In DAO, one of my favorite features (and one that got me most excited before the game released) was the spell combinations.
I almost always play a mage first in RPGs, not because I find the story or role of the mage more compelling, but because usually they have a more complex, broad, or nuanced combat system. Some games make the sword play very nuanced, such as in the Witcher 2, I always go the swordplay route without (upgraded quen) because it is more challenging and makes me plan more than simply spamming Igni would. (this is on dark mode). I felt like some of the complexity of the mage class was reduced in DAII.
In DAO, every single mage ability was a new spell, providing varied ways to approach combat.
Spell combinations such as Grease + Fireball added an additional layer of complexity that I sorely missed in DAII. Moreover, I missed the sheer breadth of mage spells there were in DAO in DAII, and equally missed agonizing over which would be the most fun versus the most effective way to destroy my enemies.
I think that in DAO the spells themselves were generally more interesting, either because of graphics or mechanics. In particular, I remember the fire tornado in DAO had one of the coolest spell graphics I've ever seen in the game. It seemed an apt manifestation of what a truly powerful mage should be able to accomplish. I also liked that I could cast it anywhere and anytime I pleased, and not only during combat. I like "control".
Finally, I also felt like some of the physics for the spells functioned better in DAO; for example, the fireball spell would always knock enemies down. Darkspawn fireballs would do the same to me. Whereas in DAII, the fireball does nothing but some damage and only briefly staggers enemies that it hits.
Modifié par Ramza_1, 14 avril 2012 - 08:12 .





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