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#301
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Brockololly wrote...

KennethAFTopp wrote...

Wait wait, Warriors teleport?


They dash forward, Dragon Ball Z style, complete with speed lines, flames and all.;)


Hm... what was that thing Peter Thomas mentioned about warriors and stamina?

Peter Thomas wrote...

This is a gameplay machanism we're using to make playing the classes different. In order to keep using abilities, each one requires you to act in certain ways. Warrior is deciding how long of a downtime you're going to take regaining stamina before attacking again.


There's gotta be a DBZ joke somewhere in there too.

Of course, things may have changed, or I may be interpreting it wrong.

#302
tmp7704

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In Exile wrote...

Whereas you're introducing a false dillema. You are talking about finding a way to open an attack on the other party without exposing your warriors to damage. AoE knockback attacks are more effective because for the 4-5 seconds it takes the enemy to get back on their feet, you are damaging them.

But you still need to get in the melee range first to actually be able to do that damage. And while you get there, you don't deal damage at all, while using the bow, you do. I honestly don't see how you can keep refusing to acknowledge the utility of the bow here.

If you're going to intentionally gimp yourself, we can't really talk about what abilities are useful or not. 

If you're trying for optimal builds, I don't see archery being useful at all becaue there are far better alternatives for the same effect.

Just so we're on the same page, do you consider using anything but "the optimal builds" "intentionally gimping yourself" or will you accept an argument that a player may choose skills depending on his/her preferences and possible fun they derive from it?

The High Dragon closes. I just found out Flemeth is a broken encounter, so I can't really comment on that.

The high dragon closes if you keep her target remain stationary. If you instead move them, the dragon pretty much fails to ever get in range -- by the time she lands her target is no more where they were, and while she's chasing her current target the other ranged characters keep racking up damage on her, making her switch the target to another person and attempt another futile chase. Rinse, repeat.

Flemeth is totally stationary yeah so i didn't really mean her. Just the other dragons and such from the DAO, Awakening and the Witch Hunt (the last one even comes with codex entry which comments the ranged attacks are supposed to be the best approach)

Fireball. Always fireball.

There is absolutely no enemy you are not dealing better damage to via fireball and close.

And you're completely forgetting/ignoring that for these encounters the benefit of ranged combat is not putting yourself into area where you take damage or other negative status effects yourself. Something the "fireball and close" approach doesn't provide (the traps certainly don't care about a fireball exploding nearby, nor will that shut them down for even a second)

Yes, you can deal better damage in melee, if you are willing to pay the associated cost. But looking just at the "i deal the most damage this way" and deciding what's useful and what isn't basing entirely on this is quite narrow-minded, imo. Although probably suitable if you attempt to rp a simpleton warrior.

#303
In Exile

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tmp7704 wrote...
But you still need to get in the melee range first to actually be able to do that damage. And while you get there, you don't deal damage at all, while using the bow, you do. I honestly don't see how you can keep refusing to acknowledge the utility of the bow here.


....

This is a numerical game. 20 dmg consistent over 4 seconds is not as much as 100 dmg at once after 4 seconds.

I refuse to acknowledge the utility of the bow because taking into account DPS and length of time, I think knockback + melee does more damage.

Just so we're on the same page, do you consider using anything but "the optimal builds" "intentionally gimping yourself" or will you accept an argument that a player may choose skills depending on his/her preferences and possible fun they derive from it?


If we are talking about the utility of something, I think we have to talk about an optimal build. Even the most useless abilities can be fun for a player, but that doesn't mean they aren't useless. We need some standard that isn't the highly subjective 'it's fun for me!'.

The high dragon closes if you keep her target remain stationary. If you instead move them, the dragon pretty much fails to ever get in range -- by the time she lands her target is no more where they were, and while she's chasing her current target the other ranged characters keep racking up damage on her, making her switch the target to another person and attempt another futile chase. Rinse, repeat.


Kiting? Never occured to me. That sounds like a functional tactic. Yeah, I totally acknowledge that warriors losing archery means less kiting, and in DA2 if we lack enough armours/mages you as a player might be forced into using a warrior in melee in these situations.

