Sorry if this was already discussed but I ran out of ability slots for my spells. Is there another action bar? how is this supposed to work?
Ran out of ability slots! PC
#1
Posté 22 novembre 2014 - 05:38
- duydome aime ceci
#2
Posté 22 novembre 2014 - 05:40
You can swap around abillities until you enter combat, and even then you can run away to change them and go back.
#5
Posté 22 novembre 2014 - 06:04
Ye i just got the mark of the rift and was already full in the slotsbar, and it appears i cant gain focus unless i got the mark ability in the actionbar.... Stop teasing us with so many great abilities and then restrict us to only 8
not fair. At this point this is the worst thing they implemented in the game to me. I like having my whole arsenal ready to use, not having to switch everytime im about to fight some different enemies than the ones i fought in the previous fight....
I havent even got my specialization and im dreading the moment i will cause.... choices.... will have to ditch so many spells for the new ones... sigh
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#7
Posté 22 novembre 2014 - 06:29
This just doesn't make sense... I'm also just starting the story, I'm like level 9 and it's already full, it makes no sense at all. I hope they fix this fast.
Parity. If consoles can't have more than 8, why PC is allowed more than that? Common sense.
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#8
Posté 22 novembre 2014 - 06:31
Parity. If consoles can't have more than 8, why PC is allowed more than that? Common sense.
Because, PC master race. Just kidding. But, yeah, I'd like to see this changed as well.
- DigitalMaster37 et duydome aiment ceci
#9
Posté 22 novembre 2014 - 06:33
And then some people wonder why PC players complain that console ports just drag down the experience that "could have been". Parity makes sense if PC players would be playing together with or vs console players, and that's not the case. It's more than clear that they focused a bit on the PC visuals, as they are far superior to the console version of DA, they also said the controls would be PC specific, nothing to do with the consoles, and that is again not the case.
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#11
Posté 22 novembre 2014 - 06:45
OP: This is the design decision bioware has gone with. You must choose strategically which spells are worth taking and which are not.
It has nothing to do with consoles vs PC or MP and SP.
That may be the case, yet I had never heard about this, and I've been following this game for a very long time. It also makes no sense that if the developer's objective was clearly to oversimplify, yet again due to consoles, that they would keep anouncing non stop, stuff like "tactical cam from Origins is back" "Friendly fire is back".
This game clearly feels like its tending towards an Action RPG Console game, and nowhere near the Tactical RPG PC Game that Origins was, and that they anounced it would ALSO be for the ones who wished to play it as so, at higher difficulties.
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#12
Posté 22 novembre 2014 - 06:49
That's one of the main reasons I'm unhappy with the combat
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#13
Posté 22 novembre 2014 - 06:51
Parity. If consoles can't have more than 8, why PC is allowed more than that? Common sense.
That's weird since consoles could pull up the action wheel and not be restricted to 8 choices in the last 2 games.
End the day - it was done to make the game more strategic. Nothing to do with console because consoles are ALSO now stuck with only 8 abilities.
OP - not sure how you missed it, but there was a HUGE debate and discussion here when it came to lights after the KBM gameplay video.
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#14
Posté 22 novembre 2014 - 07:00
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#15
Posté 22 novembre 2014 - 07:26
OP: This is the design decision bioware has gone with. You must choose strategically which spells are worth taking and which are not.
It has nothing to do with consoles vs PC or MP and SP.
It has everything to do with that.
If they wanted to support tactically choosing your spells and abilities, there would be loadouts that you could swap with some degree of convenience. But you can’t even swap from ranged to melee weapons, let alone entire ability bars…
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#16
Posté 22 novembre 2014 - 07:30
I hear the same complaints with The Elder Scrolls Online... Why do you need more than 8 when your stam/magicka pools are not near enough to use them all in succession? You need to learn how to set priority to your skills. Set them according to the battles you will be facing. You should have a general idea what is effective depending on the areas you are in.
