AgenTBC wrote...
"Aggro" is and always has been a kludge needed in a MMORPG environment but in a single-player game it is unrealistic and suspension of disbelief breaking when used with intelligent opponents like well-trained enemy soldiers.
The way to manage who receives damage in a single player game should be positioning not aggro....If you're fighting in an open field and a smart enemy is still going after your heavy infantry while ranged guys chew them up it's just bad design.
It looked to me like the smarter enemies tended to go after your mages and ranged guys more often on Nightmare in DAO than otherwise which is good. But that may have been my imagination.
I don't feel that's necessarily true. The wider 'trinity' tends to be about Damage, Control and Support.
In this context, all things being equal, it doesn't matter if your support function is lowering incoming damage, boosting outgoing damage or healing damage taken. Each gets you to the same place in the end, if they're equally effective. Similarly, Control could involve forcing enemies to attack a preferred target, making it harder for them to use positioning, or sharing the defensibility of a 'tank' with another class.
Damage is going to be a constant need, as sooner or later the enemies do have to be put six feet under, but there's again a sliding trade-off between the high-risk glass cannon strategy and the more enduring, less immedately dangerous builds.
If the tank's tactic is to insult the enemy's mum and have trained opponents charge them then that does seem unrealistic...but could be avoided if higher level enemies were more resistant to taunting effects (but, for example, able to be controlled by affecting their movement, positioning, knockdowns, etc). The tank then becomes a more priority target as until they're dead, you can't deploy sufficient control of the battlefield to attack and kill your preferred targets.
Ultimately, highly defensible tank characters are normally the choices that draw the most control/support abilities to ensure they have a useful battlefield role. Otherwise why bother sticking great armour and defensibility on someone if all the enemy just go..."Nah, leave him 'til last - kill the squishies". You'd just end up with a party of DPSers and healers as this would always be more effective.
Done right (and generally speaking, Origins did it pretty damn well), each character should be able to use an element of each line, so that irrespective of your setup and the 'flavour' of your damage, support and control functions your group is able to be effective. In some situations one setup is better, in others another will be, but nothing should be impossible.
If anything, the most frustrating part of Origins on Nightmare was how a couple of enemy mages could apply a mix of ranged control and damage effects to completely nobble my usual strategies and put me on the back foot, already needing healing and lacking control of the encounter...but completely my fault, given that I was prioritising melee survivability and damage rather than magic resistance and relying on Mana Clash and other caster-killer abilities to deal with that threat.
If/when that failed, the AI was rather depressingly good at exploiting my suddenly exposed weaknesses.
Looking forward to seeing how DA2 implements the same.
Modifié par Wozearly, 04 février 2011 - 02:57 .





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