Flemeth is totally stationary yeah so i didn't really mean her. Just the other dragons and such from the DAO, Awakening and the Witch Hunt (the last one even comes with codex entry which comments the ranged attacks are supposed to be the best approach)


Like I said above: I will totally acknowledge that kiting is a viable tactic that you lose without archery.

And you're completely forgetting/ignoring that for these encounters the benefit of ranged combat is not putting yourself into area where you take damage or other negative status effects yourself. Something the "fireball and close" approach doesn't provide (the traps certainly don't care about a fireball exploding nearby, nor will that shut them down for even a second)


No, I'm not. In the Zevran encounter, the enemies on the hill (held off by traps) are archers. They are always dealing damage to you. So you can get into an archery duel with them, or you can fireball them and close. If you get hit by the trap you're incapacitated and take damage, but even if for whatever reason you aren't just paralyzing those archers with your mages or AoE knockbacks, you will steal deal more damage without range unless you've optimized range DPS, in which case you are dealing damage to each other, negating your 'taking no damage' argument.

Yes, you can deal better damage in melee, if you are willing to pay the associated cost. But looking just at the "i deal the most damage this way" and deciding what's useful and what isn't basing entirely on this is quite narrow-minded, imo. Although probably suitable if you attempt to rp a simpleton warrior.


I'm going to break this down for you. There are two distances which enemies can engage you: range, and melee.

If enemies engage you at range, then you engaging them at range means you take damage. This negates your no damage claim immediately.

If your enemies close in, you argued that you can get free hits on them. I pointed out that fireball knockback, as well as any other sort of AoE knockback, can prevent these enemies from moving and allow you to get superior dmg by using melee. 

Unless you are planning on always using your warriors in range, the small frame in case 2 where you could use archery is always inferior to knockback + melee. If you are always using archery, then you're either trying to kite or you're going to have an enemy damage you once it closes to melee or engages in a ranged duel.

Modifié par In Exile, 13 décembre 2010 - 01:25 .


#304
Guest_Puddi III_*

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Why are we even arguing the usefulness of archery? It's not like its continued existence is in question.

#305
In Exile

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filaminstrel wrote...

Why are we even arguing the usefulness of archery? It's not like its continued existence is in question.


We're just debating how useful it was for warriors. I don't deny there are less options without it, I just don't think you're actually losing anything but flavour.

I do admit I have a hard time understand why people would ever choose anything other than the optimal path of doing something.

#306
AntiChri5

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In Exile wrote...

filaminstrel wrote...

Why are we even arguing the usefulness of archery? It's not like its continued existence is in question.


We're just debating how useful it was for warriors. I don't deny there are less options without it, I just don't think you're actually losing anything but flavour.

I do admit I have a hard time understand why people would ever choose anything other than the optimal path of doing something.

The optimal path bored me.

Always has, always will.

#307
Ziggeh

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In Exile wrote...

We're just debating how useful it was for warriors. I don't deny there are less options without it, I just don't think you're actually losing anything but flavour.

Surely it's rendered somewhat moot by the repurposing of the skills system?

More responding to the conversation that your quote; You chaps are discussing if and when it was effective in a combat system which the game we're talking about won't be using. If they were to put it in DA2, it would have to be distinct from the rogue system, because that is their intention for the classes. Seems redudant.

As for kiting, they've already made a few changes in the name of game balance, is it really that suprising they'd scupper something that let you cheese major encounters? Call it tactics, but it's still not something they can balance for without putting clumsy anti-kite mechanics on every mob.

In Exile wrote...
I do admit I have a hard time understand why people would ever choose anything other than the optimal path of doing something.

I do this for looks quite often. More than I should probably be comfortable with. They'll make me hand back my "Man" credentials if I keep it up. I just find that the comfort of knowing I'm doing it well never quite outwieghs the discomfort of looking like a mong.

#308
upsettingshorts

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If I go a suboptimal route, it is because of a "damn the torpedoes" approach.

