Thinking about it I guess the main reason is related with gameplay mechanics (like the health thingy).

It reinforce/encourage the need to explore, looking for resources and building/shaping your gear/PC accordingly with your desires. So it's like 2 in 1 [ (gear+skills) + (PC attributes) = final PC ]. Almost the very same "ecuation" in any RPG but some figures comes from other side.

 

Although it could be only one side of the coin I think it's a good way to take out the attributes sheet. If you can add runes and upgrades to your gear in many many ways, plus the new skill trees...,  this mechanism will allow as many configurations as the old-fashioned attributes sheet.

 

About the crafting being forced, I think you don't, but you would lost many different settings for your PC so, it's your choice.



#2156
JimBlandings

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Darn.  This was my favourite part of DA:O's character system.



#2157
animedreamer

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again you are getting the chance to customize your party more often than you normally would in a normal level based rpg, how is this robbing you of anything?


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#2158
l7986

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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?

Streamlining SP and MP modes without actually coming out and saying it.


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#2159
Razyx

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Streamlining SP and MP modes without actually coming out and saying it.

 

I would not name it like "streamlining", but I'm agree that MP mode (the other side of the coin) is related with the changes.


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#2160
Elhanan

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again you are getting the chance to customize your party more often than you normally would in a normal level based rpg, how is this robbing you of anything?


Personally, am not comparing DAI to anything besides previous Bioware games; primarily the prequels. And while we gain greater CC of items, we lose what was present in classes. So while the characters may appear to be attired differently, and look differently, the base design is all the same.

Your Shepard is the same design as mine.
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#2161
eyezonlyii

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This doesn't really bother me, as many people have said, it helps with builds. Plus like others (mostly those same people) have said, you can still add whatever points you want to your weapons and armor. 

 

What would make this all the better is if they opened up weapons for everyone, or at least had more options depending on class. 

Warrior wield anything (can dual wield full weapons)

Rogues wield one handed, daggers and bows (can dual wield up to OH+D)

Mages wield staff or go bare handed (apostate monk style?)


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#2162
Dabrikishaw

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Damn.



#2163
Medhia_Nox

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@Elhanan:  This game is about so much more than your Inqusitor as a person.  It is about the Inquisition as an organization.

 

3 stupid points per level were thrown out in favor of hundreds - possibly thousands - of customization options for your Inquisition.

 

If you aren't interested in building an Inquisition - there are a lot of throwback games out I could recommend. 



#2164
Elhanan

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This doesn't really bother me, as many people have said, it helps with builds. Plus like others (mostly those same people) have said, you can still add whatever points you want to your weapons and armor. 
 
What would make this all the better is if they opened up weapons for everyone, or at least had more options depending on class. 
Warrior wield anything (can dual wield full weapons)
Rogues wield one handed, daggers and bows (can dual wield up to OH+D)
Mages wield staff or go bare handed (apostate monk style?)


Not quite; it may help with the typical builds. But as I and others have indicated, it eliminates the non-standard ones almost completely.

No more high STR Rogues, high Cunning Warriors, high DEX Mages, etc; everyone gets the same base designs. And while some gear could allow for one to 'think outside the box', the typical designs have made this impractical. There is little reason for a Rogue to gain higher STR now as the base designs will not use that Attribute for weapons, armors, abilities, etc; same for the other classes. But in the previous games, there was the freedom to do so.

I agree with having more freedom for weapons, but I contend the same should still be allowed for the classes and individual custom designs, too.
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#2165
Elhanan

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@Elhanan:  This game is about so much more than your Inqusitor as a person.  It is about the Inquisition as an organization.
 
3 stupid points per level were thrown out in favor of hundreds - possibly thousands - of customization options for your Inquisition.
 
If you aren't interested in building an Inquisition - there are a lot of throwback games out I could recommend.


FYI - I have been playing RPG's for quite some time (ie; almost 40 yrs), and am rather familiar with the idea of party and team concepts. So no recommendations are required; nor requested as I recall. Thanks for that....

And I am familiar with playing a set character (eg; Shepard, Hawke), and have no issue with that for those games. But in the DA series - including Hawke - one could design how the PC would differ from another; could be quite varied. With this current design, this is now more restricted; more cookies from the same press. I prefer the prior freedom, as do quite a few others it seems.

#2166
Lux

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Attributes tend to be reinforced in the same areas, depending on class. I can understand why they would replace a repetitive task in adding points that tend to go to the same main attributes, with making this automatic and then open more practical player customization in weapons and armor.

It will be interesting to see how well this works.

#2167
Medhia_Nox

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My point is you're not play "just" a set character. 



#2168
Elhanan

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My point is you're not play "just" a set character.


Now you play four of them, if you take a full party. And one persons Qunari Mage Inquisitor will be the same design as another; same cookie, but different sprinkles.

#2169
Muspade

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Now you play four of them, if you take a full party. And one persons Qunari Mage Inquisitor will be the same design as another; same cookie, but different sprinkles.


