- No option to order specific team member to hold position, it is either entire team or noone.
- When team is ordered to hold position if one team member moves "too far" entire team follows a little, changing their position. In several sitiutions it ends with team members running in to a charge/AoE or whatever other effect in the middle of a fight, it forces me to constanly adjust their position in a way that makes me feel more like I'm babystting rather than making tactical decisions.
- Automatic grouping up, even when ordered to be quite seperate when controlled team member moves team automaticly groupes up. For example the controlled party member is moved away from incoming charge, what happens is - one moves away and the rest happily follows in to the charge (unless each companion is given a comand to move to a specific spot, not only does it not always work but also moving stops them from dooing anything else)
- When on hold all team members constantly scream if their target is not within their line of sight, those angry screams are very annoying.
- Sometimes even though enemys are in line of sight team members don't attack, they appear blocked and do nothing.
- Not beeing able to do anything outside "combat mode". Entering combat mode tends to be delayed, preventing from use of abilities and issuing comands while enemys start right away.
- No option to make and save several different custom tactics, there is only one custom tactic sheet available. ( I'm not sure if there even is an option to change tactic sheets during combat either)
- Team members tend to forget their targets more than it makes sense combat mechanic wise, like fogeting a target after beeing stunned, which I suppose is intended, the problem is that it happens even without combat mechanic reason.
- Knockback, charge with kockback, melee hits that knockback. A lot of DA encounters center around knockback and avoiding it, sadly as mentioned above controling team members is not exactly the most "comfortable".
- Enemy mages: many mages don't use spells at all, giving them bows and naming them archers would make no difference, unless lore wise many mages are so "unskilled" or "untalented" that they can barely cast a spell. The ones that actually cast spells ussualy have low arsenal of them: it is either "knockback ball of energy", "hi melee, I'll rape your faces all around me" or "Catch a ball ---> knockback", not to mention the "teleportation" and "I'm just going to keep this shield up because it looks cool". There are times when encounters with a mages look like this : deal some damage to the mage -> shield -> repeat damaging -> shield -> rinse and repeat till dead.
- Majority of encounters are the same thing over and over and over and over again.
Some of those things were done properly in Origins, it seems a big step backwards to change something that is not broken in to something "simpler", dumbed down.
Modifié par Kunkryst, 22 juillet 2012 - 10:21 .





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