why are people complaining about the combat i dont see whats wrong with it
#1
Posté 09 mai 2011 - 10:47
#2
Posté 09 mai 2011 - 11:22
I'll add that, to me, the lack of friendly fire on any level except nightmare is annoying.
#3
Posté 09 mai 2011 - 11:51
That it enforces tank / two handed tank, rogue, battlemage / force mage builds.
I like choice, variation and specialisation, I don't always want to kill stuff in "awesome" ways.
Rather I may wish to be a healer or controller with no damage spells at all, or a leader and champion.
Well that failed dismally in DA:2, choice with only one path being of use is not choice.
#4
Posté 09 mai 2011 - 11:56
#5
Posté 10 mai 2011 - 12:18
Modifié par nerdage, 10 mai 2011 - 12:19 .
#6
Posté 10 mai 2011 - 01:32
#7
Posté 10 mai 2011 - 01:35
#8
Posté 10 mai 2011 - 01:38
UBER GEEKZILLA wrote...
i meen its not completly diffrent from the first one. its just a little more fast paced, and people complaining abiut haveing to press the a button nonstop, well at least now you dont just sit there and do nothing, and the game is very challenging on hardcore mode too. i dont get it why are people dissin the combat
Its about the waves of enemies that materialize out of nowhere. Its about the bodies that explode after a single backstab.
Combat should NOT just be about increasing the difficulty setting.
There is no variation. Its the same battle over and over and over again.
#9
Posté 10 mai 2011 - 05:19
#10
Posté 10 mai 2011 - 06:39
The only differenece is that enemies always call for back up and I can't Mana Clash mages, who on higher difficulties, can kill my entire party with one attack...
#11
Posté 10 mai 2011 - 07:46
~ No friendly fire unless on Nightmare
~ Constantly needing to hammer A (although I'm told I can change this .... haven't bothered to check)
~ Presentation (bodies exploding, characters doing backflips, teleportation etc)
~ Waves of enemies.
That's not to say it's completly flawed though, there are some significant improvemnts on the console version (being able to issue individual commands)
#12
Posté 10 mai 2011 - 07:54
Motto: "Who says you can't paradrop in platemail inside buildings?"
-Polaris
#13
Posté 10 mai 2011 - 08:05
#14
Posté 10 mai 2011 - 08:16
- faster pace
- no more Warden shuffle
- no more enemies walking past you but you can't hit them because they're in motion
Cons:
- waves of enemies... seriously
- exploding bodies... really?
- no FF except on NM
- NM being more tedious instead of more challenging
In the end, where DA:O combat wasn't as visually appealing, it felt realistic, gritty and visceral...
DA2 combat speed is a definite improvement, but everything else went the way of dumbing it down and in favor of the "awesome" effect.
#15
Posté 10 mai 2011 - 08:39
That's a bug. Bioware admitted autoattack was accidentally left ouf of the console versions, they addressed it with a patch. You can't defend something that the developers admitted was a mistake. You can still "just sit there and do nothing" in DA2, especially if you spend the time to set up a good sequence of tactics in each companion.UBER GEEKZILLA wrote...
people complaining abiut haveing to press the a button nonstop, well at least now you dont just sit there and do nothing
#16
Posté 10 mai 2011 - 09:13
Modifié par Deztyn, 10 mai 2011 - 09:13 .
#17
Posté 10 mai 2011 - 09:16
#18
Posté 10 mai 2011 - 09:30
I found I had largely the same problem with going back to play Mass Effect after playing Mass Effect 2, the story was as excellent as ever but the combat seemed slow and dull.
Since I play play games to have fun I must say that the new system achieves that wonderfully.
#19
Posté 10 mai 2011 - 09:59
nerdage wrote...
I think the larger problem is encounter design, with the inexplicable reinforcements. I'd also quite like to see AoEs reduced back to about where they were in Origins so friendly-fire could be brought back for normal difficulty and up, but that's not such a deal-breaker.
This.
By and large, the combat system itself is a big improvement over DA:O - one of the few areas where DA2 was a definite sucess, imo. But the godawful design and over-the-top aesthetics for the sake of the awesome button were a big problem.
