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Dragon Age moving forward: gameplay feature discussion


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#276
PantheraOnca

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EDIT: OMG the text box did not like being pasted to from a word document. Fixed the more horrible effects, going to clean up further. Sorry anyone that had to look at that. /edit1


So I got to page 6 before I skipped to the end.

Legacy and MotA have been improvements, go you guys!

Here's my list. I will be including things that may not be "combat gameplay and its immediately related systems" critiques after the combat stuff.

1- As has already been mentioned, and seemingly heard based on DLC, tone down the raining men.

2- I would li ke more ability to determine my party's capabilities. I think a good compromise would have been to allow NPCs to have their specialized skill tree, but also choose a specialization at 7. Now, in the current system, I would basically like to add a box to the left of the NPC specialization skill tree, and have their relationship buff attached to that, then at 7 I could choose to either go for the special skill tree, or a normal class specialization. At 14 I would then be able to choose the other. Basically, I never want to be stuck with a character I don't want in my party (Anders after my first playthrough) if I need a certain role filled (spirit healer).

3- Cross-class/spell combos. I would like a wider range of combo effects, or more abilities that apply combo-able effects. If there were easy-to-do combos with a smaller bonus than some harder-to-do ones, that would be great. Something like the rogue bonus damage to stunned targets, rather than +bajillion damage to brittle targets. I also enjoyed the combos from DA:O. Another alternative would be +1/2 bajillion damage to brittle OR staggered targets as a rogue. Basically +damage to not-my-class status effects. Perhaps +2 bajillion damage if ALL not-my-class status effects are on a target.

4- Turn-based mode. I would like to be able to use a turn based mode on higher difficulties, mostly because of friendly fire and not having absolute control over what my companions do. I understand that the AI scripting is an attempt to address this, but its not perfect (though it is very good).

5- OVERHEAD CAM. Speaking of friendly fire, I deeply missed the overhead, zoomed out, detached camera for placing AOEs.

6- Auto-run. Auto-tab.

7- Auto-tab. Auto-run.


8- Remove the "stumbling" thing that happens when you get too close to a big creature. There's enough going on in combat, I don't want to have to worry about how many pixels I am away from being stunned (lethally on several
occasions) when I'm just trying to move to a certain position.

Ok, here are the things that may not fall under the category of what you were looking for:

9- Remove non-accessible areas from the minimap.

10- De-link combat stats from utility stats. I disliked having to up cunning on Isabella so that I could open doors/chests/traps whenever I'm not a rogue or don't also have Varric (who doesn't need Dex to equip his
weapon) in the party. This could perhaps be redone by reintroducing skill selection. I'm not sure if making it so that such things are competing (say, 4 points in lockpick vs trap disarming, with 7 points to assign by end game) is the way to go. Perhaps make it level based (1 for simple, 6 for standard, 12 for complex, 18 for master or whatever lvls work best) for rogue classes. 

Perhaps only have the PC be able to do  these things, with differing methods for each class. Maybe have 4 levels
of each skill, 10 points, 3 skills: Lockpicking, Persuasion, Traps. Warriors would bash/intimidate/smash, Rogues would pick/con/disable, Mages could magic/magic/magic (shush you!).

11- Hero/Wiseass/Vicious interrupt options. Like in ME with Paragon/Renegade interrupts. I would like the opportunity to interrupt cut-scenes with a heroic act, comedic interjection, or sword to gut.

12- Companion items. I actually liked companions having their own armor, but there were some pieces of gear that were badass that my character couldn't use, and it felt really bad to just sell them. If some item breakdown for resources to upgrade your stuff is implemented, that mightn't be an issue, but I would also like some way of giving gear to my companions so that they can use the stats on it. I don't really have a suggestion on how to do this that is not just letting/making me fully equip the companions.

13- Item Upgradability. Basically, I would like it if the weapon you can start the game with could be upgraded to be as good as the best weapon in the game. There would obviously be a cost attached, or perhaps quest requirements of some kind. There is a large scale for getting something like this in the game; maybe not have the weapon you start with go all the way to end game, but maybe allow it to be upgraded so that it's still on-par at level 7 (or some other arbitrary time). Alternatively, include weapons and armor for crafting (again, but player-based this time).

