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Im running out of spots to put my skills how can i get more?


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34 réponses à ce sujet

#1
Cooperb21

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As far as i see there are only 8 slots unlike origins where you could drag the buttom bar and get near unlimited.

 

I have over 8 now and cant seem to add more?!?!


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#2
DarkusCrown

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Unfortunately, they decided to limit your skillbar to 8 skills only. :(



#3
THE_ANGRY_GAMER

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I think the idea was to force you to plan ahead and decide which skills you like best. It fits with the limited-potions, no-heal-spells decisions to create a feeing where you have to strategise and plan ahead. I appreciate it's annoying, but really a lot of the low-level skills aren't that great anyway (I almost never use Payback Strike, for example).



#4
Cooperb21

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Im playing 2H warrior i need more than 8



#5
rigron

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You can´t and it is an stupid decision. In past games we could use the wheel of L1 (or R1, one of those buttons) to use any skill we haven´t put in the quick bar, but now we are limited to only the 8 skills allowed by the quickbar?

 

That completely limits the gameplay and I think it is one of the stupidest decisions ever and one of the biggest flaws the game has. You can´t even change the abilities of the quickbar during a battle.

 

Im playing 2H warrior i need more than 8

 

And I am playing as a mage, which means my skills and my skill trees are not limited by the weapon I choice to use. In other words, I have 5 skill trees (4 by default + KE specialization) full of usable skills for my character and I am a level 15 human with some extra skill points due to race (humans gets 1 extra skill points at the start of the game) and accesories, which means I have like 17 or 18 skill points used. If you need more than 8, which you do because 8 is a very limit amount that doesn´t cover every battle situation, I can assure I need more than 16 xD


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#6
AlexMBrennan

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The idea is that you swap new high level skills for less useful low tier ones - and honestly, don't tell me that you kept using Flame Blast in Origins after you unlocked Inferno...



#7
aeoncs

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You not understanding the design choice doesn't make it stupid. Try to think ahead and prioritize your choices instead of just getting each and every ability that seems decent.

Considering how stamina/mana regeneration works in DA:I, we wouldn't even be able to properly utilize more skills.

 

 

Is this a fucken joke DA2 has more than that.

 

How do they expect me to play the game when im over lvl 8 who designed this peice of ****.

 

Passives? Upgrades? Getting 2-3 complementary skills that you can switch around when you need them.



#8
DragonKill83

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It should be easy enough to code.  Just stick another stack on the bottom of the second one you already have.  They've already made layered maps like Skyhold in the same manner (three deep).  Yes, you'll have to press L2 a couple of times to sort through the stack, but at least they'll all be there.



#9
aeoncs

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It should be easy enough to code.  Just stick another stack on the bottom of the second one you already have.  They've already made layered maps like Skyhold in the same manner (three deep).  Yes, you'll have to press L2 a couple of times to sort through the stack, but at least they'll all be there.

 

What does that have to do with anything that's been said here? Of course it would have been easy to implement and it's not like they didn't do it because of technical issues, it's an intentional design choice.



#10
DragonKill83

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Fair enough.  Players will just have to deal with it.



#11
Icy Magebane

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The idea is that you swap new high level skills for less useful low tier ones - and honestly, don't tell me that you kept using Flame Blast in Origins after you unlocked Inferno...

Of course I did... Inferno had a long casting period and was not useful when enemies were at close range... low level DA:O spells were not designed to be discarded after you got access to new ones... the warrior and rogue talents weren't like that either.

 

In fact, most of the abilities in DA:O weren't even direct upgrades to previous skills from that line... in Creation you had Heal, but then at the end of that line you had Haste.  By your logic, I should have stopped using Heal when I got Haste or stopped using Life Drain and Curse of Mortality when I got Death Cloud...


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#12
merik3000

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I made my mage to be a rift mage whose majority of abilities are to control the battlefield by holding enemies in place for devastating area attacks but I felt frustrated that I constantly had to change my skills in and out for different enemies.

 

This system would make perfect sense in a Neverwinter Nights game or any d&d game for a wizard as they have to choose which spells to memorise for the future but in a Dragon Age game this makes no narrative sense. It only serves to limit tactical choice as if i am a fire and ice mage but get attacked by an ice dragon and have only put my ice skills into the slot I cannot cahnge that without a reload. You don't forget magic and remember it instantly again in DA. Your imagination has it or it doesnt.

 

Anyway my main point is that it doesn't make any narrative sense and after a while I just kept the same 8 spells as I couldn't be bothered to kepp swapping around for every different elemental encounter :(


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#13
Bayonet Hipshot

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I made my mage to be a rift mage whose majority of abilities are to control the battlefield by holding enemies in place for devastating area attacks but I felt frustrated that I constantly had to change my skills in and out for different enemies.

 

This system would make perfect sense in a Neverwinter Nights game or any d&d game for a wizard as they have to choose which spells to memorise for the future but in a Dragon Age game this makes no narrative sense. It only serves to limit tactical choice as if i am a fire and ice mage but get attacked by an ice dragon and have only put my ice skills into the slot I cannot cahnge that without a reload. You don't forget magic and remember it instantly again in DA. Your imagination has it or it doesnt.

 

Anyway my main point is that it doesn't make any narrative sense and after a while I just kept the same 8 spells as I couldn't be bothered to kepp swapping around for every different elemental encounter :(

 

Bioware is not known for making much sense. 



