Akka le Vil wrote...
The whole OP was dedicaced at detailling how what your talk about make the combat downright idiotic. Maybe you should actually read it. Or, if you already have read it, understand it.
I believe the Original Post can be summarized this way:
I don't like the new animations.
I don't like the new class limitations.
I don't like exploding corpses.
I don't like mass AoE.
I don't like lack of Friendly Fire outside the Nightmare Mode.
I don't like the current design philosophy the puts an emphasys on adds.
I don't like the lack of isometric view.
I don't like resetting command queues after stuns and knockbacks.
I'll comment on it, so if I'm wrong then please correct me.
Combat AnimationsI for one actually like the new animations. Not only because of their own value but because I found the old ones from DA:O a bit lacking in both the number of animations and creativity, this is more directed at casting animations than anything. I believe that a compromise can be done but cutting half of the 'awesomeness' from the current animations and bringing them back towards the DA:O but not all the way back.
Besides, I also see no value in 'realism' when it comes to fantasy games. DA:O had many flaws in that department to treat your complaints with seriousness. Arrows, for an instance, can knock people back in real-life, yet I could cast complicated spells with one sticking out of my head, no problem. Don't even get started on the old 'an iron armor can't protect you against a dragon'.
Besides, being a fantasy genre, characters are always flat-out superhuman once past a certain 'level', which isn't that high.
Making classes More DistinctNot that I didn't play a Warrior Archer or Dual-wielder - I did. But, personally, I found that Warriors and Rogues sharing trees made things tad bit redundant. To 'fix' it, you must make classes more distinct. The easiest is what was done, but you can also make shared weapon styles more distinct between the classes that share them. The latter is what I think BioWare should try next.
Exploding CorpsesWell, I've seen this in almost every RPG I've played... even Baldur's Gate. I can't possibly be annoyed by it anymore.
AoE Fests and Friendly FireSpamming AoE, such as Cone of Cold, Flame Blast, Fireball, Inferno, Tempest, Shock, Waking Bomb, Waking Nightmare, Grease Fire, Storm of the Century and so on
was more than a viable tactic in Dragon Age Origins. In fact, it was the way to go. So AoE fests aren't an issue per-se, the problem here is that they got worse with the lack of friendly fire prior to Nightmare - completely eliminating the need for tactical positioning.
Encounters and Adds
Adds are interesting. But, apparently, they were handled poorly in DA2. More testing could have avoided this issue, so this is, I believe, a symptom of the EA rush. Just like the bugs and the recycled dungeons.
The Isometric View and Resetting Commands.I think its pretty much one of the universal issues. The current camera is counter-productive, especially on Nightmare and may force players to circumvent the issue by compromising their own tactics. There's no arguing here.
Now, the resetting commands could become an option instead. Sometimes, when knockback is a reason for you to stop whatever you're doing and run away from the fire. Such as Bethany readying herself to cast <something> but archers stunned her, which may be a reason for you to run away and make use of LoS to lure them into position for an ambush.
Another issue: the recycled Dungeons.I believe this couldn't possibly be a conscious part of BioWare's design, this must have been a must due to EA's deadline. Yet, it puts a damp on the combat. Its not like Dragon Age is an RTS and you can play the same map over and over again to know all the strong positions.
Modifié par Melness, 11 mars 2011 - 10:49 .