#309
tmp7704

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In Exile wrote...

This is a numerical game. 20 dmg consistent over 4 seconds is not as much as 100 dmg at once after 4 seconds.

And considering that there is nothing which would prevent the warrior from switching to melee once enemy reaches them and deliver the same 100 dmg at once after the same 4 seconds, i still don't see why that extra damage is worse than lack of it. You're presenting a false choice here.

The damage values you present are either intentionally or out of ignorance downplaying the effect of archery btw. Out of curiosity i gave Alistair plain tier 6 longbow. He has no archery talents whatsoever, and deals ~40 damage per shot to a target. For comparison, with equally plain tier 6 sword + shield setup he deals 30-odd damage per swing to the same target and around 80 using Overpower ability (but that ability takes an equivalent of ~2 regular attacks to animate)

If we are talking about the utility of something, I think we have to talk about an optimal build. Even the most useless abilities can be fun for a player, but that doesn't mean they aren't useless. We need some standard that isn't the highly subjective 'it's fun for me!'.

Well, if the standard on the other hand is supposed to be "if it's not the best possible then it's useless" then we can pretty much end it right here -- this sort of min-maxing black and white approach has simply too different definition of "useful" (compared to normal language) to allow an agreement.

Kiting? Never occured to me. That sounds like a functional tactic.

Yeah, i found this out very much out of necessity after an attempt to tackle things the standard way with Alistair acting like brave knight went pear shaped Posted Image  But it's surprisingly decent and it allows the mage to focus on the damage more since there's rarely need to heal anyone. The bit more hectic nature also makes it more fun to me than the typical tank and spank thing, but i'll accept the mileage may vary regarding this aspect.

No, I'm not. In the Zevran encounter, the enemies on the hill (held off by traps) are archers. They are always dealing damage to you. So you can get into an archery duel with them, or you can fireball them and close. If you get hit by the trap you're incapacitated and take damage, but even if for whatever reason you aren't just paralyzing those archers with your mages or AoE knockbacks, you will steal deal more damage without range unless you've optimized range DPS, in which case you are dealing damage to each other, negating your 'taking no damage' argument.

Hmm maybe i'm just fail to explain it properly, seeing how your interpretation again misses the point i'm trying to make regarding the trapped areas. Let me try again.

* ranged approach: moderate damage dealt, moderate damage taken (from enemy archers if there actually is any)
* melee approach: high damage dealt, high damage taken (from enemy archers if there is any, and traps)

do you see what i'm getting at now? Being able to deal more damage in melee in trap-filled area is offset by taking extra damage from these traps. In such situation, choosing ranged approach nets you comparable utility overall (with less risk the rate of incoming damage will overwhelm your ability to maintain your health) or a net gain if at least some of the enemies in the area in question actually aren't able to hit you from range themselves and have to shuffle to you, taking damage along the way.

As such, i view archery in such situation to be as useful as melee, which is in response to the original claim how there's no use for archery in DAO whatsoever. Of course, if you insist to look at it from viewpoint of "if it's not better than melee then it's useless" but then oh well, it's horses for courses.

If your enemies close in, you argued that you can get free hits on them. I pointed out that fireball knockback, as well as any other sort of AoE knockback, can prevent these enemies from moving and allow you to get superior dmg by using melee. 

And to that i answered that in order to deal damage to the enemies who suffer from knockback your melee characters have to be in melee range. Since the battle begins with both parties at certain distance from each other your argument (still) fails to account for that period where your warriors are unable to damage things which are out of their reach. And which is the very period i'm talking about. Preventing the enemies from moving doesn't after all bring them right under your nose where your melee would want them.

In other words -- if you let enemy come to you while you shoot them, then as they approach close enough deliver your knockback and unleash your melee on them, that's more damage dealt overall than in the scenario where you're (as i'm taking it) running to the enemy yourself and then doing the same knockback + damage routine.

#310
tmp7704

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ziggehunderslash wrote...

