I might aswell repost what I have said on this subject already since my stance and view has not changed yet is a new thread talking about same elements.
Combat mechanics in DA2 I didn't mind so much, with exception of waves of instant spawning mobs and the blood felt like was painted on in very specific way in which the locations of the blood always tended to be same spots. Monsters exploded like lego parts was not really a turn on for me. I liked the faster pace with less shuffle.
The 'reinforcement' system should not be used unless your being pitted against an army or vast battlefield, including 'some' boss based battles. The 'wave' or reinforcement system should not be used for every single fight ever in games. It's unrealistic and tedious. The teleporting should be left for mages and spirits and even then through animations that can attribute to casting a teleportation spell else just use the doors and such like supposed to when entering or exiting a place.
There is no real tactical use for implementing the kind of waves in DA2. When applying tactics the enemies must be using clear shown tactics in how came into the battle such as stage by stage type evolution of reinforcement (archers, warriors, casters etc minor and major mobs timed and more exaclty location based different approaches for units and mobs) and not willy nilly drop and spank method using completley random placement and units.
Most battles should have set placements (static mobs) amount of units while the major battles (story and location based) should apply reinforcements method only (even then using real tactics to approach not just dropping in random units at random places). That is what I would like to see.
If it comes down to applying difficulty to the combat you improve the tactics using much better implementation of reinforcements AND more to my liking is the DAO approach of to make progression harder through the game via varying strength between different mob types and not auto leveling of all mobs to match your own level regardless of unit type. Not a wave system on every fight to make up for lack of difficulty.
Bring in new unit types as progress, stronger specific units as the game progresses while keeping the older models and units weak as you out level them, more cannon fodder to back up the new stronger ones as progress in battles as opposed to linking the weak random bandits to your maximum level hero's.
With regard to the problem they had with closing in on casters and ranged mobs, there I feel was no need for jutsu techniques. Tactics could be used instead, from standing behind walls worked in most case or behind rocks or trees they would have to come closer or around corners to attack you putting them within range of your melee characters. Limited supply of arrows or mana again opens up opportunities for closing the gaps. These tactical elements add to the enjoyment for some but I have to admit not for everyone.
Having casters and ranged members on your team also can be used to counter such, it is after all a party based game with companions present most of the time. When you are forced in a segment to be alone they could alter the fights in that section to give ways around a problem rather than relying on what felt like teleportation even though the excuse was just to fast to see move (sorry might be bit mean but it's just not how it feels to me).
I won't go into the element of out of combat skills here but I would like them to be present too. Ones that have possible uses in both elements from stealth which in battle can be used for scouting and out of combat combined with pick pocketing as alternative ways to complete quests. Just one example of many. Traps and such disarm or placement for purpose of ambush after scouting in stealth being another combat skill which adds tactical elements to fights and battles.
I won't go into weapons per se as that I would rather discuss in a thread relating to overall customisation.
Modifié par Dragoonlordz, 13 avril 2012 - 11:56 .