Basically, I want to make a <Character's Name> <Item Type> of  <Synonym of Badassery> rather than find some other dude(tte)'s kickass item.

14- Don't make junk take up my inventory slots. Alternatively, let me have 150 slots by the end of the game. Most of the slots gainable in Act 1 (let's say 70% for starters). An item-consuming crafting system might also solve this problem.

These lists are ranked on when I though of something, a priority list would be:

6, 7, 5, 4, 2, 3, 8, 1 (this would be higher, but you seem to already be working on it).

Thanks, and keep up the good work!

edit 2: ok, this should look less bad now.

Modifié par PantheraOnca, 23 octobre 2011 - 04:54 .


#277
nightscrawl

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PantheraOnca wrote...

Item Upgradability. Basically, I would like it if the weapon you can start the game with could be upgraded to be as good as the best weapon in the game. There would obviously be a cost attached, or perhaps quest requirements of some kind. There is a large scale for getting something like this in the game; maybe not have the weapon you start with go all the way to end game, but maybe allow it to be upgraded so that it's still on-par at level 7 (or some other arbitrary time). Alternatively, include weapons and armor for crafting (again, but player-based this time).

Basically, I want to make a <Character's Name> <Item Type> of  <Synonym of Badassery> rather than find some other dude(tte)'s kickass item.


Here is an issue with this that I have heard from game designers in the past. It basically cuts into creativity of new gear when this is allowed. For example, I REALLY like the model for Staff of Parthalan, I use it as long as it's feasible. If this option were in the game, I would upgrade that staff and use it the entire time (yes I know there are mods to make it improve with level). Although this option sounds really cool, it would take away the variety of using other staves as the game progresses. They want the staff that Orsino is holding to look cool and be valuable, so that when you loot it from his corpse you want to actually use it, rather than just keep your Parthalan for the entire game.

The variety of armor and weapon models available available in DA2 is vastly increased, compared to those of DAO. I'm actually quite glad that they have put such variety in the game and hope they continue to do so.

#278
Shamajotsi

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While looking back with nostalgia at the DA2 first trailer, I came up with this question:

Is there a reason not to have "multi-classing" for the Main Protagonist? It would involve some very careful calibration so that the "multi-classes" are both useful and not overpowered, but I think if the main character could truly wield the Staff of Parlathan as a melee weapon and a magical staff, it would have been awesome.

As an alternative, the specializations could substitute this. For example, we choose the protagonist to be a "Warrior" at lvl 1, but at lvl 7 we choose the "Warrior -> Wizard" specialization and at lvl 14 we get the "Warrior -> Wizard -> Warrior" specialization (insert flavorful names).

#279
esper

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Shamajotsi wrote...

While looking back with nostalgia at the DA2 first trailer, I came up with this question:

Is there a reason not to have "multi-classing" for the Main Protagonist? It would involve some very careful calibration so that the "multi-classes" are both useful and not overpowered, but I think if the main character could truly wield the Staff of Parlathan as a melee weapon and a magical staff, it would have been awesome.

As an alternative, the specializations could substitute this. For example, we choose the protagonist to be a "Warrior" at lvl 1, but at lvl 7 we choose the "Warrior -> Wizard" specialization and at lvl 14 we get the "Warrior -> Wizard -> Warrior" specialization (insert flavorful names).


The problem is that while you lore-wise can go mage -rouge/warrior. Your rouge and warrior can't suddenly develop magical abilities. (Of course you could shift between rouge and warrior)
All pc-characters would have to be born a mage for that to be possible,

#280
Gibb_Shepard

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Please, please, get rid of the MMO style combat. By this i mean the ridiculous amounts of health that enemies have.

I'm sitting here right now watching my warrior taking swings at one darkspawn. It's still not dead.

I understand that due to faster combat you had to raise enemies health, but there has to be a compromise. It should not take 10 swings with long sword to kill a godamn darkspawn.

#281
Vanderbilt_Grad

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My very first run of DA 2 during Offered and Lost I chose to fight Ser Varnell. Everyone eventually died both in my party and in the mobs except for Aveline and Ser Varnell who were swinging madly at one another. After a few minutes of this I literally stood up from my desk walked to the sink to get some water, looked at the PC, went into the hall to talk to my son, sat back down at the PC, waited for about 2 more minutes for the fight to finish without me touching a single key.

tl:dr Lots of HP <> Awesome.

