Need more skill slots! Bump
8 Ability Slots Kills Build Diversity: Same level of mistake as removing Tactical View from DA 2
#51
Posté 19 décembre 2014 - 03:34
#52
Posté 19 décembre 2014 - 06:53
It's obvious Bioware attempt to increase CHALLENGE.
Focus on DECISIONS.
But in the process, murdered FUN.
Indeed. If they had wanted an 8-ability design, they should have designed the ability system so that you can only know 8 abilities, and made those 8 abilities so cool that you wouldn't really feel a need to have more of them to do certain builds.
- taglag et ThePhoenixKing aiment ceci
#53
Posté 19 décembre 2014 - 07:15
Indeed. If they had wanted an 8-ability design, they should have designed the ability system so that you can only know 8 abilities, and made those 8 abilities so cool that you wouldn't really feel a need to have more of them to do certain builds.
This doesn't really follow. There have been plenty of games where you have more abilities than ability slots.
#54
Posté 19 décembre 2014 - 07:22
there is no point in more then 8 since you wont have enough mana to fire them all of.
#55
Posté 19 décembre 2014 - 11:06
there is no point in more then 8 since you wont have enough mana to fire them all of.
This is true.. To a degree. If you invest in the right things, you can regenerate mana/stamina very quickly. Also, there are skills/spells with short cooldowns, those with long cooldowns, and those that are best used situationally. For me, I have a DW Rogue and I regen stamina very fast. I use all 8 abilities on my bar, and I 'd even add more just so I can use some of them situationally. Unfortunately though, I've had to reduce the skills I slot down to 8.. Leaving no room for my focus ability. Things are even worse with my mages, but I manage just fine. It's just upsetting that a game that's supposed to be designed to allow people to play the way they want to play prevents people from doing precisely that.
- DArkwarrior26 et taglag aiment ceci
#56
Posté 20 décembre 2014 - 01:47
My expectations playing as a mage is that I'm a utility player; the more wisely (and sometimes unconventionally) I can apply my spells the better the mage I am. (I think this holds true across games - mages are about versatility.) Given the skill points we get, I don't think 8 active abilities are sufficient.
Ideally this would come through additional ability slots (I proposed 12 earlier in the thread).
If not, next best would be for abilities to have up to two upgrades and/or for skill trees to be organized such that I don't have to take additional abilities to get to desired passives.
Worst case would be radial menu define/selectable profiles where I could have a default + two (?) alt ability bar setups to swap between (e.g., a KE might have one skewed more toward melee combat, one more skewed to stationary dps and one balanced).
Maybe all of the above.
On solving for this from a UI solution (it would be great if the community could propose a solution Bioware could adopt)... I think it's pretty straight forward on KB. On controller, one solution would be for left trigger to roll through three menus rather than toggle through two. Not ideal (especiall for button mashing KE's), but viable.
- DArkwarrior26 aime ceci
#57
Posté 20 décembre 2014 - 02:41
Seems to me they just didn't want to upset the console crowd that maybe... just maybe PC folks have it better.
Nonsense, the console crowd had a radial menu in the previous games and did just fine.
I just played Far Cry 4 on a PS4 and that game happens to have a radial menu, And the folk at Ubisoft have been quite ingenious with it as they used the PS4 touchpad to use the radial menu as a touch interface (there is also a toggle which I suppose is the Xbox one solution).
It never looks good when you're outsmarted by Ubisoft.
#58
Posté 20 décembre 2014 - 03:45
That's completely besides the point. If I want to do every side quest before ending the main campaign, that's up to me. I can easily get that example build (and it's much easier for Mages).
And regarding my DPS warrior 'doesn't need guard', thanks for your opinion but I completely disagree. If I want to use guard (because, shock, I want to move away from cookie cutter) then I should be able to. You're defending a game mechanic that forces us to dumb down our builds to fit into the 8 slots. Sorry but that doesn't make any sense.
Mages can reach the 8 limit by level 13. Even if you stay in one tree (like a frosty mage) with a few points in Spirit to live (like barrier and dispell). If you are human it's worse cause you get an extra point. And this is before the advanced skills. It's almost impossible to be a jack-of-all trades mage in this game. Cause you run out of slots fast. This wouldn't be so bad if some mobs weren't immune (or close to it) to certain elements. Like desire demons... a primary frost mage can do nothing except stand around holding his d**k and casting barrier. So you are almost forced to at least take a couple of fire and electric spells.
The other option of course is to carry a different staff. I might be doable if my frost mage carried a fire staff and switch staffs mid fight. But you can't switch weapons (which, by the way, really screws over the rogue - if you an archer and someone gets close you can't switch to daggers. Your only option is to leap out of the way (assuming you have that skill). Despite what the tarot card says).
In the end this game forces you to play a certain way. Even the story does - since the zones are leveled. And you get no XP if you wait too long. And die too fast if you hurry. So not only are you forced to play one way, how you play, what order you play in each zone is forced as well. There's no real freedom (like Skyrim - where if you wanted you could stand and fish all day) in this game. It's an illusion. Most of this game is filled with meaningless side quests to make you think you've actually achieved something. And it's all for MP.
