I still haven't figured out the problem of not having enough slots for my activated powers now that I'm getting closer to the end of the game. I want to have all my options available in battle but am having to get rid of some powers in order to favor others that I want to have available. Does anyone have any suggestions?
Not enough slots!
#1
Posté 27 décembre 2014 - 08:33
- Bioware-Critic aime ceci
#2
Posté 27 décembre 2014 - 09:08
I still haven't figured out the problem of not having enough slots for my activated powers now that I'm getting closer to the end of the game. I want to have all my options available in battle but am having to get rid of some powers in order to favor others that I want to have available. Does anyone have any suggestions?
Sorry, it works as designed.
Yes, you only get 8 slots. Laidlaw wants you to THINK and PLAN before going into battle. This is what he calls TACTICS.
- Bioware-Critic aime ceci
#3
Posté 27 décembre 2014 - 09:16
Yeppers! a lot of people agree with you on this one, but many fan's of this version of DA will bash you for asking about it, but I think the 8 slot for skills is just stupid.
And yes this has been re-hashed, and re-hashed again, and again on this forum, but I think it is well worth letting bioware know that many of us hate it, and as this is feedback, and suggestions I think it is the place to let them know you don't like it, and the counter point people can always say why they like it.
I just personally think it is funny that every time I enter battle my Mage forgets half her spell's.
- EvilChani, Queen Kong, Bioware-Critic et 1 autre aiment ceci
#4
Posté 27 décembre 2014 - 10:24
Yeppers! a lot of people agree with you on this one, but many fan's of this version of DA will bash you for asking about it, but I think the 8 slot for skills is just stupid.
It's not "stupid" in itself. It has pros and cons.
It's obvious that the trees have been developed in a way to have many active skills available in the beginning, but with a limitation on which ones to use given by the available slots. Differently from previous titles the majority of active skills are placed in the beginning of the trees (and those skills remain valid for all the game) with only some powerful choices placed at the end. If you had this tree design tied with unlimited slots then the system would be completely unbalanced since you would be too powerful by the end (imagine for example a DW rogue Tempest build that could be allowed to use as many active skills as she cares along the four flasks; it would be completely and utterly insane).
Is that a good choice? As I said there are pros and cons. Mages surely have the bitter end more than others and don't work too well along this decision (imo Bioware should have given mages 10 skills slots, because they use spells and so they are much more reliant on active skills than other classes: they don't have as much passive skills that don't require slots) however it is anyway true that this indeed forces you to make a tactical choice in other cases.
Idiotic sarcasm of some people aside, when you have to make a choice then it's obvious that tactical thinking is required. I am not so sure myself if the choice was a good one as in many builds the restriction looks more arbitrary than anything else as 8 skills are anyway more than enough already to do what you want to do (even too much well) and as such that "tactical choice" doesn't seem to make that much difference, or - as in the case of the mages - it seems an arbitrary decision because mages are more reliant on active skills usage in comparison to other classes and given this they seem restricted on their basic functioning more than really having to make a tactical choice. However in the few cases the restriction is not looking arbitrary but it works as it should (as in the aforementioned DW Tempest case) then things are different and you can see the rationale behind (agreeing with it or not aside).
#5
Posté 28 décembre 2014 - 12:52
It's not "stupid" in itself. It has pros and cons.
It's obvious that the trees have been developed in a way to have many active skills available in the beginning, but with a limitation on which ones to use given by the available slots. Differently from previous titles the majority of active skills are placed in the beginning of the trees (and those skills remain valid for all the game) with only some powerful choices placed at the end. If you had this tree design tied with unlimited slots then the system would be completely unbalanced since you would be too powerful by the end (imagine for example a DW rogue Tempest build that could be allowed to use as many active skills as she cares along the four flasks; it would be completely and utterly insane).
Is that a good choice? As I said there are pros and cons. Mages surely have the bitter end more than others and don't work too well along this decision (imo Bioware should have given mages 10 skills slots, because they use spells and so they are much more reliant on active skills than other classes: they don't have as much passive skills that don't require slots) however it is anyway true that this indeed forces you to make a tactical choice in other cases.