#282
brain_damage

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Gibb_Shepard wrote...

Please, please, get rid of the MMO style combat. By this i mean the ridiculous amounts of health that enemies have.

I'm sitting here right now watching my warrior taking swings at one darkspawn. It's still not dead.

I understand that due to faster combat you had to raise enemies health, but there has to be a compromise. It should not take 10 swings with long sword to kill a godamn darkspawn.


Silly Shepard. Roll a mage and see how every enemy in front of you dies instantly.

#283
Kalnu

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These have probably been mentioned but here I go anyway.

Also not sure if they count as gameplay - that is a bit vague and relitive.

Able to equip party members with armor but able to lock their looks. For example - say I get a robe that looks great on Anders - but he has something better. Merrill needs an upgrade but it looks terrible on her so I would like to be able to lock her current outfit - but she would be the only one affected.

I do like the shorter dungeons and bigger mobs but DA2 went a bit ... 'too far. Something between Origins and DA2 would be lovely. (The Legacy and Mark of the Assassin DLCs are on the right track.)

More gimmicks to make fights more interesting. I enjoyed the final fight in MotA DLC (Although it was a bit too slow - more gimmicks are needed to make it more fun and challenging.) but ... Standing in the fire should be more challenging. I'm sorry but 1 damage no matter how frequent just isn't threatening. I believe I could probably stand in the poison thing Leopold does with Fenris whacking away on him on Hard and he still wouldn't die. (Then again, that Steroid addict never dies anyway.) I do like the trap thing that Prosper does - but I think it could have been faster - I'd just like to have more "if you don't move you'll die" gimmicks and such to make fights more interesting. Save from "end" bosses - most of the fights just feel the same and it is rather boring. (Even Origins suffered from this, but the different types of mobs with new abilities saved it.)

I would like the other classes to have a "use" but in order to do that ... one would need the whole 'slower and harder battles.' I was interested to see how well I could play on nightmare without a healer - result? Fairly well. I think that just ... shouldn't be so. Tanks and Healers should always be nessisary. (Or at least a mage with Heal) Turns out you don't really need a tank, either. (But I always play with one - but more because I like Fenris.) On that note though, I wouldn't want to be too penalised for chosing Fenris to tank over Aveline. (I like his battle style more than Aveline's.)
Then the slower/harder battles kinda goes back to the needing more gimmicks thing.

I liked DA2 but it needs more ... plot twists and different branches to the story - even if it all ends up the same way - other than a few little references and points of the game - everything seemed about the same for everyone across the board. That was one of the things I liked about Origins. I was going to go more into depth with this but something loud happened and I forgot what I was going to say. XD

I'll leave this for now - i'm pretty sure the other players have covered everything I've said and was going to say anyway.

#284
The Sapien

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I like your idea for customizing the difficulty settings, like having FF on for lower settings and being able to make enemies use more abilities more frequently without also giving them ridiculous health.

My favorite fights are against teams of enemies similar to my own team, maybe slightly outnumbered so we have to outsmart them. But as you've addressed, waves of weaker enemies is kind of boring but still okay as fodder as long as not over done.

(Although this would be different if health bars didn't automatically recharge until after a mission was complete or everybody went home. Health potions and injury kits would then be more something we take between fights instead of during. But I'm not really suggesting such a drastic change here.)

Less epic boss fights. What I mean is that it seems like the designers then end up trying too hard to make super enemies and tedious challenges that end up being no fun. Just how many over powered characters are there in DA? And why can't my character then become one? I just quit playing for the day after trying Legacy for the first time and giving up on Corypheus with no intent of returning to that mission. It's not that it seemed hard, just TEDIOUS. The game doesn't allow precise control of each character's movement around obstacles, nor can the AI handle it, so it ends up being a test of the game's weakness. Immersion goes out the window. Who saw that as fun? The only boss fight I really enjoyed was with the Arishok but only as a dagger wielding rogue because such rogues are all about precision, timing, sneaking, and knowing when to strike. However, that's the only exception I can think of in DA2. Less epic would help with immersion and focus more on story and character. It would also help with things like how the heck did my team just kill a bunch of dragon lings, a couple of lesser dragons, and a full dragon all at once??? No way.

