Liked:
Most of the things I liked in the game were related to the mages.
1) Mages doing melee looked pretty damn cool. Honestly, it wasn't great damage and wasn't what you're "supposed" to do with mages but I still thought it was pretty awesome hitting a guy with a staff like that. Mage combat animations are now far more interesting and they are now something my eyes watch instead of avoid like in DA:O.
2) Rogue animations also are unique, with the hopping and bopping all over the battlefield. Warriors aren't bad, either, except the swords could look like they had a bit more weight to them than they do in DA2.
3) Liked a lot of the AoE attacks in-game, particularly the Elemental path of magic with the firestorm and the ice flying everywhere. Seemed almost a little too powerful, but that was a good thing.
4) I kind of liked the new talent trees. They were talked about a lot before release and I actually had no problem with them. I especially liked how the companions were given specialties because I always had an issue wondering whether the game intended for a party rogue to be an archer or a melee specialist, for example. This system made deciding on that much easier.
5) Overall, felt like it was the special cousin of the DA:O combat system rather than a brother or sister; related, but not really that close to it, and not as intelligent. I liked how I could jump right in and know exactly what I was doing.
Disliked:
1) The way that enemies don't stop spawning, and the lack of difficulty balance. It's frustrating at particular points in the game where the difficulty is simply not in line with the rest of the game because of this. There are times that seem way too easy because of not enough mobs and times when it feels like the stream of mobs has me playing on Insane difficutly. It gets really bothersome when I play a game on Hard all game, run into one fight, switch difficulty to normal and STILL have a hard time with it.
2) Stealth enemies have too much health based on how much damage they do. The Commanders and Lieutenant enemy mobs are like tanks in that they don't do a lot of damage and have a lot of heatlh, which is fine. But the Mage Hunter mobs can go stealth, always target caster or highest DPS first, and almost always do a one-shot on that party member. They are difficult to keep stunned and have as much health as the tank enemies. This has to be remedied with either taking away stealth enemies or severely reducing their health.
3) No tactical camera on PC was a system shock, literally. I really wanted to scroll out lots of times and was prevented from doing so. I scrolled out many, many times during DA:O, especially on harder fights. I also just enjoy that vantage point more at times. Since this style of camera was so often utilized by Bioware previously, it really felt foreign.
4) Healing was trivialized. It is far too weak. This made me a sad panda, to see that chugging health potions was the way Bioware designed the game to be played. All healing is essentially a joke compared to DA: Awakening when the Spirit Healer spec was awesome.
5) As a tank, I felt like getting aggro away from the other characters was a lot more difficult than it should have been. Instead of just a threat take-away skill, how about we get a massive threat building skill which uses a minimal amount of energy but has a decently long cool-down? That way, we can keep using it whenever it pops up as ready. In this game, as a tank, I would say that threat was the most annoying issue for me. All the enemies were just all over the battlefield in a frenzy.
In conclusion, I would be totally fine if they kept this combat system and did a few things:
1) Get rid of enemy imbalances with stealth enemies and streaming spawns.
2) Add tactical camera.
3) Buff healing spells a lot.
4) Balance mage talent trees a little more.
5) Make tanks more effective at getting aggro, reduce the amount other classes can get without having to get extra skills for that purpose.
Modifié par Lethys1, 05 juin 2011 - 06:44 .





Retour en haut






