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Any chance you unlock attribute customization?


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#1
JeansenVaars

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This forum would be totally more valid by being able to distribute attribute points, at least for the PC version.

 

I bet originally the game was designed towards being able to do so, even there are a couple tips explaining what each one of them does and a full detailed page on stats (it could also be just to understand what accessories do when changing the stats, but if the point was to modify some secondary attributes based on the primary, then why not just modify those instead?).

 

Being able to create a spirit based mage with constitution as main attribute would be totally amazing, for instance...

 

Can I keep dreaming of this?



#2
Boboverlord

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I have no confidence that in DA:I even after patches will be able to do that. What I can say at least is that you can partially customize it in crafting equipments. For example, my Solas is a support mage who heavily invest in fire build, so he gets a passive that can one spell without cooldown after making critical hit, so it's good to always have 2 barriers in a row.

 

For that, I have to craft everything that improves cunning & crit rate for obvious reasons.

 

Still, perfect freedom in attribute allocation will be very great if it was possible...

 

PS. I don't think mages have any use on CON. Knight-enchanter will laugh at that stat....



#3
swk3000

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My gut instinct is that it's not going to happen. The previous two games both have examples where the system has been gamed to result in massively powerful characters. In Origins, Wynne's Vessel of the Spirit ability made her the most powerful mage in the game. I even seem to recall stories of people using her to one-shot Gaxkang with it and Mana Clash, something even the Warden couldn't do. In DA2, standard advice for a Rogue was to boost crit chance to 100%, then dump the rest in Crit Damage for a massive DPS increase. The fact is, systems like we've had in the last 2 games are easy to game.

The other issue with attribute systems is disparate power levels making it hard to design fights for the preferred challenge level. If devs design a fight for casual players, power gamers and min-maxers get bored because the fight is too easy. On the other hand, if they design a fight for power gamers and min-maxers, casual players get upset because it's too difficult. By eliminating the player-controlled attribute system, the devs stabilize the average power levels of the game's players. This makes it easier to design fights that are challenging without having to worry as much about whether it's going to be too hard for some or too easy for others.
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#4
Magma_Axis

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My gut instinct is that it's not going to happen. The previous two games both have examples where the system has been gamed to result in massively powerful characters. In Origins, Wynne's Vessel of the Spirit ability made her the most powerful mage in the game. I even seem to recall stories of people using her to one-shot Gaxkang with it and Mana Clash, something even the Warden couldn't do. In DA2, standard advice for a Rogue was to boost crit chance to 100%, then dump the rest in Crit Damage for a massive DPS increase. The fact is, systems like we've had in the last 2 games are easy to game.
The other issue with attribute systems is disparate power levels making it hard to design fights for the preferred challenge level. If devs design a fight for casual players, power gamers and min-maxers get bored because the fight is too easy. On the other hand, if they design a fight for power gamers and min-maxers, casual players get upset because it's too difficult. By eliminating the player-controlled attribute system, the devs stabilize the average power levels of the game's players. This makes it easier to design fights that are challenging without having to worry as much about whether it's going to be too hard for some or too easy for others.


Good write up, but just wait until somebody write a counter argument that Bioware need to scrap DA leveling system and make a new one that can't be exploited.

#5
PhroXenGold

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Personally, I'm glad they removed attribute customisation on level up (though I would like to see it still there in character creation), not beacuse of "balance" or "simplifiying", but because having significant attribute increases on level up simply doesn't make much sense (and if the icnreases aren't significant, then there's little reason to include them).

 

At the beginning of the game, you're not some overweight couch potato for whom a good bit of exercise would seriously improve his physical abilities, you're already a trained <insert class here>. Your attributes will be, if not at your absolute peak, pretty good already. And as such, increasing them significantly over the course of the game doesn't make much sense. You will likely become a bit stronger, a bit more resilient and so on, but not to the extent that attribute increases on level up, at least how previous games have done them, would imply. I mean, in DA:O, my warden increase his strength fivefold over the course of the Blight. Even if you say that its not a linear scale or that zero isn't the start point, he still became significantly stronger over the course of the game. Which is not really plausible.

 

In order to gain major increases to your attributes, you'd need magic. Which DA:I's system of having your enchanted equipment as the main source of attribute customisation covers perfectly.

 

For the smaller increases in attributes that are plausible, well, I'd say that again DA:I's system of tying them to abiltiies makes more sense than having free reign to distribute them as you will. It's all well and good saying that "over the time period represented by my last level up, my warrior was focusing his training on agility", but then you go and take mighty blow as your skill, a skill clearly based around strength, it doesn't make much sense. On the other hand, saying you've been training to make "mighty blows" and as a result, you're strength has increase a small amount is far more logical.