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Why are there fewer abilities?


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#1
Abraham_uk

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I wonder what the next game will have for ability trees.
 
Each tree will have:
 
3 active abilities (with upgrades) [6 abilities]
and 4 passive abilities making 10 abilities in total.
 
Warrior: 

Spoiler

 
Rogue: 
Spoiler

 
Mage: 
Spoiler

 
 

Okay. Why did developers shrink the number of abilities?



#2
C0uncil0rTev0s

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I wonder what the next game will have for ability trees.
 
Each tree will have:
 
3 active abilities (with upgrades) [6 abilities]
and 4 passive abilities making 10 abilities in total.
 
Warrior: 

Spoiler

 
Rogue: 
Spoiler

 
Mage: 
Spoiler

 
 

Okay. Why did developers shrink the number of abilities?

Who needs character building these days? Roleplaying is now narrowed to choosing bedroom furniture and banging the person you liked. Basically Sims.

And the fangirls are pretty squirty over it, bringing in cash... So hush...


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#3
Abraham_uk

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I know there are loads of threads like this, but I don't want this to be the trend in gaming.

Not just the trend in Bioware games but in any game.

 

If you shrink the number of abilities, you shrink the number of play styles.

Dragon Age Origins and Dragon Age 2 were okay in terms of variety.

However Dragon Age Inquisition have greatly shrunk.

 

Does anyone know why the abilities are reduced?

Is it for balancing reasons?



#4
Teligth

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I know there are loads of threads like this, but I don't want this to be the trend in gaming.

Not just the trend in Bioware games but in any game.

 

If you shrink the number of abilities, you shrink the number of play styles.

Dragon Age Origins and Dragon Age 2 were okay in terms of variety.

However Dragon Age Inquisition have greatly shrunk.

 

Does anyone know why the abilities are reduced?

Is it for balancing reasons?

 

Dude they don't even let us allocate our stat points...sigh this is more of an Action Adventure game now. Better grab my Green hat and hook shot.


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#5
Abraham_uk

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Dude they don't even let us allocate our stat points...sigh this is more of an Action Adventure game now. Better grab my Green hat and hook shot.

No attribute point allocation and fewer abilities. Both aspects that make the game less attractive.

 

 

I will give credit where it's due. There is a vastly improved crafting system.

Not to mention the Inquisition table.

 

It is bothersome that so much has been removed though.

 

 

Dragon's Dogma is an action game without allocatable attribute points, but there are loads of abilities to use in battle.

It is possible to be more action orientated without aggressive streamlining.



#6
C0uncil0rTev0s

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I know there are loads of threads like this, but I don't want this to be the trend in gaming.

Not just the trend in Bioware games but in any game.

 

If you shrink the number of abilities, you shrink the number of play styles.

Dragon Age Origins and Dragon Age 2 were okay in terms of variety.

However Dragon Age Inquisition have greatly shrunk.

 

Does anyone know why the abilities are reduced?

Is it for balancing reasons?

Friend, business is built around making income. Income is the cumulative price of game copies bought.

So you need to appease more people to make more income.

 

I'm fine with the concept, because RPG genre is dying years already with a few shining stars here and there.

But I'm depressed in DA:I case because I was lied to. They've promised me a game I didn't get.

 

Wanna change something?

Try to throw the Education Ministry bubbleheads out of the office. Maybe after that we'll have the audience that wants RPGs.


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#7
Auztin

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Honest answer or do you want incite a subjective debate that will just end up locking the thread?

Honest Answer:DA:O had tons of useless & pointless abilities.Some abilities were essentially the same exact thing with a name change.So they made fewer that are Noticeably & Visually different.
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#8
Abraham_uk

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Honest answer or do you want incite a subjective debate that will just end up locking the thread?

Honest Answer:DA:O had tons of useless & pointless abilities.Some abilities were essentially the same exact thing with a name change.So they made fewer that are Noticeably & Visually different.

 

It is a subjective opening post. I make no effort to hide that.

Answer how you like.

 

That said you make a few good points.

Dragon Age 2 got rid of a lot of the useless abilities in the name of streamlining. I felt that was a good idea.

However Dragon Age Inquisition removed a lot of the more interesting abilities.



#9
DarkAmaranth1966

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Simply put, market analysis says the game has to be simple for our increasingly under educated society and, the well educated that don't want to have to actually think to play a game. Of course that makes it less appealing and, means many of us get bored with it and shelve it sooner, but that doesn't matter, we still buy it so, they have their money, even if it gets installed, played for 10 mins and, shelved due to boredom with the simplified game.

 

That leaves those of us with two choices, shelve the game and forget it or, take it for what it is, a simple but perhaps enjoyable distraction for those days when we don't feel like doing much of anything constructive. I choose the latter, I paid for it and, I'm going to enjoy it for a while. Mods do make it better and, I expect more mods to make further improvements in the future so, I'll keep in installed for a year at least.


