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Any way to use abilities that aren't 1-8?


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#26
Avejajed

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Well, even on the previous DA games on console, you could still bring up the wheel where you select bombs/potions and open up your abilities and access to all of them like how the abilities/weapon selection process is in Mass Effect. So it's not a console thing


No its always the consoles fault.
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#27
FKA_Servo

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As I have mentioned elsewhere, am grateful that Passives are not placed there too, as well as Mounts and other icons on the GUI.

 

I'm also grateful that they limited themselves to inane and didn't go all the way to ridiculous. There's no reality in which sticking passives on the skill bar would make any sense whatsoever.

 

Swapping out the skill sets in between encounters is the only option, and yes, it is incredibly tedious.


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#28
cdizzle2k3

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No its always the consoles fault.

 

 

:crying:


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#29
Elhanan

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I'm also grateful that they limited themselves to inane and didn't go all the way to ridiculous. There's no reality in which sticking passives on the skill bar would make any sense whatsoever.
 
Swapping out the skill sets in between encounters is the only option, and yes, it is incredibly tedious.


Have not played the game, but TW3 appears to have some problem with a lack of slots, and it has twelve, I believe.

Skills and Abilities in the Witcher 3: Wild Hunt are different than previous Witcher games. In the Witcher 3: Wild Hunt the player has 4 different Skill Trees to choose from and 70 Skills total to invest points into. The player may equip only 12 of these Skills at a given time, but they can be swapped out should the player wish to do so. The player will also be able to refund his/her Skill Points during the game. Mutagens can be enhanced by equipping them in the Mutagen Slots and equipping Skills that match the same color of the Mutagens. Players can acquire Skill Points either from leveling up or by finding Places of Power. Please see the Places of Power page for their locations.


Believe these include some Passive and Misc abilities. While DAI only has eight slots, they are all Active slots, of which I am grateful.

#30
Avejajed

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:crying:

 

(The PC Master Race likes it when you cry.)


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#31
FKA_Servo

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Have not played the game, but TW3 appears to have some problem with a lack of slots, and it has twelve, I believe.


Believe these include some Passive and Misc abilities. While DAI only has eight slots, they are all Active slots, of which I am grateful.

 

The difference is that every single talent in TW3 is a passive ability. You start the game with all your active abilities already available.

 

TW3's way of doing it is weird, too, but it works well. It's definitely not as constrictive as DAI. Honestly though, it's so different mechanically than DAI that you can't even really make a valid comparison. It's like comparing DAI to Gears of War.

 

I'm comparing DAI to previous Dragon Age games, which handled this better.



#32
Elhanan

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The difference is that every single talent in TW3 is a passive ability. You start the game with all your active abilities already available.
 
TW3's way of doing it is weird, too, but it works well. It's definitely not as constrictive as DAI. Honestly though, it's so different mechanically than DAI that you can't even really make a valid comparison. It's like comparing DAI to Gears of War.
 
I'm comparing DAI to previous Dragon Age games, which handled this better.


Agree with the last part; prefer DAO with the sliding adaptable Quickbar.

As for TW3, only indicating that it has some of the same described mechanics and received sim complaints. And again, I am grateful that Passives and misc are not part of the issue.

#33
Kantr

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The restriction in TW3 annoys me just as much as it does in DA:I



#34
cdizzle2k3

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The restriction in TW3 annoys me just as much as it does in DA:I

It annoys me more than in DA, actually... You only have 12 passive slots at maximum, but you can potentially unlock like a billion, so you you have to pick and choose which ones depending on your estimation of the upcoming battle... I can handle doing that with active abilities, though it's still annoying... But having to choose whether I want 15% bonus damage for fast attacks vs bonus igni damage vs crossbow damage, etc... I love the game, but their "ability point" allotment system makes you feel like you waste way too many points on things that won't get used.


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#35
DragonAgeLegend

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Well, even on the previous DA games on console, you could still bring up the wheel where you select bombs/potions and open up your abilities and access to all of them like how the abilities/weapon selection process is in Mass Effect. So it's not a console thing

Ah interesting. Maybe something got to do with the engine? I doubt it was a design choice to limit players. 



#36
FKA_Servo

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Ah interesting. Maybe something got to do with the engine? I doubt it was a design choice to limit players. 

