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Being locked into a Specialization sucks.


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#1
Sabariel

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It was waaaaayyy better when you could change your Specialization if desired.

 

Oh. Another thing that sucked: having to collect a bunch of magic rocks and junk just to choose a Specialization.



#2
caradoc2000

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Oh. Another thing that sucked: having to collect a bunch of magic rocks and junk just to choose a Specialization.

To be fair, people did complain that just picking one (like in DA2) was too simple.



#3
Rawgrim

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Nothing wrong with a game that makes the player stick to his decisions. There is enough hand-holding in this game as it is.


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#4
Sylvius the Mad

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I object to the respec amulets.  I don't like respeccing, and wish we couldn't do it.

 

If we couldn't respec, then the game would have to do a better job of explaining the mechanics to us so we could make informed choices.  Respec just permits them to saddle us with a learn-by-doing trial-and-error system, and I hate those.

 

I want to plan my character in advance and have to stick with my choices.  In DAO, this sometimes meant choosing suboptimal interim builds, but in DAI you never have to face that cost.



#5
In Exile

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There is no way to escape learn by doing in an RPG. Even meticulously well documented mechanics won't solve the empirical performance issue which you can only test by playing the game.

#6
andy6915

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I object to the respec amulets.  I don't like respeccing, and wish we couldn't do it.

 

If we couldn't respec, then the game would have to do a better job of explaining the mechanics to us so we could make informed choices.  Respec just permits them to saddle us with a learn-by-doing trial-and-error system, and I hate those.

 

I want to plan my character in advance and have to stick with my choices.  In DAO, this sometimes meant choosing suboptimal interim builds, but in DAI you never have to face that cost.

 

 

Or the game wouldn't "HAVE" to do a better job explaining. A good quarter of all the skills in the game were bugged at launch and some still are, without respeccing I would still have some bugged skills that don't even freaking work. So your choice is "screwed due to error because no respeccing would somehow make Bioware do a perfect job on the first time", and mine is "give me a way out if something goes wrong with how skills should work". Not giving a respec option is terrible game design.

 

Seriously, all this?-

 

http://forum.bioware...rk-compilation/

 

Have fun not being able to respec if you had the luck of picking mostly glitched crap. Most of that is fixed now, but not all. Gathering storm for example still doesn't work at all.


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#7
Elhanan

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In DAI, some decisions do matter, even if some posters insist that they do not.

As for Respec amulets, as they are optional, am fine with them being included, esp as starting characters may be stuck with pre-chosen abilities that the Player wishes to change. Personally, keep the amulets optional, and allow the Player to choose Attributes, abilities, spells, aetc at start,

#8
andy6915

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starting characters may be stuck with pre-chosen abilities that the Player wishes to change

 

Yeah, that too. Seriously, flashfire being the first ability a mage gets? Flashfire?! One of the crappiest offensive spells in the game? No thanks.


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#9
In Exile

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Yeah, that too. Seriously, flashfire being the first ability a mage gets? Flashfire?! One of the crappiest offensive spells in the game? No thanks.

 

Getting through that prologue as a mage on nightmare is just ugh



#10
rayvioletta

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having the decision be permanent is fine in theory, but we're given so little information about the specialisations inside the game itself that it's difficult to make an informed decision on which is the best one to pick without looking information up online. I'm a firm believer that all information necersary for the game should be available in the game itself, or failing that in the manual for the game (though nowdays there's no excuse for not having it in-game)


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#11
andy6915

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having the decision be permanent is fine in theory, but we're given so little information about the specialisations inside the game itself that it's difficult to make an informed decision on which is the best one to pick without looking information up online. I'm a firm believer that all information necersary for the game should be available in the game itself, or failing that in the manual for the game (though nowdays there's no excuse for not having it in-game)

 

Yeah, you can't even see the tree with its activated and passive abilities until you've already committed to it. Without a guide or internet, you'd pretty much have to save-scum it.



#12
In Exile

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Yeah, you can't even see the tree with its activated and passive abilities until you've already committed to it. Without a guide or internet, you'd pretty much have to save-scum it.

 

The other companions get it, so technically you can playtest. 



#13
andy6915

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The other companions get it, so technically you can playtest.

I somehow got knight enchancter before my party member did.



#14
In Exile

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I somehow got knight enchancter before my party member did.

