alex90c wrote...
The Ethereal Writer Redux wrote...
KLUME777 wrote...
I want to get rid of the ninja animations. Like the backstab one where the rogue literally apparates into the ground and appears behind the target - whatever happened to teleportation not possible in the DA universe?
DAO's combat was realistic and believable, its universe was believable - in other words, DAO obeyed the laws of physics for the most part. But not in DA2.
inb4 elves, dwarves and magic being realistic.
Backstab should be reworked. My idea was for the rogue to release a flask that covers the entire field in smoke (not so much that you can't see the field, but so you can say "He's obscured"), and then he runs to the enemy's backside, where he then stabs the foe. Or just have the rogue still end up behind the foe like it does now, so as to not remove control from the player for too long. At least with a smoke flask that big, it maintains a touch of realism.
To be honest though, I'm wondering how many people can actually claim what's realistic and what's not if they haven't been in an actual fight with these types of weapons, scripted or real.
Or maybe it should be like DA:O where you actually have to position your character to achieve backstabs, rather than "press button > AWESOME LEGO BRICK EXPLOSION"
Why are we complaining about being medieval Batman again? The Backstab power was and still is the coolest attack the Rogue's ever had in this series. And it's certainly not as farfetched as Flicker from Awakening. And I remembered people being happy to have an AoE Rogue ability in that.
And flanking attacks are still in the game, they just don't have that sideways attack animation to show you're doing it. They should perhaps still have a "this is a flanking attack" animation but the stats for it and the passives all take flanking into account.
The Ethereal Writer Redux wrote...
I just want ALL of the enemies to use some actual tactics and the same animations we use.
Tactics, animations, cross-class combos, and spells/talents.
Bring those in and you've got a great combat system.
::sips coffee::
... I can agree to this. Animals, undead, abominations, and the like can still be our easy dumb brute enemies perfect for grinding. While certain elite mooks (Antivan Crows, Templars, City Guard, Orders of Knights, and stuff) would use abilities and tactics like we can. It'd be fun to see how sometimes fighting 5 well trained guys is harder than 20 untrained muggers.
Blastback wrote...
I'd like to get rid of the over the top
combat animations and the teleport backstabs. And have the speed
somewhere between Origins and DA2.
I don't understand why you'd want to slow it down. It isn't so frentic that you can't keep up with the combat. It's responsive and quick. You always have control over your party and tactical pausing is still viable (and required in some fights).
I can agree with some combat changes. The enemies exploding into pieces was stupid and they've patched it so that only happens in rare cercumstances now. The over-the-head look at the battlefield should return for the PC guys because being able to see the battlefield helps inform your decision making.
But it shouldn't slow down. It shouldn't speed up much more either. But it shouldn't slow down especially for some sense of realism. Who cares about realism. Realism isn't fun. And you have to make really weird exceptions. Like why a person doesn't die from a mace to the head during standard combat or why a guy on fire is totally fine. Why not have a stamina meter that says you can do so much before you must eat and sleep? That's realistic but it won't be fun.
And by the way, I happen to think two-handed combat looks fine at this speed. I can watch Lord of the Rings right now and see Gimli and Aragorn swinging into orc just as fast (although not as fast as Double Haste'd Fenris can). It was too slow in DA:O to the point that I only did a two-hander once and stuck with S&S otherwise.