DAO/DAA
(1) Extremely easy, to the point of being downright boring.
DA2
(1) The difficulty settings have their issues: the difference between Normal, Hard and NM is reportedly enormous (no first-hand experience with Normal or Hard). However, NM is quite nightmarish, especially on your first playthrough. And that's a good thing for those of us that enjoy challenge. Cooldowns on hp/mana pots are adequate. Fully symmetrical scaling system that may sound idiotic, but, de facto, works much better than DAO/DAA's system. The most challenging NM fight in the game is probably Meredith+Gate Guardians, and that's actually an incredible achievement -- as any experienced RPG player knows, the final bosses are, as a rule, total pushovers due to scaling issues (in other words, party/protagonist getting stronger much faster than the enemies).
*That is not a fact*
The
fact is it's different for each person e.g. I find personally DA2 a lot easier than DAO. Just like how my friend couldn't complete a level on Tomb Raider constantly trying day in day out for 3 weeks then I popped around and completed the game for him without dying a single time. There are many more examples of this which I could apply. In reality a) increase HP bar vastly per difficulty

add more waves method. It is by far the oldest trick in the book and has been used for more than two decades in gaming. It's not because it is a better system, it's because it's the easiest system to implement. Don't talk about something you don't know with regard to the highlighted aspect above. Until you have tried it all yourself you have no right to say it's harder or easier, if enough people tell you the world is flat doesnt make that true and the same applies to using 3rd hand information regarding difficulty scaling. I will also point out again different people find different things easier or harder.
DAO/DAA
(2) Amateurishly designed, ridiculously unbalanced classes/abilities system. Examples: ridiculously overpowered specializations like Arcane Warrior and DAA Spirit Warrior; pathetically useless specializations like Shapeshifter; Mana Clash (enough said). In a nutshell: Mages, especially AW >>>>>>>> anyone else (DAO); Spirit Warrior Archers >>>>>>>>>> anyone else (DAA).
DA2
(2) A solidly designed classes/abilities system. Yes, it has it flaws (a bit rigid, I admit). And no, it's no D&D. But it is balanced: little to no useless specializations/talents/spells, this time.
First off it was designed by the same people who had spent many years making games most of which for Bioware including working also on DAO as did DA2. The classes in DA2/DAO/DAA are no more balanced than each other, a mage still rapes everything aka (overpowered) when built right and a rogue and warrior do the same. Likewise picking the wrong stats can ruin your class. The same applies for skills. It's all dependant on what you pick and is not balanced because the simple fact is you pick it. Go full Dex and Strength and see how much damage you do with your beloved spells then. Unless they remove the ability to pick stats the classes and skills wont be balanced.
DAO/DAA
(3) The implementation of abilities/item properties in DAO/DAA is a buggy mess. ~30-40% of abilities/item properties either do not function properly, or do not work at all. Examples: abilities/properties that should modify threat do not do this (exceptions: AoS, Walking Bomb, Scattershot, Mind Blast, Cadash Stompers); abilities/properties that should modify attack animation speed either do not do this or do this in a buggy/messy/glitchy way; aura-like abilities stack (Rock Mastery, Rally); Shale and Dog abilities bugged beyond belief (yes, you won't believe what Overwhelm actually does); elemental spells applying states use incorrect resistance checks (Cone of Cold always assumes the target has a physical resistance of -1, for example); +X% healing property on items does nothing; crossbows being unaffected by attributes, thus leaving the whole weapon class totally useless. The list, in fact, is much much much longer.
DA2
(3) The abilities and the properties are correctly implemented in 95% of the cases. Most of the mechanics glitches (Rally not transferring modals; shield armor rating stacking; Lacerate upgrade treated as a separate ability) were fixed in the very first patch. The only really serious bug that persists is the infinitely stacking Healing Aura.