Idiotic sarcasm of some people aside, when you have to make a choice then it's obvious that tactical thinking is required. I am not so sure myself if the choice was a good one as in many builds the restriction looks more arbitrary than anything else as 8 skills are anyway more than enough already to do what you want to do (even too much well) and as such that "tactical choice" doesn't seem to make that much difference, or - as in the case of the mages - it seems an arbitrary decision because mages are more reliant on active skills usage in comparison to other classes and given this they seem restricted on their basic functioning more than really having to make a tactical choice. However in the few cases the restriction is not looking arbitrary but it works as it should (as in the aforementioned DW Tempest case) then things are different and you can see the rationale behind (agreeing with it or not aside).
Maybe I'm missing the point here, but how does having all your choices available at one time make you overpowered? You can still only use one power at a time with the cool downs that comes with those powers. How does having more choices change this?
- Tayah, EvilChani, SomeUsername et 1 autre aiment ceci
#6
Posté 28 décembre 2014 - 02:31
#7
Posté 28 décembre 2014 - 02:37
It's not "stupid" in itself. It has pros and cons.
It's obvious that the trees have been developed in a way to have many active skills available in the beginning, but with a limitation on which ones to use given by the available slots. Differently from previous titles the majority of active skills are placed in the beginning of the trees (and those skills remain valid for all the game) with only some powerful choices placed at the end. If you had this tree design tied with unlimited slots then the system would be completely unbalanced since you would be too powerful by the end (imagine for example a DW rogue Tempest build that could be allowed to use as many active skills as she cares along the four flasks; it would be completely and utterly insane).
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Snip
LOL!
You forget that your companions have access to all their skill sets, while the Inquisitor is limited to eight. Your argument implies the companions are all overpowered.... therefore, according to you, there is a game imbalance already.
The "smart" choice, with 8 as a limit, is to pick the skills you believe are required for an upcoming fight. You are forced to do this for every "major" fight you believe requires a re-slotting of your skills. Which is stupid, annoying and repetitive. The tactics, here, is not the skill sets re-slotting exercise but the choosing of the skills you execute. Give me the 16+ slots, two slot rows if necessary and let me choose which ones I execute on the fly. .
- Tayah, truscotty, EvilChani et 5 autres aiment ceci
#8
Posté 03 janvier 2015 - 10:07
LOL!
You forget that your companions have access to all their skill sets, while the Inquisitor is limited to eight. Your argument implies the companions are all overpowered.... therefore, according to you, there is a game imbalance already.
The "smart" choice, with 8 as a limit, is to pick the skills you believe are required for an upcoming fight. You are forced to do this for every "major" fight you believe requires a re-slotting of your skills. Which is stupid, annoying and repetitive. The tactics, here, is not the skill sets re-slotting exercise but the choosing of the skills you execute. Give me the 16+ slots, two slot rows if necessary and let me choose which ones I execute on the fly. .
Too true! I don't know reasoning behind the 8 active abilities limit, but I know that I don't like it!
#9
Posté 03 janvier 2015 - 10:18
The reasoning behind it is that they wanted "everything" to be available at the push of a button, on a controller.
#10
Posté 03 janvier 2015 - 02:35
I'm sorry, but there's simply no way to spin it so that the combat tactical options in this game the the most dumbed-down of any in the Dragon Age series. And that seems like an incredibly STUPID design choice considering one of the biggest complaints I heard about Dragon Age 2 was specifically the dumbed-down combat vs. Dragon Age: Origins. And it's not just the 8-slot limit, although that's a BIG part of it. It's really not that difficult to fill up those slots, especially as the Inquisitor. Plus like someone else said, as far as we know the AI-controlled characters have access to all of their abilities during combat, so why doesn't the controlled character? And yes, I have been spending many of my ability points upgrading skills rather than picking new ones, I *still* ran out of slots, and I'm at Level 15 or so, with a LOT of game left to play from what I can tell. This was a stupid, arbitrary decision on the designers' part that does nothing except frustrate players who find themselves unable to make full use of the abilities their character has earned.
