ishmaeltheforsaken wrote...
Dragoonlordz wrote...
The deep roads in DAO were perfect for what they were supposed to represent ~underground deep, large network of tunnels/caves where darkspawn live. There was nothing wrong with the deep roads imho they served their purpose and did it well. Even the fade had the aspect of shapeshifting to make it entertaining with each section different to the last. Both of these were done a million times better than in DA2 imho even if your attention span started to get more and more limited if replayed DAO. Mine however did not because they were as they are supposed to be both in relation to the plot/story and purpose so each time visited I put in context of what they were there for and meant to be which they did well.
The Deep Roads would have been fun if combat had been like in DAII. But it wasn't. So they weren't.
You mean like Dragon Age: Jutsu?
Nah the combat was fine in DAO other then the occassional shuffle. They went too flashy for DA2 they only needed to speed up the DAO combat and tweak the combat in sense of smoothness of actions.
What we got is DA with Naruto type moves in DA2. They should not have used waves either for every fight, static mobs for all but large battlefields and boss battles was/is the best option. The waves make every fight tedious along with the scaling where the weakest mob all of sudden is as strong as you are even though you gained levels and are stronger in theory, there was no point to leveling as you might aswell just should of been given all skills at start and would feel same.
There are just as many problems with DA2 combat as was with DAO, the only difference is being blinded by the blood and explosions with flashy moves that hide the fact it's just not right either.
Modifié par Dragoonlordz, 16 avril 2011 - 12:58 .





Retour en haut







