[quote]In Exile wrote...
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. [/quote]
Oh, I'd say it changes a thing or two.....
under the hood.[quote]You can kill any boss in DA2 'quickly'. The damage being capped in no way changes this. [/quote]
BS. The damage cap is part of the fail-safe mechanism to insure that bosses cannot be killed quickly. Every boss in DA2 has a pre-defined "phase" script that the developers decided cannot be broken simply because the player chooses to think outside the box with his/her tactics and powergaming. Whether or not one likes these changes is irrelevant. What matter is that it IS a change
under the hood.
[quote]
[quote]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. [/quote]It's true.[/quote]
'course it's true. I don't do falsehoods.
[quote]
[quote]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.[/quote]
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. [/quote]
Aww, did I hurt your little feelings? I'm sorry Exile, that I 'ragged' on your beloved game. Oh and the companion armor thread had nothing to do with anything that bioware is
doing[quote]
[quote]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..[/quote]
First, in DA:O, there is no difference in animation between missing and hitting.[/quote]
Wow! I should take this comment of yours to one of the dozens of 2-h build threads on the DA:O forums and let the masses there shred it to ribbons. First off, I said *defense* animations. Not attack animations. But while we're on the subject, One of the HUGE facepalm moments people complain about when playing a two-handed warrior in DA:O is when you sit there and watch your 2h warrior miss by a mile. There's also the receiving end animation, where people discuss the downfalls of taking the evasion talent for their rogue because of the way it
increases the frequency of the dodge animation (defense animation)... which in turn hurts their DPS because their character is busy doing the animation rather than attacking. Good god.
[quote]
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. [/quote]
Which is pointless, since all your attacks hit.....
[quote]
[quote]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.[/quote]
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. [/quote]
I said physicial, melee attacks. And that's all I said. Do I have to correct your reading comprehension too?
[quote]
2) You said: ''Dodging blows is now a skill governed by the player's real-life dexterity, rather than any in-game statstic '' about DA2, which isn't true. The melee hits were reworked on proximity. [/quote]
In other words, exactly what I said. if you see the guy swinging his sword simply take a couple of steps to the side and you're safe. Do I have to show you a video of the Arishok fight?
[quote]
[quote]Not symetrically no. It did level scaling in a much more creative and varied manner.[/quote]All of which amounts to a different way of handling the difficulty and goes to balance. [/quote]
Or to use your lingo, it amounts to a change
under the hood... something you claim didn't happen.
Modifié par Yrkoon, 17 octobre 2011 - 07:33 .