 

Most likely it was due to cost cutting or streamlining when adapting the combat for multiplayer. Which is dumb, because if you can make the combat work without pause in MP, you can spend the zots to give us a circle menu in SP. They have weird priorities, sometimes.

 

I played the first two games on Xbox. We actually had fewer hotkeys - only 6 - but this was mitigated by the circle menu, which let me access everything. It was a wonderful way to do it.


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#37
Kantr

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Ah interesting. Maybe something got to do with the engine? I doubt it was a design choice to limit players. 

why would the engine limit it?



#38
cdizzle2k3

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Most likely it was due to cost cutting or streamlining when adapting the combat for multiplayer. Which is dumb, because if you can make the combat work without pause in MP, you can spend the zots to give us a circle menu in SP. They have weird priorities, sometimes.

 

I played the first two games on Xbox. We actually had fewer hotkeys - only 6 - but this was mitigated by the circle menu, which let me access everything. It was a wonderful way to do it.

I would've guessed that adding the "tactical camera" feature would've went hand in hand with letting you have access to all your abilities(like you had in previous games), so I was pretty disappointed when I discovered you were limited to 8.

 

I really don't think it had anything to do with multiplayer, because they were able to pull it off in Mass Effect 3 with multiplayer, while single player still had access to all their abilities with the wheel. Maybe they just had a vision of streamlining your abilities? I don't know...



#39
FKA_Servo

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Maybe they just had a vision of streamlining your abilities? I don't know...

 

I don't know the real reason either. but I think that unwillingness to differentiate the two modes just seems like the most likely culprit. They would inevitably spin it as "vision" either way though.



#40
FKA_Servo

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What I don't get is why there has to be a multiplayer mode for a game like this. They did the same thing with ME3 and I didn't get that one too. Who buys a game like this for MP? I have never touched it nor I intend to. But only because "gogogo call of duty lol" console crowd wants every game to have multiplayer these days, they had to include it and ruin the rest of the game for the rest of us who simply want to enjoy a good RPG experience.

 

Not to say DAI is a bad game, but seriously it is time PC players get games properly developed for PC, not half assed console ports made for a bunch of 12 year old mouthbreathers.

 

I don't know who buys it solely for the MP, though I don't begrudge its presence so long as it doesn't insinuate itself into the SP game. ME3's MP was a lot of fun.

 

It definitely feels tacked on in DAI though.


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#41
cdizzle2k3

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I don't know who buys it solely for the MP, though I don't begrudge its presence so long as it doesn't insinuate itself into the SP game. ME3's MP was a lot of fun.

 

It definitely feels tacked on in DAI though.

 

I spent a lot of hours in ME3's MP. Had a group of friends who all loved the series and we'd get on and play for a while. Fun times. For me, I can't get into DA's MP as much. I honestly haven't spent a ton of time in it, but it doesn't draw me to it. The concept is great, they probably envisioned like a Diablo 3/Gauntlet Legends style party-based dungeon crawler. The times I've played, however, everyone's spread out doing their own thing individually so the cohesiveness/teamwork factor isn't there. I'm sure it's great if you have a party of 4 that gets on and plays together, but I have yet to experience a tight knit group. With Mass Effect, you kind of HAD to work together since the maps were smaller and you had to hunker down strategically to fight through waves of increasingly difficult enemies(on higher difficulties anyway).



#42
FKA_Servo

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I spent a lot of hours in ME3's MP. Had a group of friends who all loved the series and we'd get on and play for a while. Fun times. For me, I can't get into DA's MP as much. I honestly haven't spent a ton of time in it, but it doesn't draw me to it. The concept is great, they probably envisioned like a Diablo 3/Gauntlet Legends style party-based dungeon crawler. The times I've played, however, everyone's spread out doing their own thing individually so the cohesiveness/teamwork factor isn't there. I'm sure it's great if you have a party of 4 that gets on and plays together, but I have yet to experience a tight knit group. With Mass Effect, you kind of HAD to work together since the maps were smaller and you had to hunker down strategically to fight through waves of increasingly difficult enemies(on higher difficulties anyway).

 

Bolded is precisely what I was sincerely hoping for when its inclusion was first announced. Honestly, I was hoping it would be a whole lot less consequential, without all the distasteful RMT stuff, but there are plenty of derps lined up to drop real money on the loot boxes, and I've come to terms with the fact that this is what's paying for the stuff I actually like.



