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No attribute points on level up


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#2376
Looper128

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Modified title to reflect the new found knowledge from the good posters of this thread.



#2377
Vilegrim

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The threadnaught rumbles on with no input as to why this decision to reduce choice was made........

#2378
Rawgrim

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Fixed that for you...

 

Ohh thanks! You are quite right.



#2379
Keroko

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The threadnaught rumbles on with no input as to why this decision to reduce choice was made........

 

Well, because choice isn't being reduced. Just shifted to a different element of the game and enhanced through it.

 

 

Exactly, why say that crafting is completely optional if 80% or so of your stats are dependent upon gear? If you want any sort of custom numbers, crafting is  mandatory, especially for harder difficulty levels.  To me, this makes subsequent  playthroughs somewhat of a big hassle. Instead of focusing on new decisions for the story, and going through things faster, I will be forced to crafting and forced to hunt things for crafting in order to progress, which to me is kinda like slogging through the fade section of DAO, only worse. It'll be a blast first playthrough, but afterwards, it just becomes like something that will hamper me from playing it more than once unless I lower the difficulty to easy, which is something I don't like doing.

 

You've answered your own question. It's optional unless you want to minmax your stats rather than rely on the drops you find.

 

Just like DA:O's system was optional unless you want to minmax your stats rather than rely on the game's idea of the best attributes and skills.


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#2380
Paul E Dangerously

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Well, because choice isn't being reduced. Just shifted to a different element of the game and enhanced through it.

 

 

 

You've answered your own question. It's optional unless you want to minmax your stats rather than rely on the drops you find.

 

Just like DA:O's system was optional unless you want to minmax your stats rather than rely on the game's idea of the best attributes and skills.

 

Yes, it is. Numerically, you cannot deny that it is.

 

And thinking about it, this intensifies the "one man army" bit some people were complaining about. Now because there isn't any restrictions on it whatsoever, your character can be the strongest, most agile, or hardiest person on the team just by swapping hats.


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#2381
Keroko

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Yes, it is. Numerically, you cannot deny that it is.

 

And thinking about it, this intensifies the "one man army" bit some people were complaining about. Now because there isn't any restrictions on it whatsoever, your character can be the strongest, most agile, or hardiest person on the team just by swapping hats.

 

Hold on, first you claim that numerically choice is being reduced, and then you go ahead and state that now there are less restrictions?

 

Which is it?


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#2382
Paul E Dangerously

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Hold on, first you claim that numerically choice is being reduced, and then you go ahead and state that now there are less restrictions?

 

Which is it?

 

I should have probably used 'consequences' for that.



#2383
Keroko

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I should have probably used 'consequences' for that.

 

Ah. Well, yes. Lasting consequences are being reduced. Though if such a 'consequence' means "redo four to twelve hours of gameplay depending on how badly you screwed up your stats" then losing that is not what I'd call detrimental to the game.


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#2384
Elhanan

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Iron Man is a great hero; one of my faves, but is not as admired as other heroes depicted with more natural abilities vs Tech. Items may be stolen or confiscated; abilities remain intact. Might need to re-name my first Inquisitor to Tony Starkhaven....

And moving greater customization to Passives vs Attributes does not halt the consequence of re-loads due to errors; both could have been helped with the Respec elixirs. And now the min/ max crowd will apparently need to shift focus from Attributes to Passive Talents & Spells; expect quite a number of like builds after a month or so.

Am not liking this change; prefer customization to be in the hands & minds of the Players; not some template.
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#2385
Icy Magebane

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Iron Man is a great hero; one of my faves, but is not as admired as other heroes depicted with more natural abilities vs Tech. Items may be stolen or confiscated; abilities remain intact. Might need to re-name my first Inquisitor to Tony Starkhaven....

And moving greater customization to Passives vs Attributes does not halt the consequence of re-loads due to errors; both could have been helped with the Respec elixirs. And now the min/ max crowd will apparently need to shift focus from Attributes to Passive Talents & Spells; expect quite a number of like builds after a month or so.

Am not liking this change; prefer customization to be in the hands & minds of the Players; not some template.