You just mentioned another game that was developed with consoles in mind aswell, so in that one the same problem arises. As for the tactical part, no DA was ever tactical about prepariation and drinking potions based on whats coming next. To that effect you had the Witcher, a game in wich you should prepare and drink potions to prepare for what was coming next, cause you knew what was coming next, you were always the one hunting the monsters and knowing their strenghs and weaknesses.
That is clearly not the case with Inquisition, as in almost any fight, you're facing demons at the same time you are facing humans or beasts. You face frost resist on one guy while the other one standing right next to it is immune to fire, etc etc, these are just light examples.
The players who are complaining about the combat and saying that its nothing like Origins was, are mostly the ones who want to play it like Origins, and in harder modes, where you actually have to plan DURING the fight. Unfortunatly this game doesn't work that way, even though it was anounced as such, and the devs have already appologised and said they are looking into it. How tactical can it be when something as simple as telling you companions to stand still doesn't work?
You want parity? so consoles can only have 8 slots, so should the PC. Ok so Consoles/gamepads/controllers can do something as simple as WALK, and PCs/keyboards/mouse can't? Where's that parity ?
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#17
Posté 22 novembre 2014 - 07:46
I hear the same complaints with The Elder Scrolls Online... Why do you need more than 8 when your stam/magicka pools are not near enough to use them all in succession? You need to learn how to set priority to your skills. Set them according to the battles you will be facing. You should have a general idea what is effective depending on the areas you are in.
It has nothing to do with wanting to use more spells in succession.
Let me give you a pretty clear example. I play as a mage. Mages are not only great at dealing damage, they are outstanding at controlling the battlefield. The fact that we now have fire/ice mines and fire/ice walls, gives mages in Inquisition a possibility for battlefield control that we never had before in a Dragon Age game. The problem is, if you want as a mage to control the battlefield you'll most likely want those 4 abilities in your action bar.
To me, playing as mage, both Barrier and Fade Step are a MUST for survival. So after this, that leaves me 2 ability slots for damage abilities. Well, actually it doesnt, because after a certain point in the game you get the Mark of the Rift ability, that you MUST have in your actionbar, otherwise you wont build focus. So after all this, i have 1 slot for a pure damage spell. Out of a bunch of them, i can only choose 1 damage spell (plus the autoattack ofc which is not powerful enough to be a replacer to damage dealing spells). And all this even before i got my specialization, which will bring me a whole other world of trouble.
You can ofc, switch the abilities before the fight (or disengage, rearrange and reengage as someone said before) but thats is not practical at all, you'll be wasting too much time and getting bored of it.
I play the PC version, but to me this is not a PC problem. Its both PC and Console problem. Both versions need more active abilities. This is not an mmo, why restrict players like this? For more tactical aproach? Bullsh**! If this is the game where supposedly "You play, the way you want to play" then i need more active abilities to do just that. If someone needs that restriction to feel like its more tactical then let them have the option of having only 8 abilities. But I'd like to have more.
Im not trying to b**** here, im just trying to say it would be far more enjoyable to me if I could have a wider range of active abilities. It would save me the trouble of having 2 mages in the party all the time because i need their damage dealing abilities to compliment the lack of it in my own actionbar...
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#18
Posté 22 novembre 2014 - 09:33
- duydome aime ceci
#19
Posté 22 novembre 2014 - 09:36
Is this news to people? It was announced months ago that there were spots for 8 abilities.
#20
Posté 23 novembre 2014 - 12:23
It has nothing to do with wanting to use more spells in succession.
Let me give you a pretty clear example. I play as a mage. Mages are not only great at dealing damage, they are outstanding at controlling the battlefield. The fact that we now have fire/ice mines and fire/ice walls, gives mages in Inquisition a possibility for battlefield control that we never had before in a Dragon Age game. The problem is, if you want as a mage to control the battlefield you'll most likely want those 4 abilities in your action bar.
To me, playing as mage, both Barrier and Fade Step are a MUST for survival. So after this, that leaves me 2 ability slots for damage abilities. Well, actually it doesnt, because after a certain point in the game you get the Mark of the Rift ability, that you MUST have in your actionbar, otherwise you wont build focus. So after all this, i have 1 slot for a pure damage spell. Out of a bunch of them, i can only choose 1 damage spell (plus the autoattack ofc which is not powerful enough to be a replacer to damage dealing spells). And all this even before i got my specialization, which will bring me a whole other world of trouble.