Or, more epic powers granted to my main character, maybe not until the end boss fight, you know, like in the movies.

That's it for now. Really I just wanted to say something after not having fun with Legacy and about to go into my least favorite final act again for the main game. Seems I always just want to start over at this point if it weren't for Merrill.

#285
Drkerthnblck

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I will admit I read a half dozen of the pages then skipped to the end
I'll try to keep this short...

1)I agree with the other people who suggested this already, trash loot needs to be changed

2)A more in depth tactic system (things like blood magic and blood of the first shouldn't require stamina to activate otherwise npcs like merril will sit there and continually try to reapply it and are rendered useless until you fix it for them, a move to party member action or assist party member, a slider bar for health/mana/stamina/etc, the ability to string commands into one tactic instead of taking up several lines, the ability to move tactics up and down on priorities without redoing them, etc)

3)Take away the class requirements for weapons

4)Bring back armor for everyone (I loved the mini set bonuses for wearing a full set in DA:O) and if you want to keep that unique armor feel for companions throw in some loyalty quests with unique/ special armor

5)Make some of the supportive rolls a bit stronger ( I started the second game at a very late start but being a warrior tank or a spirit healer mage felt very gimp compared to the first game)

5a) My gripe with the warrior as a whole is the ramp up time as the story progresses, it deffinatly needs more damage. Defender tree is useless, it blocks damage but threat managment in a fast paced game like dragon age 2 is almost nonexistent, perhaps amp up the threat of people wearing the heaviest of armors again (the strat seems to be burn everything down asap and to hell with any sort of battle plan). Bring back str lessening the burden of sustains and heavy armor attracting more threat. A solution to all this is maybe beef up damage passives in the 2h tree and for sword and board either merge that with defender or give defender some damage bonuses as well as threat. It feels like warrior needs the best damage talents to even be close to the damage of other classes (overall warrior just need more threat generation and a tad more damage! perhaps consolidate some trees)

5b)Spirit healer mage could have a better selection of spells to choose from (the heals are fine i'm just worried about the offensive part) I see no reason why the entropy tree can't be used but force mage and glyphs can... with the exception of two spells in entropy (perhaps make them useable in spirit healer until you upgrade them to their damage dealing form) I would at least like to debuff mobs(just like force mage *gasp*) while i'm sitting back supporting my party. Also I like the entropy tree in DA:O about 20x more than the second, variety is good!

5c)Rogue is fine, they pew pew and pick locks just like they should

6) DA:O had a lot of variety and I think that was a good point to

7) I didn't get to play before 1.03 so I don't know how the mass staggers played out but I think class combos could be dumbed down damage wise but increased in number and, as some people have pointed out, there could be "effects" added onto them, visual or physical (for example walking bomb on a disoriented target could create a bigger explosion than it currently does). A few key spells in the specialization trees could be made to do massive damage so the CCCs don't become too mundane (sort of like making the common CCCs for trash packs and higher end ones saved for bosses).

As a closing note I liked the HUGE variety you got in DA:O with how you wanted to build your character and I liked the faster paced combat of DA:2 as well as the "witty harke" dialog I hope you all can combine the two games as you've done with ME3

Modifié par Drkerthnblck, 10 novembre 2011 - 09:08 .


#286
Killjoy Cutter

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2)A more in depth tactic system (things like blood magic and blood of the first shouldn't require stamina to activate otherwise npcs like merril will sit there and continually try to reapply it and are rendered useless until you fix it for them,


Since when do blood magic and blood of the first take stamina to activate?

#287
Drkerthnblck

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My apologies, I should of typed mana but I think you get the jist of what I'm saying. Its kind of ridiculous to have blood magic allow you to stack sustains past your 100% point but then limit when you wish to activate it

#288
Killjoy Cutter

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Drkerthnblck wrote...

My apologies, I should of typed mana but I think you get the jist of what I'm saying. Its kind of ridiculous to have blood magic allow you to stack sustains past your 100% point but then limit when you wish to activate it


I guess I don't notice it much because I set it up so that anyone with blood magic always has blood magic on, and the "Self, Any, Activate Mode, ______" tactics are set up in the order they'll activate in just in case.

