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Character creation: Attribute points?


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#51
Illyria God King of the Primordium

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Or, you know, anyone that wanted a larger HP bar. Which for a character with no (mage) or light (rogue) armor, is a tad bit more useful than you think.

But a number of the passives I've seen give Constitution bonuses no matter the class.  One in the Winter Tree that I know of.  



#52
Paul E Dangerously

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But a number of the passives I've seen give Constitution bonuses no matter the class.  One in the Winter Tree that I know of.  

 

One! Which is a whopping what, +1? +3? Yeah, that'll make me miss being able to put a point into it every level.


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#53
Illyria God King of the Primordium

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One! Which is a whopping what, +1? +3? Yeah, that'll make me miss being able to put a point into it every level.

+3.  It's the only one I can think of that I've seen for sure, but I'm fairly certain that there were others.  On top of that, armour can give bonus health to a ludicrous extent if the crafting stream is to be believed.  On TOP of that, I think that level up grants a certain amount of health anyway.  AND with various kinds of ablative health, does it matter?  



#54
Itkovian

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Instead of having a variable base via attributes with variable equipment, you're now just a blank slate with different hats. So you can't screw up or think outside of the box.

 

And this is, again, incorrect. You can customize your stats via your skill tree selections (passives grant stat bonuseS), and gear.

 

So customization still exists. If they didn't want you to screw up, stat would only change on level up, and be predetermined. Why, I'd say you can screw up just as much (feel free to craft and stack willpower gear on your warrior, for example).

 

But then again, it's different from DAO, so obviously it's a bad thing and means the devs does not respect its players. Or some such.


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#55
azarhal

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Wasn't crafting supposed to be optional?

 

It's optional if you don't want to customize your gear and look.


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#56
adembroski

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Another case of Bioware's tendency to overreact to criticism. Would that they'd have overreacted to criticism of ME3's ending and completely scrapped the damn ghost boy.

At any rate, they've got a history of this. Think of how they reacted to criticism of: ME1's exploration, ME2's planet scanning, DA:O's combat.

In each case, they turned 180 degrees. Rather than improving on ME1's vehicle handling and improving the procedural landscape generation to solve the problem, they just eliminated exploration entirely. Instead of making DA:O's combat more responsive, they dialed the action up to 11 and eliminated any tactics whatsoever. "Push a button, something awesome happens", completely neglecting that if everything is awesome, nothing is awesome.

 

In DA2, people criticized cunning armor. So, no more cunning... or any other attributes. 

 

Constantly overreacting to criticism.:/


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#57
seraphymon

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Again, who is picking the passives just for attributes? Aren't you picking it for the passive itself?  In addition. You can't choose the attributes.  The attributes in the tree seem to be the same throughout. So if you want a specific attribute through passive, you need to go through certain trees and get certain passive you may not want. 

 

Basically this  leaves only gear pretty much


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#58
Paul E Dangerously

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And this is, again, incorrect. You can customize your stats via your skill tree selections (passives grant stat bonuseS), and gear.

 

So customization still exists. If they didn't want you to screw up, stat would only change on level up, and be predetermined. Why, I'd say you can screw up just as much (feel free to craft and stack willpower gear on your warrior, for example).

 

But then again, it's different from DAO, so obviously it's a bad thing and means the devs does not respect its players. Or some such.

 

Yes, why would a warrior ever need willpower?

 

Oh, right, because willpower is tied into stamina. And a low stamina means having a guy with an operational time of fifteen seconds before he's sucking wind.


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#59
Angloassassin

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Wasn't crafting supposed to be optional?

 

It still is - there are things that are "Incentives'' to get people into the new crafting.

 

Bioware's stated (quite a lot actually), that the changes to character stats and abilities have been shaped around the new combat system, because it's no longer dependent on encounters and bosses designed to kill the party outright.  



#60
seraphymon

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It still is - there are things that are "Incentives'' to get people into the new crafting.

 

Bioware's stated (quite a lot actually), that the changes to character stats and abilities have been shaped around the new combat system, because it's no longer dependent on encounters and bosses designed to kill the party outright.  

On higher difficulties and any desire to customize stats. Then crafting becomes mandatory.



#61
Kleon

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It still is - there are things that are "Incentives'' to get people into the new crafting.

 

Bioware's stated (quite a lot actually), that the changes to character stats and abilities have been shaped around the new combat system, because it's no longer dependent on encounters and bosses designed to kill the party outright.  

