Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Don't get me wrong. I loved DAO when it came out. But even then, I thought the interface clunky and awkward, even when I was playing the Xbox 360 version--and it only got more so when I started playing it on PC.
Incidentally allow me to remind you that the PC version of DAO assigned your powers and items to a toolbar, and while it was certainly possible to add extra items to the toolbar as required, that, too, was awkward and confusing. Also IIRC there was still an actual limit, which there were mods to circumvent.
And while it's certainly true that you can only have eight skills assigned to the combat popup in DAI, a lot of things that would normally be in a toolbar are in their own popup wheel to be used as required.
Also, they found a workaround in Trespasser for adding an extra skill, and I'll venture to guess that might find its way into [Dread Wolf[/i] as well. I've also sometimes used a mod called something like "Barrier for All" which allows you to substitute Barrier for the Horse Mount/Dismount selection on the wheel. So even before Trespasser it was possible to add extra skills if you modded the wheel.
I honestly don't see a problem with the limited skill set anyhow. If anything it's a reversion to the original DnD concept, where spells had to be memorized before you could use them, and there were very strict limits on how many you could have memorized at any given time.
That system was heavily influenced by the magic system from Jack Vance's Dying Earth series of short stories and novels, in which even the most powerful mages could only memorize 4-6 spells in total--and once they used them, that was it for the day, they had to rest up and then relearn them.
As to the banters--I've watched videos of the DAO and banters on YouTube and frankly they don't compare to DAI. I've been playing DAI a long time and I still get to hear things I've never heard before.
This was a big reason why I lost interest in DnD as a kid. It was fun in the beginning but the strict rules on magic use killed it for me(and just the strict rules-sets in general).
I had a buddy who mained a wizard and put insane hours into him over the course of a year or two, and then when he was finally actually badass with a bunch of powerful spells he got one-shoted by a falling boulder during a random rockslide before we even got to the dungeon proper, lol.(we played with perma-death). Dude was crushed both figuratively and literally.
Why they took out upgrading are stats?DAI is more advance of trilogy.
Not sure I understand what you're asking. Your stats upgrade automatically when you level up and when you add passives on your skill trees. Now you don't have to spend an inordinate amount of time fiddling around.
Pretty much everything people kvetch about that's been streamlined and simplified over the course of the trilogy has been an improvement. I suppose some folks would rather spend an inordinate amount of time agonizing over essentially meaningless choices, to which I say, too bad, so sad.
Can't argue with that. But honestly I spent ages faffing around with the tactics menus in DAO and never could get a particularly satisfactory outcome. Eventually I threw up my hands and just made the basic decisions--attack/defend, melee/rangestrike, and so on--and let it go at that.
I'd actually argue that the highly-granular tactics system in DAO was to compensate for the terrible AI of the era. But I'd also argue that the AI has made enormous strides between DAO and DAI, and with a few tweaks, the DAI teammates do a decent job.
The main thing is to make a few basic adjustments on the tactics screen--I set everyone to follow themselves, to avoid the idiocy of having mages and twanger-rogues rush into the melee because they're on the default "Follow Controlled Team Member." Also, I set the mana/stamina reserve to zero, so they actually use their skills occasionally, instead of constantly being reduced to "Basic Attack."
Beyond that I rarely use the tactical camera, except for the one thing I wish you could set, which is to chug potions and such--Regen, Mana, and the various tonic buffs--that aren't the simple healing potions. I'm not sure it's feasible to do a proper AI for the grenades though, so I always make them fling those using the tactical camera as well, and probably still would even if I could get them to chug a Regen potion every time the old one ran out.
It is both quicker and easier, but it loses the element of simultaneity. When you're in the thick of a tough fight, seconds count, and the last thing you want is to get yourself or a teammate killed for want of that.
Sera is good to date who dated?
good story
skill tree mid but they their reason on incompetent development
doodoo side quests and makes it feel empty