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| [May 12, 2012, 10:25 am ET] - Share - Viewing Comments |
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| 15. |
Re: etc. |
May 12, 2012, 23:03 |
Verno |
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eunichron wrote on May 12, 2012, 18:18: I actually preferred the system that they had early in the beta where you could only swap abilities at 'shrines' in town and at the beginning of each dungeon. This gave more of a sense of permanence, and required the player to plan ahead before venturing forth, while still maintaining the benefits of the 'unified' skill system. But it's still better than, "Oh, that skill doesn't work? Better delete and start over from the beginning." Yeah agreed, the old system thematically fit better in the world as well. I'm not sure why they got rid of the shrines, I think they just didn't fit well with the rune system but rune system itself is pretty new and will probably be changed a lot.
As for permanance I think the more serious players will roll hardcore characters anyway. It has more than enough consequence built in and the RMAH can't influence it. I can't really take the games as seriously without the risk factor and I think the new TP ability being such a long cast will make Hardcore an incredible experience.
I do kinda miss atribute point allocation though, I'd like the flexibility to fine tune my builds a bit.
This comment was edited on May 12, 2012, 23:09. |
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Playing: Faster Than Light, Tales of Graces F, Fire Emblem 3DS Watching: Ghost in the Shell, Hannibal, Oblivion |
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