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Eight slot limit destroys the entire point of Dragon Age


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#301
Lilacs

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Oddly, I played DA:O and DA2 on gamepads, and had access to far more than 8 actions at any given time through the radial menu. Now I don't.  Sometimes simplifying a menu is a good thing.
This is not one of those times.
I'm playing a third time as a mage, and the limit is really hurting me in a big way this time. As a rogue I could go assassin and use those specialist abilities in place of other similar abilities and not miss much. I'd also take two skills from the archery tree and two from the daggers tree, and swap them out depending on if I was using a bow or daggers. But as a mage now, I can only do eight things, and that isn't enough. And what if I'm all set up with ice spells and an ice staff when I run into a pack of despair demons and arcane horrors? Oh, that's right -- die and reload because you can't change inventory or actions in combat. With the set up from the earlier games I could swap weapons and access ALL abilities from the radial menu on the fly.
That's the root of the current complaints.


I couldn't agree more!  Not having access to the radial menu and the ability to open or access the inventory during battles is a big gripe I have with Dragon Age Inquisition. I play on PC and console and I am experiencing this current dilemma via both. Being restricted to this extent doesn't make the game more tactical. BioWare please remedy this. We sure will appreciate and enjoy your stunning game even more. Thanks.


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#302
Spellbound7

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If you want to access powers that you have that are not already in the slots, you can swap them out in the character menu, can't you?  That's of course ignoring you could take another mage (or whatever) with you and change characters.

 

That's the very definition of being pointlessly annoying. That's not to mention the UI is complete tosh.

 

 

Also, the entire point of Dragon Age is that it's the Age of Dragons.  It's there in the title.

 

Uhm... whut? What does that have to do with skill slots?


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#303
GloveThatFits

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has anyone found a way to add more slots? please tell me there is a way, i just got the game and am going through too many annoyances



#304
Cheviot

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That's the very definition of being pointlessly annoying.

No, it's two suggestions for how to use more than 8 powers should you want to.



#305
Wintermist

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No, it's two suggestions for how to use more than 8 powers should you want to.

 

I think we're painfully aware of exactly how the game works on this matter.



#306
Cheviot

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I think we're painfully aware of exactly how the game works on this matter.

It seems the OP wasn't, since it allows for the flexibility he was looking for.



#307
Wintermist

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It seems the OP wasn't, since it allows for the flexibility he was looking for.

 

What you just suggested is one of the reasons why we have this thread at all. Didn't you understand that?


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#308
Lilacs

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Just to add my point here. I load up Inquisition. I'm near an enemy, and my heroine immediately senses the enemy and adopts her fighting stance: Pull out her two-hander and advancing slowly forward (under my control, of course).  I'm at fighting range now. If I don't want to use the currently slotted spells, I'm out of luck. I cannot remap my spells/skills unless I move away and out of combat range or the ability for my heroine and my companions to sense the enemy (I'm checking this as we speak; I can only make a spell/skill either as active, inactive or favorite. However, because I'm controlling my heroine, I cannot slot those spells) cancel out. 

 

Why must I move or run away to do this? Why can't I access my skills/spells right then and there and map the skills/spells I want  during battles? Since Dragon Age: Inquisition adopted some things from Skyrim or Bethesda's games, why couldn't they allow us to have access to our skills and spells and our inventory during combat  just like it is in said game?

 

In Bethesda's The Elder Scrolls Online (ESO), Players only have six (6) slots to map their skills/spells with one slot for an ultimate spell.  The mentality for this is for the player to map the needed /spells skills for each encounter. However, Bethesda doesn't restrict the player any further. The player can choose spells during combat, the inventory isn't locked during combat either. But with having just six slots, the player has to plan accordingly. If those chosen spells or the current equip weapons cannot do the job (the enemy in ESO tend to be resistant to many spells and with some enemies they are resistant to a certain weapon type), a player can open their inventory and select the appropriate weapon(s) and also select new spells that will allow them to deal with the current encounter. Players also have weapon switching ability, just like we had in the previous two installments of Dragon Age.

 

Can a player play strategically? Yes, of course because the player has to plan for each encounter and those encounters have resistance to certain spells and have many interrupt abilities. The player has to think quickly or be eliminated.  

 

So, if the logic is to allow players to play strategically, the point is moot.  ESO proves this. Each encounter, especially bosses, provides quite a challenge.


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#309
o Ventus

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So the point of DA is load up your hotbars with a lot of redundant skills that you will never use?


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#310
Monster20862

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This game is a fanservice to people who are way too obsessed with the lore. People cried way too much about DA2 which was FINE for people like me who enjoy the combat more than anything else. Unfortunately EA has listened a little too much to the fans and completely sacrificed the combat for the sake of expanding on the lore and side quests.

