You (and this thread, in general) have made me rethink my stance on DA2 combat. I don't know why I didn't see it sooner. It was bumped up from recent replies.
[quote]IN1 wrote...
Mike tortured me, in fact. And I forgot to mention that David Gaider assisted him.
[/quote]
I'm glad they did in retrospect, for this is a good thread. :happy:
[quote]
Now, seriously. I know DA2 is a bit controversial. I know a lot of fans prefer DAO. That's why I leave the plot, the dialogue, the characters out of comparison -- it's a matter of personal preference, after all. Combat mechanics, on the other hand, are what Meredith likes to call cold hard facts.
[/quote]
Oh, I think we can debate objectively about that all of them. But, well, that's not your intention here. So I'll let that be.
[quote]
So. Combat mechanics-wise, what we have is:
[/quote]
I really need to look up what all comes under "combat mechanics," but, sometime later perhaps.
[quote]
DAO/DAA:
(1) Extremely easy, to the point of being downright boring. You can literally fall asleep during late game fights. Differences between difficulty levels are minimal. DAO NM is, essentially, Normal where the enemies get a couple of insignificant fixed bonuses. Extremely short cooldown on health/mana potions. Badly designed asymmetrical scaling system: Georg Zoeller advocated it with some vigor in its day, but many things that sound nice in theory just do not work that well practically.
[/quote]
I agree. I too felt DA:O's combat difficulty didn't scale all that well in nightmare mode, come to think of it. I have only one full playthrough I got out of it and that I played on "normal" difficulty to begin with. Later in the game, I thought that things were becoming a bit too easy (or boring, however you look at it) and, for the heck of it, switched to nightmare (around level 14 I think). Noticed not much change in how I was doing things. Perhaps the underlying numbers do reflect this, as you say.
And the end game fight left me quite dissatisfied.
[quote]
(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).
[/quote]
Yes, that's true. "Shapeshifter" was mainly a plot-element for Morrigan, I felt. A plot element that'll probably be revealed to us later on.
[quote]
(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.
[/quote]
See, I get all this. I know it was buggy, mainly from the kind of mods that ended up on Nexus to fix them, but what I wonder about is, why oh why didn't Bioware fix any of them! Baffling! And you'd think people would rail more on them to get the bugs fixed. After all, they won't be doing us any favors by fixing bugs!
And what I felt missing is a good game documentation, from Bioware themselves. It would be a reasonable demand.
[quote]
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.
[/quote]
Strongly disagree on the underlined section. As you just said, nightmare mode isn't all that much of a big deal that such things would become game breakers. Maybe that's what Bioware found as an excuse not to fix those bugs.
Or maybe you meant early game? I played on "normal" till level 14.
[quote]
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).
[/quote]
I can attest to the difference in difficulty between "normal" and "hard". I have generally limited time on hand to play games, and so having started the game on "hard," I had to eventually tone down the difficulty to "normal." Especially for the ARW fight. Or perhaps I was a bit lazy on the team build up, and a bit picky on who I take along (Anders is a strong no-no for me). But, anyway, hard is really hard. Thanks by the way for that description on the difference between symmetric and asymmetric scaling. I didn't know that DA:O and DA2 differ in that respect.
[quote]
(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.
[/quote]
Abilities designed to mimize the amount of wasted points, but not entirely "solid" in my personal opinion. I think there is still some amount of navigating to do in the "chains" and not all of it makes complete sense. For instance, why do I have to get "back-to-back" to arrive at the skill that gives stamina regen/basic hit capability for rogues? The other path to this same ability makes equally less sense. If you think some are useless, then why do you think they did it this way? Seems like an elaborately designed maze for some abstruse reason.
By the way, what do you think about their decision to segregate "attributes" from "abilities"? In DA:O I remember abilites being attribute locked also.
[quote]
(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.
[/quote]
That's good to hear. As you just said, the nightmare mode being really "nightmarish" would probably have given them more incentive to get things right, ASAP. Funny how that works...
[quote]
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.[/quote]
[/quote]
See, that's where the problem for me starts. Being relatively new to the RPG genre and not having followed the games all the way from BG2 and maybe before, I don't know what "all" comes under this "mechanics" category. I play games and I see what I get in-game or in the accompanying booklet. So, I'll have to reserve my judgment on this one. But that's really my problem, in a way. *Shrug* What I should do is to start by getting that toolset and analyzing how it all works, what is all there, and so on. It might even improve my gameplay experience. More knowledge is always good, right?
I'm interested in looking through your builds and seeing how you're actually playing this game. To me, at the moment, it's not all that interesting on "normal." I foresee more time becoming available in the near future, and so should probably invest some time on this.
Although I'm new to RPGs, I'd consider myself hooked at the moment to actually go through this trouble.
By the way, thanks again for a good post.