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Little things that provide a lot of annoyance in DA II combat.


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#1
Kleon

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Lately I decided to make a final playthrough in DA2 for import save for possible future game and I noticed several little things that were very annoying to me in combat:

- 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 .


#2
PsychoBlonde

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Kunkryst wrote...

- 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. 


Yes, all of these are quite annoying, but most of these issues were also present in Origins, IIRC.  I also love how, if you order the entire group to move somewhere, the person who first hits their target circle will IMMEDIATELY charge off.  So you're either constantly toggling hold/move freely on and off, OR you have to basically SPAM the "move here" command.  Which royally screws up the pathfinding.  They need a default tactic along the lines of "If I told you to go somewhere, go there and STAY THERE.  You may attack enemies you can reach, but STAY PUT."  

And let's not forget that abilities which include movement (such as scythe) will *totally ignore* the STAY THE HELL PUT command.

- 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.


I, personally, didn't have much of a problem with this one, because usually the enemies took a while to get themselves organized.  I rather had problems with combat mode not turning OFF in a timely manner so I could actually go DO something.

- 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)


THIS.  At the very least, there should be 2 weapon sets with the option to assign a tactics set to each weapon set.  We don't need 1 list of 15+ tactics slots.  We need 2 lists of maybe 5 tactics, TOPS, and a single master tactic that sets which list is active.

- 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.


I don't recall having this problem, but possibly because I don't remember the party ever STAYING on target AT ALL unless I was constantly commanding them to attack.

- 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".


Actually I found knockback to be kind of useful for throwing your idiot party members out of the AOE DOT effect they would otherwise blithely stand in until they died.  And, as above, I spent pretty much all of every combat going "attack this guy!  Attack him!  Attack him!  Attack him!" so they'd just get back to what they were supposed to be doing after they got up.  Just make sure you take personal charge of your healer so THEY don't get knocked down.

- 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.


Yes, it is dopey in the extreme that the mages all appear to be imports from a different universe with an entirely different magic system.  It was much better in Origins where they'd actually use your own spells against you.  Actually, apply that to all of the classes.

#3
andar91

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You forgot being caught in a staff-twirling animation that prevented me from casting a healing spell to save a party member or myself. This is why I'm glad finishing moves were cut. They were cool, but they could royally screw up your timing when it needs to be precise.

#4
deuce985

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Haha, yea.

I know one thing, please don't make boss battles like Mark of the Assassin/Legacy if you plan to use a similar system Bioware. Those fights are cool...when you can position your party easily. The Legacy boss was horrible. It was purely about positioning and it was annoying to manage. Especially on nightmare...

Too many times I kept running from the wall of fire and my companions wouldn't follow. Argh. I hated that. Mark of the Assassin boss wasn't nearly as bad. But if you're going to do something similar to Legacy in boss fights, you better give us more control on positioning...

Man, I spent about 4 hours killing the Legacy boss on nightmare. I like a good challenge. I don't need bad gameplay mechanics adding to the difficulty...=(

Modifié par deuce985, 22 juillet 2012 - 06:57 .


#5
EpicBoot2daFace

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Enemies spawning on my flank. I don't remember this happening very often in DA:O.

#6
Wulfram

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An individual hold option would be a godsend

I usually have my tactics set up to have party members attack Hawkes target, so I don't have the forgetting targets issue.

It annoys me that closing attacks only happen for the controlled character.

I wish there was a way to set less specific tactics. Like "Cast AoE spell on clustered enemies", rather than having to go through everything individually.

Not an issue for experienced players, but having companions use healing potions when injured by default would probably make things a lot more fun for newbies.

#7
EpicBoot2daFace

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Wulfram wrote...

An individual hold option would be a godsend

I usually have my tactics set up to have party members attack Hawkes target, so I don't have the forgetting targets issue.

It annoys me that closing attacks only happen for the controlled character.

