4 skills
#1
Posté 29 décembre 2014 - 01:34
The reason I am asking, is because I have yet to find a class that I did not find repetitive and boring after just a few games. Besides, some classes seem like they need more skillslots in order to perform well (i.e alchemist)
What do you think?
#2
Posté 29 décembre 2014 - 01:37
DA was never meant to be mutiplayer. It was meant to be a bunch of flaming corpses and **** everywhere, and all kinds of crazy abilities and things happening at once.
#3
Posté 29 décembre 2014 - 01:38
#4
Posté 29 décembre 2014 - 01:39
I think it'd be interesting, but I don't think it will happen. Also if you're bored with a class after just a few games, maybe this game isn't for you, or you haven't picked the right class. I like all classes to a degree. Different builds, playstyles, lots to try out. I'd say balancing 6 slots would take too much time and ruin the game as we know it. Much rather spend the manpower improving and fixing what we have already.
#5
Posté 29 décembre 2014 - 02:13
#6
Posté 29 décembre 2014 - 03:37
there are not enough points to give most builds more then 4 skills. the passives are very good for most classes and more then make up for it. also try playing multiple classes. a lot of them offer very different play styles. arcane warrior is about as easy as the game gets but i don't find it quite as fun as the reaver, assassin and elementalist (waiting to test necro/templar/katari this weekend). there is a class for every play style in this game. it's just a matter of finding it.
#7
Posté 29 décembre 2014 - 11:43
The system is definitely built to account for the fact that you only have 4 ability slots, since there are a lot more passives than in singleplayer. And you are rarely forced to learn an ability just to get further into the two trees available. And heck, its a step up from ME3's multiplayer which had only 3 skills per character, ever.
Still, its quite limiting especially since you already have 2 abilities from the start. Its especially bad for more situational skills like Dispel. I could see the argument for adjusting the selection based on the situation (which you could do in singleplayer between battles), but you won't know what you face in advance. In Dispel's case, I might pick it over another skill when facing demons since quite a few of them use barriers and status effects to dispel, but not against Red Templars. Too bad I don't know what enemy I'm up against until the match starts.
#8
Posté 29 décembre 2014 - 11:17
there are not enough points to give most builds more then 4 skills. the passives are very good for most classes and more then make up for it. also try playing multiple classes. a lot of them offer very different play styles. arcane warrior is about as easy as the game gets but i don't find it quite as fun as the reaver, assassin and elementalist (waiting to test necro/templar/katari this weekend). there is a class for every play style in this game. it's just a matter of finding it.
Well, if such a change was to be implemented, then it would require some balancing all around. No doubt about that.
I do play multiple classes, as of now I´ve unlocked all 12 and gone to 20 with 7 of them. I do have my favorites, but even so I tend to feel restricted and using the same skills over and over.
But that´s just a personal opinion, or so it seems.
#9
Posté 30 décembre 2014 - 12:17
you guys are really naive if you don't realize there are only 4 abilities because there are only 4 buttons on the PS4 and X1 that could be mapped to them.
- Black Mambo aime ceci
#10
Posté 30 décembre 2014 - 12:29
I blame Mass Effect 3.
#11
Posté 30 décembre 2014 - 01:09
you guys are really naive if you don't realize there are only 4 abilities because there are only 4 buttons on the PS4 and X1 that could be mapped to them.
I actually think this is the case. This is so obviously a console game, its probably true. Having said that, I think balance would be put into question if we were allowed more than 4 abilities.
#12
Posté 30 décembre 2014 - 02:01
you guys are really naive if you don't realize there are only 4 abilities because there are only 4 buttons on the PS4 and X1 that could be mapped to them.
because its so hard to pull the trigger to bring up the second set of 4 options that are given to potions instead of abilities? also on the xbox at least, 3 abilities are given to buttons and one is a shoulder bumper...
#13
Posté 30 décembre 2014 - 02:23
I think it would be better with 5, there are so many time when I wish I could just have that 5th skill just to give me some options. I mean 4 works, obviously. But sometimes I feel like the classes would benefit from having more synergy granted by an additional slot.
#14
Posté 30 décembre 2014 - 05:31
A limited number of skills breeds a certain level of creativity with builds, it introduces meaningful decisions. I would like it though if the movement abilities/dodges were not quite so restricted. It feels like it would be useful for everyone to have a dodge roll/evade/fade step, and not have that lock up a slot (this is more of an issue for some, and less for others, an archer can easily take evade, a reaver cannot so easily take combat roll). Just have everyone move at run speed normally and replace that key with a permanent "movement" ability slot that could be filled with only one of the dodge style abilities.
Also It's not really a console limitation, the controller can easily map more abilities than 4. Hell single player maps 8, and I'd even welcome the radial menu for potions.
#15
Posté 30 décembre 2014 - 12:03
I blame Mass Effect 3.
To be fair its a step up from ME3 where you had 3 skills, then an inexplicably empty hotbar slot before the four consumables. But the inspiration is obvious in that regard, and I'd honestly trade a potion slot or two for more ability slots. It would be more in line with the singleplayer too.
And speaking of ME3, I'd be more inclined to use some of these potions if they worked more like the ammo in ME3's multiplayer, a consistent bonus for the entire match instead of a 10 second buff I'd never find the right moment to use it for.
#16
Posté 30 décembre 2014 - 11:46
I'd make it so consumables get mapped to the D-Pad combos like pressing up brings 3 potions trigged by following that input with Up, Left, or Right. I much rather have access to more skills than 4 consumables.
Does the left shoulder button even DO anything? Can't remember right now.
#17
Posté 31 décembre 2014 - 05:26
Yeah I think one of the shoulder buttons (whichever one it is) doesn't even do anything.
They'd have to release a pretty extensive expansion to include 8 skills like the campaign, though. First of all completely new enemies rebalanced to not get completely annihilated by newly super powered characters, then they'd have to AT LEAST let us go up to level 30, probably give us more selections on the skill trees or a new skill tree entirely.
#18
Posté 31 décembre 2014 - 05:28
Yeah I think one of the shoulder buttons (whichever one it is) doesn't even do anything.
They'd have to release a pretty extensive expansion to include 8 skills like the campaign, though. First of all completely new enemies rebalanced to not get completely annihilated by newly super powered characters, then they'd have to AT LEAST let us go up to level 30, probably give us more selections on the skill trees or a new skill tree entirely.
Hey warden i hope you dont mind used your idea in my thread but i gave ya props for it.
http://forum.bioware...2#entry18238221
#19
Posté 31 décembre 2014 - 05:53
I actually think this is the case. This is so obviously a console game, its probably true. Having said that, I think balance would be put into question if we were allowed more than 4 abilities.
I play on console. The button you hit for a health potion is right next to the button you hit to bring up your other 4 potions. So in theory, you could easily trade the single potion quick-key for 4 more skills. One potion slot for 4 skill slots seems like an excellent trade to me. L1 would be potions, L2 would be skills (or vice versa). I would love it if this were the case.
As it stands today, the classes can get a little stale when most of them only have a couple of reasonable options for 4 skills (assuming you are trying to min-max your effectiveness with those skills). 8 skills would open up a lot of playstyle options without gimping yourself. For instance, I would love it if I could use combat roll or grappling hook on my Lego without having to give up one of the clearly superior Guard-generating skills.
Instead, we are left to pick the consensus 4 most effective skills and load up on passives after that, greatly limiting build variety. Only a few classes currently have more than 1-3 "good" builds.





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