why would the engine limit it?
Because its a new engine for them, which comes with lots of challenges. Right now the game is still not completely stable on PC and I think it has to do with the engine.
why would the engine limit it?
Because its a new engine for them, which comes with lots of challenges. Right now the game is still not completely stable on PC and I think it has to do with the engine.
Because its a new engine for them, which comes with lots of challenges. Right now the game is still not completely stable on PC and I think it has to do with the engine.
Not stable? I have yet to have a crash since February.
Not stable? I have yet to have a crash since February.
I've never had a crash lol. By not stable I mean where sometimes you click on things and it doesn't register, or when you use some moves and the sound doesn't come on for a few seconds, or when you pick up powers to move around the bar it kind of feels clunky. Just things like that.
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.
Oh, I'm perfectly fine with resistances and immunities where it makes sense - like fire immunity on a Rage Demon. Conversely, mabari shouldn't have it. I just miss access to the radial menu, and thought that even though it wasn't super-tactical, it was more tactical to figure out which abilities to use from your full list than to guess which ones you'll need next encounter.
Nope, proof that they focused more on consoles then PC. :l
Wrong. We had complete access to all abilities in both previous games on consoles. Stop trying to blame their bad decisions in this game on consoles. Nothing I have ever heard people say in this matter has ever held any water.
I guess I'm one of the few people who like the idea of limiting useable skills. I think it gives us the opportunity to make some engaging strategic decisions when building our characters. I will agree that there isn't enough diversity in the DAI skill trees to fully take advantage of it, (for mages at least, where are my hexes and glyphs?) But the idea is really cool. We also have to consider that there are no sustainables in DAI, if you took sustainables out of DAO and DA2, I'd have trouble thinking of over 8 skills that I absolutely needed.
I don't think those decisions in building characters are any less strategic when you have access to all of your abilities. As for sustainables, I never had them in my quick slot abilites and I still always had trouble deciding which ones I wanted to put in there sometimes.
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.
Not all of them. There was a sword ability or two in there, and there was a igni ability that let you turn it into a jet of fire. But mostly your right, almost every ability in the game is passive.
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.
Sounds more like a way to overly simplify encounters rather than having more freedom to design them. Less access to abilities means less things our enemies need to be able to do to counter them.
Wrong. We had complete access to all abilities in both previous games on consoles. Stop trying to blame their bad decisions in this game on consoles. Nothing I have ever heard people say in this matter has ever held any water.
Well kb/m controls are still very much clunky, the PC still has blatant lag issues in some areas, and there are numerous other issues prevalent everywhere. I can tell you haven't played the PC version, otherwise you would know exactly why people blame the consoles so much.
Well kb/m controls are still very much clunky, the PC still has blatant lag issues in some areas, and there are numerous other issues prevalent everywhere. I can tell you haven't played the PC version, otherwise you would know exactly why people blame the consoles so much.
Well kb/m controls are still very much clunky, the PC still has blatant lag issues in some areas, and there are numerous other issues prevalent everywhere. I can tell you haven't played the PC version, otherwise you would know exactly why people blame the consoles so much.
I use a gamepad so I can't speak to the KBM control issues, but I do play on PC. I think I've experienced 3 crashes in all since release, spaced out over months. I've never encountered lag of any sort. I do have numerous issues, but not one is performance related.
Anecdotal evidence is anecdotal, of course, but it's continually run like butter on mostly ultra settings on my PC. I'm also not the only one.
Well kb/m controls are still very much clunky, the PC still has blatant lag issues in some areas, and there are numerous other issues prevalent everywhere. I can tell you haven't played the PC version, otherwise you would know exactly why people blame the consoles so much.
And how are those issues because of consoles? Some games just play better with a controller. Some of these are even PC only games I'm sure. I especially don't see how lag issues are because of consoles. If anything I would think that PC would have less lag than consoles simply because they are more powerful in most cases.
Its not just DA:I that suffers from this. TW3 has the same problem and there you even have to equip the passives, fair enough you have 16 slots, but still equip a passive effect in order for it to work? It has to be active to be passive (insert irony). I wish they would have had atleast 12 ability slots in DA:I, it would have solved alot of issues, there is always 1 or 2 abilities i have to go without because of the limit, or as mentioned they could stick focous abilities on its own bar and free up an extra slot for alot of characters, that would be awesome.
Its not just DA:I that suffers from this. TW3 has the same problem and there you even have to equip the passives, fair enough you have 16 slots, but still equip a passive effect in order for it to work? It has to be active to be passive (insert irony). I wish they would have had atleast 12 ability slots in DA:I, it would have solved alot of issues, there is always 1 or 2 abilities i have to go without because of the limit, or as mentioned they could stick focous abilities on its own bar and free up an extra slot for alot of characters, that would be awesome.
You already have all your abilities in Witcher 3. What you are equipping is the upgrades or extensions to them, it is not the same thing. It works fine in Witcher 3, though I wish there were more slots for New Game+. You don't use Improved Quen talent in fight, you use Quen like always and the talent upgrades it.
DA's slots are all for abilities that you can actively use, that is why it is stupid to be limited to 8.
Its not just DA:I that suffers from this. TW3 has the same problem and there you even have to equip the passives, fair enough you have 16 slots, but still equip a passive effect in order for it to work? It has to be active to be passive (insert irony). I wish they would have had atleast 12 ability slots in DA:I, it would have solved alot of issues, there is always 1 or 2 abilities i have to go without because of the limit, or as mentioned they could stick focous abilities on its own bar and free up an extra slot for alot of characters, that would be awesome.
Yeah, the way they did skills in TW3 was one of the very few things I didn't like about it. I would have liked it better instead if all skills we unlock are available, but the ones we stick in the slots get a boost by the mutagens linked to them.
