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No attribute points on level up


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#2451
Looper128

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That post was pretty vague on how it works, so not sure how that really helps much.  I guess we'll have to wait for the game to see how the auto stat gains will work.

We do indeed not know the details, we do however now know that we do get automatic distributed points on level up, something that we fought was debunked.



#2452
Elhanan

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So, a rogue but with the wrong class...?

Just pick a rogue, ...


Looks like we will have to; the same standard Rogue, Warrior, and Mage as everyone else. No supported variants; no internal customization. Apparently some folks prefer 3 flavors to 31....

#2453
Dunbartacus

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Possibly, but what used to receive support for those varied Attribute alterations apparently is restricted now; may not be supported at all. One may be able to build a higher STR Rogue, but without weapons and armors to accommodate that design, it now seems to be ineffective to try. A high Cunning Warrior might be possible, but without access to daggers and longbows, I wonder if any will bother; same for Mage variants.

What appears to be possible are types; templates of the same designs and build that every other Player will use. They are highly customizable, so will look very different, but the Attributes for the base designs will apparently be the same.

This is an argument that is long done. Bioware is going for class distinction which means weapon types will be unique to class or have different talent trees for each which they didn't have time for with this game.

 

We can create a magic heavy warrior through gear so i don't know why you think attribute variation is restricted, though i doubt it would be very effective but we can't know for sure until attribute characteristics are revealed.



#2454
Vicarious117

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So basically,what you said is what we all already knew and what is right there in OP, am I right ? That there are no atributes to distribute manually ?
Ok thanks for reminding us, we wouldn't know that without your help, really.


Basically, but once again you gloss over the point I'm making and trying to make it sound like the ENTIRE system is an auto-distribute system.

So no, you're wrong, again. The attributes are mostly gained from armor and passives, obviously there are slight increases with level to avoid the horrendous scaling issues of DA:2, but again the majority of them will be gained through armor used and passive abilities.

To do what people of your opinion wish it could not simply be allowing those slight increases to be used anywhere you wanted (cause either there would be a soft cap again creating a horrible scaling problem or there wouldn't be a soft cap and you'd one shot everything at every level, BOTH BAD), the devs would have to remove the stats off of the gear (making it mainly an aesthetic thing again) and removing it from the abilities.

It's NOT THE SAME!

#2455
Keroko

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Perhaps, but I did not pick flowers and rubbish in Skyrim, and have quite a bit of time invested in that game. And mods were created to Auto-Harvest, as it was something else many considered as tedious.

 

If you wanted to maximize your stats though, you needed max level herbalism, smithing and enchanting. Which required a lot of resources, and by extension, harvesting.

 

Yes, mods were created to skip this. Mods were also created to cap out every skill from the get-go, so I wouldn't say "there are mods to skip this" translates to "it's a bad system."

 

Inquisition has a better streamlined crafting process anyway. Where in skyrim, you have skill levels you have to dig through to make stronger weapons. In Inquisition you get materials, you get a template, and from those you create an item. The level of your materials and your template decide how strong your weapon is going to be. No grinding of lower, useless levels required.

 

 

No it isn't. DAI isn't the linear system that DAO/DA2 was. AS you progress through those games you pretty much kill anything in your path, leaving very few enemies not being slain. DAI enemies respawn, or you have to hunt the migration of animals you need for crafting. It is much more of a chore and on a larger scale, since DAO/DA2 had little crafting. And it seems killing a simple bear takes forever based on that stream.  Granted, this may be easier than other like Kingdom Hearts or FFXI  since in DA it always has been 100%droprate. 

 

AS far as picking up stuff that is just laying about. Wasn't most of that stuff used for potions and stuff? Either way, like I said, it is something that I feel most, including myself will do first time around... not so much second time around because the hassel may be too much.

 

Then in your second playthrough, you can just rely on item drops for your stat increases.

 

Just like how those who considered manual attribute placement a hassle used the auto-assign.

