The thing that bums me out about this shift is that it takes away a substantial chunk of direct player agency. Instead of being able to shape our characters through attribute points on level up, we need to craft items with those attribute bonuses. Which would be a negligible difference, were it not for the fact that the hurdle of crafting puts you at the mercy of game-dictated crafting material drops.
Basically, rather than knowing how many more levels I had between me and an awesome spell acquisition, which was a great facet of DAO, now I'll have to shape my gameplay experience much more around hunting down the immediately crucial crafting materials I need. At least, that's the vibe I'm getting from this. Which is... unfortunate. Not game-breaking, just flummoxing.
Of course, if I'm horribly misconstruing something here, I'd be more than happy to be proven wrong.





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