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#10
Teligth

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Simply put, market analysis says the game has to be simple for our increasingly under educated society and, the well educated that don't want to have to actually think to play a game. Of course that makes it less appealing and, means many of us get bored with it and shelve it sooner, but that doesn't matter, we still buy it so, they have their money, even if it gets installed, played for 10 mins and, shelved due to boredom with the simplified game.

 

That leaves those of us with two choices, shelve the game and forget it or, take it for what it is, a simple but perhaps enjoyable distraction for those days when we don't feel like doing much of anything constructive. I choose the latter, I paid for it and, I'm going to enjoy it for a while. Mods do make it better and, I expect more mods to make further improvements in the future so, I'll keep in installed for a year at least.

I feel it's a bad sign when you need to add mods to make a game more enjoyable.



#11
Abraham_uk

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I'm baffled. I don't see where lack of education comes into it.

I think it takes more time and resources to add more abilities.

There is also time limitations to take into account.

 

With better graphics engines more time is spent on making the environments look more detailed.



#12
fchopin

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Does anyone know why the abilities are reduced?
Is it for balancing reasons?


IMO it is to do with MP.
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#13
Abraham_uk

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IMO it is to do with MP.

 

I see where you're coming from. Fair point.



#14
Alfa Kilo

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I think they should have gotten a bit of inspiration in the first Guild Wars. There is a limited number of ability slots, like in DAI, but a lot of abilities to choose from that make for a lot of interesting builds. It would allow a lot mroe freedom in both SP and MP.


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#15
papercut_ninja

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If lack of cognitive ability among the target audience is the reasoning behind removing complexity, then how come Eidos Interactive can keep pumping out the stat and spreadsheet orgasm that is Football Manager games that keeps selling year after year? I don't imagine the sports fandom really having that much better cognitive skills than rpg-fans...


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#16
Abraham_uk

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If lack of cognitive ability among the target audience is the reasoning behind removing complexity, then how come Eidos Interactive can keep pumping out the stat and spreadsheet orgasm that is Football Manager games that keeps selling year after year? I don't imagine the sports fandom really having that much better cognitive skills than rpg-fans...

That game looks really complicated.



#17
JaneLunaC

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It's probably because there are limited buttons for the controller (like on a console), so they made the skill slots and skills fewer.

Makes pc mouse and keyboard users like me irritated, but yeah

 

For multiplayer, that's not really an excuse, since they could just make custom classes anyway to limit skills (like they sort of did)


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#18
Teligth

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It's probably because there are limited buttons for the controller (like on a console), so they made the skill slots and skills fewer.

Makes pc mouse and keyboard users like me irritated, but yeah

 

For multiplayer, that's not really an excuse, since they could just make custom classes anyway to limit skills (like they sort of did)

You do you we both got Origins right? It's not the consoles they dumbed it down for.


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#19
Rawgrim

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I wonder what the next game will have for ability trees.
 
Each tree will have:
 
3 active abilities (with upgrades) [6 abilities]
and 4 passive abilities making 10 abilities in total.
 
Warrior: 

Spoiler

 
Rogue: 
Spoiler

 
Mage: 
Spoiler

 
 

Okay. Why did developers shrink the number of abilities?

 

Because they want to give you more tactical options. Their words, not mine.



#20
Rawgrim

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You do you we both got Origins right? It's not the consoles they dumbed it down for.

 

Actually they did dumb down Origins for consoles. I have the game on PC and xbox 360. Remember that bridge puzzle during the sacred ashes quest? That one was simplified\dumbed down a lot on the console version. No clue why, but it was.



#21
DarkAmaranth1966

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Give the game, with the ability to assign stat points to my grand kids. "WHAT?! I can't remember what does what for each class, I'll just shove the points wherever and hope it works."

 

Anymore too many want simple point and click, nothing more because they can't understand anything more - same people that think any computer can run any computer program and have no clue what specifications or minimum requirements even mean. You'd be surprised how many people buy the game and try yo install it on computers that don't even meet the minimum requirements then wonder why it won't work. "But it's a computer game, it should work on my computer because, well, it's a computer game."

 

My granddaughter "How come Solas hurts the dragon and I don't?" she was playing an inferno mage against the Frostback on nightmare. I explained resistance and got "Well that's dumb, you should be able to hurt everything no matter what - this is a stupid game." followed by a rage quit.

 

This from a teenager that can't sign her own name because she was never taught cursive writing and, cant do math unless she can count on her fingers or has a calculator. No wonder you don't get it and aren't willing to learn, you were never taught to learn in the first place. The world according to you has an easy button for everything.