 

 

Looks like we will have to; the same standard Rogue, Warrior, and Mage as everyone else. No supported variants; no internal customization. Apparently some folks prefer 3 flavors to 31....

 

No internal customization? With almost double the amount of unique talents for rogues? And just a bit over a dozen more options for warriors as well?

 

Really, only mages aren't gaining in inquisition. And mages are last in line to complain of build variety in any DA game.



#2456
xkg

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So no, you're wrong, again.

 
How am I wrong? The only fact that I stated was : 
"That there are no atributes to distribute manually "

 

We can't distribute them thus I am not wrong.

 

And why "again". Previously, what I said was that I want an option to distribute them manually. Obviously I am not wrong here either, since I know what I want.



#2457
Zanallen

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It seems to me that, while there is automatic allocation of attribute points, it is very, very little. Like maybe one point a level. The vast majority of our attribute scores seem to come from skills and equipment. Basically, choosing skills and gaining those upgrades has taken the place of points per level for the most part.



#2458
Muspade

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Looks like we will have to; the same standard Rogue, Warrior, and Mage as everyone else. No supported variants; no internal customization. Apparently some folks prefer 3 flavors to 31....

Playing a rogue build on a warrior class is not variation. I have no idea how you see it that way.


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#2459
Elhanan

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This is an argument that is long done. Bioware is going for class distinction which means weapon types will be unique to class or have different talent trees for each which they didn't have time for with this game.
 
We can create a magic heavy warrior through gear so i don't know why you think attribute variation is restricted, though i doubt it would be very effective but we can't know for sure until attribute characteristics are revealed.


Both previous DA games already had Class distinction; far from other Skill based systems. Now, they are more restricted, like moving backward from the D&D versions. I have almost always preferred options, freedom, and more Player customization; this move goes against the grain.

And what appears to be Heavy armor may only be visuals; may not actually offer the same protections at all.

#2460
Elhanan

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If you wanted to maximize your stats though, you needed max level herbalism, smithing and enchanting. Which required a lot of resources, and by extension, harvesting.
 
Yes, mods were created to skip this. Mods were also created to cap out every skill from the get-go, so I wouldn't say "there are mods to skip this" translates to "it's a bad system."
 
Inquisition has a better streamlined crafting process anyway. Where in skyrim, you have skill levels you have to dig through to make stronger weapons. In Inquisition you get materials, you get a template, and from those you create an item. The level of your materials and your template decide how strong your weapon is going to be. No grinding of lower, useless levels required.


Not a bad system, but one that gives itself over to repetition and tedium. Personally, I choose not to comply, and use the Console; others use mods. For DAI, we may not have either.

Now we have a system where crafting becomes prioritized, and while some like such things, others don't. Personally, I loathe Alchemy, and am still hoping that I can skip it, but it seems more likely that picking flowers along the way will be part of the norm....

No internal customization? With almost double the amount of unique talents for rogues? And just a bit over a dozen more options for warriors as well?
 
Really, only mages aren't gaining in inquisition. And mages are last in line to complain of build variety in any DA game.


There may be more to choose from initially, but with 25 lvls, 3 classes with a single Specialization, weapon and armor restrictions, and only 8 hotkeys, the results seemed lessened to me.

#2461
DMaster2

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Not a bad system, but one that gives itself over to repetition and tedium. Personally, I choose not to comply, and use the Console; others use mods. For DAI, we may not have either.

Now we have a system where crafting becomes prioritized, and while some like such things, others don't. Personally, I loathe Alchemy, and am still hoping that I can skip it, but it seems more likely that picking flowers along the way will be part of the norm....


There may be more to choose from initially, but with 25 lvls, 3 classes with a single Specialization, weapon and armor restrictions, and only 8 hotkeys, the results seemed lessened to me.

Hopefully a mod to add more hotkeys for abilities and another for manual attribute distribution will be created soon enough.



#2462
Elhanan

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Playing a rogue build on a warrior class is not variation. I have no idea how you see it that way.