Funny you should mention Iron Man, because this is the primary reason I'm not really a fan of him.  The stories where somebody steals his armor and he needs to go after them in an inferior, 10-year old model are always entertaining though... lol.  His one redeeming quality is that he's smarter than his foes, so even if they do steal his armor or one of his suits starts thinking its own and goes rogue, he can figure out a way to win (although he does need some kind of equipment in order to defend himself... take away Spider-man's web shooters and he can still beat damn near anyone who gets in his way).

 

Well anyway... rather than complain about this, I'm just going to restrict myself to a few sets of armor with similar abilities to simulate changes to the character, and I'm never taking that armor off unless the game makes me.  That's probably the best way to handle it since the system isn't going back to the way it used to be... so the basic idea would be to have maybe a "fire resistance armor" and an "ice resistance armor," but any stat bonuses would have to be identical for that character.  Sounds like a lot of work, but w/e...  it's better than nothing, I guess.



#2386
Nohvarr

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The threadnaught rumbles on with no input as to why this decision to reduce choice was made........

Threadnaught? Oh please, the Qunari Hair page is already sitting at 111 pages....y'all a bunch of slackers in comparison.


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#2387
Shadow Fox

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Funny you should mention Iron Man, because this is the primary reason I'm not really a fan of him.  The stories where somebody steals his armor and he needs to go after them in an inferior, 10-year old model are always entertaining though... lol.  His one redeeming quality is that he's smarter than his foes, so even if they do steal his armor or one of his suits starts thinking its own and goes rogue, he can figure out a way to win (although he does need some kind of equipment in order to defend himself... take away Spider-man's web shooters and he can still beat damn near anyone who gets in his way).

 

Well anyway... rather than complain about this, I'm just going to restrict myself to a few sets of armor with similar abilities to simulate changes to the character, and I'm never taking that armor off unless the game makes me.  That's probably the best way to handle it since the system isn't going back to the way it used to be... so the basic idea would be to have maybe a "fire resistance armor" and an "ice resistance armor," but any stat bonuses would have to be identical for that character.  Sounds like a lot of work, but w/e...  it's better than nothing, I guess.

Yeah having superhuman strength and reflexes and a psychic danger sense certainly helps. :P  


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#2388
Nohvarr

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Iron Man is a great hero; one of my faves, but is not as admired as other heroes depicted with more natural abilities vs Tech. Items may be stolen or confiscated; abilities remain intact. Might need to re-name my first Inquisitor to Tony Starkhaven....

And moving greater customization to Passives vs Attributes does not halt the consequence of re-loads due to errors; both could have been helped with the Respec elixirs. And now the min/ max crowd will apparently need to shift focus from Attributes to Passive Talents & Spells; expect quite a number of like builds after a month or so.

Am not liking this change; prefer customization to be in the hands & minds of the Players; not some template.

I was Indifferent about this until you linked this to Iron man.....now it's officially awesome!

 

I now want a scene where my Qunari Templar suits up like in one of these shots :

 

 

and after the Endgame....I will craft DragonBuster Armor!

 

nvjedg3nxixnzxw69gud.gif


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#2389
Patchwork

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There are some super abilities that I not so secretly covert but I admire the non supers who rely on skill and tech more because they have to work harder to be equal to villains and their own teammates. 

 

Okay so checking if I understand this our attribute point allocation is being dictated to us based on class, some talents help augment those attributes (a mage isn't likely to have a +Strength talent) then armour and weapons build them up further? 



#2390
Icy Magebane

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There are some super abilities that I not so secretly covert but I admire the non supers who rely on skill and tech more because they have to work harder to be equal to villains and their own teammates. 

 

Okay so checking if I understand this our attribute point allocation is being dictated to us based on class, some talents help augment those attributes (a mage isn't likely to have a +Strength talent) then armour and weapons build them up further? 

Pretty much... the mage passives we've seen so far provide +3 WIL or MAG for the most part, and in very rare cases CON.  Warriors are primarily STR and CON (Vanguard tree is mostly unknown, however), and rogues have been a mix of DEX and CUN.  Since we have access to only a limited number of passives, the most we can hope to gain from this is around 30 points that will be distributed between two attributes, with a little CON here and there (30 is a rough estimate that relies heavily on player choice).  Depending on the size of the bonuses armors can provide, this number might be matched or exceeded by one or two high end pieces of equipment...

