My niece loves the Sims, and could spend hours looking at fashion mods. Guess it is a good game, though it is not for me. I care less about items and crafting them, than actually creating the characters themselves for RPG's.
We all get the same Spell & Talent templates depending on Class, and am doubtful if there will be variations of the same ability (eg; Evasion +3 DEX, STR or other attribute). And fewer options yields lesser possible outcomes; expect more of the same builds, and not greater variations.
And if one is tired or bored, perhaps varying the routine can help; remarkably refreshing for many.
You don't get to choose which stats you boost when an ability gives you a stat boost HOWever you only get to use 8 active abilities, this means PART of a strategy with assigning abilities is what stats i increase and what passivies i get. This extends the strategies of class ability builds beyond which 8 actives you have. This add a layer of depth to character progression. The fact that abilities can be reset gives you greater choice with a single character becaues you can say how does this build with this set of equipment work? What if I tweak this area here? You can't do that with the older games without starting from scratch.
The fact that you don't care much about crafting does not in any way negate that you have control over your attribure points via crafting. That is a seperate issue. Its perfectly valid to not like crafting. However it is utterly false to say that because you don't pick attribute points at lvl up you have less choice in assigning attribute points. You get more choice but instead of there being only one main way to increase attribut points aka via lvl up that was fixed once the choice is made you get 3 ways to assign attribute points and 2 of those allow you to change your ability points on a whim or to test or to meet different challenges within the game thus increasing you encounter strategies.
1) Equipment (Changeable)
2) Abilities some of the abilities give non "classic" stat bonuses like Con for mages (changeable)
3) Lvl up you your stat increase every lvl up (Fixed)
This is a hell of a lot more versitile than any previous game.
I'll agree that people could prefer the old method but it is a 100% falsehood to say we now have less choice in our attributes. They are simply tied to other parts of character progression than just character lvl up. Equipment has been a part of RPG character progression since always so its not a huge leap to tie attributes to it and you get a secondary method of attribute building via ability speccing and the third is tied to lvl up but in this third method your bonuses are fixed.





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