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The little gameplay issues that sod you off


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#1
Zan Mura

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Note, this is NOT a bashing or a ranting thread. I happen to like DA2 surprisingly much, and consider it a good game. Even if below BW's average. This is about those minor issues that you just can't stand being there. You know, like playing Mass Effect 2 on a PC and finding that your mouse scroll doesn't scroll those text fields, instead you need to CLICK and DRAG that thing down (I hadn't done that in years, aside from poorly coded Flash plugins). Or finding that ESC doesn't actually exit the current menu, you really need to physically click some stupid "back" button. Things like that. So here goes.
  • The final Mage staff animation with its 2-second paralysis. I can't stand it, and this regularly screws up my CCC's and AoE's. There's no reason for it. Why is it there?
  • Resetting companion position in party. You know when a party member is forced in or out, and suddenly you find that your warrior is no longer on position 4, instead they're 2. And your mage who's supposed to be 2 is actually 4. And so in the heat of combat as you select your warrior, you find it's your mage who's ruinning into the middle of the mobs. Why?
Go.

Modifié par Zan Mura, 05 avril 2011 - 10:36 .


#2
Apathy1989

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Mage staff animations look ****ing cool. It is annoying that the animation needs to finish before spellcasting though, hopefully they will patch it so they will interrupt.


My biggest complaint is how much harder act 1 is compared to 2 and 3. And how much you get knocked over as any class except warrior. Archers hit my assassin over with their bow ffs.
I also hate how borked nightmare friendly fire is because of difference between npc health/damage, and companion ones. Your mages also seem to good but week, then you find a blood mage in the woods who can kill your entire group and realise you need to have a different spell tutor, because your spells suck.

Seriously "Act of Mercy". Blood Mage grave robber spell makes the caster immortal and kill your group on nightmare. Usually I just petrify him, kill and carry on. Didn't have petrify this time, realised had no chance so pulled the encounter somewhere else.

#3
Taura-Tierno

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Oh, the scroll bars in ME2 ... that's one of the most annoying minor issue I've encountered. It felt so utterly ported from consoles that it just ... well, really, really bugged me.

What do you mean by mage staff animations? How do they screw up AoE's?

My minor annoyances ...

* Isabela's daggers. Most weapons just float a little bit off the back, but Isabela's daggers float like half a metre or something away from her. That's annoying.

* That I couldn't hover over the mana/stamina bar and see how much was left, in numbers. For some reason, it still feels as if that's supposed to work.

#4
Icy Magebane

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It's a small thing and it might just be on consoles... but I don't like how when the skill wheel is open, you have to reset the analog stick to neutral, then select a skill. Like, if the stick is pointed in a direction already and you pick a skill, nothing happens... you need to go back to neutral, then pick the skill. Hope that description makes sense... it's a weird issue that I often have.

Also, why can't you lock onto a single target anymore? That makes it much harder to focus on killing one guy in the middle of a crowd sometimes...

#5
Zan Mura

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Taura-Tierno wrote...

What do you mean by mage staff animations? How do they screw up AoE's?


Edited in my original post. I've no problem with the general staff animations, but the final attack there locks the mage in place for almost 2 seconds doing nothing bit dancing twirly twirly. 2 seconds is more than enough for enemy mobs to run out of the AoE you just picked, for the STAGGER to run out on the boss, and for that enemy mage / assassin to get their stealth / instagib attacks off before your mage stuns them with Horror / Petrify, for instance. This problem regularly screws up my game.

#6
SuicidalBaby

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Lack of weapon set switch when its a clear requirement of game mechanics. DA:O didnt force you to switch weapons, it was all flavor. Yet now that it is required, by all mages as a designed part of the game, its no where to be found. Yes, I'm ****ing. The fore-sight of the genius that decided not to include the most simple of devices must come with daily visability reports.

Ranged behavior lacking lateral instructions.

A.I. forcing movement to the location of a rogue's last position after a stealth, not evade, if it was being targeted during the stealth event. As if to go searching the location.

Lack of "status: stunned" in tactics

Poulitce use taking up 3 slots on my interface radial. (ps3)

No customization options for controls at all on consoles. I'm talking total control, not 3 lame slots w/ a modifier.

No auto-attack on consoles.

Modifié par SuicidialBaby, 05 avril 2011 - 11:35 .


#7
rumination888

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The final hit of the staff animation is definitely annoying. The animation is so long that it often hits a target that's already dead, wasting a large amount of DPS time.

Aside from that, I'm annoyed at the rushjob they did when implementing unique equipment. Ring of the Archmage, for example, doesn't even have stats for a mage. Infact there are two other rings with the exact same stats!

Modifié par rumination888, 05 avril 2011 - 11:16 .