#14
cotheer

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Tactics™

#15
StormenDK

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Can't say I have encountered my limit yet as I am only lvl 5. But I find it tedious if I have to look around a corner to see who I will be facing, and then go into my Character screen to re-arrange my skill bar accordingly. Then once I am done, I can go in and arrange it back to something else.

 

It might be tactical planning, but it sounds really tedious and unnecessary. A bit like the lack of weapon sets.

 

Then at least let me make several tactical designs and then switch between them out of combat easily, than having to manually change weapons or skill bars in the Character screens.

 

Having to do that for 4 characters on a regular basis is not fun.


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#16
Battlebloodmage

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They'll release it as a DLC for 4.99 later on.


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#17
Mistress9Nine

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I'm a level 21 mage and I have just filled my 8 slots. It's not that big of a deal. Some passive skills are awesome. I only ever use a combination of 2-3 spells with the rest reserved for specific situations and hard difficulty is still quite the cakewalk.



#18
Kuosi

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It's just one of the things you get to thank consoles for. User interfaces would be a lot better in most games if they weren't designed with consoles in mind.


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#19
AlexMBrennan

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Is Diablo a console title? Because methinks they might have been inspired D3's popularity

#20
torq_za

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Does the limit of 8 abilities apply to NPCs when they are computer controlled? In the tactics screen, it has tick marks next to abilities that aren't in the 8-slot hot bar. Does that mean that the NPC is still capable of firing them off. I've been meaning to make a test...  remove barrier from a Solus' hotbar, and see if he still casts it when controlled by the game.  Will do if someone hasn't already. If so, that means the limitation is not due to game balance, or meaningful player character skill choice, but rather due to the maximum accessible on a controller. Designing limits based on an input device that isn't universal (this game is also on the PC btw) isn't all that great, especially in a RPG.

 

As to the limit, it's actually 7 and not 8, as you need to include the "Make Rift Appear" special focus-using power somewhere. So, you can only have 7 active abilities available to you. The problem I have with it, other than it denying choice in a roleplaying game, is that not every skill tree is has the same order of Active vs Passives as you progress down it. Some trees require you buy more actives to get to the deeper cooler actives you want. This character's skill tree choice is being punished because he cannot have all those purchased choices active and available, compared to another build where the character purchased a bunch of passives to get to the active he wanted. Sure, not all builds are equal I get that, but this seems arbitrarily punishing.

For example: Inferno skill tree has lots of passives in the middle, allowing these to be bought freely and not taking up an ability slot. Where Spirit tree has quite a few actives (4) in the middle, that need to be bought before the cool passives on the side can be accessed. This means that in the mid to late game, those active spirit powers won't probably be on your hot bar - you still need to do some damage. No active abilities give any passive ability bonuses, so not having an active power on the hot bar is a complete waste. It's like you never made that decision. That whole character level of killing and exploring and roleplaying was just so you could access something cooler. Shrug, kinda makes the current Power I just got feel... less. 

Check this link out here to see what I mean. DA:I Skills



#21
Mistress9Nine

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For example: Inferno skill tree has lots of passives in the middle, allowing these to be bought freely and not taking up an ability slot. Where Spirit tree has quite a few actives (4) in the middle, that need to be bought before the cool passives on the side can be accessed. This means that in the mid to late game, those active spirit powers won't probably be on your hot bar - you still need to do some damage. No active abilities give any passive ability bonuses, so not having an active power on the hot bar is a complete waste. It's like you never made that decision. That whole character level of killing and exploring and roleplaying was just so you could access something cooler. Shrug, kinda makes the current Power I just got feel... less. 

Check this link out here to see what I mean. DA:I Skills

If you only ever use the same skills then yes. But your set-up maybe different for different battles, for example if you go against a dragon with fire resistance, you may want to omit your inferno tree skills in lieu of anything else.

 

It's the same with potions. You can have 3 at a time, but you are not locked into them and can change whenever you like to adept.And you have way more potions that potion slots!

 

PS.: I'm not debating this as a design choice, just saying that from a gameplay point of view it can be easily made to work.



#22
Coyote X Starrk

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You have 32 skills between you and your companions. 

 

That is plenty. 

 

There is no need for such a ridiculous amount of skills. 


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#23
rigron

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The idea is that you swap new high level skills for less useful low tier ones - and honestly, don't tell me that you kept using Flame Blast in Origins after you unlocked Inferno...

 

I never unlocked Inferno and I kept using Flame Blast due to enemies with fire weakness while using a lot of other elementary based skills + Blood magic and Arcane Warrior when needed.

 

So your logic fails there.

 

You have 32 skills between you and your companions. 

 

That is plenty. 

 

There is no need for such a ridiculous amount of skills. 

 

Actually, as a lot of people has pointed out there is.

 

You don´t need them? Fine for you, other people needs them and like to use them, this is a limitation for absolutely NO logical reason at all.


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#24
MacroN0va

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I think a nice solution would be to provide more of the cheap respec amulets, perhaps 2 per character. Early game builds where you are less concerned about running out of slots can be a bit different from later game builds where you are more inclined to get passives and upgrades to avoid maxing out active abilities.



#25
SpiritMuse

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As to the limit, it's actually 7 and not 8, as you need to include the "Make Rift Appear" special focus-using power somewhere. So, you can only have 7 active abilities available to you.


That one isn't mandatory though, is it? You don't have to have it in your hotbar unless you want to use it. It's like any other focus power, except you get this one for free.
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