But in addition to that, the loss of the tactics options is a big blow, too. So now the only thing we can pre-set our party members to do is "follow" or "defend" someone else in the party, plus set some basic thresholds for when to use potions & mana/stamina-consuming abilities? WTF?!? Both of the previous games allowed for much richer tactical options, allowing us to pre-program the behavior of each character much more effectively, so that we didn't have to actually pause the fight after every shot in order to plan out the next one. Some of the more micro-managey type players may enjoy that, but for me it completely ruins the flow of combat. Could you imagine having the options like in the previous game so that I could set tactics that would tell my companions to fire off their Detonator abilities only when there were enemies in the appropriate disabled states? Or to, heaven forbid, tell my tanks to specifically go after the highest-ranking enemy on the field and hold his attention? Or have my archer prioritize the ranged enemies, picking them off so the rest of us don't get sniped?
I cannot for the life of me understand why the designers chose to enrich the gameplay in so many other areas, but stripped down the combat SO much. It makes no sense. The lack of pre-set behaviors was bad enough, but now that I've hit the 8-slot limit I'm actually finding myself less motivated to play the game.
- SicSemper T Rex, EvilChani et fairywitch aiment ceci
#11
Posté 03 janvier 2015 - 02:44
I am still baffled by the limited potion supply. The only thing gained from it is that players have to trek back to the camp all the time for more. For the larger missions we just find crates with potions anyway. No need to plan ahead in the longer missions at all. Refills all over the place.
And we have horses....pack animals. Why can't we just store extra potions on those? Not like it would make any sense.
- Gileadan, SicSemper T Rex, EvilChani et 1 autre aiment ceci
#12
Posté 03 janvier 2015 - 02:59
It is a bad design choice. There are no pros, other than "goes easily with a controller". That is the one and only pro it has.
If a character had access to all their active skills on a skill bar with as many slots as necessary, that still wouldn't make them overpowered in any way. Skills and spells are still limited by their stamina and mana costs, and if you just used a powerful and therefore expensive skill or spell, you aren't going to spam more powerful stuff over the next few moments, because no matter whether there's 7 or 50 skills on your skill bar, you're going to wait for your stamina/mana resource to recover. The game could have been easily balanced by adjusting skill/spell costs appropriately.
I am still baffled by the limited potion supply. The only thing gained from it is that players have to trek back to the camp all the time for more. For the larger missions we just find crates with potions anyway. No need to plan ahead in the longer missions at all. Refills all over the place.
And we have horses....pack animals. Why can't we just store extra potions on those? Not like it would make any sense.
When they announced limited potion supply and no automatic healing, I imagined situations like getting stuck in a deep dungeon, out of resources, deciding whether to trek back or push forward. None of that happened. Dungeons are mostly tiny, and a potion refill is just one fast travel to the nearest pit-stop away.
The only time where the potion limit turns out to be a tactical consideration is during longer fights without resupplies... which probably basically means dragons.
- Rawgrim et Psychedelic Dwarf aiment ceci
#13
Posté 03 janvier 2015 - 03:06
I'll agree on the bad design choice. Same thing goes for potions. No idea why Bioware took a really good system it had in Origins and replaced it with this crap.
- SicSemper T Rex et EvilChani aiment ceci
#14
Posté 03 janvier 2015 - 03:56
LOL!
You forget that your companions have access to all their skill sets, while the Inquisitor is limited to eight. Your argument implies the companions are all overpowered.... therefore, according to you, there is a game imbalance already.
The "smart" choice, with 8 as a limit, is to pick the skills you believe are required for an upcoming fight. You are forced to do this for every "major" fight you believe requires a re-slotting of your skills. Which is stupid, annoying and repetitive. The tactics, here, is not the skill sets re-slotting exercise but the choosing of the skills you execute. Give me the 16+ slots, two slot rows if necessary and let me choose which ones I execute on the fly. .
Actually... I tested this... and if the skill isn't assigned to the quickbar, then your companion won't use it. Try it yourself... empty their quickbar and watch what they are doing. It's nothing but basic attacks. On top of that, they won't use certain abilities at all. For example Wall of Ice. They won't ever use it, even if it is the only skill available to them.
Perhaps the AI is too limited to use more than 8 abilities?
