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Post by garrusfan1 on Aug 28, 2021 11:37:04 GMT
Go back to how it was in DAO or DA2 or just have us pick a person to teach you how to be a rift mage or something. anyone agree those quests were annoying. and bugged!
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Post by pessimistpanda on Aug 28, 2021 11:45:34 GMT
Can't say I agree. The specialisation quests in DAI were tedious and dull, but that's poor design and laziness, not an indictment against ever having them again.
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Post by mgsmsc on Aug 28, 2021 12:17:47 GMT
Like most things, I think it is more a question of good execution. The trainers in DAI were ok but the go fetch the items bit wasn't great. I would like to see for say a templar - when you find a lyrium filter to get some info from its previous owner. How did they cope/not cope with their addiction? How did they perceive the order and their place within it. Collecting that info should be as relevant to your rpg choice as the hardware to complete a questline.
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Post by garrusfan1 on Aug 28, 2021 12:39:38 GMT
Like most things, I think it is more a question of good execution. The trainers in DAI were ok but the go fetch the items bit wasn't great. I would like to see for say a templar - when you find a lyrium filter to get some info from its previous owner. How did they cope/not cope with their addiction? How did they perceive the order and their place within it. Collecting that info should be as relevant to your rpg choice as the hardware to complete a questline. This would be fine. But you could already kinda do that just by asking the trainer some questions. Although if they do it again don't make it so freaking random. Getting three venatori tombs shouldn't take hours and hours to do.
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Post by gervaise21 on Aug 28, 2021 12:41:49 GMT
I'd prefer the system in DAO and DA2 unless they can make sure that whatever you need to do or wherever you need to go to get the right ingredients or whatever to allow you the specialisation is always potentially available. I found it annoying that if you hadn't yet visited an area you had no idea where to go to get the things you needed. Also, some areas were only open after you had reached a certain point on the main plot. This was fine if you were doing a fast run where you leveled up slower so already reached that point by the time you were ready to take your specialism. However, if you took your time and did more side-quests and optional areas, you reached the required level way before that plot point was reached. So your companions all had their specialisms but you had to wait around until you could collect that particular resource from that particular location.
The other thing I preferred about the previous games was that you were not limited to just one specialism, which meant you weren't always copying one of your companions. In DAO you could mix and match, so no two characters were running the same specialisms, whilst in DA2 your companions had their own individual specialisms that were unique to them, whilst you were allowed up to two out of three options.
I think of the 3 games, I'd probably favour returning the the DA2 system of specialisms but being able to take your choice from four different specialisms rather than the 3 of DA2 and DAI, and able to take more than one specialism, the first at level 7 like DAO and DA2, rather than level 10 of DAI, and then the next at 14, the 3rd a 21 and so on.
Also, if you need training, just have it like DAO where one of your companions can advise you or you just buy an instruction manual. Let's face it that is all the trainers in DAI were doing. You need XYZ ingredients and then make this object.
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Post by mgsmsc on Aug 28, 2021 12:56:49 GMT
Like most things, I think it is more a question of good execution. The trainers in DAI were ok but the go fetch the items bit wasn't great. I would like to see for say a templar - when you find a lyrium filter to get some info from its previous owner. How did they cope/not cope with their addiction? How did they perceive the order and their place within it. Collecting that info should be as relevant to your rpg choice as the hardware to complete a questline. This would be fine. But you could already kinda do that just by asking the trainer some questions. Although if they do it again don't make it so freaking random. Getting three venatori tombs shouldn't take hours and hours to do. Fair point, if you don't know specifically where a said item drops it can take a long time to come across 3 of said item. In DAI all of the pieces for the specialisation quests have a specific drop point where you can find the items. If you know them its a matter of minutes rather than hours but there in lies the problem - having to google something isn't conducive to an immersive experience! Generally I am a bit all or nothing with these quests. If they are included then the devs/writers need to make it significant to character development. Otherwise the more minimalist approach is probably the way to go, especially in DAIs case where the game is reasonably lengthy already.
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Post by Sonya on Aug 28, 2021 13:18:29 GMT
Also, some areas were only open after you had reached a certain point on the main plot. What areas? Also, if you need training, just have it like DAO where one of your companions can advise you or you just buy an instruction manual. Let's face it that is all the trainers in DAI were doing. You need XYZ ingredients and then make this object. Though I do not like DAI way of getting spec, but about trainers: after getting spec you can click on your trainer who is hanging somewhere in the castle and hear such phrases as "we'll continue out training ....". Iron Bull also mentions it and you answer "I started training as...". So it sounds like in DAI you got the spec but still continue improving it, but the player can learn about it only from those random talks and clicks. So the trainers actually train you even after getting spec. In DAO companions show some basics. Just do not remember any conversations that GW continues training after. Bought a manual? Tbh it is strange as it is just "theory". And theory without pactice is nothing (for the most part). Blood Mage manual is really interesting to study I suspect. And more interesting to practice on your own.