 

I don't think that's possible. If you already had all the crafting items you could get it shortly after, but companion specializations unlock right at Skyhold I think. 



#15
caradoc2000

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You need to take companions out of Skyhold for their specialization trees to appear.



#16
PsychoBlonde

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To be fair, people did complain that just picking one (like in DA2) was too simple.

 

You got two specializations in DA2--one at level 7 and one at level 14.  My rogue was a Duelist/Assassin, for instance.

 

One specialization is unique to DAI thus far.

 

Personally I find respeccing AT ALL in a single-player RPG to just be a weird concept.  I tolerate it only because the game devs took it upon themselves to SPEND SOME OF YOUR ABILITY POINTS FOR YOU at the beginning of the game.  That is uncool.  But as far as I'm concerned the leveling system in DAI barely qualifies for the name.



#17
Sabariel

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Nothing wrong with a game that makes the player stick to his decisions. There is enough hand-holding in this game as it is.

 

 

Thanks, dude. I needed a good laugh today.



#18
caradoc2000

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You got two specializations in DA2--one at level 7 and one at level 14.  My rogue was a Duelist/Assassin, for instance.

Not what I meant. What I meant is that people complained you could just pick your specializations upon reaching appropriate levels, you didn't have to do anything to get them.



#19
Lady Artifice

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I like the specializations being set in stone, because I think it's a facet of characterizing our PC. Our character commits to one field of study, and that becomes part of who they are and how they're perceived by others. 

 

What I do still resent a little, is the number of options. We've never had this much value and attention placed on our specialization choice before, and I would have loved for Spirit Healer to have received that attention.

 

I know, moaning about Spirit healer has been done, and wouldn't have fit in with the overall style of DAI combat. It's just that it's always been my go to mage specialization, and the first time there's significant companion reaction to specialization choice, it's not available. 


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#20
BabyPuncher

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I like the specializations being set in stone, because I think it's a facet of characterizing our PC. Our character commits to one field of study, and that becomes part of who they are and how they're perceived by others.


You could just keep such gameplay mechanics completely separate from the story.

I prefer that, frankly. Statistically, my preferred class or whatever to actually play is rarely going to be my favorite 'story' class.

Getting the best story in a game should ideally never involve doing something that's less fun.

#21
Lady Artifice

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You could just keep such gameplay mechanics completely separate from the story.

 

You could, of course. I just personally prefer gameplay and narrative integration. I really appreciate the little touches in an rpg where people react to the PC and the choices they've made, because it makes me feel like my PC is actually a part of the world. 



#22
AresKeith

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You could just keep such gameplay mechanics completely separate from the story.

I prefer that, frankly. Statistically, my preferred class or whatever to actually play is rarely going to be my favorite 'story' class.

Getting the best story in a game should ideally never involve doing something that's less fun.

 

For you...



#23
Duelist

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You could, of course. I just personally prefer gameplay and narrative integration. I really appreciate the little touches in an rpg where people react to the PC and the choices they've made, because it makes me feel like my PC is actually a part of the world.


I think it'd be a neat little touch too, although I do wish that the specialisation missions on the war table had been the actual means of obtaining them and perhaps even the chance to try a spec before settling on one.

A few of the spec related war table missions, Necromancer and Artificer in particular, sounded like they would be fun to play through.
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#24
NoForgiveness

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I'm fine with being locked into a spec. Though I'd like an easier/better way to actually see the trees before committing.

#25
Lady Artifice

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I think it'd be a neat little touch too, although I do wish that the specialisation missions on the war table had been the actual means of obtaining them and perhaps even the chance to try a spec before settling on one.

A few of the spec related war table missions, Necromancer and Artificer in particular, sounded like they would be fun to play through.

 

Agreed, absolutely. One of my bigger complaints about the game is that there are a lot of war table missions I'd rather do in person, and several quests we do in person that I don't care very much about. That would be a particularly good way for the character to decide, because it would make sense that they would want to learn about it in a hands on sense, instead of just hear the trainers' vague descriptions. 

 

I would take the Artificer war table quest a hundred times over the wandering around the western approach looking for quillback alphas that it actually consisted of. I think the spawn rate was glitched in my first play through, because it took me so long to find them, and the banter was definitely glitched so there wasn't even that to alleviate the boredom. It's entirely thanks to that quest that I despise the western approach so much.

 

Anyway, that would have been more immersive, which is always my preference.