#8
HolyWarrior21

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Zan Mura wrote...

Taura-Tierno wrote...

What do you mean by mage staff animations? How do they screw up AoE's?


Edited in my original post. I've no problem with the general staff animations, but the final attack there locks the mage in place for almost 2 seconds doing nothing bit dancing twirly twirly. 2 seconds is more than enough for enemy mobs to run out of the AoE you just picked, for the STAGGER to run out on the boss, and for that enemy mage / assassin to get their stealth / instagib attacks off before your mage stuns them with Horror / Petrify, for instance. This problem regularly screws up my game.


This is a serious problem that has resulted in my mage's death many times, mostly in the duel with the arishok.  I spent 95% of that fight running around the arishok, pop health pot, get off 1 maybe 2 spells, run around in circles untill health pot cooldown expires, repeat, repeat, repeat, repeat.

My warrior faired no better, as no matter what damage she does, whether it is elemental or physical, all I see is the shield icon pop up on EVERY opponent in the game.    Anyone else experienced this? This is for EVERY elemental damage too, as i modified the weapon damage type of many of my weapons to the different elements with no sucess.

My rogue, on the other hand, is just sheer f*****g awesome..... Well she is a duelist i suppose...............

#9
surfgirlusa_2006

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Not being able to have all my party members in a central location so I can swap out weapons and such. I like them having their own homes, but I get really annoyed when I have to switch in and out constantly. It's a small thing, but it was irritating.

#10
SuicidalBaby

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HolyWarrior21 wrote...
My warrior faired no better, as no matter what damage she does, whether it is elemental or physical, all I see is the shield icon pop up on EVERY opponent in the game.    Anyone else experienced this? This is for EVERY elemental damage too, as i modified the weapon damage type of many of my weapons to the different elements with no sucess.

here

Enemy elemental resistance reference sheet (Nightmare) by IN1

its stickied at the top of this forum for a reason

#11
Fruit of the Doom

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Physical and elemental forces have absolutely no impact on non-humanoid enemies. Apparently, in the Dragon Age universe, dogs are nonflammable and have the inertia of a neutron star.

The fact that half the enemies in the game are demons and spiders doesn't help.

#12
HolyWarrior21

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SuicidialBaby wrote...

HolyWarrior21 wrote...
My
warrior faired no better, as no matter what damage she does, whether it
is elemental or physical, all I see is the shield icon pop up on EVERY
opponent in the game.    Anyone else experienced this? This is for
EVERY elemental damage too, as i modified the weapon damage type of
many of my weapons to the different elements with no sucess.

here

Enemy elemental resistance reference sheet (Nightmare) by IN1

its stickied at the top of this forum for a reason


Fruit of the Doom wrote...

Physical and elemental forces
have absolutely no impact on non-humanoid enemies. Apparently, in the
Dragon Age universe, dogs are nonflammable and have the inertia of a
neutron star.

The fact that half the enemies in the game are demons and spiders doesn't help.


Thank you for responding to my post, however you're missing my point period.  My warrior encounters the shield icon when attacking EVERYTHING regardless of the weapon damage type, meaning that EVERY enemy I fight is resistant to all of my attacks.  And im talking mobs,normal, lieutenant, boss and elite boss enemies.  I have not encountered this as a rogue or mage, even though there weapon damage types are exactly the same.  Every hit and every talent is pointless. 

#13
Fruit of the Doom

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I wasn't referring to damage resistance.

I was referring to the "force" effects. I.E. Knocking enemies back, setting them on fire, paralyzing them with lightning, etc.

They only work on humanoid enemies.

#14
SuicidalBaby

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All enemies have some form of armor, making all physical attacks resisted even if for <1% which triggers the icon. For the most part I ignore it and rely on the blue "Immune" floater. Even then I pay attention to which damage is geting through as most of my melee weapons contain a Frost Rune which is resisted by a fair ammount of enemies through out the game.

#15
NWNMarc

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Rogues flagging a trap and then walking right into it.

Rogues flagging a trap and then other party members walking right into it.

Rogues flagging a trap while simultaneously triggering an encounter with every slaver in Kirkwall, all of whom can walk across the trap without issue, and then walking right into it.

The inability to see raw attribute scores without stripping all bonus-granting equipment, even after walking right into a trap that the rogue just flagged.

The rogue not flagging a trap that she is not looking directly at. I can't help it if Isabela keeps staring at my character.

#16
Sabariel

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The combat animations in general waste precious seconds IMO. Joggling your character in DAO interrupted everything but the "special kill shot" animations. Can't do that in DA2. It drives my OCD insane :)

Also, rogue spies a trap, rogue approaches trap, rogue somehow gets caught in trap 3/4 steps from where the game told you the trap was. ARGH!

