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So deathblows were removed


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#1
Seblin

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Understandably. A lot of people complained about them.

Instead now if you play a mage the 4th attack in his chain is just as bad, if not worse. It locks you into the staff slamming into the ground animation which I believe is the longest anmation of any class. While this is happening you have to wait to cast or drink a potion or even move.

I cannot tell you the amount of times I missed casting on staggered/disoriented targets because of this and missed a CCC, wasting a spell that could have done 900% more damage if you were 1 second quicker.

I personally loved deathblows in DA:O and they were not nearly as annoying as this has been for me. The worst part is even if you move the attack chain does not reset, you continue from whatever point in the chain you were on.

Anyone else noticing this? 

#2
Waltzingbear

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What I do if I want to perform an action outright is (best pause before) order the character to move by clicking on the ground which will cancel any queued action and then choose the ability I want. This will not work with the keyboard movement keys.

#3
Seblin

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Waltzingbear wrote...

What I do if I want to perform an action outright is (best pause before) order the character to move by clicking on the ground which will cancel any queued action and then choose the ability I want. This will not work with the keyboard movement keys.


Ah ha!

I always was moving with WSAD, that would explain it. Thanks for the tip.

#4
SlamminHams

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The Mage auto-attack animations behave strangely in how they reset. I just played through the beginning as a Mage on Nightmare, and on the Ogre I don't bother microing Aveline and Carver and I just let 'em die. So, obviously, I spent a few minutes auto-attacking.

If you AA 3 times, then move, it seemingly resets the animations. If you AA 1 or 2 times, then move, the animations will pick up where it left off. Also, the 4th attack can be canceled before it does damage or thereabout. You can notice the animation/attack command still was ordered by the game as you'll see the poof on the ground along with the sound, but no damage will be done if you properly cancelled.

#5
TeamLexana

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I miss the crit animations and deathblows too. The Ogre leap thing is pure awesome. One time I got Alistair and Zevran to tag team and they both did the jumpy thing at once on two different ogres and I was the middle and doing a rogue gut move and chopped the enemies head off all the same time. Big WOW factor. Wish I could have recorded it or something, lol.

Too be fair though, with how fast combat moves in this game, the slowdowns from those animations would be a big deal, even if they could be very visually satisfying at times.

#6
SlamminHams

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Seblin wrote...

Waltzingbear wrote...

What I do if I want to perform an action outright is (best pause before) order the character to move by clicking on the ground which will cancel any queued action and then choose the ability I want. This will not work with the keyboard movement keys.


Ah ha!

I always was moving with WSAD, that would explain it. Thanks for the tip.


Yeah, there's so ridiculous keyboard imput  lag/delay/pause for some animations.  I'm sure most everyone who's played a Mage has ran into the unfortunate event where Hawke just stands there even if you spam click or mash whatever your move keys are.

On another hand, some abilities are absolutely rigged with animation cancelling.  If you movecast spam with Bolster, you can get off 3-4 in the time it takes to get off a full animation, I assume the same w/ Martyr.

#7
SlamminHams

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TeamLexana wrote...

I miss the crit animations and deathblows too. The Ogre leap thing is pure awesome.


For the first handful of times, sure.  The animation is ****ing awesome, but entirely too long to be played every time you kill a large enemy.  I didn't mind the beheading animation for humanoids though.

#8
TeamLexana

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Yeah, after playing DAO all the way through like 30 times, if it's my character doing the leaping I can get real annoyed, lol. Yes, yes, yes, I'm BA. Hurry up, hurry up. Don't mind if my party members do it though.

#9
sevenplusone

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You can cancel the mage's last attack by moving with your mouse.

#10
Zan Mura

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Seblin wrote...

Anyone else noticing this? 


Yeah I've moaned about that a lot in fact. I love the staff animations, but at best there's like a 2 second delay to the mage doing as ordered. Which is way more than enough to regularly make heals or a Barrier or other critical timing spells go out too late. It screws up AoE's since too often the enemies will just move out of the area within that time. And of course the mage themselves die to it constantly too, when there's a charging Ogre or whatever coming through and they refuse to obey their God - me -, and simply stand and dance instead of running the heck out of the way.

BioWare typically makes a lot of effort to produce top-quality gameplay. But this time around there are more issues than possibly ever before. Considering the extremely tactical nature of Nightmare combat for instance, the lack of a tactical camera makes it utterly impossible to accurrately place AoE's from a range without snapping on some mob or friendly that will result in fail. And this huge problem that some mage auto-attack animation has greater priority than manually controlled actions and ability actications, basically takes a lot out of the skill-based gameplay. I can't begin to count how many epic fights I've had that were ended *solely* because the mage refused to do as commanded in time.

#11
SuicidalBaby

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dont forget the over attacking or no target animation where the mage becomes a batton twirling cheer leader in the homecoming parade for 2 full seconds, where as warrior/rogue do half second fist pumps.

Modifié par SuicidialBaby, 20 mars 2011 - 02:36 .