#289
Drkerthnblck

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My set up for a few run troughs was to have merril grab essential damage spells then load her up with group buffing sustains to give the healer (myself or anders) more mana to play with. I also had her bump out of blood of the first after 50% just for safety reasons and a little more flexibility.But as we are getting off topic I would like to note I updated my previous list.

#290
esper

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Drkerthnblck wrote...

My set up for a few run troughs was to have merril grab essential damage spells then load her up with group buffing sustains to give the healer (myself or anders) more mana to play with. I also had her bump out of blood of the first after 50% just for safety reasons and a little more flexibility.But as we are getting off topic I would like to note I updated my previous list.


I know the problem as my Hawke played as a buffer blood mage. It was irritating that each time she dropped out of blood magic to heal I have to debuff two or three sustains to re-enter blood magic. But the alternertive properly is to not let the sustain go over 100% and that would completely destroy my build so I endure.

#291
Krrith Anton

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A few suggestions of mine-

A. You said you have a problem with lockpicking minigames as you have to do them so often but severl people like them. Here is a fair solution; Make a lockpicking minigame for all locks, harder to complete the higher the lock teir is, but attemptable regardless of skill, and add a rouge only feature where if the rouge's cunning meets teir for the lock, it pops without displaying the interface

B. To solve everyones raining men issue (mine as well) utilize the next wave entering from an open area on the map, and make it a priority based spawn with direct proportion to the distance of the pc from said corner. This way they always come from somewhere offscreen in a natural manner. This will also realistically make people fond of defensable areas with only one or two entry pathways. Then a properly designed character can Gandalf a bridge/doorway/hall if the player chooses an adequate location. Also wide open areas like the docks district would become more difficult tactically as there are no narrow points to hold.

C. Im unsure on this one as I dont get to see exp per kill but rather per fight in DA2, but in DA:O it was quite a noticable scale of difficulty to exp earned, further ramped by more enemies spawning (if you remeber the revenant fights in brecillian forests, I always played hard, I watched a friend on casual and was laughing at the absence of a backup squad of skeletons.). This feature is a nice reward to those of us that like a challenge, a few of my friends only play normal and I like that i finish the game at a higher level than them (because they value the low playthrough time).

#292
Joe25

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Armor custization for the 360 and PS3 would be nice for DA3 or a DLC.

#293
cephasjames

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Luke Barrett wrote...

To the first point, I would say I think a lot more than just FF should be customizable. Around launch time I talked about this but one of the things I would have liked to see is a list of rules (FF, damage reduction, immunities...etc) and an ability to scale them. Each one would have a numerical assignment and then based on the sum of all of them it would give you a score and a rough difficulty term for convenience sake. So for example, I might play at a 92 (of 100) and that would qualify as 'Insane' and another player may have very similar things as me but some things turned way down and have a 77 and be 'Hard'. The label would really just give a way for you to better gauge how hard the game will be relative to a more traditional system.

This almost exactly what Mount&Blade did and I think they handled it fantastically and it seemed to work.

#294
Tatinger

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cephasjames wrote...

This almost exactly what Mount&Blade did and I think they handled it fantastically and it seemed to work.


SighMount & Blade and the ability to ride and have combat on horses....

#295
cephasjames

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Tatinger wrote...

cephasjames wrote...

This almost exactly what Mount&Blade did and I think they handled it fantastically and it seemed to work.


SighMount & Blade and the ability to ride and have combat on horses....


Oh, yeah!!

#296
nicethugbert

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Luke Barrett wrote...
To the first point, I would say I think a lot more than just FF should be customizable. Around launch time I talked about this but one of the things I would have liked to see is a list of rules (FF, damage reduction, immunities...etc) and an ability to scale them. Each one would have a numerical assignment and then based on the sum of all of them it would give you a score and a rough difficulty term for convenience sake. So for example, I might play at a 92 (of 100) and that would qualify as 'Insane' and another player may have very similar things as me but some things turned way down and have a 77 and be 'Hard'. The label would really just give a way for you to better gauge how hard the game will be relative to a more traditional system.


