Although I think Bioware does understand some of our complaints with archery, little to nothing was fixed about it in Awakening. The Accuracy sustain grants a point of damage per point of dexterity in addition to large attack, crit%, and crit damage bonuses. As I stated previously in this thread, an archer in Awakening is amazingly powerful. The problem is that the huge increase in killing power failed to address the underlying issues.
The first and most important issue, as I see it, is that archery is
boring. I know a lot of players who love archers would disagree with me on that, but I'll explain. I think archery is boring for two reasons: the animations lack any kind of variety, and the specials themselves are very lackluster.
The problem with the animations is, for one thing, watching your archer fire shot after shot in the exact same way just isn't very entertaining. Compare that to the melee weapon styles that have a few different swing animations and special "killing blows." Not only are the animations boring, but they're
long. Especially if you're using Rapid Shot/Rapid Aim, they just take way too long to fire off. Waiting two or three seconds to use every single ability isn't fun even if those abilities were all worth using.
The specials are mostly either too slow, too weak, or both. Crippling Shot is about as useful as the DW talent Cripple--except it takes longer to use, does less damage, and worst of all is just boring to use. Pinning Shot is an interesting case, as the tooltip doesn't bother to tell you that damage taken will interrupt the pinning effect. Even when you know about that effect, it can be hard to cancel your next attack in time to let Pinning Shot stick. It would be great if it worked like the the WoW ability Gouge, cancelling your auto-attack on use. Shattering Shot is more useful than it looks, since it also knocks normal enemies down. Too bad the cast time feels approximately the same duration as the knockdown, right? Oh, and it doesn't work on everything, unlike the similar abilities other weapon styles get.
Critical Shot takes so long to fire that you don't really gain damage from using it. Honestly, much the same could be said about Arrow of Slaying. The hard truth about AoS is that in the cases where it would actually deal high damage, you probably could have killed that enemy with normal attacks in about the same time
(see). That leaves Scattershot, which is a great ability for the player, but ends up being extremely annoying in the hands of the computer. Altogether, that means archers only get one or two buttons that are worth pushing every fight. If we compare that to any other build in the game, I think it becomes clear why I think archery is rather boring.
The second major issue with archery is its poor synergy with pretty much everything. Haste causes shot time to increase, weapon buffs don't apply, poisons don't apply, bows with runes don't exist, and almost every specialization for both rogues and warriors has a huge bias toward melee.
Magical arrows, while a nice touch as a consumable, are entirely inadequate when compared to the alternatives melee can use. Their damage is comparable to that of the elemental weapon coatings, true, but arrows can't be crafted. Additionally, melee can apply multiple coatings to a weapon, whereas archers can only have a single arrow type active. Arrows also simply lack the utility, variety, and damage of poisons.
The final gripe I have with archery is that it doesn't follow Bioware's own (fairly sound) ability design guidelines. From the
toolset wiki:Ability Design Notes
When creating an ability in Dragon Age: Origins, we generally stick to the following guidelines
* Keep it useful.
Some constant benefits (such as an increase in Attack or Defense) stay useful for the duration of the game as the progression of the related properties are slow. For other effects, such as damage, a constant value would mean that the ability will become progressively worse through the game as damage needed to drop enemies increases from level to level. In such cases, the ability should be tied in some fashion to a Spellpower (for spells) or another relevant trait (such as cunning for rogues) to ensure they stay useful throughout the game.
* No repetition.
Each ability in Dragon Age: Origins is unique. No incremental abilities such as 'fireball I, fireball II, etc.'. Skills are exempt from this rule. Remember that the Damage Types dramatically alter the actual effect of an ability (such as lightning always draining stamina alongside doing damage), so having similar damaging abilities in different trees is usually fine.
* Thematic matching.
Abilities within the same chain should follow a common theme.
* Avoid binary abilities. Design hit heavy.
Avoid abilities that are hit-or-miss. Generally, abilities should hit whenever possible and use target side mitigation of effects (resistance checks, damage mitigation) instead of 'hit or miss' mechanics. Melee abilities may use the normal attack resolution routines but should always perform their attacks at a bonus. Use rank based mitigation and resistances to allow for very powerful effects that do not trivialize boss battles.
* Use meaningful effects
Abilities should always be worth it. Don't do minor effects (+1 attack). The player should always be able to see the effect of the ability in game (not necessarily visually, but at least through increased damage, etc.). The first ability in a chain should, whenever possible, be active. The fourth ability in a chain should always have the biggest 'bang-for-the-buck' factor. Abilities lower in the chain should have shorter cooldowns. Do not allow instant death on bosses and elite bosses.
* Avoid 'zero-sum' abilities
When possible, avoid 'zero-sum' abilities that trade a penalty for a benefit (e.g. increase defense but decrease attack). There are a number of these abilities that are valid (such as aim), but balancing them and keeping them useful is hard and requires a lot of work. This obviously does not apply to drastic abilities such as blood magic.
* No emulation of defining class capabilities
Never ever grant a basic class capability from one class to another class via abilities. This means no invisibility or magical unlock spells for mages, as these are defining capabilities of the rogue class. No weapon talents for mages. No magic spells or large, targeted area of effects for warriors or rogues. Items might blur this line if the cost is balanced properly (e.g. grenades).
Note the number of times they deviated from those guidelines in designing archery. Aim is "zero-sum" and grants effects that don't scale late into the game (I'm looking at the damage and armor penetration). The abilities that have an effect other than damage are binary, and the bottom two talent branches definitely don't have a theme that I can see, although they could if you swapped a couple of the talents around.
I don't want to say that archery is unplayable or so underpowered that any archer is doomed to failure, but I do strongly feel that ranged combat got shorted, and I hope to see improvements in DA2. Of course, I understand it's hard to balance, especially since changes to PC archers affect enemy archers as well. Hopefully, though, Bioware can make archery fun.
Modifié par soteria, 20 juillet 2010 - 07:05 .