 

Heaven forbid she actually have to think about interactions - that was a fiasco too. "But I said the right thing, so I'd get more power, why do they hate me and leave?" Like so many, she has no concept of anything except how to make herself better and, no consideration for others and, she translates that to games. It has to do what she thinks it should do with nothing but point and click or it's a bad game.

 

Best way to do that is to simplify the game, don't ask people to think, make it so it doesn't matter what they do, they will win, it's impossible to loose.


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#22
JaegerBane

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Being as balanced as possible, I have a feeling they reduced the set of skills to be more in line with how Mass Effect did it, and took some inspiration from how Diablo 3 gave the player plenty of choice without needing to give plenty of buttons.

Given that both the Mass Effect Trilogy and Diablo 3 both sit in my top 20 games of all time, this should have worked, but they mashed the differing systems together rather than combine them. Hence why we have slot problems and poorly-balanced skills. What they needed to do was make the individual spells multi-purpose and allow the player to customise them further... What they did was cut down DA2's spell list to fit 8 slots, but kept its structure so the player ended up boxed in a corner.

#23
Kage

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To sell more copies.

In any case, it is obvious that the combat and character development (gameplay wise) was the lowest priority of DAI. No attributes, few abilities, and half of them broken (not even properly tested)

#24
Elhanan

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My guess is that it has to do with the game being made for both PC and consoles, and that balancing for all made the changes desirable.

#25
VodCom7

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I think they should have gotten a bit of inspiration in the first Guild Wars. There is a limited number of ability slots, like in DAI, but a lot of abilities to choose from that make for a lot of interesting builds. It would allow a lot mroe freedom in both SP and MP.

 

Oh yeah, you have no idea how right you are. Yet, what worked in GW2 failed in DAI, here is why : 

 

I've sinked 2.5k hours in the original Guild Wars and the same amount of time (for now, I'm still an active player of GW2) and trust me, the change of paradigm about skills was needed.

 

When each profession can have about 100 different skills to choose from including secondary professions, man that is IMPOSSIBLE to balance. And we are not talking about a bioware game, where there is always something broken which is good for the players' morale. In an MMO, balance matters and is a topic as explosive as a darkspawn's arse.

 

Once the original GW game passed it's 7 year anniversary mark, the PvE was full of broken bear builds/perma shadowform and other crazyness like that. The dev wanted to stop feeding this system that was almost out of control and any tweak of a single skill could have extreme consequences. In guild war's PvE, the ultimate tank is an assassin, the ultimate healer is a necromancer/ritualist instead of the monk and the best way to kill a ball of mobs was to use a warrior.

 

Notice the similarity with DAO where the best tank was a mage and the best ranged DPS was a warrior. That's the trademark of a system not working as intended. Sure it's gratifying for veteran players and min-maxer who have the feeling to truly master the game, but for newbs, it's insanely hard to understand.

 

In the end they stopped releasing expansion for GW and went for GW2 where each weapon gives you a package of 5 skills and you can choose your 5 other skills from a limited pool for a grand total of 10 skills in your slot bar.

 

Consequences : While some skills are much more used than others, none of them are entirely useless. The number of efficient builds did not go up, but it did not go down either and each playstyle felt very different. Same remark for weapons that all see some use. Some are more niche than others, yet it is a stupid move to go in dungeons without all the weapons that you can use.

 

The big problem in DAI is not the limited number of skills. The big problem is that BW has managed to create useless skills even with a limited pool of skills to begin with. Hence the impression that the number of valid playstyles are limited. It's more a problem of balance and creativity rather than number.

 

Here are a few examples of what I mean by "creativity" :

 

E.g : BW gave us lots of movement impairing spells (wall of fire, wall of ice and static cage) yet they forgot that most fights in DAI happen on vast open ground terrains that makes these tools almost useless.

 

E.g : functionnalities of spells in certain trees are almost the same reinforcing this feeling of blandness

  • the fire tree has one CC, one AOE, one delayed AOE and a wall (which is useless).
  • the ice tree has one CC, one escape tool, one delayed AOE and a wall (as useless as the one above)
  • the storm tree has (surprise surprise!) : one CC, one AOE, one single target damage spell, and one AOE CC

So yeah, fire and ice are very similar trees gameplay speaking. Playing an ice or a storm mage feels roughly the same, and sticking to fire is better since it has better passives anyways.

 

Conclusion of my wall of text : stop yelling "there is not enough skills" because it's not the real problem. I'd like you to yell : "more variety of plastyles please" and "more skill differenciation BW please" because that's the real problem. There are fewer abilities because the RPG industry realised that it's not worth it to work on hundreds of different skills if only 10 will see the light of the day. Better work on 10 skills that feel truly unique and that get used.


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