devSin wrote...
Mike Laidlaw wrote...
I should think that integrating the chance for party members to act as persuades and the development of the first evolution of the cross class combo system speaks for itself. I think that the thing that defines DA is the sense of the party, of individuals working together to form something greater.
The problem I had with cross-class combos is that I never felt compelled to even bother. Maybe on the hardest difficulties, but on normal or less, it just never seemed to come up (sort of like harmonic combos... waste of time when they'll die a few seconds later anyway). So maybe you think it speaks for itself, but I couldn't hear it at all.
Agreed.
While the idea behind cross-class attacks has a lot of merrit, the necessity of executing them was lost to me. I can't remember a single instance where I fought a hostile that required my party to work together to defeat the threat.
The problem herein doesn't lie with the implementation of cross-class attacks, however, but rather with the other defensive abilities. Since most attacks do (glancing) damage either way and fights don't last long because the party makes short work of any hostiles, the player isn't really motivated to create cross-class attack chains.
When you're engaged in a fight against a sword-and-shield opponent this is obvious again and again. Your entire party can quickly disperse of the target by just piling on him. As it is now the target keeps taking damage even when attacks are being blocked (no animation sadly!). Now if the target were to actually block or parry incoming blows so no damage is taken, then it would make more sense to start a cross-class combo. Why? Because otherwise the fight would never end, it'd feel as if your party was fighting a wall without any chance of breaking through it. The cross-class combo would in this case be responsible for creating the necessary opening in the target's defenses to take him down.
I don't want to drag The Witcher 2 into this, but when Geralt is fighting a sword-and-shield target this very situation presents itself. Only when Geralt uses bombs, signs or traps can he make short work of hostiles such as these. Without Geralt's "cross-class skills" the player can often get stuck in long and perhaps tiresome (depending on the player's patience) back and forth fights.
My point is that most fights aren't worth the trouble of investing a lot of thought and time into. They aren't particularly hard to win, they're just long due to the numerous opponents that your party faces. If the combat scenario's were actually difficult then there wouldn't be a need for these large skirmishes either. And with difficult combat scenario's I don't mean giving the hostiles a lot of hitpoints and potions, but rather beefing up the defensive abilities and how they work (together) to bring your party down. The game does well on the let-me-damage-you front, but less so on the let-me-defend-myself-from-getting-hurt side of the things.
Modifié par Helekanalaith, 29 mai 2011 - 02:48 .