I wish there was a way to set less specific tactics. Like "Cast AoE spell on clustered enemies", rather than having to go through everything individually.

Not an issue for experienced players, but having companions use healing potions when injured by default would probably make things a lot more fun for newbies.

Indeed. I wish it was more specific.

Regarding potions, it is kinda stupid that you have to set that up yourself.

#8
philippe willaume

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andar91 wrote...

You forgot being caught in a staff-twirling animation that prevented me from casting a healing spell to save a party member or myself. This is why I'm glad finishing moves were cut. They were cool, but they could royally screw up your timing when it needs to be precise.


seconded

#9
Kileyan

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I hated how just choosing a character to give an order, warped your camera to them. Rarely do I want my camera view changed from my main character, just to give a party member an order.

Let me click a character icon once or hit the F1-F4 key once to give the character orders, and click or tap twice quickly to zoom the camera to the chosen character.

There is no reason to have the camera constantly swinging around and zooming to characters, when all you really want to do choose character, tap hotkey and get back to the view from your main character.

I guess I hated how all around shoddy the UI was compared to the first game.

#10
Crypticqa

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I am probably the only one but i was really annoyed that combat looked like from some cartoonish anime...
I mean, yea they wanted to speed it up and such, but really? jumping with a giant sword like that ? -.-
It ruined my entire experience from that game and it didnt fit dragon age at all Posted Image

Modifié par Crypticqa, 23 juillet 2012 - 01:40 .


#11
Xerxes52

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Hitting the attack button and listening to my Warrior/Rogue/Mage talk back rather than charge in to their proper attack and ability use range.

In DA:O, your controlled party member would automatically close to their effective range for their attacks, both for basic attacks and abilities.

That must be brought back.


Also, Rogues detecting traps at ridiculously short ranges.

Modifié par Xerxes52, 24 juillet 2012 - 04:55 .


#12
elfdwarf

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main character rogue say something when trap is detected

#13
Fallstar

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Animations in general.

Worst AOE targeting I've seen in a very long time.

#14
Arthur Cousland

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The trap detection is my biggest pet peeve, and the main reason that I play mostly rogues in DA2. I prefer to control Hawke, and don't want to be forced to have Varric take the point just to be able to spot traps before someone triggers them. In Origins, rogues could spot traps well in advance, and I never needed to switch to them for any reason other than to disarm traps/pick locks. I'm not sure why they needed to change this.

#15
ianvillan

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It would have to be lack of isometric view and no weapon swap button, why these were removed I have no idea.

#16
Dave of Canada

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"THERE'S A TRAP"

But it's too late, you're already standing on it.

#17
Guest_Nizaris1_*

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i don't mind much about other things...but i place my archer Hawke at a very strategic spot, suddenly enemy fall from a helicopter behind her....or come out from the ground behind her...or just appear out of thin air behind her...

So what strategy? No strategy! It just royal rumble all the way....

Another annoyance is enemy mages can teleport while my mages can't...it is not fair

Modifié par Nizaris1, 26 juillet 2012 - 01:00 .


#18
Arthur Cousland

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Nizaris1 wrote...

i don't mind much about other things...but i place my archer Hawke at a very strategic spot, suddenly enemy fall from a helicopter behind her....or come out from the ground behind her...or just appear out of thin air behind her...

So what strategy? No strategy! It just royal rumble all the way....

Another annoyance is enemy mages can teleport while my mages can't...it is not fair

Yes...the enemies that fall from the sky.  This is one reason why my rogue uses decoy more often to protect Anders/Varric than himself, or my mage Hawke using mind blast to protect Varric.  Warriors need taunt to be on a 5 second recast to keep track of all the enemies that fall from the sky.

Modifié par Arthur Cousland, 26 juillet 2012 - 01:28 .


#19
Xilizhra

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Annoyances DA2 may have, but cutting friendly fire from everything except Nightmare makes up for all of it. In any case, none of this really bugs me personally.