You already have all your abilities in Witcher 3. What you are equipping is the upgrades or extensions to them, it is not the same thing. It works fine in Witcher 3, though I wish there were more slots for New Game+. You don't use Improved Quen talent in fight, you use Quen like always and the talent upgrades it.
DA's slots are all for abilities that you can actively use, that is why it is stupid to be limited to 8.
Yes you have the signs i will agree to that, but using fast attack is the same as the Inquisitor using his or hers auto attack. The difference here is that if you boost auto attack in DA:I as a passive it will be boosted, in TW3 you have to equip an ability boosting your fast attack. Equipping abilities is one thing, but that is just lazy design. Like mentioned below TW2 and DA:O/DA:II did this better than their sequels, why they removed it is beyond me.
Yeah, the way they did skills in TW3 was one of the very few things I didn't like about it. I would have liked it better instead if all skills we unlock are available, but the ones we stick in the slots get a boost by the mutagens linked to them.
I liked the system in TW2 alot better, it was a good old talent tree and you could mutagen certain abilities/passives, instead of cheese mutate 3 combat abilities for a higher bonus, its sloppy design. Same can be said for DA:I though. Why take away something that the other games in your franchise did better.
I really don't look at "optimizing for MP" as a valid reason that they limited the active abilities to 8. They still could have left the remainder of the abilities selectable from the wheel(which was done in ME 3). ME 3 had a MP mode in which characters had access to 3 or 4 abilities(only able to be accessed through hotkeys), but in SP, you still had access to your extended ability tree through the wheel + hotkeys.
Adding abilities to the wheel would have definitely made the it much more useful. In DA:1 & 2, and ME 1-3, I used the wheel at just about every serious fight. In DA:I, the only time I really used the wheel was to drink potions.
The only reasoning I could see for this decision would have been to make the combat faster paced to where they intended it to make you not have to pause the fighting as much while you were in battle. BUT adding the 'tactical camera' completely negates that theory.
Everyone I've talked to says otherwise, and so does my experience.
This should be easy to test. Set abikities to preferred, remove all of them from the hotbar, and see what happens.Works for me, on the non-controlled characters. If the abilities are set to preferred, they will use them, on the hot bar or not. A design choice that shows they understood that 8 slots was going to be limiting, and gave us an out, at least for the party.
I guess I'm one of the few people who like the idea of limiting useable skills. I think it gives us the opportunity to make some engaging strategic decisions when building our characters. I will agree that there isn't enough diversity in the DAI skill trees to fully take advantage of it, (for mages at least, where are my hexes and glyphs?) But the idea is really cool. We also have to consider that there are no sustainables in DAI, if you took sustainables out of DAO and DA2, I'd have trouble thinking of over 8 skills that I absolutely needed.
I don't really mind it, and I'm a former World of Warcraft player with dozens of hotkeys. Guild Wars 1 only had eight abilities as well, and you could only switch those around when you were in a town. BUT I do wish there was a special button for the focus abilities. They're not generally a part of the combat rotation, so they just take up space most of the time until you run into some specific instance where you need it.
I know you can swap things out if you need them, but I only do that for dragon fights, it's really not worth it most of the time.
I really don't look at "optimizing for MP" as a valid reason that they limited the active abilities to 8. They still could have left the remainder of the abilities selectable from the wheel(which was done in ME 3). ME 3 had a MP mode in which characters had access to 3 or 4 abilities(only able to be accessed through hotkeys), but in SP, you still had access to your extended ability tree through the wheel + hotkeys.
Adding abilities to the wheel would have definitely made the it much more useful. In DA:1 & 2, and ME 1-3, I used the wheel at just about every serious fight. In DA:I, the only time I really used the wheel was to drink potions.
The only reasoning I could see for this decision would have been to make the combat faster paced to where they intended it to make you not have to pause the fighting as much while you were in battle. BUT adding the 'tactical camera' completely negates that theory.
The faster pace they wanted was for MP where tac cam is not used. And no I don't think its valid I still think it was done for MP which is 1 reason why its such a poor design choice.
I don't really mind it, and I'm a former World of Warcraft player with dozens of hotkeys. Guild Wars 1 only had eight abilities as well, and you could only switch those around when you were in a town. BUT I do wish there was a special button for the focus abilities. They're not generally a part of the combat rotation, so they just take up space most of the time until you run into some specific instance where you need it.
GW1 is an mmo with a pvp focus, restricted abilities makes sense in that context. It doesn't in a SP context at all.
Aaand they removed my post (the one quoted by TommyServo) because I was "mocking other users".Great.
You are not allowed to make fun of call of duty players guys, you heard it here.
The faster pace they wanted was for MP where tac cam is not used. And no I don't think its valid I still think it was done for MP which is 1 reason why its such a poor design choice.
Yeah, I completely understand that conclusion and I would agree with it if it weren't for the fact that this was not an issue in ME 3. Also, in DA:I you don't have access to the wheel in MP, but you still do in SP. The abilities section existed in the previous 2 entries within the same wheel, but was completely removed from DA:I. Only conclusion I can come up with from that is that this feature was deliberately removed for reasons independent from MP, otherwise they could have left the abilities in the wheel like they were in the previous games as well as ME 3(where this exact dilemma was present)... But I guess we can speculate why this happened all we want and just hope that we have access to all our abilities the next go round... given that they make another.
And how are those issues because of consoles? Some games just play better with a controller. Some of these are even PC only games I'm sure. I especially don't see how lag issues are because of consoles. If anything I would think that PC would have less lag than consoles simply because they are more powerful in most cases.
I think because of the fact that they either took away development time for the PC or they focused too much on controller play to even think about the kb/m controls for PC users. (Also, not trying to start arguments here, just what I feel.)