My fondest memories of DA will always be the moments I had when you could use as many goddamn abilities as you wanted.


Maybe call of duty would be a better choice for you?

#311
Lilacs

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So the point of DA is load up your hotbars with a lot of redundant skills that you will never use?

 

Well, let it be the player's choice.  When having choices is a bad thing?


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#312
PhroXenGold

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 When having choices is a bad thing?

 

When it leads to less tactical gameplay....



#313
Lilacs

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When it leads to less tactical gameplay....

 

Explain your point.

 

Read my previous post about Bethesda's game (ESO) allowing only six slots with an ultimate slot for spells.


Modifié par Lilacs, 01 avril 2015 - 03:26 .

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#314
PhroXenGold

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Explain your point.

 

The more choices you have, the more likely there will be a clear cut best option. The moment there is a clear cut best option, there is no longer any decision to make, you take that option. Without a clear cut best option, you have to weigh up the advanatages and disadvanatges of the options you have. This is the essense of tactical descision making.



#315
o Ventus

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Well, let it be the player's choice.  When having choices is a bad thing?

 

It isn't really a "choice" when all of your options (or the vast majority of them) never see use and are never in a position to be useful. Inevitably, when people play through the game multiple times, they will begin to see the "best" talents for their style and take them accordingly, and use only them, with the others used only situationally (at best, the most likely prospect is that they won't be used at all).



#316
Lilacs

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o Ventus    @PhroXenGold

 

It is giving choices to players, all players. Just because you as players don't enjoy the many choices given, doesn't mean other players won't.  Choices are there to allow many types of game-play, to give all players choices.  If a player doesn't want to use the given choices than that's their decision. Just because a player decides that it is too crowded or having so many spells will limit tactical game-play for them, then either said player doesn't play the game or the player selects the amount or the number of spells/abilities he/she wants displayed on their Hotbars.

 

Again, do read my post about ESO just above.  You can try it now as well because it is free to play. =)


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#317
Deders

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The more choices you have, the more likely there will be a clear cut best option. The moment there is a clear cut best option, there is no longer any decision to make, you take that option. Without a clear cut best option, you have to weigh up the advanatages and disadvanatges of the options you have. This is the essense of tactical descision making.

Surely the tactics and decision making are in choosing what you spend your power points on in the first place?  It's great that you get joy from the limitation but there are a lot of us who would much prefer not being limited to 8 slots.  There are powers I've not had a chance to really experiment with because even though I have purchased them, I can't make room for them amongst the essential ones I need.  For us it makes it less fun, not more.


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#318
Walfan

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Why are we even talking about choice ? That's what ressource management is for, people.

You can't just throw all of your spells at an enemy, you have to plan accordingly and keep enough for the one you might need to use. We didn't have to be limited even more by 8 poor choices of spells.


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#319
TaHol

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The more choices you have, the more likely there will be a clear cut best option. The moment there is a clear cut best option, there is no longer any decision to make, you take that option. Without a clear cut best option, you have to weigh up the advanatages and disadvanatges of the options you have. This is the essense of tactical descision making.

Ok, I just have to say this because this is too much fun to dismiss: what tactics, what choice, what? You know what I do? I play on hard (I AM 100% SURE MY TACTIC WORKS ON NIGHTMARE TOO), I press buttons when ability is out of cooldown. I don't even 90% time think what ability it is. So maybe that rift gets a nice barrier. Maybe the barrier hits Blackwall and Iron Bull too. If not, who cares, no one died anyway. I pretty much do this by hacking my forehead on keyboard. Works well. If I REALLY want to try to make an effort, I even might change to other party member on the fly. 99% of time I don't even bother that. Still works well.

 

You can put nice, important-looking words on the row as much as you want but this game has NO challenge, no difficulty, nothing. 8 skill slots is a desicion they made on the whim. Like half of the game design. There is no reason to it, and no matter how you try to make it like it has some well-thought reason under...somewhere there, there is not. People overthink these things too much. They apparently made lots of desicions just by whim. Propably used dices too. Like throw 2 dices, what have we here, ok, 6+2, we will have 8 slots. This conclusion is just as right as anyone elses as we haven't been there witnessing how they did the choices they did.



#320
Deders

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Why are we even talking about choice ? That's what ressource is for people.

You can't just throw all of your spells at an enemy, you have to plan accordingly and keep enough for the one you might need to use. We didn't have to be limited even more by 8 poor choices of spells.

That's why you have mana and cooldown, so you can't throw them all at them at once.