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Post by Sonya on Aug 28, 2021 13:39:22 GMT
Like most things, I think it is more a question of good execution. Would have been nice if good execution could include some sort of equity. To get Champion/Rift Mage/Artificer spec - I have to run around a huge map where I even do not want to go and actually do not need - like Exalted Plains. Though with other specs the maps are smaller, some have plot quests so I will go there anyway and enemies will be on my way. Could never undertsand why Champion and Rift Mages specs require that long way to get in comparison with the rest.
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Post by fylimar on Aug 28, 2021 14:09:08 GMT
I prefer the DA2 approach to specialisations. Maybe DAO, but I hate the quests you had to do in DAI. I used a mod from my second playthrough onwards, to get the specs asap. I would be ok, if there were an interesting quest involved- and one, you can do early in the game-, but generally I prefer to have access to specs, at least after the first playthrough.
Sonya: about what areas: the ones, you have to go to in order to get the material for your spec.
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Jade Empire, Mass Effect Andromeda, Mass Effect Legendary Edition
XBL Gamertag: cyberstrike nTo
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Post by Cyberstrike on Aug 28, 2021 14:14:37 GMT
I can't say that I enjoyed the specialization quests in DAI given that some of the items are so random it's like it hitting the lottery when you find do one.
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Post by Fredward on Aug 28, 2021 14:24:36 GMT
I liked that you had a little quest that kinda explained how you came by this sudden new branch of exciting and flashy murder methods. Could have been more interesting/organic then just summoning people to pitch their specialization at you but the idea was fun.
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Post by gervaise21 on Aug 28, 2021 14:24:57 GMT
It is a while now since I played but I seem to recall one specialism required items from the western approach, only unlocks after you have met Hawke's contact in Crestwood. You mentioned the Champion/Rift Mage/Artificer yourself and I'm pretty sure the Artificer was the one tied to the Western Approach. I definitely recall it was infuriating because I'd already got all the items you needed for the other two rogue specialisms well before that one. If you know them its a matter of minutes rather than hours but there in lies the problem - having to google something isn't conducive to an immersive experience! This was exactly the problem for me. I was getting so frustrated my first run trying to find items even though I was actually in the area they should be. A quick Google search does deal with the problem but it shouldn't be that hard and it does ruin the role playing immersion. It was the same with companion banter. It was too random and unreliable that in the end I went to the Wiki to find out what they ought to be saying to one another.
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Post by mgsmsc on Aug 28, 2021 14:34:26 GMT
Like most things, I think it is more a question of good execution. Would have been nice if good execution could include some sort of equity. To get Champion/Rift Mage/Artificer spec - I have to run around a huge map where I even do not want to go and actually do not need - like Exalted Plains. Though with other specs the maps are smaller, some have plot quests so I will go there anyway and enemies will be on my way. Could never undertsand why Champion and Rift Mages specs require that long way to get in comparison with the rest. True enough. Some of the items you need are potentially quite late with regards to ability points. So if you are looking to build a character without respecing and sequence breaking it can be a bit rough role play wise. Justifying heading to a place solely for specialisation (meta game knowledge) isn't really doing an rpg any favours. Perhaps stressing the importance of becoming a whatever is needed in the quest as well as where to go.
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Post by mgsmsc on Aug 28, 2021 14:41:57 GMT
If you know them its a matter of minutes rather than hours but there in lies the problem - having to google something isn't conducive to an immersive experience! gervaise21 This was exactly the problem for me. I was getting so frustrated my first run trying to find items even though I was actually in the area they should be. A quick Google search does deal with the problem but it shouldn't be that hard and it does ruin the role playing immersion. It was the same with companion banter. It was too random and unreliable that in the end I went to the Wiki to find out what they ought to be saying to one another.[/quote] Yeah, I have done the same with banter and it sort of sucks the life out of it. Having to look up bits when they get stuck on the same line over and over. I like DAI a lot but it didn't do itself any favours with these sorts of problems and it does concern me that if issues like this are present in 4 that a lot of people will get turned off.