Anyway, limiting us to 8 slots is an insult. There is nothing tactical about it.
#15
Posté 03 janvier 2015 - 05:17
- EvilChani aime ceci
#16
Posté 03 janvier 2015 - 05:41
The reasoning behind it is that they wanted "everything" to be available at the push of a button, on a controller.
Except theres room on the controllers for another 4 slots.
#17
Posté 03 janvier 2015 - 06:08
None of this swapping powers garbage.
The 8-10 slot trend needs to go.
- EvilChani aime ceci
#18
Posté 03 janvier 2015 - 06:37
It's not "stupid" in itself. It has pros and cons.
It's obvious that the trees have been developed in a way to have many active skills available in the beginning, but with a limitation on which ones to use given by the available slots. Differently from previous titles the majority of active skills are placed in the beginning of the trees (and those skills remain valid for all the game) with only some powerful choices placed at the end. If you had this tree design tied with unlimited slots then the system would be completely unbalanced since you would be too powerful by the end (imagine for example a DW rogue Tempest build that could be allowed to use as many active skills as she cares along the four flasks; it would be completely and utterly insane).
Then BW should address that with the mobs, instead of leveling them let them level with you.
There is no "Pro" reason restricting us to 8 slots. It was a stupid design choice that i suspect was done to cater to console users. But BW forgot that console users can access more then 8 as well..
A mage will run out of slots by level 13. How is that over-powered? My warrior ran out at level 13 as well. And I am ALREADY too powerful for the end game. My first play-though I beat it at level 16 with only having to use 1 potion. As i've said before, I've had more troubles with bears then with Cory.
I hate to break this to you, but since the mobs are all leveled, this game is easy peasy. The only challenging part are the dragon fights
#19
Posté 03 janvier 2015 - 06:42
#20
Posté 03 janvier 2015 - 06:42
When they announced limited potion supply and no automatic healing, I imagined situations like getting stuck in a deep dungeon, out of resources, deciding whether to trek back or push forward. None of that happened. Dungeons are mostly tiny, and a potion refill is just one fast travel to the nearest pit-stop away.
Except on certain quests they drop "resupply" boxes. Nothing breaks immersion more than fighting your way through a castle and BAMM - you run into a box with health potions conveniently sitting there. LOL. God.
You know. I wonder if ANYONE at BW actually played this game? Cause I can't imagine anyone there can keeping a straight face while talking about this game.
- Rawgrim aime ceci
#21
Posté 03 janvier 2015 - 06:42
The reason they kept 8 skill slots is simply because of consoles and their laziness to keep their word on having a good pc port. Some people though, are going to go in depth and try to find excuses which "make sense" in their head and are going to try to convince you that being limited in the worst way possible in an rpg is apparently a "good" or "okay" thing.
#22
Posté 03 janvier 2015 - 06:48
But consoles can access more than 8? In other words, BW didn't do their homework.
#23
Posté 03 janvier 2015 - 06:50
How the *bleep* do you guys and gals play? Do you actively avoid getting passives or something? Or refuse to take upgrades that turn your 'meh' skills into 'OMG YES' skills? Even on my level 24 character I only had 1 active skill that wasn't slotted (again, Mark of the Rift).
#24
Posté 03 janvier 2015 - 06:58
Never in the game have I ever felt the need to have access to more than 8 active skills. At best I've had 9 at my disposal, of which one was Mark of the Rift, which I dropped without a shred of hesitation.
How the *bleep* do you guys and gals play? Do you actively avoid getting passives or something? Or refuse to take upgrades that turn your 'meh' skills into 'OMG YES' skills? Even on my level 24 character I only had 1 active skill that wasn't slotted (again, Mark of the Rift).
I also dropped MotR, but have read that it can be very useful vs certain encounters where I did not have it (eg; Dragons). And I never used the first Trap slot under Artificer, and really did not miss it. However, it might have been nice to have it as an option to see it work rather than get replaced by Archer and Stealth options.
#25
Posté 03 janvier 2015 - 07:04
Tactical use is already limited by mana and stamina, plus cool downs. What's the big whoop having all of your skills in a tray?
- EvilChani aime ceci





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