The biggest limitation for me is targetting logic. If they'd simply add a 'target' action like wait, jump to or use ability that doesn't stop processing and add 'target' as a selection option life would be much better. As it stands now the non-tank characters can't attack the tanks target *and* use control logic for when to use abilities.
For example say you want to pummel the tanks target if the target has > 90% health. I can't find a way to do that. I can pummel the tanks target but not conditionally.
o Enemy / target of tank ------ pummel (not conditional, just pummels if not in cooldown)
'Jump to' there doesn't help since best I can tell if you do the following
1) Enemy / target of tank ------- Jump to 2
2) Enemy / health > 90% ------- pummel
Doesn't actually set the enemy to the tanks target for the pummel. It's no different than
1) Enemy / health > 90% ------- pummel
It's completely random who gets pummel'd and not guarenteed to be the tanks target.
If instead you could do
o Enemy / any --------------------set target (pick somebody to hit, anybody, don't stop processing)
o Enemy / nearest melee ---- set target (is there a melee closer ?, don't stop processing)
o Enemy / target of tank ----- set target (hit tank target by preference don't stop processing).
o Target / health > 90% ------- pummel
o Target / health < 50% ------- critical strike
You need the first two before 'target of tank' in case the tank is dead/immobolized or doesn't happen to have a new target yet.
That way you can use your slots for ability use logic and make the first one or two slots targetting logic. This was particularly noticeable when I was trying a 4 warrior run through (me, allister, sten, ohgren) without pausing. The basic choices where, everyone square off randomly and use abilities, everybody simply attack tanks target. There was no way that I could find to both set the target and use abilities without running out of slots very quickly.
You can sort of do it with 'jump to' but even with maxed skills you're essentially limited to one or two abilities after getting targetting down.
Better yet I'd prefer two sets of tactics equally limited by your tactics skill. The first set controls your target and melee vs ranged weapon load out. The 2nd controls the actions you take. As your characters level you can add more complex targetting/weapon logic and more complex action logic. As it stands now you can't really do either.
Modifié par belthize, 26 novembre 2009 - 04:04 .





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