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Post by LadyofNemesis on Aug 28, 2021 14:59:39 GMT
I mean...I didn't mind the quests themselves, and I agree some of them could get quite tedious, especially if you have your heart set on a certain spec. and you need to grind to get the items you need for the quest. I just wish we'd had been given unique specializations as compared to the companions, like in DAO and DA2. That's what I hope for DA4 anyway, to have unique specializations again for both us and our companions. imo. it was a lot more fun to find out which specialization(s) to pick in order to feel and be unique from our companions
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Post by wickedcool on Aug 28, 2021 15:27:23 GMT
Would love a combination of dao and dai
I remember dao how fun were and one involved a spirit trapped
My proposal is you find a trainer (maybe it’s a shop or school in a city). The trainer sends you out to a dungeon to complete the quest. Imagine if one of the dai specialization was located in valamar or in one of the other dungeons that need to be unlocked in the war table
Dai had a lot of roleplaying laziness compared to dao and da2.
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Post by garrusfan1 on Aug 28, 2021 20:36:09 GMT
This would be fine. But you could already kinda do that just by asking the trainer some questions. Although if they do it again don't make it so freaking random. Getting three venatori tombs shouldn't take hours and hours to do. Fair point, if you don't know specifically where a said item drops it can take a long time to come across 3 of said item. In DAI all of the pieces for the specialisation quests have a specific drop point where you can find the items. If you know them its a matter of minutes rather than hours but there in lies the problem - having to google something isn't conducive to an immersive experience! Generally I am a bit all or nothing with these quests. If they are included then the devs/writers need to make it significant to character development. Otherwise the more minimalist approach is probably the way to go, especially in DAIs case where the game is reasonably lengthy already. Oh no. I have that guide and I still can't find the rift mage and knight enchanter stuff now that I am trying. The venatori don't drop the tomes and the wisp don't drop their essence. I am starting a new game and am gonna try for whichever I can get.
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Post by colfoley on Aug 28, 2021 20:43:12 GMT
I think they should, if they do specializations at all, go even further and double down on it. I actually want a mini quest line/ arc where you get to choose a specialization for your character and unlock it. I guess closest analogue to what I want is like the Skyrim stuff with each one of the faction missions just as soon as you are done with them instead of running the organization you get a specialization of it. Of course this could end up being a LOT to program if we do get nine specializations this will be 9 seperate quest lines. Or as I have suggested no real specializations but you get to start off with certain skills based on options you make in the beginning of the game.
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Post by garrusfan1 on Aug 28, 2021 20:51:05 GMT
I think they should, if they do specializations at all, go even further and double down on it. I actually want a mini quest line/ arc where you get to choose a specialization for your character and unlock it. I guess closest analogue to what I want is like the Skyrim stuff with each one of the faction missions just as soon as you are done with them instead of running the organization you get a specialization of it. Of course this could end up being a LOT to program if we do get nine specializations this will be 9 seperate quest lines. Or as I have suggested no real specializations but you get to start off with certain skills based on options you make in the beginning of the game. That last part is actually kinda cool and would add replayability
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Post by mgsmsc on Aug 28, 2021 20:59:44 GMT
Fair point, if you don't know specifically where a said item drops it can take a long time to come across 3 of said item. In DAI all of the pieces for the specialisation quests have a specific drop point where you can find the items. If you know them its a matter of minutes rather than hours but there in lies the problem - having to google something isn't conducive to an immersive experience! Generally I am a bit all or nothing with these quests. If they are included then the devs/writers need to make it significant to character development. Otherwise the more minimalist approach is probably the way to go, especially in DAIs case where the game is reasonably lengthy already. Oh no. I have that guide and I still can't find the rift mage and knight enchanter stuff now that I am trying. The venatori don't drop the tomes and the wisp don't drop their essence. I am starting a new game and am gonna try for whichever I can get. That sucks. I just had a quick search and came across someone mentioning that the pure wisps, that give a guaranteed wisp essence drop, were not spawning in the Fallow Mire. Maybe its a bug along those lines. You can grind wisp essences reasonably quickly from some of the rifts in the Hinterlands. A couple of them have a few wisps per wave and are not too difficult early. I think the rift near the Agrarian Apostate quest giver might be the one. Venatori tomes are a tad rarer but can be a random drop from spellbinder type enemies - there are some of these at the Forbidden Oasis but I think you may have to have gone past 'In Your Shall Burn' first for them to show up. If you are bothered about Nevarran skulls, they can be grinded from apostate mages in the Hinterlands - just don't destroy their enclave in the cave or the patrolling ones will stop spawning. I hope you have better luck on your next playthrough!
