I don't mind it in terms of projectile attacks, like Hurl or archery, for the reasons you mentioned.Theagg wrote...
andar91 wrote...
Thanks SO much to nickharvey86 and SirOccam for all the fantastic information: I love hearing people's impressions and SirOccam's is especially detailed.
About the dodging: I love that attacks won't automatically hit no matter what anymore. I hated that. If my character moves out of the way, then they shouldn't get hit by a melee attack. I know some may say that that's too action-rpg like, but I think it adds an entirely new dimension to tactical gameplay since you can now take character positioning into account even more.
For the record, in wargaming, fantasy or otherwise, its often the case that you cannot simply run away and thus evade an attack. In most wargame rules ( skirmish sets included ), running away whilst in melee usually give your opponent a free, unhindered and automatic hit at you.
Because in the process of running away you drop all your defenses. ( effectively its like turning your back and thus dropping your gaurd ) Defense capabilities and skills might negate this free attack ( I assume this is like the 'Disengage' skill warriors have in DA:O. Skirmish wargaming rules have similar )
So whilst this did look odd in DA;O, ie where you see the world 'Hurl' pop up next to a golem you are fighting and thus try to run to the left of right but are still pasted by the incoming boulder no matter where you have managed to run to, I didn't see this as an actual problem once you understood the combat wasn't actually 'real time' combat. The 'dice' had been rolled and the golem/ogre had scored its 'Hurl' hit, the combat and movement animations just confused people because they appeared to be real time.
Effectively what you are describing here sounds like something that moves the combat system far more into action and dexterity/quick reflexes based combat.( button mashing to call it by its common name ) Which for me personally is the wrong direction to be taking it. Hmmm...
But I think melee attacks should be different. If there's a slow but powerful attack (like from an Ogre), then the slowness needs to be reflected, otherwise there's really no downside to balance out the increased power. Essentially, every attack is instantaneous under that system.





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