@Ariella
[i]
There wasn't that much change in combat except it moved faster. You can still pause the game and issue commands, and still work up tactics using the tactics AI screen, which is a lot more useful now that it recognizes things like the DEAD status among other things. The party member AI is largely useless to me. I just turn it off so I don't bother with cooldowns.
I disagree with the combat part too: AoE damage-dealing abilities are common now, flanking is less important, spell combos have been simplified, tanking is made easier, mobs just act like meatbags waiting to be killed ( no ambushes, very few abilities that require the player to react with cautions, simplified unit positioning since a lot of adds simply aren't a threat or crucial to take out ).
The biggest problem, like I said, are the mobs themselves.
Survival, anyone. One of the most useless skills in DAO. One quest needed it and that's it.
And what "one aggro spell" are you talking about?'Taunt' -- the only aggro ability Aveline comes equipped with, which makes it very easy to hold aggro with.
Only used Survival if I didn't have anything else to spend points in ( or for the halla quest, if I remember right ), so that was a pretty useless skill too.
Would have loved it if they'd have done something like in New Vegas with it ( was pretty useless in the older Fallout games though ), in the sense of letting you gather certain resources and prepare them, but that's more suited for open world games ( or larger maps ).
One well placed fireball taking out your party is a GOOD thing? Are you insane? One of the reasons a fireball could take out a party was because they weren't responsive. Movement was glacier slow, and gave far too much time for enemies to tag you while trying to pull some special attack. That's not the point. Dragon Age 2 lacks these moments. They even 'streamlined' the ogre, one of the coolest mini-bosses from Origins.
Last I noticed as one went up in difficulty one also found his opponents had better resistances, not just MORE! hit points. So knowing what to hit them with is as important as how much you hit them.Whoa, you had me at hello BioWare!
Is it even possible to figure out mob resistances without any sort of out of game information ( and short of relying on guesswork )? I'd prefer it if things like these were in the codex.
The
table on dragonage.wikia says only their immunity changes, btw ( doesn't really matter since they still got the same weaknesses ).
pain in the ass formatting btw.
Modifié par Gunderic, 09 août 2011 - 11:54 .