I have no first hand knowledge of this build, or others like 2H Mages and Rogues. But others seemed to like them; more so, the freedom to design them.

Personally, I liked having greater STR and WILL on my Rogues, as well as high DEX and decent CUN. This did not make the design a Warrior; simply a tougher Rogue that was not wearing light armors and using daggers unless I chose to do so. The final results for me were viable, and while possibly not as effective as either a DEX or CUN build; quite enjoyable.

They may not appear to be variants to some now, but many on the old forums seemed to believe it was so at the time.

#2463
Elhanan

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Hopefully a mod to add more hotkeys for abilities and another for manual attribute distribution will be created soon enough.


As I understand, this engine is not very moddable, and Console Commands will not be supported.

#2464
In Exile

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Personally, I liked having greater STR and WILL on my Rogues, as well as high DEX and decent CUN. This did not make the design a Warrior; simply a tougher Rogue that was not wearing light armors and using daggers unless I chose to do so. The final results for me were viable, and while possibly not as effective as either a DEX or CUN build; quite enjoyable.

If you're talking warrior talents (that is, the DW talents), then you've just built a warrior. Whether or not the class says "rogue" or "warrior", the difference you're really getting is the amount of talent/skill points if you're not taking the class-specific talents. 



#2465
Dunbartacus

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Both previous DA games already had Class distinction; far from other Skill based systems. Now, they are more restricted, like moving backward from the D&D versions. I have almost always preferred options, freedom, and more Player customization; this move goes against the grain.

And what appears to be Heavy armor may only be visuals; may not actually offer the same protections at all.

Build options have been increased not decreased before if you prioritized non optimal stats for your class good luck finding armor you could equip and in dao good luck learning many top tier abilities. In inquisition you can create a mage, rogue or warrior class with so much magic it would make gandalf jealous and still wear high lvl armor and select high tier abilities thus giving you more options for builds not less.

 

They have 150 types of armor which is a lot more than previous games so there is another way your options have improved.



#2466
Elhanan

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If you're talking warrior talents (that is, the DW talents), then you've just built a warrior. Whether or not the class says "rogue" or "warrior", the difference you're really getting is the amount of talent/skill points if you're not taking the class-specific talents.


I had the option of using axes, swords, daggers, 2H, longbows, crossbows, S&S; maybe others, but not with the same Talents as a Warrior. In fact, some styles have no support at all (eg; 2H), but that choice was available.

And armor, weapons, and items should not determine a class; that seems more associated with Talents. A Warrior has Death Blow to regain Stamina; an Assassin has Feat of the Fallen, but requires that Specialization and a backstab. A Warrior should also be able to have multiple weapon proficiencies, but is trained to use them in other ways.

One is a Warrior; the other a Rogue that happens to wear armor and carries a sword. May look the same, but that also may be what the Rogue would like one to think.

#2467
Elhanan

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Build options have been increased not decreased before if you prioritized non optimal stats for your class good luck finding armor you could equip and in dao good luck learning many top tier abilities. In inquisition you can create a mage, rogue or warrior class with so much magic it would make gandalf jealous and still wear high lvl armor and select high tier abilities thus giving you more options for builds not less.
 
They have 150 types of armor which is a lot more than previous games so there is another way your options have improved.


Outside perhaps, it seems that there are more options. Not internally, or at least I am not seeing them yet. My Dwarven Rogue will be the same as your; just dressed differently. And if that gear is confiscated, even more commonality.

#2468
In Exile

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I had the option of using axes, swords, daggers, 2H, longbows, crossbows, S&S; maybe others, but not with the same Talents as a Warrior. In fact, some styles have no support at all (eg; 2H), but that choice was available.

And armor, weapons, and items should not determine a class; that seems more associated with Talents. A Warrior has Death Blow to regain Stamina; an Assassin has Feat of the Fallen, but requires that Specialization and a backstab. A Warrior should also be able to have multiple weapon proficiencies, but is trained to use them in other ways.

One is a Warrior; the other a Rogue that happens to wear armor and carries a sword. May look the same, but that also may be what the Rogue would like one to think.