You can ofc, switch the abilities before the fight (or disengage, rearrange and reengage as someone said before) but thats is not practical at all, you'll be wasting too much time and getting bored of it.
I play the PC version, but to me this is not a PC problem. Its both PC and Console problem. Both versions need more active abilities. This is not an mmo, why restrict players like this? For more tactical aproach? Bullsh**! If this is the game where supposedly "You play, the way you want to play" then i need more active abilities to do just that. If someone needs that restriction to feel like its more tactical then let them have the option of having only 8 abilities. But I'd like to have more.
Im not trying to b**** here, im just trying to say it would be far more enjoyable to me if I could have a wider range of active abilities. It would save me the trouble of having 2 mages in the party all the time because i need their damage dealing abilities to compliment the lack of it in my own actionbar...
Agreed with pretty much what you said, but I also have an extra added problem to all this. I'm playing on Hard with friendly fire on, which does indeed force me to play alot more tactical, so yeah the ice/fire wall are great for control, to an extent, but the AI is so bad, that you put a fire wall on the ground and your AI followers(AI on and off) will constantly run through the fire, even if I tell them to hold still. Same happens if I create a wall of Ice to stop the melees to getting to my mage and ranged DPS, so I put the ranged dps behind the wall of ice, and the melees "holding" the area around it so the enemies wont pass, but it just doesnt work, as soon as the ranged have no target, they refuse to stand still, and they just start running around the wall to get a target, and the melees wont hold the ground either, they'll constantly move, and this didnt happen in the previous DA games.
So yeah, I need to be able to do DPS and control spells on hard with FF on, but I don't get enough spells for it because we can't have more than 8 slots, and worse, the AI is just crappy and not controlable as it was in the 2 previous games.
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#21
Posté 23 novembre 2014 - 12:25
OP: This is the design decision bioware has gone with. You must choose strategically which spells are worth taking and which are not.
It has nothing to do with consoles vs PC or MP and SP.
Yet, strangely enough, 8 slots seems to be the standard number settled on when devs make these design decisions and the game is on a console.
*PC* only games almost always go with a 10-12 slot limit if they have a limit at all.
'Course it wouldn't have anything to do with gamepads having an *eight-direction controller* and PC's having 12 slots on their number bar.
The limit is crap all around though - *if* this were a fast-paced game then it might make sense to limit the players to force people to pick one or two attack schemes to keep up the pace. But the game *specifically* has the (rather crappy) 'tactical view' and pause combat. Even gamepad users should be able to flick through a larger toolbar with no problem.
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#22
Posté 23 novembre 2014 - 12:32
the origin slot expanded to like 16-17 slot so you could put a whole lot of stuff on it, but we can't have that now can we... parity for pcs and consoles...blah..blah..blah
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#23
Posté 23 novembre 2014 - 12:58
Apparently the person who designed the combat for this game was obsessed with the number 8. You can only have 8 skills and only have 8 potions. Just one of many combat decisions i can't get my head around. Still not sure if having non regenerating health or health that doesn't refill when you die was particularly necessary either but i could live with that but i'm annoyed being able to level up and unlock all these skills and not use them.
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#24
Posté 23 novembre 2014 - 01:08
Apparently the person who designed the combat for this game was obsessed with the number 8. You can only have 8 skills and only have 8 potions. Just one of many combat decisions i can't get my head around. Still not sure if having non regenerating health or health that doesn't refill when you die was particularly necessary either but i could live with that but i'm annoyed being able to level up and unlock all these skills and not use them.
Exacly! give us spells, cool! nop, you can't use them all, consoles don't have enough buttons XD
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#25
Posté 23 novembre 2014 - 01:46
Saying it a bunch doesn't make it more true.Exacly! give us spells, cool! nop, you can't use them all, consoles don't have enough buttons XD
Console used a radial menu to use whatever spells we wanted. The number of buttons hasn't changed and radial was removed for us to limit us to 8 abilities too, so...
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