With million's of cookies, some are bound to taste the same. You were never unique in the other games either...
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#2170
Medhia_Nox

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@Elhanan:  No, you play an Organization. 

 

That Organization now comes with thousands of customizations no single character - or any four characters - could have.

 

You may not like that type of game - but that's this type of game.

 

Since you're so well versed in table rpgs... I'd recommend looking up a game called Rogue Trader (the RPG, not the Games Workshop miniature game) - this game is closer to that than it is to:  "five plucky high school tropes go on a quest!"



#2171
animedreamer

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Personally, am not comparing DAI to anything besides previous Bioware games; primarily the prequels. And while we gain greater CC of items, we lose what was present in classes. So while the characters may appear to be attired differently, and look differently, the base design is all the same.

Your Shepard is the same design as mine.

 

From what I've seen in videos that not true unless you picked the exact same class and skills i did, and then found the same armor and weapons i did and customized them the same exact way i did in terms of runes, and material, and upgrade pieces (haft, pommel, ect ect)... That is a LOT of assumptions right there.


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#2172
animedreamer

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This doesn't really bother me, as many people have said, it helps with builds. Plus like others (mostly those same people) have said, you can still add whatever points you want to your weapons and armor. 

 

What would make this all the better is if they opened up weapons for everyone, or at least had more options depending on class. 

Warrior wield anything (can dual wield full weapons)

Rogues wield one handed, daggers and bows (can dual wield up to OH+D)

Mages wield staff or go bare handed (apostate monk style?)

i dont understand the point of a one handed weapon rogue, what are they doing with that free hand and please don't say they use the fencing style of fighting or i'll gag, Ha, seriously.. a year ago when we were seeing early photos of dragon age inquisition the game they showed one of the enemy mages with a spell book while casting a spell, i was so hyped in thinking they added a new weapon to the mages weapon repertoire I started thinking how they could make it different from the staff so that both could exist within the class. However my idea would have required spellcasting to be reworked a lot so that is isn't like how the other 2 classes skills are now, which is what are like as of now but *shrug* also BioWare has a hard on for not allowing anything even remotely similar to a monk in their games as of present especially DA, going so far as to giving us a loading screen in DA or was DA2 that specifically says never go into unarmed. I don't know what the deal is but its so apparent that in DA2 you can't actually fight unarmed, you will always have a default weapon of the class in your hands even if unarmed.



#2173
azarhal

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No more high STR Rogues, high Cunning Warriors, high DEX Mages, etc; everyone gets the same base designs. And while some gear could allow for one to 'think outside the box', the typical designs have made this impractical. There is little reason for a Rogue to gain higher STR now as the base designs will not use that Attribute for weapons, armors, abilities, etc; same for the other classes. But in the previous games, there was the freedom to do so.

 

You get the exact same "flexibility" to create a Dex Mage or a Cunning Warrior in DAI, it's just the way to distribute the attributes that changed. There was little reasons to invest in none-class stats (beside constitution/willpower*) for any of the classes in DAO and none in DA2 anyway.

 

All of DAO talents had stats requirements forcing you to invest in specific stats to get new talents for your class. Dexterity Warrior was a thing, because Warrior could dual wield and it depends on Dexterity (along with a few of their class talents).

 

In DA2, gears had stats requirements forcing you to invest in specific stats to use better gears for your class. On top of that, investing in none-class stats just meant getting pitiful bonus compared to what you would get from your class-stats. Strength only provide better Fortitude for not!Warriors, but it improve all the attacks of a Warrior (damage, to-hit, abilities, etc).

 

*Constitution and Willpower are not class related stats, they provide the same bonus to all the classes in both DAO and DA2.


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#2174
Elhanan

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@Elhanan:  No, you play an Organization. 
 
That Organization now comes with thousands of customizations no single character - or any four characters - could have.
 
You may not like that type of game - but that's this type of game.
 
Since you're so well versed in table rpgs... I'd recommend looking up a game called Rogue Trader (the RPG, not the Games Workshop miniature game) - this game is closer to that than it is to:  "five plucky high school tropes go on a quest!"


Not quite....

..."It falls to you and your allies to restore order as you lead the Inquisition and hunt down the agents of chaos.".

One plays the leader of an organization, but does not have to recruit companions. One chooses which gender, race, and class to play, but the Attributes are already chosen. Same cookie as another.

And while mine may not be perfectly unique, at least I prefer homemade over the store brand.

#2175
Elhanan

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From what I've seen in videos that not true unless you picked the exact same class and skills i did, and then found the same armor and weapons i did and customized them the same exact way i did in terms of runes, and material, and upgrade pieces (haft, pommel, ect ect)... That is a LOT of assumptions right there.


And I have said the same base design: class. The prior games also had choices for skills, specializations, items, weapons, runes, etc, and now these selections are improved. But the prior class design used to allow for indv customization, and that is here no longer.