seraphymon wrote...
the fact that you cant keep a tank locked ata choke point, is evidence to tne contrary? the fact that you cant wouldnt that mean that is less tactful? and again for a first playthrough you cannot plan for waves, you have to take them as they come, its about reacting, not planning, unless you have already played. however because they are normally soo weak it hardly mattered, much unless there was alot of assassin types or a boss.
Aside from mage characters, rogues and warrior had soo few dmging dealing abilities, that alot of the time im just sitting there waiting for the long cooldowns on a fast paced battle, so when waves come, there isnt much you can do, cept run away. The kiting in this game was just ridiculous, because you could almost always rely on it, with a ranged character. in DAO you couldnt really do that as much on your own, because you cant run and attack usually.
I have my opinions, and it may differ from player to player, but for me aside from the DLS it just wasnt that tactful even on nightmare, just a tedious nuisance, that repeats itself thruought the entire game, with the only change being having more access to abilities.
First, regarding the tank, sory about the double negations but if you reread my post you'll see that what I'm saying is that not being able to have a tank stand at a choke point and make sure nothing gets past her is not proof of the absence of tactics. See, lots of negations, sorry about that, but I don't think I can make that point without them.
Not being able to plan the entire battle from beginning to end doesn't mean that combat isn't tactical, but it forces you to adopt tactics that leave you prepared for the unexpected. If you nuke away your mana early on, you will have run out if there is another wave. It didn't take me long during my first playthrough to realize that another wave might be coming after I finish the first enemies.
What makes DA2 tactical is that you have to manage your limited resources and try to manipulate the battlefield so that your resources have the highest possible effect, while minimizing damage done to your party. Just because the tools for doing this aren't identical to other games (and they really aren't all that different) and the encounter design is a little bit different, that doesn't suddenly remove all elements of tactics in the game. In some ways, the fact that you don't know what's coming from the start will force you to be even more creative tactically.