As for kiting, they've already made a few changes in the name of game balance, is it really that suprising they'd scupper something that let you cheese major encounters?

Except they did nothing of this sort -- they selectively made warriors unable to hit things from range but as long as the mages and rogues can kite better than ever (thanks to being able to deal damage immediately and gaining extra ways to get out of enemy's way) ... that if anything may just encourage people to roll with full mage/rogue party and leave their useless warriors parked at camp.

#311
WuWeiWu

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Mike Laidlaw wrote...

But anyway, for attacking, the two interfaces are in parity, because it would suck to be penalized in terms of DPS just because you couldn't mash a button. Also mouse button mash doesn't work very well on PC for reasons I outlined in another thread when Maria asked.


As a PC player, and a person who hates auto-attack, is it possible to bind this general attack to other mouse buttons (thumb buttons), or keyboard buttons? So that we PC users may choose a button with which to best mash for Action RPG success? I would use either a thumb button or R, as I use ESDF (thanks certain MMO's and your ridiculous amounts of keybinds).

Just wondering, thanks :)

Modifié par WuWeiWu, 13 décembre 2010 - 03:39 .


#312
Ziggeh

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tmp7704 wrote...

Except they did nothing of this sort -- they selectively made warriors unable to hit things from range but as long as the mages and rogues can kite better than ever (thanks to being able to deal damage immediately and gaining extra ways to get out of enemy's way) ... that if anything may just encourage people to roll with full mage/rogue party and leave their useless warriors parked at camp.

Hah, very true.

#313
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I made warriors who never used ranged weapons in DAO who seemed plenty useful enough, I see no reason to assume DA2 will be any different, particularly given how little we do know about DA2 warriors at this point. (except that they have a gap-closing charge attack which spans as far as the rogue Evade ability)

That's not to say I'm necessarily happy with the notion of warriors being unable to pick up bows, but, yeah.

I think I'll start calling that gap-closing charge attack Pegasus Boots, by the way.

Modifié par filaminstrel, 13 décembre 2010 - 04:03 .


#314
Sylvius the Mad

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Mike Laidlaw wrote...

Though I suspect you've assumed that all characters control the same as the party character. Not so. Not even a little.

I'm not sure what this means.  Are you saying that NPC warriors don't have closing attacks like Hawke and his warrior companions do?

Do NPC warriors also not have AoE attacks?  Because that would blow.

#315
TeaCokeProphet

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Mike Laidlaw wrote...

Da_Lion_Man wrote...
Mmm... don't really like what I'm reading. I'll still give the game a chance, but it's looking a bit suspicious...

It's true. I heard a rumor that DA II once killed a guy.

In the glorious future, humour will sell games. I'm now buying it twice.

#316
Sylvius the Mad

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In Exile wrote...

We're just debating how useful it was for warriors. I don't deny there are less options without it, I just don't think you're actually losing anything but flavour.

When engaging your opponents at range, melee users cannot hit you.

That's certainly something that's been lost.

I do admit I have a hard time understand why people would ever choose anything other than the optimal path of doing something.

I have a hard time understanding how someone could identify the path that involves getting hit as somehow superior to the one that doesn't.

#317
Brockololly

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Sylvius the Mad wrote...
I'm not sure what this means.  Are you saying that NPC warriors don't have closing attacks like Hawke and his warrior companions do?

Do NPC warriors also not have AoE attacks?  Because that would blow.


It would seem that the enemies basically abide by Origins "shuffle" rules while Hawke and Friends get to dash and do their closing moves.

But considering that, I haven't heard whether the enemy warriors will do AOE damage. Or for that matter if enemies are even classified as clear warrior/rogue/mage- cause I recall that one screen shot with the Qunari guy wielding a massive axe and a sword. So unless he's some secret dual wielding warrior I guess he may just be a special boss or something.

#318
Ziggeh

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Brockololly wrote...

Or for that matter if enemies are even classified as clear warrior/rogue/mage- cause I recall that one screen shot with the Qunari guy wielding a massive axe and a sword. So unless he's some secret dual wielding warrior I guess he may just be a special boss or something.