 

I'm not saying they play the same. All I'm saying is that an STR/CON heavy rogue that invests in say the D&W tree and the archery tree but not in any class specific tree is identical to a warrior who does the same (more or less). 



#2469
Dunbartacus

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Outside perhaps, it seems that there are more options. Not internally, or at least I am not seeing them yet. My Dwarven Rogue will be the same as your; just dressed differently. And if that gear is confiscated, even more commonality.

The problem here is your not seeing gear as part of your character when in reality it is essential to survive, someone trained in the use of daggers will be much less fierce in combat without them, and without armor as a warrior you are exceedingly vulnerable, a mage without equipment such as a staff to amplify their magical talents is less effective. Basically without gear your inquisitor and party would be woefully under prepared for almost any dangerous situation so it really is a core aspect of the character.



#2470
Lee T

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I would mind it in a real RPG. But not in a videogame. Bioware used stat restricted skills and items before, reversing the paradigm and having the items and skills boosting the stats should not be that much of a change. If done well this could make the game more easy to understand to newcomers, nothing wrong with that. If done badly this would lead to stereotyped characters diminishing replayability, here's for hoping the story will be interesting enoug to overcome such a problem.

#2471
VilhoDog13

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I would mind it in a real RPG. But not in a videogame. Bioware used stat restricted skills and items before, reversing the paradigm and having the items and skills boosting the stats should not be that much of a change. If done well this could make the game more easy to understand to newcomers, nothing wrong with that. If done badly this would lead to stereotyped characters diminishing replayability, here's for hoping the story will be interesting enoug to overcome such a problem.


I never considered "stat allocation" as my main reason to replay a game.
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#2472
Elhanan

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I'm not saying they play the same. All I'm saying is that an STR/CON heavy rogue that invests in say the D&W tree and the archery tree but not in any class specific tree is identical to a warrior who does the same (more or less).


But I often didn't; prefer the Hybrid with Master Archer tier, and DW with Momentum. This allows for a wide range of Talent selections including Rogue and weapon Talents, as the indv Player chooses.

Even if they do select the same weapon choices, Rogues still have unsupported S&S and 2H tiers, and while I did not ever choose the latter, I had one build that used the former. Plus the Rogue Talents are quite valuable. What one wears and wields does not define what they are; that is Talent, in that game, at least.

#2473
Elhanan

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The problem here is your not seeing gear as part of your character when in reality it is essential to survive, someone trained in the use of daggers will be much less fierce in combat without them, and without armor as a warrior you are exceedingly vulnerable, a mage without equipment such as a staff to amplify their magical talents is less effective. Basically without gear your inquisitor and party would be woefully under prepared for almost any dangerous situation so it really is a core aspect of the character.


Gear is something a character utilizes; should not define what they are, IMO. And I plan on utilizing Crafting, but not because I wish, but because I am being nudged into doing so by mechanics. Again, less of a choice, and more dependent on the game.

#2474
Elhanan

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I would mind it in a real RPG. But not in a videogame. Bioware used stat restricted skills and items before, reversing the paradigm and having the items and skills boosting the stats should not be that much of a change. If done well this could make the game more easy to understand to newcomers, nothing wrong with that. If done badly this would lead to stereotyped characters diminishing replayability, here's for hoping the story will be interesting enoug to overcome such a problem.


Disagree here; the ME series is a top RPG that does not have Attributes. This does not define what is a real RPG.

However, the DA series does have Attributes, and more and more decisions of how that character is designed internally are being restricted and removed. I prefer the freedom of choice when available.
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#2475
efd731

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Disagree here; the ME series is a top RPG that does not have Attributes. This does not define what is a real RPG.

However, the DA series does have Attributes, and more and more decisions of how that character is designed internally are being restricted and removed. I prefer the freedom of choice when available.

i couldnt agree more, and personally i think thats what everyone who says "its better this way/who cares" is missing. its just a little bit of player choice that is now gone.