Bringing you some bad news here all 3 titles are as buggy as each other. Most of the 'bugs' are ironed out over time just like DA2 ones will be and DAO/DAA was. Just as examples for DA2 taken from Wikia:
PC 360 PS3
Haste spell is extremely bugged. Even though it is supposed to be a buff spell, it is affected by your party's magic resistance. So, if your characters have high magic resistance, it will wear off very quickly. [/list]
PC 360 PS3
Rally talent for Warriors does not correctly extend the benefits of sustained modes to other party members. What this means exactly is unclear, as it was taken from the PC readme file. [/list]
PC PS3
Stealth,
Decoy, &
Invisible Friend, on activation the enemy sometimes is still able to target you and damage you while in stealth. [/list]
PC
Healing Aura &
Panacea (spell) only has their area of effect of 1-2m (roughly estimated from a characters height) regardless of their information claiming 6m. [/list]
PC
Backstab &
Vendetta, when executed against an enemy whose back is to a balcony (or similar area), it is possible to teleport over the balcony. This can result in a character being stuck in a normally inaccessible area. [/list]
PC
Cone of Cold sometimes the area in which you aim the semi-circle to aim the attack cannot be moved, forcing the user to quit the attack or attack directly in front of the user. [/list]
360
Auto Attack in combat has a probability that the playable character will simply stop attacking. Witnessed as a rogue. The rogue simply swung their weapons around as they do when they have no target, despite have a clear target, including it's label indicator standing right in front of the rogue. This was corrected by drinking a potion of stamina draught. [/list]
360
Holy Smite This talent is meant to have an AoE of 8m around the Templar. You can set the tactics for the Templar character to activate if x number of enemies are clustered. This allows the Templar to damage a group of enemies across the battlefield. [/list]
PS3
Unforgiving Chain's Ring will occasionally remain after combat, appearing over item icons for or dialog icons next to a character's name. This will disappear after re-initiating combat or switching to another character. [/list]
360
Vengeance When in the quest Night Terrors during Act 2, if you take Anders into the fade and he doesn't[/i] have the sustained ability Vengeance, Justice will[/i] activate it and you can not deactivate it until you get it and deactivate it. Alternatively, activating Panacea will deactivate Vengeance. [/list]
PS3
Mind Blast will trigger spontaneously for any controlled mage character that knows the spell, even if a different spell was selected from the paused menu. [/list]
PC 360 PS3
Dog will occasionally not follow the party, instead staying in the last place he moved to during combat. [/list]
PC 360 PS3 During combat, it happens frequently that any AOE talents or spells is locked at a fixed position and the player cannot cast the talent or spell. This happens very often and unpredictable, which seriously affect combat performance. [/list]
PC 360 PS3
Regroup Spell by Anders or any means of reviving fallen party members, upon use will occasionally continually regenerate their health as if they are outside of combat. They will not draw weapons unless directed to, and after using a spell or talent, they will revert back to non combat mode. This is often triggered if the revive spell is cast while enemy(s) are stealthed or in the case of the Rock Wraith 'burrowing underground'. [/list]
PC PS3 Range Companions that are not being controlled in combat will always take a break between every attack by swinging their weapon around; therefore, reducing their effectiveness by about 50%. [/list]
PC PS3 Companions will occasionally stop fighting during combat, or not initiate combat at all. Manually switching to that character and beginning combat, then switching back, will start them fighting. [/list]
PC PS3 Companions will ignore "Hold Position" command upon being too far from the controlled character. [/list]
PC PS3 After combat some Companions will shout "AH!" or a similar combat noise shortly after combat has finished and the party is moving on. This occurs as a result of Sustainable Skills that are not turned off right after combat. [/list]
PC
Regroup Spell by Anders when used in Tactics, if a companion falls, it will be used even if Panacea isn't activated. [/list]
PC After being revived from KO in mid-combat, companions will sometimes stop following their tactics and will keep re-initializing attack. The problems appears to be solved by either exiting and re-entering combat or by opening and then closing the menu. [/list]
PC
Tactic Slots with use of item when moved will not be saved correctly after Tactics Menu is closed. Both, left and right parts of tactic-slot will be corrupted. [/list]
PC
Tactics Slots which were scrolled with mouse scroll will cause other Tactic Slots to lose order and "Conditions for Next Tactics" will lose their targets. [/list]
PC The cursor used to interact with an object (doors, quest items...) sometimes will not appear and prevent the player from interacting with the object. Switching characters seems to fix this(NOT always, sometimes only save-load can fix it, or restarting the game). In cases where character portraits are stuck highlighted during this bug, it can frequently be fixed by mousing over the highlighted portrait until it is no longer highlighted. [/list]
360 During combat, after felling an enemy who was stunned, the enemy, although dead, will still be seen to be staggering in a standing position, though will not attempt to attack the party or exit the stagger to fall to the ground. The only fix seems to be leaving an area and then returning, required if the staggered individual is carrying quest necessary loot. [/list]
DAO/DAA
Overall, I'd say DAO combat is an unplayable buggy mess without third-party modifications/fixes (four official patches do very little to fix the mechanics issues). Now, if you don't care about combat at all, I guess you can play DAO just fine. If you do, good luck installing a dozen conflicting third-party mods.
DA2
Overall, I'd say DA2's gameplay design team work is most commendable. DA2 is a huge improvement over DAO/DAA in all things mechanics-related. And that's not a subjective evaluation. Again, I understand that if you don't care much about combat and find the new plot/dialogue/art direction repulsive, this fact alone won't make DA2 any more acceptable for you.
Dumbest and most insulting comments for the week. There are as many flaws in DA2 combat system as was in DAO/DAA. We are on 2nd patch already for DA2 and there are still vast amounts of bugs/glitches and ones so bad they make it an 'unplayable buggy mess' by your standards you set using DAO/DAA.
Modifié par Dragoonlordz, 28 avril 2011 - 11:23 .