#43
BansheeOwnage

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Well, even on the previous DA games on console, you could still bring up the wheel where you select bombs/potions and open up your abilities and access to all of them like how the abilities/weapon selection process is in Mass Effect. So it's not a console thing

Exactly. For the last time, it's not because of consoles. It's just stupid because it's stupid.


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#44
Morroian

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Most likely it was due to cost cutting or streamlining when adapting the combat for multiplayer. Which is dumb, because if you can make the combat work without pause in MP, you can spend the zots to give us a circle menu in SP. They have weird priorities, sometimes.

 

I played the first two games on Xbox. We actually had fewer hotkeys - only 6 - but this was mitigated by the circle menu, which let me access everything. It was a wonderful way to do it.

 

Yes a number of us have concluded that its probable that it was because of MP.


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#45
Sylvius the Mad

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there's no paralysis explosion combo.

This is by far the biggest difference.

#46
Enigmatick

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The complete lack of abilities in general along with no sustains and no choice of stats on level up is a bigger issue to me.

 

It's pretty obvious they wanted this to play more similarly to diablo than y'know, the niche genre Dragon Age is derived from.



#47
BansheeOwnage

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Yes a number of us have concluded that its probable that it was because of MP.

I won't go into detail, but I don't think it was because of MP. ME3 MP only had three abilities (one per hotkey) but more via the radial menu in SP. No reason they couldn't do the same thing and have had 4 in DAMP and keep the radial menu in SP.

 

The complete lack of abilities in general along with no sustains and no choice of stats on level up is a bigger issue to me.

 

It's pretty obvious they wanted this to play more similarly to diablo than y'know, the niche genre Dragon Age is derived from.

I really miss sustained abilities and attribute allocation. From its description, Spirit Blade looks like it was originally a sustained ability (10 mana per attack while active, implying it would replace auto-attacks), which would have meant a lot less button mashing. Oh well.


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#48
They call me a SpaceCowboy

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Most likely it was due to cost cutting or streamlining when adapting the combat for multiplayer. Which is dumb, because if you can make the combat work without pause in MP, you can spend the zots to give us a circle menu in SP. They have weird priorities, sometimes.

 

I played the first two games on Xbox. We actually had fewer hotkeys - only 6 - but this was mitigated by the circle menu, which let me access everything. It was a wonderful way to do it.

 

It's also game balancing. They maybe have more freedom to design encounters when they know you aren't going to be coming into it like a walking tank or something. They wanted enemies to have resists but resists are pointless if you can have access to every type of damage at all times.



#49
BansheeOwnage

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It's also game balancing. They maybe have more freedom to design encounters when they know you aren't going to be coming into it like a walking tank or something. They wanted enemies to have resists but resists are pointless if you can have access to every type of damage at all times.

I disagree. Enemy (and friendly) resistances weren't useless in previous games. Moreover, "Rage demons are immune to fire, better use ice" is more tactical, even if simple, than simply being screwed when you have a fire staff and fire spells, which is what can happen in Inquisition. Especially early in the game, since if you want the spells and passives of a certain tree, you'll have to spend a lot of points and levels in just one tree to get them.


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#50
Elhanan

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I disagree. Enemy (and friendly) resistances weren't useless in previous games. Moreover, "Rage demons are immune to fire, better use ice" is more tactical, even if simple, than simply being screwed when you have a fire staff and fire spells, which is what can happen in Inquisition. Especially early in the game, since if you want the spells and passives of a certain tree, you'll have to spend a lot of points and levels in just one tree to get them.


Having full Fire Immunity on all Mabari as in DA2 Nightmare is why I never chose to use it. It also made no sense to me after all the trouble one went to in order to obtain Fire Resist Kaddis in DAO, and now all of 'em are immune. There is nothing tactical or immersive about that, IMO.

However, finding creatures that do have Fire Resistance when you are a Fire Mage is going to occur. One may progress, or retreat to reconfigure the Quickbar if other spells are available, If none are available like in the starting levels, then setting op combos are helpful, and Fire magic still will do damage, though at a lesser rate. And this is likely why a Mage starts with a Fire and Lightning spell.
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