Modifié par Sabariel, 06 avril 2011 - 04:26 .


#17
SuicidalBaby

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Fruit of the Doom wrote...

I wasn't referring to damage resistance.

I was referring to the "force" effects. I.E. Knocking enemies back, setting them on fire, paralyzing them with lightning, etc.

They only work on humanoid enemies.


All of those things work on the rest of the enemies aside from certain immunities.  Its just a different visual and they dont move. i.e. they dont fly back, they just slump over or in the case of lightning they spasm.

Modifié par SuicidialBaby, 06 avril 2011 - 04:46 .


#18
Fruit of the Doom

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SuicidialBaby wrote...

Fruit of the Doom wrote...

I wasn't referring to damage resistance.

I was referring to the "force" effects. I.E. Knocking enemies back, setting them on fire, paralyzing them with lightning, etc.

They only work on humanoid enemies.


All of those things work on the rest of the enemies aside from certain immunities.  Its just a different visual and they dont move. i.e. they dont fly back, they just slump over or in the case of lightning they spasm.


They don't seem to do anything like that on the PS3 version, as far as I can tell.

I do know what you mean though, I remember it from Origins.

#19
Taura-Tierno

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Zan Mura wrote...

Taura-Tierno wrote...

What do you mean by mage staff animations? How do they screw up AoE's?


Edited in my original post. I've no problem with the general staff animations, but the final attack there locks the mage in place for almost 2 seconds doing nothing bit dancing twirly twirly. 2 seconds is more than enough for enemy mobs to run out of the AoE you just picked, for the STAGGER to run out on the boss, and for that enemy mage / assassin to get their stealth / instagib attacks off before your mage stuns them with Horror / Petrify, for instance. This problem regularly screws up my game.



Aaah, in that case, I definitely agree! That is annoying. I've lost plenty CCC to that one ... 

Another thing: 

That enemies who are entering stealth or mages who are teleporting become immune to attack just as they go "poof". As in, if my rogue hits them with an Assassinate, and hits then just as the cloud of smoke starts appearing, the attack is wasted. That's extremely annoying. 

Also, that chain lightning doesn't arc from dead enemies. For instance, say that I'm targetting an enemy, who dies just as the mage fires the chain lightning. The lightning will then stop at the dead body, and not arc to nearby enemies. That's also a bit annoying.

#20
HolyWarrior21

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Update to my problem. I think it might be the "Ignores oponents armour" property on my sword that is bugged? I am using Vigilance btw, which may be a "broken" or non-existant weapon or some other weird ass thing. Might start a new game with a diff weapon.

#21
SuicidalBaby

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lol no comment

#22
JosieJ

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NWNMarc wrote...

Rogues flagging a trap and then walking right into it.

Rogues flagging a trap and then other party members walking right into it.

Rogues flagging a trap while simultaneously triggering an encounter with every slaver in Kirkwall, all of whom can walk across the trap without issue, and then walking right into it.

The inability to see raw attribute scores without stripping all bonus-granting equipment, even after walking right into a trap that the rogue just flagged.

The rogue not flagging a trap that she is not looking directly at. I can't help it if Isabela keeps staring at my character.


Sometimes my rogue will flag a trap s/he is not looking directly at--through a door, for example, or around a corner.  But that's equally useless as now I have to go searching for the trap, usually under fire, while the rest of my team does their level best to find the trap so they can walk right into it!

All of that burns me up, but especially the bolded part.

Modifié par JosieJ, 06 avril 2011 - 11:33 .


#23
Fruit of the Doom

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PS3 version:

XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX...

360 version:

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA...

Modifié par Fruit of the Doom, 06 avril 2011 - 01:48 .


#24
nicodeemus327

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Those two are high on my list as well.

Traps giving exp. Hell traps all together. I never have to deal with a triggered trap because I have to disable them for the exp. Why bother with them at all?

#25
GeorgeZip

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Potions in tactics go blank for some reason. I don't know if this happens when you swap characters, run out of potions, or if it resets every session. Whatever the reason I have to keep redoing the drink potion tactic on all companions because it goes blank.

Clicking and dragging gear is real annoying. It takes me 4 attempts sometimes just to put in a new rune or switch a ring.

It would be nice to be able to get to inventory from the Attibutes, Abilities etc screen. It would also be nice to be able to manage out of party companion gear. If you find a nice new 2-hander sword it would be nice to see what Fenris is using even if he's not with you.

I'd like to be able to scroll over the buffs and debuffs on me and see what they are doing. I see them down below but it doesnt have any information. You can see what they do in the Ablilities screen but it should also work in combat.