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Mass Effect Andromeda, Anthem, Mass Effect Legendary Edition
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XBL Gamertag: Beerfish77
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Post by Beerfish on Aug 28, 2021 21:28:09 GMT
I agree with the op, and some others, the quest idea maybe not bad but too annoying. I'd end up with levels i did not want to spend because I wanted a specialization.
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Post by garrusfan1 on Aug 28, 2021 21:53:52 GMT
Oh no. I have that guide and I still can't find the rift mage and knight enchanter stuff now that I am trying. The venatori don't drop the tomes and the wisp don't drop their essence. I am starting a new game and am gonna try for whichever I can get. That sucks. I just had a quick search and came across someone mentioning that the pure wisps, that give a guaranteed wisp essence drop, were not spawning in the Fallow Mire. Maybe its a bug along those lines. You can grind wisp essences reasonably quickly from some of the rifts in the Hinterlands. A couple of them have a few wisps per wave and are not too difficult early. I think the rift near the Agrarian Apostate quest giver might be the one. Venatori tomes are a tad rarer but can be a random drop from spellbinder type enemies - there are some of these at the Forbidden Oasis but I think you may have to have gone past 'In Your Shall Burn' first for them to show up. If you are bothered about Nevarran skulls, they can be grinded from apostate mages in the Hinterlands - just don't destroy their enclave in the cave or the patrolling ones will stop spawning. I hope you have better luck on your next playthrough! Ironically I have absolutely no problem finding nevarran skuls despite the fact that is the one made specilization I am not interested in. Thanks for the help though.
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Post by duskwanderer on Aug 28, 2021 22:14:57 GMT
Fetching items wasn't a great idea.
I'm personally more in favor of the Starcraft II: Heart of the Swarm plan: I get to take the specialization on a test drive and see if that's what I want.
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Post by Absafraginlootly on Aug 29, 2021 2:05:26 GMT
I didn't like having to search maps high and low for the right enemies to kill for the right items to loot. On my first play through i gave up on the specialisation i had planned on and just went with the one i had managed to collect the stuff for (thankfully Tempest turned out to be fun).
But I see alot of potential in specialisation quests if they make them fleshed out side quests with cinematics and story.
An assassin quest where your tasked with sneaking into this mansion (solo) and taking out a wealthy merchant. A spirit warrior quest where you must attract the attention of a spirit by performing a suitable deed while using certain ritual ingredients and then come to an agreement with them. A champion quest to defeat the bandits who are harassing a town/area. A blood mage quest to learn the art from a demon or blood mage... For a price. Etc.
There's a lot of story potential here.
If there's no quest to get a specialisation, then rather than have it just pop into our character from a book or whatever, maybe they should just shift the choice back too character creation? You could select it after you select you race/background/class and it could represent training you specialised in before the story starts. You could start the game with one specialisation ability and have the others be locked behind higher levels or milestones.
D&d 5e has you pick sub classes at levels 1-3 (depending on class) and that works fine.
Of course the 'your already trained in your subclass/specialisation from the beginning' route doesn't work as well if they want to introduce something mysterious and new that you can only of learned from this person/thing you encountered over the course of the story. Nor if you want them to be full only of powerful end game powers rather than powers slowly increasing in scale.
Regardless of what they do with the PCs specs I did like that the companions specs were different in da2. I like that they had their own flavour, and that it meant Hawke wouldn't be the same as them even if she picked the spec that was like theirs.
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Post by Sonya on Aug 29, 2021 11:08:57 GMT
Sonya: about what areas: the ones, you have to go to in order to get the material for your spec. It is a while now since I played but I seem to recall one specialism required items from the western approach, only unlocks after you have met Hawke's contact in Crestwood. You mentioned the Champion/Rift Mage/Artificer yourself and I'm pretty sure the Artificer was the one tied to the Western Approach. I definitely recall it was infuriating because I'd already got all the items you needed for the other two rogue specialisms well before that one. Ah, yes. Artificer would be the longest. Unbalanced. I just wish we'd had been given unique specializations as compared to the companions, like in DAO and DA2. In DAO specs were not unique though - companions had the same since they teach you. Others, like Blood Magic, Duelist - might be called "unique" since no other companion had them. Only in the end you still can give your companions the same specs. Or you meant something else? In DA2 they were unique indeed. Mind Templar (as Carver has it) and Force Mage (Beth). But others? That was really great. Companions were unique, Hawke was unique. DA2 wins in terms of "unique". The question is - how Hawke could learn them. And DAO (sort of) and DAI included that part, but not in the best way.
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