I vaguely recall a dev responding to a question about the qunari trailer guys class with something along the lines of "he's an NPC, so anything goes".

#319
Morroian

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Brockololly wrote...

It would seem that the enemies basically abide by Origins "shuffle" rules while Hawke and Friends get to dash and do their closing moves.


This strikes me as being a misunderstanding. Surely the game would be too easy if that was the case.

#320
MerinTB

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In Exile wrote...
I do admit I have a hard time understand why people would ever choose anything other than the optimal path of doing something.


In a game?  For the challenge, maybe?

Ignoring the RP side of things, like WANTING a bow warrior despite what min-max of game mechanics might say about sword DPS vs. bow DPS or whatever...

My first playthrough of DA:O - Morrigan as a shapeshifter, no arcane warrior, no healing magic, and until the Dalish Camp (the last of the treaties I did) I didn't have healing potions outside of what I bought (no herbalism beyond the 1 point Morrigan had at start.)  My rogue maxed out the talking skills, then the lock picking/trap disarming skills, the esoteric rogue talents, and dabbled in both bows and dual wield until the very end of the game.

I had a blast.

I still haven't had an arcane warrior or used cone of cold (more than a few castings in a couple battles at the early stages of my first playthrough) or crushing prison as I read people talking about them being OP and I didn't want that.
I did use a lot of shapeshifting as I kept reading people saying it "sucked."

I had a blast.

I don't min-max.  I don't look for the ultimate uber-build that's most effective.  I try and come up with a concept and then make the concept effective (if not the most effective thing I could possibly do, so be it.)

I cannot understand how people have fun playing the game the "most efficient way always" way myself.  That just seems boring... why not set the game to easy mode and use a cheat code for "god mode" invulnerability, those both seem the "optimal" ways to win the game. <_<

#321
Sylvius the Mad

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Brockololly wrote...

But considering that, I haven't heard whether the enemy warriors will do AOE damage.

If they don't - particularly if they don't predictably - that could make friendly fire a huge problem.

#322
Wulfram

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Equipping a bow was a good way to stop the warrior wanting to go charging into that place where there'll soon be a cloud of freezing firey lightning death.

#323
Valmarn

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Brockololly wrote...

KennethAFTopp wrote...

Wait wait, Warriors teleport?


They dash forward, Dragon Ball Z style, complete with speed lines, flames and all.;)



Well, here's hoping that BioWare releases a toolset for Dragon Age 2, so that someone might develop a mod that eliminates the ridiculous little "dash forward."

If so, I might actually consider purchasing Dragon Age 2...after it's been out for awhile, and it gets down to $20 or $30 at Wal-Mart.

Edited to add: and that's assuming that archery talents weren't completely overlooked..

Modifié par Valmarn, 13 décembre 2010 - 11:25 .


#324
tmp7704

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Morroian wrote...

Brockololly wrote...

It would seem that the enemies basically abide by Origins "shuffle" rules while Hawke and Friends get to dash and do their closing moves.


This strikes me as being a misunderstanding. Surely the game would be too easy if that was the case.

This seems to be info given in the dev answer thread. I think the shuffle thing was only found irritating by designers when it affected the player's character and the companions -- since it affects the sense of "your" characters promptly doing what told.

But yes, it does create concern that this disparity combined with the disparity in way the damage is delivered (yours is instant, enemies still play by old rules) and removal of friendly fire on most difficulty levels will make the game quite easier than before. On the other hand, supposedly encounters are done bit differently now, with waves of reinforcements showing up more frequent rather than just bunch of guys delivered upfront. Maybe it'll be enough, maybe it won't.

#325
ErichHartmann

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MerinTB wrote...

I cannot understand how people have fun playing the game the "most efficient way always" way myself.  That just seems boring... why not set the game to easy mode and use a cheat code for "god mode" invulnerability, those both seem the "optimal" ways to win the game. <_<


Because your definition of "fun" is not universal?  And figuring out the best build is hardly cheating or god mode.  That's just silly.