Yes, a lot more than FF should be customizable in a difficulty setting!  You can control a game's difficulty just by the amount of gold, crafting components, or other resources, that are available.  But, it's not simply a matter of difficulty.  Some people like a monty haul campaign and others like austerity, regardless of difficulty.  Some people want traps or poison (PC or monster) to be effective.  Some people think they are too effective.  Some people don't want to be bothered to use them at all.  I didn't bother with them in DA:O.  They were too weak and ineffective.  At least, this is the impression I got at the start of the game.  I form my playing habit early in a game and keep going with that until it fails.  Poisons and traps were not well documented, so I had no way of knowing if my impressions were later wrong.

I think the idea of difficulty in games needs a re-evaluation.  I play games to have fun.  Not to add to the list of chores in my life.  But, everybody has a different idea of what constitues fun.  So, increased customization is very important.

The difficulty rating idea is usefull, but, not essential.  I would be happy with a few custom difficulty slots to set the game up as I like.

============

I ferret out every quest so as to play the game to the fullest.  But, it then becomes a chore to manage the quest list, deciding which quest to do next.

I wish quests had a priority rating dependnet on your characters action.  For, instance, main story line is obviously high priority, but, so are the companion quests for the companions you have the highest rating with.

I would also like to control the number of pending quests visible in my journal.

The Witcher 2 has some good quest management features.  You can set a quest to be active.  This puts a caption under the mini-map giving you the gist of what you are required to do.  It also puts an arrow on the mini-map directing you to the quest sight.

==============

Action, it has to be fast for me.  I hate waiting for a character to react to a command and slow combat is just rediculous to me.  But, some people get head aches from watching fast movement on screen.  So, an action speed slider would be very helpfull.

=============

Camera.  I have not found a third person perspective game that does not camera problems.  The major problem is the angle of the camera when traveling up hill.  The camaera is designed for a flat or downward angle, yet nobody takes into account up hill travel.

I liked the DA:O camera, but, it needed more range on the over the shoulder angles.  The transition between high overhead and the lower angles was too sharp.  I wanted to be able to zoom out more before going high overhead.

===========

I would like very much the option to Assume Control of my characters ala The Witcher 2 or leave them in automatic mode ala DA2.

Modifié par nicethugbert, 04 mars 2012 - 04:09 .


#297
ianvillan

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I would like to see different types of weapons like axes, crossbows, and i would like to get into a fist fight which i control the character.

#298
SSH83

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I really liked DA2 gameplay WAY more than DA:O, not for the "action-game" thing but for its tactical depth too. I liked everything about DA2 from the ability tree, combo, character, story, think like a general/fight like a spartan, etc. Reusing environment was a downer, but... not a big deal for me, since all the classic games have reused environment...

Just 3 requests from me:

1) Adjust the lesser difficulties for the common people, but please keep nightmare mode as is. Whatever process that was used to create it, it's perfect. DA2 was better than DA:O's nightmare mode, because DA2 didn't break down with simply optimized back stab damage and cc. (luck-based boss speed run doesn't count) I played DA2 on nightmare in first playthrough and it's a lot of fun struggling to figure out the combo and tactics. Playing smart and not wasting damage on over kill to survive vs multiple waves. Needing to think if i should use combo opportunity for defensive play or damage (almost never happens in other rpg, where more damage = brainlessly always yes). Creative uses of abilities/combo more than just damage/heal. Chosing damage abilities for more than just damage amount and damage type but also the minor cc elements like push-back, flinch, interrupt, etc. DA2 on nightmare was definitely the most fun I've EVER had in any tactical RPG... EVER.

2) Camera! Ability to move camera so that it's not centered on a character would be much appreciated.

3) Targetting. Ability to forego "smart-targetting" when aiming AOE. Having an easy and straightforward way to center a fireball next to the target instead of right under the target would be great.

#299
CENIC

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I'd like companions to not be locked into one style of combat (i.e. why couldn't I make Aveline a 2H warrior, or Fenris a S&S?)

This ties into roleplay for me, because sometimes I prefer a particular character, but their fighting style isn't optimal for my team.

#300
BubbleDncr

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CENIC wrote...

I'd like companions to not be locked into one style of combat (i.e. why couldn't I make Aveline a 2H warrior, or Fenris a S&S?)

This ties into roleplay for me, because sometimes I prefer a particular character, but their fighting style isn't optimal for my team.


I agree with this. In my first playthrough of DA2, I never used Isabella because I was also a dual weapon rogue, and thus had no need for her. As such, I missed out on some of the funniest banter in the game.