ts interesting how some unknown avatarless teenage boy DARES to go and teach people about game design who made Baldurs Gates, Kotors, Jade Empire, Mass Effects, Dragon Age, works on most expensive project in EA history and people who are considered to be kings of western rpgs.
Seriously, this troll got too much attention.
Wow, you told him. He doesn't have an avatar? Who does he think he is? Doesn't he know you HAVE to have an avatar for anyone to take you seriously? And saying that a game backed by EA and designed by Bioware could have been better in some areas? Preposterous!
Sarcasm aside, I know who Upper_Krust is, but who the heck are you and why are you calling him the troll?
1. I noticed the OP at one point said that the large number and variety of foes in LO made the setting feel more fantastic. Dragon Age isn't meant to feel fantastic, it's meant to feel realistic and more like our world with some fantastical elements. I find that a lot more immersive than the enemy creation process of "OK now we need another enemy, make something with heaps of tentacle and call it the Tentacular or something like that."
I'm not a huge fan of crazy-looking monsters like your tentacle example, but that's not the only way to provide variety in monsters. The problem, to me, is that every humanoid enemy you fight has basically the same abilities you have (weapon and class-specific talents). Every canine has essentially the same abilities (overwhelm, dread howl, charge), every spider is the same (poison, web, overwhelm), and even the monstrous enemies are the same (massive attack, etc). With one exception, there are no surprises--glance at a humanoid enemy and you know pretty much exactly how it will attack and behave, even if it's a boss. Even the enemy mages use generic spells.
If you want a non-JRPG example, World of Warcraft also does monster variety better, imo. Not that every enemy is unique, and they don't even have unique graphics most of the time, but they do have unique abilities. Some heavily-armored melee enemies are "avengers," that power up (200% haste and attack power) if they see an ally fall in battle. Enemy mages have interesting spells like mass polymorph, shadowbolt volley, mind control, etc. Some enemies are immune to some types of crowd control (and you can't tell just from saying, "Oh, 2h warrior). One or two bosses have changing elemental resistances and powers.
Basically, DA:O lacks the "Oh, crud, that's not going to work in this fight, now what?" factor that other games have. A single strategy really is universally effective, and no, not every game is like that.
1. Is the OP someone who has played the Xbox version of DAO and not the PC version? If so than this argument is somewhat stupid because obviously a game that was designed for Xbox (LO) and one that was designed for PC and has a rudimentry console port (DAO) is going to appear better.
Right, because the PC version totally has a greater variety of enemies and more interesting bosses. Wait... Also, he said himself that he's seen what PC gameplay looks like and it is, in some ways, more tactical. Also, probably easier (my opinion).
In what way filler combat exactly? The ratio of combat to story is pretty much the same as it is in any other game. In response to saying the combat is too easy, I think a lot of people would go in the other direction and say that the combat is too hard, even on normal. And with regards to repetitive enemies, the enemies are no more repetitive than in any other game.
I disagree; see above. It seems like in general the enemies are just generic. An enemy warrior with a 2h is going to look and behave exactly like one of your companions would at the same level with default tactics. So, if they want to create an encounter with a boss and enemies, all they have to do (or can do, for that matter) is plop four melee enemies (let's give them shields), ten archers, and a mage in around the boss. Oh, and let's make the boss a 2h warrior. Done. Level scaling takes care of the details.
I'd say only eight boss encounters were really what I'd call interesting in Dragon Age. Final boss, one optional boss, four past Orzammar, two in the mage tower. That sounds good, however unfortunately only about half of those ended up being challenging (the four past Orzammar, actually). That's out of, what, thirty-some "bosses"? Quantity over quality... I agree.
To be honest, given the above paragraph, I don't have a huge complaint about the bosses except that they were all, without exception, too easy on nightmare. I just think the generic enemies are too generic. Baldur's Gate did better in this area--trolls that required acid or fire, vampires that needed a stake and drained your life, beholders, and illithids all made the combat a lot more interesting.





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