That would be a good replacement for DA's injury system.Allan Schumacher wrote...
I'm sort of getting a Marvel vs Capcom type vibe by that. Allow the player to regenerate up to a point, but continued damage will slowly reduce the cap at which the player will naturally recuperate to.
Combat for Dragon Age 3
#276
Posté 12 juin 2012 - 06:00
#277
Posté 12 juin 2012 - 08:03
Allan Schumacher wrote...
I'm sort of getting a Marvel vs Capcom type vibe by that. Allow the player to regenerate up to a point, but continued damage will slowly reduce the cap at which the player will naturally recuperate to.
(Sorry I haven't played Ninja Gaiden)
I would like to see health or mana slowly regenerate if the party is actively engaged in an activity. If the party is at rest or inactive health and mana regeneration should be greater but not instanteous. Injuries would lower the maximum level until healed. Also resources that are used to craft injury kits, health and mana potions must be consumed in the process and have limited capacity.
#278
Posté 12 juin 2012 - 09:04
Allan Schumacher wrote...
I'm sort of getting a Marvel vs Capcom type vibe by that. Allow the player to regenerate up to a point, but continued damage will slowly reduce the cap at which the player will naturally recuperate to.
(Sorry I haven't played Ninja Gaiden)
Only if I could play as War Machine, Hulk, and Venom.
#279
Posté 13 juin 2012 - 06:13
wsandista wrote...
Allan Schumacher wrote...
I'm sort of getting a Marvel vs Capcom type vibe by that. Allow the player to regenerate up to a point, but continued damage will slowly reduce the cap at which the player will naturally recuperate to.
(Sorry I haven't played Ninja Gaiden)
Only if I could play as War Machine, Hulk, and Venom.
Hmm. War Machine = Varric, Hulk = Fenris, Venom = Isabela. Oh and don't forget Dr. Strange, Mage protagonist.
Modifié par Merlex, 13 juin 2012 - 06:14 .
#280
Posté 13 juin 2012 - 06:15
Merlex wrote...
wsandista wrote...
Allan Schumacher wrote...
I'm sort of getting a Marvel vs Capcom type vibe by that. Allow the player to regenerate up to a point, but continued damage will slowly reduce the cap at which the player will naturally recuperate to.
(Sorry I haven't played Ninja Gaiden)
Only if I could play as War Machine, Hulk, and Venom.
Hmm. War Machine = Varric, Hulk = Fenris, Venom = Isabela. Oh and don't forget Dr. Strange, Mage protagonist.
No. Comparing Fenris to the Hulk is just wrong.
#281
Posté 14 juin 2012 - 04:40
You rang?Merlex wrote...
Oh and don't forget Dr. Strange, Mage protagonist.
#282
Posté 15 juin 2012 - 05:00
wsandista wrote...
No. Comparing Fenris to the Hulk is just wrong.
"Right. That's Lady Manhands over there" -- Isabela.
"Shut up, ****." -- Aveline.
Modifié par The Ethereal Writer Redux, 15 juin 2012 - 05:01 .
#283
Posté 15 juin 2012 - 05:05
Merlex wrote...
I agree with everything you said there, but DW. If you wielding 2 daggars, it's suppose to be much faster than swinging a 2 handed sword, or maul. My biggest problem with the combat speed wasn't the attack speed, it was the movement speed.
My problem with the DW animations for Rogues in DAII was how stiff and arm-y they looked. And the daggers didn't really look like they were connecting to the enemy. It just seemed like Isabela was putting her daggers in her enemies' faces -- and not in the violent way, but in the annoying "in your face" way.
#284
Posté 16 juin 2012 - 01:43
The Ethereal Writer Redux wrote...
Merlex wrote...
I agree with everything you said there, but DW. If you wielding 2 daggars, it's suppose to be much faster than swinging a 2 handed sword, or maul. My biggest problem with the combat speed wasn't the attack speed, it was the movement speed.
My problem with the DW animations for Rogues in DAII was how stiff and arm-y they looked. And the daggers didn't really look like they were connecting to the enemy. It just seemed like Isabela was putting her daggers in her enemies' faces -- and not in the violent way, but in the annoying "in your face" way.
My problem with combat animations for EVERY class was how over-exaggerated they were. Mages fought like super-monks, Rogues were like super-ninjas in an anime, and Warriors could swing a giant blade like it was a popsicle stick.
#285
Posté 16 juin 2012 - 07:05
wsandista wrote...
