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Ran out of ability slots! PC


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#226
AlexMBrennan

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Ok, let me tell you secret of why you only have 8 abilities: Diablo 3 did the same thing (dozens of abilities you could unlock, but only six of them can be accessed at any given time), and Bioware desperately wants to be as successful as Blizzard.

#227
Sylvius the Mad

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There's an interesting upside to the 8 slot limit. It reduces the cost of choosing cross-weapon abilities.

#228
frankf43

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Exacly! give us spells, cool! nop, you can't use them all, consoles don't have enough buttons XD

 

That's weird as on my game pad I have Y A X B < ^ > v  that's 8 L2 could bring up another 8 L1 another 8 R2 another 8 and R1 another 8. Games pads are not restricted to 8 buttons. 

 

If they had chosen to give us more than 8 abilities it could have easily been done on a game pad. This was a design decision to try and make gameplay harder  or more strategic. The same as removing auto heal from after a battle.



#229
catabuca

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The 8 ability slots is unfortunate, particularly considering how we've been used to accessing all of our abilities in the past. I do wish I had access to all of them now.

 

However, seeing as though what we have is what we have, I've been approaching it like The Secret World, with the added benefit that I theoretically have an unlimited number of passives to draw from.

 

In TSW (I haven't played it for ages so apologies if this has since changed) you don't have classes as such - you can invest your points in any active and passive ability you want, but the only ones you'll be able to use are the ones you have a weapon equipped for - and you use two different weapons at a time. You have a very limited amount of space on your action bar (more limited than in DA:I), in which you have to slot both actives and passives. Only the passives you slot will be used, and likewise only the actives you slot can be used. This results in a very small and tightly focused rotation that maximises your build to its full potential, and you can swap out different builds for different situations (in fact, you will need to do that at certain points in the game, since if you build something around, for example, crit and dots you might find that there is a particular subset of enemy later on that are entirely immune to your method of applying those dots).

 

This type of combat takes a while to get your head around, mostly because of the way passives play an integral role in your load out. But I take some lessons from that and apply it to DA:I -- the passives I take are like extra, hidden skills that I don't need on my bar because if I take the right ones they're working for me behind the scenes all the time. If I couple them with the right choice of actives, I can build a very powerful and tightly focused character who excels at what they do.

 

As I said at the beginning, I wish I could have all my skills on my bar so I could pick the best one for the job in any given situation, but in the absence of that I'm trying to make the most of what I do have, and I'm shifting my own expectations and the way I interact with the game as a result. I really like TSW's combat though, so I can understand that someone who doesn't will likewise probably never want to think of DA:I's combat in the same way, but I wanted to offer my perspective on it, nevertheless.