And I'm sad to say it probably won't change. EA is all about milking those micro-payments.
I can't but wonder how ME3 got this right. ME3 MP was a blast. And it didn't impact the SP game at all.
Look, it's just how it is right now. I doubt BW will add more slot bars before a DLC (I'd be surprised if they added more with a DLC). Simply because they linked the SP and MP UI's. I suspect it would take a major rewrite to change that.
So stop your bellyaching, play the game, learn it and go play MP. Oh and don't forgot to buy the twinkly staff for $1.99. ![]()
- ThePhoenixKing aime ceci
#59
Posté 20 décembre 2014 - 03:53
there is no point in more then 8 since you wont have enough mana to fire them all of.
Now this is crap. Look in the frost tree.. mana serge, etc,etc. And most of the tress have similar skills. And the warrior also has several skills to recover STA mid-fight. Don't know about rogue, but i assume they do too.
Not to mention potions. A decent mage has plently of mana. And the recharge is fast too. My frost mage runs around casting blizzard all the time. And I never did not have enough mana to cast any other spell.
PS. Ok.. you could have mana issues at level 8. But by the time you are level 12 (finished Act 1) you won't have to worry about mana. Unless you selected none of the correct skills or you gear is crap. But that's on you. I mean, kind of hard to make a poor mage in this game.
Also, by the way, just becuase it's on my mind; the 2 best companion mages, without micro-managing their builds are :Viv, Solas, Dorian. I'm going by who lives the longest. Dorian is great if you a frost mage. Cause you can protect him. He's an idiot (like Varric or Sera) - he runs in the middle of melee and cast his fire spells.
#60
Posté 20 décembre 2014 - 04:53
how come they don't do slots slide by just pressing L2 instaid of holding it?,press L2 to go into slot2 and then again for slot 3 and a other one to go back into slots 1,don't know if it hard to do this metho but it seen simple enough right? there been like 2 game before this one (not counting the expansion) i think it could have been possible to have more slot by just slide the slots by pressing 1 buttom by doing rotation slots
#61
Posté 20 décembre 2014 - 12:13
how come they don't do slots slide by just pressing L2 instaid of holding it?,press L2 to go into slot2 and then again for slot 3 and a other one to go back into slots 1,don't know if it hard to do this metho but it seen simple enough right? there been like 2 game before this one (not counting the expansion) i think it could have been possible to have more slot by just slide the slots by pressing 1 buttom by doing rotation slots
Unfortunately, between working on a UI ergonomics and removing a feature, Bioware has a definite preference for removing the feature.
#62
Guest_MauveTick_*
Posté 27 décembre 2014 - 10:48
Guest_MauveTick_*
Moar slots on our quickbar for abillities! And the option remove buttons like Pause, Attack, Hold, Disengage e.g.
#63
Posté 28 décembre 2014 - 12:51
1st - Dragon Age: Inquisition is *not* an old school RPG. It's an action/adventure game with RP elements. Mass Effect, only fantasy.
2nd - As a Knight Enchanter (and a Tempest in my second playthrough) I found I only need 6 slots for abilities. The choice you are presented is not "Which of my 13 abilities are going to make it onto my hotbar?" But rather "Which of my 8 abilities are going to get upgrades?"
Again my opinion may be skewed a bit from playing a Knight Enchanter, but I found it was perfectly viable (and you are darn near invincible) by mapping and upgrading abilities like Chain Lightning, Spirit Blade, Fade Step, Energy Barrage, Barrier, and Mark of the Rift. With all of the upgrades and passives I found I did not need more skills than that to make an easy playthrough on Hard.
3rd - With the limits on Stamina and Mana and the redundancy (or questionable effectiveness) of some abilities I feel that having many abilities in combat is just not that useful. If there was even one out-of-combat abilitiy I might change my tune, but as it stands it seems pretty comfortable after 80 hours across all characters.
Just my opinion and I am certain many would not agree with me.
#64
Posté 28 décembre 2014 - 01:03
i don't think removing the tactical view from DA2 was that big a mistake at all, given the camera zoom and the fact that the tactical pause function still remained... you could pretty much be in tactical view anyway, save for the different cursor control method
however i do agree that less slots worsens the game to a degree... not to mention the lackluster ability trees that sort of function like the DA2 trees except there's far few of them when you begin
#65
Posté 28 décembre 2014 - 01:19
If they wanted to appease the console crowd by making the PC version crapper why did they make a video "by PC gamers for PC gamers"?
To sell copies on pc, and it certainly doesn't feel like the PC version was the focus, the controls are imprecise and the 8 slot bar a downer, I pretty much can't play a melee character because of those controls.
#66
Posté 28 décembre 2014 - 01:26
Having only eight skill slots is a stupid and arbitrary gameplay decision, but then again, how is that any different from any other changes to gameplay they introduced in this installment? The lack of auto-attack, no healing spells, no regenerating health, platforming sections, no genuine tactics menu so you can refine your companion's actions to suit your playstyle, the "echo" mechanic for finding objects in the environment... so much of Inquisition's gameplay just feels contrived and unwieldy. Having only eight abilities you can use in any given fight is really just the tip of the iceberg.





Retour en haut