Take a mage as example.  Barrier is pretty much essential.  You are going to want at least one from each element so you can adapt to enemies.  That's 4 gone already.  Am playing as a rift mage so Stonefist is essential for a spirit elemental attack.  Then the next obvious choices seem to be Revive, and Mindblast in case you need to stop enemies from attacking you.  Then you have one more slot left for either Energy Barrage (which can lower the enemies resistance to whatever kind of element your staff is, Very useful) Pull of the Abyss, which is fun, Dispel which can be useful, or Firestorm which is spectacular.  I would really really like the option to have all 4 as it would make the game more fun for me.

Lightning bolt seems completely superfluous, if you had more slots you could use it in situations where there is one enemy but it's not worth sacrificing over Chain lightning, especially with the boost ring.  Never found much use for static cage, but then I've not had enough space to keep it in long enough to really try it out.

Immolate is useful when you have Despair Demons.  There are more powerful fire spells but what is the point if the demons are just going to jump away when you cast them.  I would love to have these in my inventory in case I find myself in a situation that they could be better used but for the most part they aren't going to be used.  I might try fire mine with pull of the abyss on this playthrough but that means I can't have one of the others.

Same goes for Ice mine, not worth it if you already have Winters grasp, the walls aren't effective enough to be worth sacrificing anything for.  I might use them if I had spare space but for now they are useless.

Never had a chance to try Blizzard for the same reasons.  There is no room for it with the essentials.


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#321
Walfan

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That's why you have mana and cooldown, so you can't throw them all at them at once.

That's exactly what I said, ressource is there so you can't spam each spell as soon as they come off cooldown. That's why limiting the players to 8 spells is stupid.


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#322
RMP _

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So the point of DA is load up your hotbars with a lot of redundant skills that you will never use?

 

Who are you to say what the millions of people out there playing the game will use or not use? If the spells are so redundant like you say, then Bioware has done a ****** poor job of creating their skill trees.

 

Fact is, some skills are better suited to any particular situation than others, especially for mages. To be limited to 7 (assume one reserved for focus) just means half the time you're not using the best skills you could be out of the ones you unlocked

 

Leveling up is a staple of RPGs, but at later levels in DA:I it doesn't mean much. You're not adding spells, you're essentially forced to replace one spell for another.


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#323
Rawgrim

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It isn't really a "choice" when all of your options (or the vast majority of them) never see use and are never in a position to be useful. Inevitably, when people play through the game multiple times, they will begin to see the "best" talents for their style and take them accordingly, and use only them, with the others used only situationally (at best, the most likely prospect is that they won't be used at all).

 

Depends on the character, and how much each player puts into roleplaying.



#324
o Ventus

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Who are you to say what the millions of people out there playing the game will use or not use? If the spells are so redundant like you say, then Bioware has done a ****** poor job of creating their skill trees.

 

Fact is, some skills are better suited to any particular situation than others, especially for mages. To be limited to 7 (assume one reserved for focus) just means half the time you're not using the best skills you could be out of the ones you unlocked

 

Leveling up is a staple of RPGs, but at later levels in DA:I it doesn't mean much. You're not adding spells, you're essentially forced to replace one spell for another.

 

Yeah, Bioware did a pretty poor job with the skill trees in DAO (where there were tons of redundant talents and highly situational talents for non-mages. They improved on it in DA2, but it was still a problem as entire trees were made redundant (especially for warriors). As a dual-wielding warrior in DAO and a 2h warrior in DA2, there were only 5 or 6 talents I needed at any given time. Everything else either isn't suited for my class (I have Archery talents available to me) or don't suit the way I'm playing.



#325
Auztin

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Ok, I just have to say this because this is too much fun to dismiss: what tactics, what choice, what? You know what I do? I play on hard (I AM 100% SURE MY TACTIC WORKS ON NIGHTMARE TOO), I press buttons when ability is out of cooldown. I don't even 90% time think what ability it is. So maybe that rift gets a nice barrier. Maybe the barrier hits Blackwall and Iron Bull too. If not, who cares, no one died anyway. I pretty much do this by hacking my forehead on keyboard. Works well. If I REALLY want to try to make an effort, I even might change to other party member on the fly. 99% of time I don't even bother that. Still works well.

You can put nice, important-looking words on the row as much as you want but this game has NO challenge, no difficulty, nothing. 8 skill slots is a desicion they made on the whim. Like half of the game design. There is no reason to it, and no matter how you try to make it like it has some well-thought reason under...somewhere there, there is not. People overthink these things too much. They apparently made lots of desicions just by whim. Propably used dices too. Like throw 2 dices, what have we here, ok, 6+2, we will have 8 slots. This conclusion is just as right as anyone elses as we haven't been there witnessing how they did the choices they did.

That is funny because you could that on DA:O.DA:O was hardly even challenging just tedious.