The shuffle is still there.
#1
Posté 23 février 2011 - 07:27
Whenever a short-range melee attack is triggered when the target isn't in range, the character will shuffle into position just like in DAO. Except, because the combat moves so much more quickly, this is actually a bigger problem than it was in DAO, because now by the time the character finally gets into position the entire state of the battle has changed.
#2
Posté 23 février 2011 - 07:29
#3
Posté 23 février 2011 - 07:32
#4
Posté 23 février 2011 - 07:33
#5
Posté 23 février 2011 - 07:33
#6
Posté 23 février 2011 - 07:34
This isn't awesome and I didn't unpress a button to make it happen.
EDIT: although this only happened once with Carverfrom four playthroughs.
Modifié par Little Old Woman, 23 février 2011 - 07:36 .
#7
Posté 23 février 2011 - 07:34
#8
Posté 23 février 2011 - 07:35
Sylvius the Mad wrote...
Sorry Mike. But it is.
Whenever a short-range melee attack is triggered when the target isn't in range, the character will shuffle into position just like in DAO. Except, because the combat moves so much more quickly, this is actually a bigger problem than it was in DAO, because now by the time the character finally gets into position the entire state of the battle has changed.
Thank you for posting this I thought I was seeing things.
#9
Guest_Puddi III_*
Posté 23 février 2011 - 07:35
Guest_Puddi III_*
grregg wrote...
It's even better if you target a moving enemy. My Rogue Hawke was trying to follow her target, but after every spectacular cartwheel, the enemy was just out of range. The end effect was that instead of shuffling, she was doing a series of cartwheels.
Oh man, that sounds pretty bad.
#10
Posté 23 février 2011 - 07:36
#11
Posté 23 février 2011 - 07:37
I have not seen the auto-attack cause the shuffle. Only activated abilities. And I've also only seen it where the selected character doesn't have an unobstructed path to the target.Saibh wrote...
I never once felt like it was. When I said attack that guy, they charged and attack.
It happens most in crowds, and it happens a lot if you tend not to target the nearest enemy.
#12
Posté 23 février 2011 - 07:37
#13
Posté 23 février 2011 - 07:38
#14
Posté 23 février 2011 - 07:39
#15
Posté 23 février 2011 - 07:39
#16
Posté 23 février 2011 - 07:40
grregg wrote...
It's even better if you target a moving enemy. My Rogue Hawke was trying to follow her target, but after every spectacular cartwheel, the enemy was just out of range. The end effect was that instead of shuffling, she was doing a series of cartwheels.
The difference is that you aren't attacking when you "shuffle" in DA:O.
In DA2, when a warrior/rogue leaps/flips/rushes towards an enemy from a regular attack, they take damage.
#17
Posté 23 février 2011 - 07:41
#18
Posté 23 février 2011 - 07:41
(though warriors seem to be more prone to this than rogues, as their combat travel is more a run-rush thing. Rogues just butterfly kick themselves over to victory.)
#19
Posté 23 février 2011 - 07:41
Sylvius the Mad wrote...
Sorry Mike. But it is.
Whenever a short-range melee attack is triggered when the target isn't in range, the character will shuffle into position just like in DAO. Except, because the combat moves so much more quickly, this is actually a bigger problem than it was in DAO, because now by the time the character finally gets into position the entire state of the battle has changed.
DA2 is horrible; the WItcher 2 is so much better.
#20
Posté 23 février 2011 - 07:43
AngelicMachinery wrote...
Guess there's bonuses for controlling the game like an action game.
It just tries to be an action game, it's still the good old party based cRPG turned up to eleven, trying to look very cool with added hack&slash option for the consoles.
The Gothic series for example, now that's a real action-RPG.
Modifié par Khayness, 23 février 2011 - 07:43 .
#21
Posté 23 février 2011 - 07:43
noticed this as well
#22
Posté 23 février 2011 - 07:43
#23
Posté 23 février 2011 - 07:44
One thing that annoys me aswell is that if tell it to do a autoattack it will use some fancy charge or somersault to get within range fast. But if que something like explosive strike at a distance it will walk all the way instead of that "fast" travel
#24
Posté 23 février 2011 - 07:45
RedRoo wrote...
Auto-attacks don't cause the slow run-up, abilities do. Solution: only use abilities when you've arrived at your target destination via auto-attack travel.
(though warriors seem to be more prone to this than rogues, as their combat travel is more a run-rush thing. Rogues just butterfly kick themselves over to victory.)
Yeah, I didn't notice the shuffle, myself, but I use R to switch targets and THEN use abilities, so I was doing this without noticing it.
One thing I did notice (although I may have been mistaken) is that some of the rogue archery abilities don't have the same range as your regular old bow, so you'll be shooting away, use an ability, and instead of just using the ability the rogue will run half the length of the combat area in order to get into range.
It's a farkin' bow. The range doesn't change.
#25
Posté 23 février 2011 - 07:47
Khayness wrote...
AngelicMachinery wrote...
Guess there's bonuses for controlling the game like an action game.
It just tries to be an action game, it's still the good old party based cRPG turned up to eleven, trying to look very cool with added hack&slash option for the consoles.
The Gothic series for example, now that's a real action-RPG.
Never played the gothic series, always wanted too though.





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