Things from DA:O you DON'T want to see in DA2
#51
Posté 06 septembre 2010 - 04:06
#52
Posté 06 septembre 2010 - 04:06
But to stay on topic.. remove the effects of constant spells and abilities after a few seconds.. I hated having spell might/blood magic/wisp/shield on while speaking to anyone, My character looks like he/she is going to explode any minute and the framerate takes a digger as well...
#53
Posté 06 septembre 2010 - 04:08
The Fade.
Clumsy and slow attack animations.
Ridiculous music during sex scenes.
Modifié par Perfecti0nist, 06 septembre 2010 - 04:10 .
#54
Posté 06 septembre 2010 - 04:09
Revan312 wrote...
The things I want to stay from DA:O far outweigh anything I don't want.
But to stay on topic.. remove the effects of constant spells and abilities after a few seconds.. I hated having spell might/blood magic/wisp/shield on while speaking to anyone, My character looks like he/she is going to explode any minute and the framerate takes a digger as well...
This!
#55
Posté 06 septembre 2010 - 04:09
#56
Posté 06 septembre 2010 - 04:11
Pedrak wrote...
Revan312 wrote...
The things I want to stay from DA:O far outweigh anything I don't want.
But to stay on topic.. remove the effects of constant spells and abilities after a few seconds.. I hated having spell might/blood magic/wisp/shield on while speaking to anyone, My character looks like he/she is going to explode any minute and the framerate takes a digger as well...
This!
There's addons for it now, there will no doubt be addons for DA2 as well.
#57
Posté 06 septembre 2010 - 04:13
leonia42 wrote...
Aww, am I the only person that liked the Fade? I wouldn't mind more puzzle-solving.
I liked the Fade. Only I want more intuitive puzzles or riddles and much less combat.
#58
Posté 06 septembre 2010 - 04:14
The Fade and The Gauntlet were the only dungeons in DA:O that I did like, honestly.leonia42 wrote...
Aww, am I the only person that liked the Fade? I wouldn't mind more puzzle-solving.
More puzzles, less hallways connecting giant rooms with enemies and fourteen treasure chests containing elfroots, please.
#59
Posté 06 septembre 2010 - 04:15
ErichHartmann wrote...
leonia42 wrote...
Aww, am I the only person that liked the Fade? I wouldn't mind more puzzle-solving.
I liked the Fade. Only I want more intuitive puzzles or riddles and much less combat.
I liked the fade and thought the combat was fun and necessary. Shapeshifting and experimenting with abilities was pretty cool.
You can't go too long without combat imo and the fade sequence was pretty long
#60
Posté 06 septembre 2010 - 04:29
Spose we should be glad we didnt have to do a level there everytime the warden had a nap.....
#61
Posté 06 septembre 2010 - 04:33
Then I started having fun finding skill increases and changing forms and throwing fireballs and using crushing prison and boulders!
#62
Posté 06 septembre 2010 - 04:58
#63
Posté 06 septembre 2010 - 05:00
Seriously, the difficulty levels in DA:O should be labeled:
Three Mages (Easy)
Two Mages (Regular)
One Mage (Difficult)
No mages (Insane)
I do not want to see mages being better at everything than the other two classes combined.
It's ridiculous.
#64
Posté 06 septembre 2010 - 05:01
-useless stats(willpower and Constitution).
-collecting "bear asses"
-blood magic that isnt as powerful as it should be. Also using it should have consequences.
-those ridiculous, ridiculous mage hats (and some of the armor). They were horrible.
-I also would personally enjoy more secrets to find, more elite bosses (and one that's really hard. I mean really) and optional dungeons/locations to explore. The game could be a bit more challenging.
Yes, I have a long wishlist, but i don't expect any of these to be fulfilled (except archery and stats). They are just my personal wishes.
#65
Posté 06 septembre 2010 - 05:12
Warheadz wrote...]
-those ridiculous, ridiculous mage hats (and some of the armor). They were horrible.
-I also would personally enjoy more secrets to find, more elite bosses (and one that's really hard. I mean really) and optional dungeons/locations to explore. The game could be a bit more challenging.
Second
#66
Posté 06 septembre 2010 - 05:16
THE AWAKENING DIALOGUE SYSTEM.
