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Taking out attribute points was a mistake.


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#26
Raoni Luna

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I love crafting but still miss stat points =(


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#27
Frenrihr

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Well stats were pointless the way they were in origins. There was never any benefit to putting stats in your non primary stats. 

 

I don't mind stats coming back, if they rework the system so their are different useful builds, but at the moment I don't see a reason for them.

  :rolleyes:



#28
Frenrihr

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how dare they? It's not like it's their game that they made.

:rolleyes:



#29
Frenrihr

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The other thing to add on to this...for whatever reason, it seemed much harder to figure out what materials even added what stats. On my rogue, one of the things I really wanted to boost was willpower, since I always felt like I used up all my stamina so quickly. This might be better put as a notice on the schematics, but it seemed very limiting, that for the most part you either looked at stats and figured they were useless (I never even tried adding strength to my rogue), or didn't know what schematics/materials would even boost the ones you wanted.

 

I dunno. It was probably all there, and I just didn't see it, but considering that I'm usually not too shabby at weighing stats and throwing together a decent character, I wasn't overly thrilled with the simplification.

 

Willpower no longer affects stamina or mana, its a useless redundant stat.



#30
Winged Silver

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Willpower no longer affects stamina or mana, its a useless redundant stat.

 

Oh wow that's awkward (nooooooo)



#31
Raoni Luna

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Well stats were pointless the way they were in origins. There was never any benefit to putting stats in your non primary stats. 

 

I don't mind stats coming back, if they rework the system so their are different useful builds, but at the moment I don't see a reason for them.

Except the freedom to do so, one I enjoy to this day. Willpower could be useful for all classes, like constitutuion, but you could also make pure str warrior, or pure magic mage, or just spread in 4 stats and make a very sturdy tanker legionnaire, well, we had the freedom to choose. It doesn't matter if pointless, thank god in real life I can make pointless things. Life would be hell if I ever had to do something with a true purpose. Choice > Fun > Utility. Even more in a fantasy world.



#32
Exalus

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willpower made str and magic worthless.

 

There is no point in allocating stats because every class except sns tank would dump it into willpower or dex(rogues). 



#33
miseryunited

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Except the freedom to do so, one I enjoy to this day. Willpower could be useful for all classes, like constitutuion, but you could also make pure str warrior, or pure magic mage, or just spread in 4 stats and make a very sturdy tanker legionnaire, well, we had the freedom to choose. It doesn't matter if pointless, thank god in real life I can make pointless things. Life would be hell if I ever had to do something with a true purpose. Choice > Fun > Utility. Even more in a fantasy world.

 

The good thing is those don't have to be mutually exclusive. We could potentially have stats, or something analogous AND still have them meaningful and well implemented. 



#34
tmp7704

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I think you are missing an important point here. Stats, of the kind the OP and I were referring to, are normally core ability scores that don't determine anything by themselves. Generally speaking, your class, level and attack type determine the outcome of an action with ability scores providing modifiers.

This is largely semantics -- providing modifiers still results in the stats affecting/determining character's ability to perform actions. Additionally under some systems the stats are the main/only component (other than, in some cases, rng) which determines whether the action is available (games with actions performed through dialogue choices gated with certain levels of stats, or systems with no classes and levels per se would be some obvious examples)

When someone is talking about removing stats they are really just advocating removing a bit of customization, which in DA:I isn't even customizable. Doing that in no way makes the game more action oriented just like locking all fighters strength to 18 in D&D doesn't make that game more action oriented.

Now I think you may be missing the point a bit :) You're right, removal of stats by itself doesn't make game action oriented. But I was talking of something reverse -- that is, how introduction of the action element into the game, not unlike DAI did it, goes towards eliminating the need for the stats, because their function is now replaced by the player's prowess with the game controls.

In this context a better analogy would be replacing the D&D combat checks with a system under which the person who scores the hit is the one that yells "I attack!" first.
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#35
Saphiron123

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Attribute points and tactics are the two glaring omissions... I mean, Varrick dies CONSTANTLY because he doesn't know how to retreat and wastes his backflip attack skill on far off enemies. Solas casts barrier 30 seconds before the enemy even reaches me, and I can't even give my guys extra constitution to keep them alive in the face of these issues.

Also, not loving the constant mana drain AOE spells... my guys can't even cast them on their own without me taking charge.



#36
Saphiron123

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I love crafting but still miss stat points =(

I enjoy the crafting. It was well done. Still, a lot of it is stats based and I have NO idea what my stats are, because they took that out of my hands.



#37
Raoni Luna

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The good thing is those don't have to be mutually exclusive. We could potentially have stats, or something analogous AND still have them meaningful and well implemented. 

For sure! I'm just saying that, well, the point is not having a strong character. Sometimes it is (Knight Enchanter <3 ) but sometimes it is not xD



#38
BansheeOwnage

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Just to help everyone out, this is what attributes do in DA:I. It's much different from DA:O/2.

 

Per 1 point:

Strength: Increases attack by 0.5% for warriors. Increases guard damage by 1% for all classes.

Dexterity: Increases attack by 0.5% for rogues. Increases critical damage by 1% for all classes.

Magic: Increases attack by 0.5% for mages. Increases barrier damage by 1% for all classes.

Cunning: Increases critical chance by 1% (I think). Increases ranged defense by 1%.

