Yrkoon wrote...
Agreed! Don't know about you, But on one of MY playthroughs of DA:O I managed to one shot Gaxxkang (for example).
You mean you used mana clash on Gaxkang
really fast, before he had a cast to cast any spells. Removing Mana Clash does not change what DA:O is.
Gave me a feeling of power and satisfaction that's pretty difficult to describe to someone who measures the "difficulty" and "awesomeness" of boss battles by how many times he gets to mash the attack button.
It's true. It's far better to evaluate battles on ''broken mechanic" and ''exploit''. This, of course, ignores that only 1.04 capped Assasin damage, and at release there was no cap.
Then there's the Ser Cauthriene battle. Kill her quickly and you avoid the complete headache that the battle can be when it gets drawn out. Ditto with the the Brood mother. I've done 50% damage to her with a spell combo. Felt great. Felt like my party was finally reaping the rewards for all the intense, geeky min-maxing I did to get them to the power level they are.
You can kill any boss in DA2 'quickly'. The damage being capped in no way changes this.
But lets take all that away, now, in favor of some unimaginative, lazy, limiting, ham-fisted attempt at game balance.
.... And here we have it.
You're almost there! I believe the preferred term currently being used is "streamlining". Now EVERY move is like a finishing move! Remember... when you press a button, something awesome has to happen.
Which, of course, goes back to that whole thing you do when you don't tell the truth and pretend Bioware is doing something else so you can rag on DA2. Like with the companion armour thread.
Right right. The difference, of course, even beyond the fact that a glancing blow is still a hit with damage, rather than a miss with none (nice try though!), is that unlike defense in DA:O (where you could actually SEE the effects), Glancing blows in DA2 did not have their own animation. They COULDN'T have their own animation, because it would go against "teh awesome" to swing your huge colorful sword and just slightly nick your opponent's shoulder guards..
Ah, here we have the not being truthful thing.
First, in DA:O, there is no difference in animation between missing and hitting. That's falseshood #1.
Second, in DA:O you know your attack stat, and your defence stat, but you don't know the defence stat of any mook, making it - as it turns out - impossible to know what your chance to hit is. DA2 actually corrects this by giving you your hit % for all classes of enemies.
Because DA:O was all about Ogres and their Boulders. There were no other enemies in the game. Right? Therefore, lets render the entire confusing dodge statistic redundant for the sequel, And instead, lets allow even the most non-dextrious mage to be able to get out of the way of ANY enemy's physical attack, in melee, any time he wants by simply moving around. Derp.
And... we're back to the falsehoods.
1) In DA2, only physical attacks are frontloaded in this way. Arrowsauto-track and depend on your dodging.
2) You said: ''Dodging blows is now a skill governed by the player's real-life dexterity, rather than any in-game statstic '' about DA:O, which isn't true. The melee hits were reworked on proximity. So we don't have the
most nimble rogue run away from an Ogre's punch and get hit with telekinetic damage.
3) ''Derp'' somehow means that not getting hit by a sword when you're not next to it is stupid? Certainly, you've set the bar high for things that make sense.
Not symetrically no. It did level scaling in a much more creative and varied manner.
All of which amounts to a different way of handling the difficulty and goes to balance.
You mean DA2 INCREASED cross class combos. I remember a very useful cross class combo in DA:O, don't you? However, I'm wracking my brain trying to think of even 1 spell combo in DA2. Oh wait, I know why I can't think of one. Because there isn't any! they took them all out.
You often do this ''make up things the other person said to prove a point'' so we can let this one slide, but I obviously mean DA2 replaced spell combos with cross-class combos. Mages not combo'ing off themselves and doing so with the rest of the party is not some significant change to the mechanics.
Modifié par In Exile, 16 octobre 2011 - 01:44 .