 

It might make sense in DAMP, but not in single player campaign. They tested DAMP and single player combat together, that is a basic mistake.


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#62
Paul E Dangerously

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It still is - there are things that are "Incentives'' to get people into the new crafting.

 

Bioware's stated (quite a lot actually), that the changes to character stats and abilities have been shaped around the new combat system, because it's no longer dependent on encounters and bosses designed to kill the party outright.  

 

Gonna need a source on this, chief. The only thing that's been said about is healing magic. The only word we've gotten on attribute changes is some really dodgy "No you can't, but this maybe" stuff from Mike Laidlaw's twitter.



#63
Zu Long

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Oh hey, it's this topic again. And the same 5-6 people agreeing with each other about how terrible the change is. Again.


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#64
seraphymon

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Oh hey, it's this topic again. And the same 5-6 people agreeing with each other about how terrible the change is. Again.

Just like the same 5-6 people who defend the design decisions and  take Biowares words of how great it is, just like DA2.  Again.


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#65
Mukora

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Hey, guess what, different people have different opinions on different design decisions.

 

Personally, I'm fine with it. But I can totally understand why someone wouldn't be, and as such won't judge them for that.
 

My only problem is when people decry decisions they don't like as "THE WORST THING EVER" and insist that anyone who doesn't mind them are blind fanboys with no taste. Like, you can have an opinion, but don't be a dick about it, okay?


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#66
Zu Long

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Just like the same 5-6 people who defend the design decisions and  take Biowares words of how great it is, just like DA2.  Again.

You're right. There's no need for it. It should be locked, since the old one, all 121 pages of bickering, is still around.



#67
Angloassassin

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On higher difficulties and any desire to customize stats. Then crafting becomes mandatory.

 

Mandatory if you're a Min-Maxer, I'm certain there will be plenty of people using Items/Item Sets they find in the world, and complete the game without touching it. *I* Am a Min-Maxer, and I will make full use of the system, and I certainly wouldn't mask it by saying I'm "Obligated to" like many people begrudgingly say when they do something they don't want to because it gets them where they want faster.

It might make sense in DAMP, but not in single player campaign. They tested DAMP and single player combat together, that is a basic mistake.

Hi - did you perhaps come from the "Who asked for MP?" Thread? We had this argument out there already. Go see my posts there if you want my opinion.

 

Gonna need a source on this, chief. The only thing that's been said about is healing magic. The only word we've gotten on attribute changes is some really dodgy "No you can't, but this maybe" stuff from Mike Laidlaw's twitter.

 

Think about it, if they're going to restrict your attribute points - then one can assume that they're going to generally lower the amount it takes to equip items, I could be wrong. But until then, everything we're arguing about is moot. But flying into other forums to bother folks because you want to have your "MP made everything baaaaad" arguments, isn't helping anyone in the long run. It seems to be the only thing some users are content to do.



#68
azarhal

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Think about it, if they're going to restrict your attribute points - then one can assume that they're going to generally lower the amount it takes to equip items, I could be wrong. 

 

I haven't seen a single item with an attributes requirements in DAI from all the videos and stream I watched. They have level and class requirements.



#69
Angloassassin

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I haven't seen a single item with an attributes requirements in DAI from all the videos and stream I watched. They have level and class requirements.

 

See, that's what I mean!



#70
Paul E Dangerously

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Think about it, if they're going to restrict your attribute points - then one can assume that they're going to generally lower the amount it takes to equip items, I could be wrong. But until then, everything we're arguing about is moot. But flying into other forums to bother folks because you want to have your "MP made everything baaaaad" arguments, isn't helping anyone in the long run. It seems to be the only thing some users are content to do.

 

Wait a tic, did you just try and shift the argument? You specifically listed the combat system as the reason for the change, and now it's item equip levels?

 

It makes even less sense if the crafting lets you shift points in the numbers we've seen. What would an extra +3 per level mean if you can add eighty strength with a warhammer? I can't really see any reasoning for this change other than oversimplification.

 

Class and level restriction for items are worse than attribute restriction could ever be, for all kinds of reasons.



#71
Muspade

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Could we move this pointless discussion to the original thread..?



#72
Angloassassin

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Wait a tic, did you just try and shift the argument? You specifically listed the combat system as the reason for the change, and now it's item equip levels?