Willpower: Increases attack for all classes by 0.5%. Increases magic defense by 1%.

Constitution: Increases health by 5 points. Increases melee defense by 1%.

 

FYI: Unlike before, attack increases damage output by its described amout, so you need 2 whole attributes just to have 1% better damage :rolleyes: This wouldn't even be so bad if you could allocate attributes, but as it is if you modify a weapon to have 6 willpower, you get a damage bonus of a whopping 3%. Pretty disappointing and oversimplified in my opinion. Especially willpower. It went from increasing mana/stamina to... damage? What? I will this dagger to pierce deeper into you!


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#39
miseryunited

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For sure! I'm just saying that, well, the point is not having a strong character. Sometimes it is (Knight Enchanter <3 ) but sometimes it is not xD

It might not sound like it but I actually agree with you. Having a flawed character can be fun and min/maxing while enjoyable isn't where all your enjoyment should come from. I was just trying to point out (maybe unnecessarily) that I'd rather have a properly implemented system or a new one entirely than hang on to a broken relic for the sake of having it.


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#40
Hexoduen

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Just to help everyone out, this is what attributes do in DA:I. It's much different from DA:O/2.

 

Per 1 point:

Strength: Increases attack by 0.5% for warriors. Increases guard damage by 1% for all classes.

Dexterity: Increases attack by 0.5% for rogues. Increases critical damage by 1% for all classes.

Magic: Increases attack by 0.5% for mages. Increases barrier damage by 1% for all classes.

Cunning: Increases critical chance by 1% (I think). Increases ranged defense by 1%.

Willpower: Increases attack for all classes by 0.5%. Increases magic defense by 1%.

Constitution: Increases health by 5 points. Increases melee defense by 1%.

 

FYI: Unlike before, attack increases damage output by its described amout, so you need 2 whole attributes just to have 1% better damage :rolleyes: This wouldn't even be so bad if you could allocate attributes, but as it is if you modify a weapon to have 6 willpower, you get a damage bonus of a whopping 3%. Pretty disappointing and oversimplified in my opinion. Especially willpower. It went from increasing mana/stamina to... damage? What? I will this dagger to pierce deeper into you!

 

I think the attribute system is ruined. Especially Willpower, it should give increased mana so we could choose to build our character this way, instead of just going damage and defense only.



#41
DanteYoda

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Agreed this, Tiny amount of Skill slots, Tactical Cam and my potions really left my game feeling very hollow..

 

Less is not more..


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#42
Raoni Luna

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Agreed this, Tiny amount of Skill slots, Tactical Cam and my potions really left my game feeling very hollow..

 

Less is not more..

In this case, I agree with you. With maps however, well, less is indeed more, really don't want the next game to feature these huge maps x_x"
I like Origins style, moderate sized maps with interesting captivating stories.
Also less is more with respawning... no respawning resources... please!

Nothing against respawning enemies, I missed getting to max lvl (50) in DA2, so I'm ok with respawning enemies, in this case less is not more

So it depends xD


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#43
DanteYoda

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In this case, I agree with you. With maps however, well, less is indeed more, really don't want the next game to feature these huge maps x_x"
I like Origins style, moderate sized maps with interesting captivating stories.
Also less is more with respawning... no respawning resources... please!

Nothing against respawning enemies, I missed getting to max lvl (50) in DA2, so I'm ok with respawning enemies, in this case less is not more

So it depends xD

I'd love the huge maps if there were more to do in them, the collection stuff and odd battle got tedious for me after a while, they looked great though, just not really enough content in them.

 

Plus the loot was horrible for me as a Dwarven Warrior, after my 6th purple staff it gets really old fast..


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#44
Poison_Berrie

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What makes it worse is that on level up now all you have to change about your character is spend a single skill point.

They actually need to do something more interesting with them to actually make picking certain stats work, but I think it actually would make the actual character levelling a lot more fun and involved.

I could actually see them balancing an actual arcane warrior type (with a weapon and armor) that way.

 

I'd love the huge maps if there were more to do in them, the collection stuff and odd battle got tedious for me after a while, they looked great though, just not really enough content in them.

There's more than enough to do in most maps, most of it was just really simple. That's partially because the maps are so big that a lot of time is wasted on getting things in there and working together. 

I agree with Raoni Luna, smaller maps would probably lead to more focus on the quests in them.


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#45
DanteYoda

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What makes it worse is that on level up now all you have to change about your character is spend a single skill point.

They actually need to do something more interesting with them to actually make picking certain stats work, but I think it actually would make the actual character levelling a lot more fun and involved.

I could actually see them balancing an actual arcane warrior type (with a weapon and armor) that way.

 

There's more than enough to do in most maps, most of it was just really simple. That's partially because the maps are so big that a lot of time is wasted on getting things in there and working together. 

I agree with Raoni Luna, smaller maps would probably lead to more focus on the quests in them.

 

I might get flamed for this but i've noticed the collection stuff seems to be aimed at our Console brethren, me personally i hate it.. quite boring and wish it stayed in Console gaming.



#46
Saphiron123

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I might get flamed for this but i've noticed the collection stuff seems to be aimed at our Console brethren, me personally i hate it.. quite boring and wish it stayed in Console gaming.

Yeah dude, console players don't find any more interesting. Trust me.