My problem with combat animations for EVERY class was how over-exaggerated they were. Mages fought like super-monks, Rogues were like super-ninjas in an anime, and Warriors could swing a giant blade like it was a popsicle stick.
Though I am very much divided on what I consider realistic or not in DAII, I do want to say...
I say Varric, being the narrator of the story, took what was realistic -- I don't mean DAO's animation, but say a more realistic incarnation of new animations -- and exaggerated them for the purpose of his story.
#286
Posté 16 juin 2012 - 10:20
The unreliable narrator cures a multitude of sins.The Ethereal Writer Redux wrote...
Though I am very much divided on what I consider realistic or not in DAII, I do want to say...wsandista wrote...
My problem with combat animations for EVERY class was how over-exaggerated they were. Mages fought like super-monks, Rogues were like super-ninjas in an anime, and Warriors could swing a giant blade like it was a popsicle stick.
I say Varric, being the narrator of the story, took what was realistic -- I don't mean DAO's animation, but say a more realistic incarnation of new animations -- and exaggerated them for the purpose of his story.
In addition to the combat animations (for the record, I found the DAO animations wholly adequate), in my personal head canon Anders was merely a scapegoat, as it was Hawke who destroyed the chantry, and it was Hawke who was the serial killer as he collected specimens for his blood magic experiments.
The unreliable narrator was a terrific idea.
#287
Posté 20 juin 2012 - 10:42
wsandista wrote...
The Ethereal Writer Redux wrote...
Merlex wrote...
I agree with everything you said there, but DW. If you wielding 2 daggars, it's suppose to be much faster than swinging a 2 handed sword, or maul. My biggest problem with the combat speed wasn't the attack speed, it was the movement speed.
My problem with the DW animations for Rogues in DAII was how stiff and arm-y they looked. And the daggers didn't really look like they were connecting to the enemy. It just seemed like Isabela was putting her daggers in her enemies' faces -- and not in the violent way, but in the annoying "in your face" way.
My problem with combat animations for EVERY class was how over-exaggerated they were. Mages fought like super-monks, Rogues were like super-ninjas in an anime, and Warriors could swing a giant blade like it was a popsicle stick.
I was talking about the numbers, not the animations. The animations were ridiculous for the most part. Though i thought most of the Sword and Shields moves look fine. Archers animations were good looking. Twin Fang was alright, as was Mighty Blow. Varric was fun to watch.
Monk/ Mage melee would have been alright, if there was a Monk specialization. Twirling the staff and firing at range looked stupid. Assassins doing flips into stealth was a bad idea.
#288
Posté 20 juin 2012 - 10:44
The Ethereal Writer Redux wrote...
wsandista wrote...
No. Comparing Fenris to the Hulk is just wrong.
"Right. That's Lady Manhands over there" -- Isabela.
"Shut up, ****." -- Aveline.
Aveline was my first thought, but Fenris gets more powerful as he goes.
#289
Posté 21 juin 2012 - 01:17
wsandista wrote...
Mana instead of spells per day can circumvent this, as well as a possible lawsuit from a certain wizard who resides on the coast.
Considering that Gary Gygax took the system (with permission, along with Iouan stones) from Jack Vance's novels, I think WotC would have some difficulty establishing a trademark restriction on the concept.
#290
Posté 21 juin 2012 - 02:02
Merlex wrote...
wsandista wrote...
The Ethereal Writer Redux wrote...
Merlex wrote...
I agree with everything you said there, but DW. If you wielding 2 daggars, it's suppose to be much faster than swinging a 2 handed sword, or maul. My biggest problem with the combat speed wasn't the attack speed, it was the movement speed.
My problem with the DW animations for Rogues in DAII was how stiff and arm-y they looked. And the daggers didn't really look like they were connecting to the enemy. It just seemed like Isabela was putting her daggers in her enemies' faces -- and not in the violent way, but in the annoying "in your face" way.
My problem with combat animations for EVERY class was how over-exaggerated they were. Mages fought like super-monks, Rogues were like super-ninjas in an anime, and Warriors could swing a giant blade like it was a popsicle stick.
I was talking about the numbers, not the animations. The animations were ridiculous for the most part. Though i thought most of the Sword and Shields moves look fine. Archers animations were good looking. Twin Fang was alright, as was Mighty Blow. Varric was fun to watch.
Monk/ Mage melee would have been alright, if there was a Monk specialization. Twirling the staff and firing at range looked stupid. Assassins doing flips into stealth was a bad idea.
I know, DAO had much more reasonable speed for well... everything.
Monk specialization seems to fit in more with a rogue than a mage though.





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