#67
Posté 06 septembre 2010 - 05:18
No more having to wait for DLC to "validate" online ever time I have to restart the game from a crash...
#68
Posté 06 septembre 2010 - 05:26
Seriously, the difficulty levels in DA:O should be labeled:
Three Mages (Easy)
Two Mages (Regular)
One Mage (Difficult)
No mages (Insane)
I do want to see mages being better at everything than the other two classes combined.
Mages are feared across Thedas, if every upstart rogue or warrior equals them there are no reason to fear them... And it's singleplayer (with a party of 4) so even people who choose a warrior can still include 1 or 2 mages if they so desire.
Mages are glass cannons, they discharge their stuff and then they are dry after a short while where a warrior might continue till the battle is over.
Better to cut down on the number of lyrium potions and not have a conveniently located vendor where the ingredients for lyrium potions are sold in infinite numbers.
#69
Posté 06 septembre 2010 - 05:39
#70
Posté 06 septembre 2010 - 05:41
this isn't an MMO
#71
Posté 06 septembre 2010 - 05:43
My play experience shown me it's the other way around. Mages get much more mana than rogues/warriors get stamina, which means that they keep casting spells than warriors/rogues using abilities. Also, Mages get enough crowd control to ignore the glass part of glass cannon. And this is ignoring the fact that blood mage/arcane warrior combo exist, making the mage a better armored warrior than the Warrior class while still being a superior spellcaster.
Using fluff to justify a faulty and imbalanced gameplay experience doesn't make a good gameplay policy.
#72
Posté 06 septembre 2010 - 05:47
Xewaka wrote...
Using fluff to justify a faulty and imbalanced gameplay experience doesn't make a good gameplay policy.
It's a single player game, class balance isn't exactly as vital as in a multiplayer one.
#73
Posté 06 septembre 2010 - 05:47
Xewaka wrote...
Mages are glass cannons, they discharge their stuff and then they are dry after a short while where a warrior might continue till the battle is over.
My play experience shown me it's the other way around. Mages get much more mana than rogues/warriors get stamina, which means that they keep casting spells than warriors/rogues using abilities. Also, Mages get enough crowd control to ignore the glass part of glass cannon. And this is ignoring the fact that blood mage/arcane warrior combo exist, making the mage a better armored warrior than the Warrior class while still being a superior spellcaster.
Using fluff to justify a faulty and imbalanced gameplay experience doesn't make a good gameplay policy.
I think he meant mages SHOULD be glass cannons.
#74
Posté 06 septembre 2010 - 05:55
Xewaka wrote...
Mages are glass cannons, they discharge their stuff and then they are dry after a short while where a warrior might continue till the battle is over.
My play experience shown me it's the other way around. Mages get much more mana than rogues/warriors get stamina, which means that they keep casting spells than warriors/rogues using abilities. Also, Mages get enough crowd control to ignore the glass part of glass cannon. And this is ignoring the fact that blood mage/arcane warrior combo exist, making the mage a better armored warrior than the Warrior class while still being a superior spellcaster.
Using fluff to justify a faulty and imbalanced gameplay experience doesn't make a good gameplay policy.
I fail to find justification in balancing classes in a singleplayer game, I'm truly sorry. And like I said, cut down the infinite lyrium potions available policy to help balance the mana issue, but a mage versus a warrior 1on1 should be a no brainer for the mage IMO.
#75
Posté 06 septembre 2010 - 05:59
1. Stat and attributes what has no meaning.
- This means that class is based one stat only, like rogue = dex, warrior = str and mage = magic.
- What's the point of having stats if they are class based.
- Every stat attribute should exists because it has real function in the game, not just because this is "RPG" and it has to be there even if it has not real use.
2. Looting items what doesn't make any sense.
- I don't want to loot items what has no use to me at all.
- I don't want to loot items from locked chests what are worst than open box next to it.
- - Meaning something is locked for reasons, not just provide gameplay what has no point to exists
- I don't want to see "my invetory is full" of junk items.
3. Companions what are forced to be companions
- Having temporary companion because story is fine, but force them become players companion isn't. Don't assume players likes them at all, let player choose to who to keep.
- Having hole main story to suck, because playing "house" with virtual barbie dolls with our companions is becoming the hole point of the games story.
Modifié par Lumikki, 06 septembre 2010 - 06:47 .





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