 

Here is a screenshot I found that features a crafted staff:

 

Here's a higher end staff for those interested...

 

Weapon%20Crafting%2002.jpg

 

Now, this weapon is pretty high level (23), but it has both a +11 to Willpower and a +11 to Constitution, and that's just a single item... assuming that armor and helmets can have such bonuses, this means that a significant portion of the character's attribute values will be coming from equipment.



#2391
Patchwork

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Thanks Icy Magebane, it's not the same as being able to wield a proper sword but that staff seems very useful for a KE.



#2392
seraphymon

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You've answered your own question. It's optional unless you want to minmax your stats rather than rely on the drops you find.

 

Just like DA:O's system was optional unless you want to minmax your stats rather than rely on the game's idea of the best attributes and skills.

That is different though. At least in that, you were getting stronger, even if it was automatically. Here everything is dependent on gear. Now you have to rely even on drops at the very least, especially with no real healing, your gonna have a very tough time progressing.  At least in DAO allocating stats and mix/maxing them took but a few seconds Or mins, depending if you used a respec. However, with crafting, it could take hours, even days depending how deep it is, with what needing to gather the materials.


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#2393
Elhanan

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Updated info:

User
I haven't seen any attitude points when leveling up? Is that done automatically now?

Mike Laidlaw ‏@Mike_Laidlaw
they grow some automatically, some are added by talents, more come from gear.



#2394
Icy Magebane

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Updated info:
 

User
I haven't seen any attitude points when leveling up? Is that done automatically now?

Mike Laidlaw ‏@Mike_Laidlaw
they grow some automatically, some are added by talents, more come from gear.

 

"They grow some automatically?"  What does that mean?  I wish they would just give us a straight answer on this...  Well, w/e... it seems obvious that whatever "some" growth refers to, it's going to be miniscule in relation to the equipment bonuses.



#2395
Elhanan

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"They grow some automatically?"  What does that mean?  I wish they would just give us a straight answer on this...  Well, w/e... it seems obvious that whatever "some" growth refers to, it's going to be miniscule in relation to the equipment bonuses.


My guess is that any Racial, Class, 1st Lvl, or Specialization bonuses appear here.

And I still have not heard if there are any NPC's that can take care of the crafting for the Inquisitor. I do not mind Smithing and Enchantment that much, but loathe Alchemy as a rule; prefer to place choices for other interests.

#2396
Icy Magebane

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My guess is that any Racial, Class, 1st Lvl, or Specialization bonuses appear here.

And I still have not heard if there are any NPC's that can take care of the crafting for the Inquisitor. I do not mind Smithing and Enchantment that much, but loathe Alchemy as a rule; prefer to place choices for other interests.

Take care of crafting for us?  Well, I would expect there to be some shops in the game, but I don't think we'll be getting anything incredible from them... maybe you can by some basic bombs, but if you want a Jar of Bees and Wasps, for example, you're probably going to have to find the ingredients and make it.



#2397
Elhanan

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Take care of crafting for us?  Well, I would expect there to be some shops in the game, but I don't think we'll be getting anything incredible from them... maybe you can by some basic bombs, but if you want a Jar of Bees and Wasps, for example, you're probably going to have to find the ingredients and make it.


Am still hoping for the SWTOR Companion mechanics that allows the Followers to make the consumables. This was even seen in DAO, though that does not mean much now, it seems.

#2398
Muspade

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Am still hoping for the SWTOR Companion mechanics that allows the Followers to make the consumables. This was even seen in DAO, though that does not mean much now, it seems.

 

As far as I know, none of you will be making the potions. The organization will. 

You're just ordering their production, finding the recipes and their respective needed materials.



#2399
Icy Magebane

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As far as I know, none of you will be making the potions. The organization will. 

You're just ordering their production, finding the recipes and their respective needed materials.

So it's like in DA2 then?  As opposed to, say Skyrim?



#2400
Elhanan

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As far as I know, none of you will be making the potions. The organization will. 

You're just ordering their production, finding the recipes and their respective needed materials.


If that means I do not have to spend precious Lvl Up choices to use Alchemy, can live with it though I still prefer others pick the flowers, weeds, butterflies, etc.