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


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#26
Handsome Hank

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Im playing 2H warrior i need more than 8

 

Agreed.  I can understand why they did this but 2H warriors suffer the most from the limitation. It doesn't hurt my other characters nearly as much. I have taken to removing my focus ability from my bar until it is charged up fully.  Then I remove it immediately after I use it.  It is a pain in the butt but it does give me an extra skill slot.  



#27
Hakster

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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. 

 

Plenty for you. Not for everyone. The previous games with the ability to open up the wheel to pick skills which weren't hotkeyed worked just fine, so this isn't even just a "PC players being punished for console controls" decision. It's a rather pointless decision which punishes people for taking more spells than BioWare want you to take, and could have easily been resolved by sticking with the same control system as in the previous instalments.



#28
ZeshinX

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My guess is the limitation was Bioware's interpretation of "Strategy".  Instead of providing tools to use ALL of our character's abilities, they have invented a limitation they think adds "depth" and "strategic thinking".

 

Sure, there's an element of strategy needed.  Not in playing the game mind you, but gaming the play.  It's a stupid limitation, lazy design, and a disgustingly bad attempt at strategy and tactics.

 

Frankly I'm embarassed for them.  Reward people for gaining new abilities by limiting the ability to use many of the ones that got us there.  That's some well-polished dung right there.


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#29
RandomNickName

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The game would be far better, if they would have copied the tacticle camera, NPC tactics and UI of DA:O instead of inventing something new thats more suited for consoles. 

The limitation of 8 skills per fight is simply a annoying, because you have to equip the skills you need for every fight, instead of simply switching the quickbar.  My Mage reached 8 skills at level 11, sure not all skills are that usefull (especially (in my opinion) in the Winter tree). 

 



#30
aeoncs

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My guess is the limitation was Bioware's interpretation of "Strategy".  Instead of providing tools to use ALL of our character's abilities, they have invented a limitation they think adds "depth" and "strategic thinking".

 

Sure, there's an element of strategy needed.  Not in playing the game mind you, but gaming the play.  It's a stupid limitation, lazy design, and a disgustingly bad attempt at strategy and tactics.

 

As I already said before, you (and apparently many others) failing to grasp the reasoning behind that particular design choice, doesn't make it stupid or lazy.

 

With the way mana and stamina work in DA:I, having more active abilities would result in most of them being redundant since you can't just spam your skills anymore.

Additionally, the limitation encourages the player to prioritize their build and focus on what's really important for their particular play style, instead of being able to invest points practically everywhere, simply because you can and don't get punished for it. Even the most ridiculous builds worked in DA:O and DA2, which led to both games being incredibly easy when you made an effort of min-maxing your party.

 

Now, I do realize that some people like to have access to a vast amount of skills and I understand that it's frustrating to be limited in such a way - as someone who has played MMORPGs for many years, I'd prefer having more abilities at my disposal as well but only if it doesn't negatively affect the core experience, which was the case in both sequels.

 

The limitation simply is a focal point of the whole battle system. It's something you don't have to like, appreciate or even accept but it's not stupid or lazy, just because it doesn't cater to your needs.



#31
Deathsbane

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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. 

 

 

Don't you just love it when people regurgitate what they hear/read. Yes 8x4 is 32, congrats to you sir/madam on your math or should I say the devs math.

 

There is no legitimate justification for limiting the amount skills one can use. What, so you and your companions have the capacity to learn every skill available but only implement 8 at a time because their brains are just that selective? You simply cannot justify it by saying strategy/tactics because at the moment there are optimal abilities for each class and spec so essentially you'll always have the same 8 skills depending on what class and spec you are running. That is by no stretch of the imagination a challenge.

 

So unless the devs are incompetent and ignorant about their own game and its mechanics(which I doubt they are), they must have another reason for implementing this design choice, plain and simple.



#32
aliastasia

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What I do not understand, is why have customisable armour and weapons to craft, when you don't get to have the tactics to fully utilise them?



#33
ButchHardPec

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Technically you could have more if you believe in Jesus and the A.I. taking the wheel on un-slotted skills. Could be fun.



#34
TheJiveDJ

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Multi player balancing spilling over into the single player campaign. Love it, live it.



#35
torq_za

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It never occurred to me to respec the hot bar before each battle. That seems like a lot of unnecessary management, requiring a prescient sense of the environment. Maybe for dragons sure, working against their elemental effects, but that's all I'd think would be worth that time investment. I've also equated my skill selection as roleplaying fodder. Initially my elf mage didn't like fire magic... and as I've grown in power (and got a little bored with the other trees) I went full Inferno, and then when I learned KE I decide to be a bit of a generalist. 

 

Picking your skills (and later your specialisation) is how you build and define your character. I now understand that these abilities are far more action-adventure orientated, in that you can swap them out, respec them on a whim etc. Lots of freedom here. You don't have to live with your skill choice. You do have to live with your specialisation choice, which is great. Having choices one cannot change makes that choice all the more important. It's an interesting design decision that makes this game a little less of an RPG to me at least. But then I'm a dyed in the wool D&D role-player from the 80s, I'm used to building a character to a specific concept that I run the entire campaign/game with, every decision building on the last.  The design here is more accessible, not necessarily a bad thing - just not something I'm used to in an RPG.

 

The removal of the focus abilities while the focus recharges is a good idea. Silly that one has to do that, but there you go. 

 

As far as strategy goes... I could respec all the NPCs multiple times to optimise them for their specific role in a specific battle against a specific enemy, but it does take time to get used to every class and every specialisation and every skill and every skill synergy to understand how it all plays. And again, that sounds like too much work, it costs gold to experiment and I'm mostly satisfied in concentrating my attentions on my own character's class and her skills. I can appreciate that one can spend more time learning and experimenting with all the NPCs if that's your bag. 

 

I tested whether an NPC uses an ability if it's not in his hot bar. He doesn't. So, at least the NPCs abide by the same restrictions as the PC. 

 

Is there an implicit strategy in providing a hard cap on the number of abilities one can access in a fight? Yes, there is, but where it slightly breaks down is when choices feel obligatory (Barrier for instance) or the cost of unused actives to get to specific skills dependent on your skill tree. It just feels a bit weird to me to have to purchase abilities that won't make it to the hot bar, to get to the other abilities that one does want. The "hidden" opportunity costs of deep abilities don't necessarily appear to be commensurate with the ability itself. Maybe it's just a system I've not seen before, and that's why I'm struggling to understand it. 

I have respec'd myself about 5 times, and I can appreciate there is strategy in the selection process.  For me now (level 19) it's now about counting actives vs passives. I want as many passives as I can get, that make sense for my build, and avoid picking actives that won't make it to the hot bar - although this is largely unavoidable. I have to have Barrier,  that's not a choice. As a KE I have to have Spirit Blade. The focus uber power (sure you can swap it out between recharges) but that takes up another slot. So... 8 slots is very quickly 5 before any real strategic thinking is done.

32 slots is definitely enough, if you want to spread yourself to manage the entire party... which is actually a far higher number with all the NPCs present. However, I'd like to concentrate on my awesome Dalish Elf. 

So, is 5 slots enough to provide meaningful customisation in one's build?