Zahar Posted August 30 Posted August 30 Hello folks. So, I've been replaying Deadfire and this made me really interested in Avowed. While I'm a cRPG player first, I also liked Fallout:NV, Skyrim and the Mass Effect series, so I can enjoy a 1st or 3r person ARPg IF the RPG systems, writing and sense of reactivity and persistence is there. We all saw the gameplay already, but coming fresh from Deadfire I'd like to know what to expect from the RPG systems. I've read it's a no class system and I'm ok with it, but are the skills/talents/etc capable to alter gameplay or just percentage bonuses? What about relations with our companions (not talking about romance) will it be as in depth as Deadfire with that cool reputation interface? I've read a lot about combat, graphics and the non romance option (sincerely I'm ok with it, it can be cool if done right but receives WAY too much attention compared to what matters in an RPG imho) and just want to know if there is a source for the other juicy parts. Ty for your time folks.
Ordo! Posted August 31 Posted August 31 Obsidian said that there is no numerical system for relationships with companions but your decisions will affect them. As for the other systems : You have attributes that modify aspects of combat (damage, speed etc), those can be increased with items and during level-ups. You have active and passive abilities, some of them are percentage bonuses (so vertical progression) but others unlock gameplay options (like parry projectiles for example). Grimoires have four spells each, when you have one equiped you can cast the spells but you can also invest a skill point to learn of the spells permanently (and so you can cast it without the need of a grimoire). There is an upgrading system, to boost damage, stun and others aspects of armors and weapons. There is an enchanting system, we've not seen much of it. There are numerous unique weapons, armors and accessories, they can give passive abilities and (I'm not sure of that because it was mentioned in only one preview) active abilities. We don't if it's like in Deadfire, with a mini-skill tree for each unique. Beyond that each companion have a skill tree with four active abilities, that can be modified further, we don't know for the passives. These companions can be used with the combat wheel. I think that's all we know for now ? But all in all pretty deep for an FP-RPG I would say, it will heavily depend of the nature of the different abilities and bonuses imo. 2
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