![]() Unlock more mastery slots as you level would strike the right balance between making decisions matter and being completely useless.Īnd what, pray tell, has Pillars of Eternity to do with any of that?Īnyway, we might have to agree to disagree. The only thing ridiculous about the current setup is that you are limited to three the entire time. You aren't given access to all of your known spells in Pillars of Eternity. I'm not a programmer so I have no idea how difficult this would be to implement, but the functionality already exists in the game so it's at least feasible to me. Let's say I select the Spell mastery button, then the secondary menu lets me choose a spell sphere (air, water, fire, earth, etc.), then that brings up a third menu with the spells in those spheres available to cast. You could add more menus to go deeper if necessary for the Spell book. You could expand that idea and have an Attack/Defend/Class Ability (Chug, Spell, Battle Cry, Hide in Shadows, etc) mapped to the three general mastery buttons, then when you select Attack for example, a secondary menu of buttons pops up with all of your attack abilities to choose from (or a reasonable limit on them, like 5 or 8). For the Chug ability, once you choose it it brings up a second menu right now that lets you choose which drink to use. I think implementing a solution similar to how the Chug ability functions for all three mastery buttons would work better, where you have a secondary menu open up with more choices. I could be wrong about this, but it's certainly not strategic in my opinion. I understand inExile has said there are no plans to port this to consoles at this time, but the only real reason I see in limiting the skill choices is to make it easier to map to controller buttons when they do move this to the consoles, as other have stated. Please someone tell me I've just completely misunderstood how the game functions. I thought this was supposed to be an RPG?Įnd of rant, I think I got my point through. You know: one guy can hit things with a sword, another guy can block with a shield, and the third guy can jump. This game feels like a first person perspective version of The Lost Vikings. ![]() I want to make interesting, meaningful and impactful choices during combat, not to choose whether I'll be able to use A or B before I even enter combat. When players ask for interesting tactical choices, this is not what they mean. except for bards, who must use a tankard to be able to function. Forget access to inventory, you have one potion slot. that's really just for potions - uh, I mean one potion. Oh, but I almost forgot the trinket slot! That's almost like having one more ability! Except. ![]() I can't remember ever playing an RPG where on level up I try to pick all the passive bonuses instead of getting any of the actually interesting stuff. Why only three abilites? Why is there a limit in the first place? Purely from a game design perspective, how does that improve the game? This is the kind of stuff I come up with if I specifically try to invent the most frustrating, infuriating mechanics an RPG could possibly have. And those three include attacking with a weapon. I really, really hope this is just a case of me somehow entirely misunderstanding how the skill system works. Just played the backer beta for a few hours, and while it's certainly promising and has plenty of potential, some design decisions just baffle me. It's not "quite restrictive", it's downright insane.
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