If they keep the underlying mechanics and speed while returning to the more gritty and low-key Origins style (there was still blood fricking everywhere, so you can't really call it realistic, but at least bodies weren't exploding into gibs at the slightest contact), and definitely return to intelligent encounter design and stop reusing the same assets over and over, that would be ideal.
Modifié par TheBlackBaron, 10 mai 2011 - 09:59 .
#20
Posté 10 mai 2011 - 10:03
- On Normal, it's simply press R to win (PC version).
- On Nightmare, it's simply knowing when and where the waves are going to appear and hoping the CC you use on the Assassin takes effect before he vanishes.
- Friendly fire is Nightmare only. Probably because most abilities are simply not FF-friendly due to their wide arcs (not to mention winter's grasp...).
- Waves of enemies. A lot of the combat is just fast paced killing of enemies with little to no health at all, essentially padding.
- No ability to pre-emptively initiate combat unlike Origins.
- Health / damage numbers are pretty flawed. It just doesn't sit right that I have only 100-300 HP yet my attacks can deal damage in the thousands easily. It makes the FF situation a lot worse (the number of times on Nightmare one of my party would randomly die simply because of Winter's Grasp...).
I replayed Origins after a couple of DA2 playthroughs and I was amazed how much better DAO felt relatively. I think I preferred it slower as well.
Modifié par Must have name, 10 mai 2011 - 10:06 .
#21
Posté 10 mai 2011 - 02:13
#22
Posté 10 mai 2011 - 02:14
All they needed was to adjust the shuffling and speed combat up a little. They didn't need to make it a hack n' slash action RPG. It's the successor to Origins, not Kingdom Hearts.
Instead we just get waves and waves of adds that spawn from nowhere. Ninja Templars from the rooftops, abominations rising from the ground the same way demons do. It was mind numbing and pointless. Move towards enemy, charge to explode weak ones. Mash attack button repeatedly until the one with more health dies.
I didn't have much difference on boss fights except for adding the kiting while companions wear it down to the tactics. I never bothered telling my companions what their tactics should be (other than Anders not using all his sustained abilities and draining his mana). This was on normal, granted. But I had more tactics in place in Origins and was able to lure enemies into ambushes and lay out a plan going into the battlefield.
Real combat?
Go put on a 75 pound suit of armor, pick up a 10 pound sword, and spend about 20 minutes running in it, swining the sword and see how fast paced you think combat should be. To me a dark fantasy has a bit of realism. DA2 combat eliminated any remote semblance of it.
#23
Posté 10 mai 2011 - 02:19
The graphical style, referring to how enemies explode into a shower of blood when they die. This didn't bother me too much, but I can definately understand how it would bother some players.
The waves of enemies. This did bother me - not so much that I'm like "OMG RAGE!" but still it was a bit annoying. The problem (apart from the logistics of "does this actually make sense?") is that it killed any possibility of tactics. There's no point strategically positioning your party with warriors at the front and mages at the back, because very soon a bunch of enemies will spawn on top of the mages anyway. All my fights devolved into me just spamming area of effect spells from my Hawke-mage, and Merrill.
The waves thing would have been okay if it was something that happened in say 10% of fights. In that scenario it would have given some nice variety.
Modifié par G00N3R7883, 10 mai 2011 - 02:20 .
#24
Posté 10 mai 2011 - 02:19
To be fair, they needed to speed up the animation (two-handed swings were kinda ridiculous) and fix the AI so you couldn't do the "creep forward, shoot one, watch the others ignore it as it runs screaming down your direction" - which is a pretty basic AI behavior in every other game. The difficulty is in tweaking how quickly the surrounding mobs react, because it's also a little ridiculous when everything in the area zeroes in on you when you're sniping (one of the things I really hated about Infiltrators in ME1).Faroth wrote...
All they needed was to adjust the shuffling and speed combat up a little. They didn't need to make it a hack n' slash action RPG. It's the successor to Origins, not Kingdom Hearts.
#25
Posté 10 mai 2011 - 02:28
As Varric would say, "Opinions are like testicles. You kick them hard enough, it doesn't matter how many you've got."





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