 

It makes even less sense if the crafting lets you shift points in the numbers we've seen. What would an extra +3 per level mean if you can add eighty strength with a warhammer? I can't really see any reasoning for this change other than oversimplification.

 

Class and level restriction for items are worse than attribute restriction could ever be, for all kinds of reasons.

 

 

Class-Specific restrictions for have been in since DA2, and I can see why they've done it - since they took out Fatigue between the games, it'd require allocation of points into stats that would otherwise be non beneficial for your character (I have a mentally handi-capped brother who made a Str. Mage - no joke. like 80+ points in STR, nothing else.), and would give characters like, Mages or Rogues per-say; more survivability than was intended for the class.

 

As for level restrictions - let's face it. A high attribute cost on a piece of gear, just meant you couldn't touch it until a certain level. Unless you wanted to dump all of your 'optional' points into the state based for that item.

 

 

Could we move this pointless discussion to the original thread..?

 

 

Yes... Please.



#73
seraphymon

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Class-Specific restrictions for have been in since DA2, and I can see why they've done it - since they took out Fatigue between the games, it'd require allocation of points into stats that would otherwise be non beneficial for your character (I have a mentally handi-capped brother who made a Str. Mage - no joke. like 80+ points in STR, nothing else.), and would give characters like, Mages or Rogues per-say; more survivability than was intended for the class.

 

As for level restrictions - let's face it. A high attribute cost on a piece of gear, just meant you couldn't touch it until a certain level. Unless you wanted to dump all of your 'optional' points into the state based for that item.

Not exactly true as you have pointed that out yourself.  Or how about when we used those flasks that gave us attributes to spend? Or how about the ones we got from the fade?  Now. noo matter what, unless your that level you can't equip it.



#74
Paul E Dangerously

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Class-Specific restrictions for have been in since DA2, and I can see why they've done it - since they took out Fatigue between the games, it'd require allocation of points into stats that would otherwise be non beneficial for your character (I have a mentally handi-capped brother who made a Str. Mage - no joke. like 80+ points in STR, nothing else.), and would give characters like, Mages or Rogues per-say; more survivability than was intended for the class.

 

As for level restrictions - let's face it. A high attribute cost on a piece of gear, just meant you couldn't touch it until a certain level. Unless you wanted to dump all of your 'optional' points into the state based for that item.

 

Yes... Please.

 

Why is this a bad thing? There's already self-balancing involved - by diverting points from a primary stat, you become slightly weaker offensively in exchange for defensiveness and enhanced survivability.

 

And, of course, player choice in breaking the usual stereotypes.

 

You also never wind up with stupidity like how items in the same set in DA2 were scattered across four different level requirements (say, 6, 7, 9, 11) meaning by the time you got to equip the entire set, it would be bordering on obsolete.



#75
Angloassassin

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Why is this a bad thing? There's already self-balancing involved - by diverting points from a primary stat, you become slightly weaker offensively in exchange for defensiveness and enhanced survivability.

 

And, of course, player choice in breaking the usual stereotypes.

 

You also never wind up with stupidity like how items in the same set in DA2 were scattered across four different level requirements (say, 6, 7, 9, 11) meaning by the time you got to equip the entire set, it would be bordering on obsolete.

 

As to your last point, yes - I disliked finding the different set pieces all over the place, some in boxes or chests that you may not have noticed, and spread across 5+ Levels, I certainly hope that won't be making a comeback. A poor design choice.

 

And to the first point - Without fatigue, it offers no downsides for the person doing it, because they'll still be using all of their abilities at the same energy requirement; not that I'm one to turn down a free upside. But a Rogue in full plate being able to backflip, stealth and cover huge distances - all with the stamina of a Racing Horse on Speed? I'm going to say that's a poor choice in and of itself. 

 

Not to mention, they did have attribute runes or Armor runes to offset it for a lower class. I typically used a mix of the two runes on my Mages to make them a bit more hardy for combat, or overclocked my Rogues on Damage and various runes that aided that so I just disintegrated anything that I came across.

 

And I'm all for breaking class "Stereotypes", some of my favorite playthroughs were Arcane Warriors - or Dual Axe Rogues (using The Veshialle if you managed to get it 2 times from Bodahn.), but a lot of the time, it lead to hard lessons of "I hope you've got a save from before you boned yourself." - Like taking Blood Mage early in DA:O, Or Reaver on a Low Constitution Warrior.

 

"Over Simplification" you can call it, I prefer to call it "User Friendly".