Dragon Age 3: Inquisition - The Combat. What do you want for the combat?
#76
Posté 18 septembre 2012 - 12:38
Feel free to bring up anything in it people. Hell, I'd be willing to say what abilities I think the enemies should use beyond the obvious "Rage Demons use fiery abilities". As in, should corpses get their own attacks?
#77
Posté 18 septembre 2012 - 12:38
#78
Guest_Puddi III_*
Posté 18 septembre 2012 - 12:46
Guest_Puddi III_*
More variety in enemy type and encounter type. Formations and formation breaking, spell protections and protection breaching, blocking chokepoints, trap-making and setting (possibly by cooldown talents, like the flasks, in addition to crafting), more varied bombs. Intelligent enemies should have access to the same talents and spells as the PC.
...And shapeshifter and ranger.
#79
Posté 18 septembre 2012 - 12:47
#80
Posté 18 septembre 2012 - 12:49
Brockololly wrote...
I'd like to see a greater sense of realism and authenticity, less over the top animations, slowed down actions so you can see what is actually happening, fewer goofy effects on non magical moves, weapons and armor that aren't grossly over sized, the ability to put your party members in formations, more environmental interaction, the ability to ambush your enemy, greater emphasis on positioning, no waves, friendly fire on difficulties besides nightmare, a useful tactical camera like Baldur's Gate 2 or Origins or like the battle cameras in the Total War games, no cooldowns on potions, better pathfinding for companions and a return of ARCANE WARRIOR AND DUAL WIELDING WARRIOR.
To add to this -- since it sums up most of what I'd like, while dealing with things I don't particularly need myself -- I'd like to see the FFXII system of health/mana/stamina increasing upon level up, but also still allowing the player to be able to pump points into Willpower or Constitution if they wanted, though the addition to the relevant stats would have to be more then +5.
Because I liked how enemies had more health in DAII, but didn't like the disparity between our health and their health.
Then, there's the fact that the enemies need to use some of the same skills/spells we use.
Also, if you use what I said in my first part, no regenerating health or mana please.
Fourth, constant enemy presence. Meaning that if I leave one area, go to another, and go back to the first area it should have enemies in it again. The experience abuse that might happen can easily be solved by using FFXII's/Star Ocean: Till the End of Time's method, where you saw the level of the enemies you fought (in FFXII anyway).
If they were at a lower level then you, you got less and less experience depending on how much of a gap there was.
But you could always fight them and get loot. Which is something else I'd like.
Finally, the enemies should use actual tactics in accordance with the nature of their group. So if I'm facing a group of S&S Warriors, Archers, and Mages, they should form a phalanx formation with the Archers in the back using Hail of Arrows and other archer abilities while the Mages provide healing and their own use of AoE spells or spells like Winter's Grasp.
Filament wrote...
...And shapeshifter and ranger.
Yes. With a summonable gorilla companion as well.
Modifié par The Ethereal Writer Redux, 18 septembre 2012 - 12:51 .
#81
Posté 18 septembre 2012 - 12:50
In terms of actual combat, I think classes overall need way more flexibility. Rogues should be able to wield swords and shields, warriors should be able to dual wield and use ranged attacks. I also think the animations and swing speeds need to be reworked so we have a solid middle ground between DA:O's sluggish whack fest and DA2's ADHD spaz fest. A warrior dashing across the screen like a Dragonborn shouting whirlwind sprint is just a bit too much for me.
As for enemies, Bioware has already addressed the enemies appearing in waves issue so I'm not going to touch on that. However, I do think enemies need to be re balanced completely from what they were in DA2. No more enemy assassins with MORE health than my tank; enemy assassins should hit hard, but they shouldn't be more durable than a my warrior. Enemy mages need much more variety other than popping a single aoe and wiping half my party. I also think that different factions need to fight differently and use different abilities. When you fight the dalish, they shouldn't use the exact same abilities as the templars, Qunari, mercenaries, etc.
Modifié par TelvanniWarlord, 18 septembre 2012 - 12:53 .
#82
Posté 18 septembre 2012 - 12:51
#83
Posté 18 septembre 2012 - 12:51
I'm sure Bioware will be able to add their own twist to the combat to.
Modifié par Rft552, 18 septembre 2012 - 12:52 .
#84
Posté 18 septembre 2012 - 12:52
Magic needs to be magical. The ice wall in DA2 was great, I loved how it animated. The fire looked fantastic, but I missed my AoE mage from DAO. Ice Storm to slow them, Fire Storm to cook them, Death Cloud to smother them, and then the electricity to crush them. Any poor creature that staggered away from the pure power of mage met arrows and steel from my companions. DA2's combat magic wasn't big enough, and I hope DA3 corrects that.
I would rather have fewer fights where every opponent had a name, than dozens of fights with clones. The reality is there will be a mix, since the combat is part of a good game like this, but err toward the fewer but meaningful fights over crazy streams of nameless enemies.
#85
Posté 18 septembre 2012 - 12:54
- If my Mage brings down a fireball for an AOE attack and an enemy moves or dodges it, have the rogue "push" the enemy back into danger.
- Have a mage cast a wall of fire, and an archer's arrow gains the flame ability if shot through the wall of fire. Same if another mage shoots an arcane shot and it goes through the wall of flame.
- Have a mage cast a wall of ice that arrows/spears cannot penetrate. Forces the enemies to engage in CQC or maybe a wall for protection for your group against a larger foe. Make the wall an actual item on the field that has to be destroyed in order to bring it down.
- Allow an archer or mage the ability to do pin-point targeting of body parts for greater effect. Attack feet or legs to slow to allow tank to kill. Kill shots (deathblows) for head shots. Freeze the head of the enemy and as he is struggling to breath, an archer or melee can do a "crushing" blow of the head, instantly killing.
- Have different animations if you have two rogues fighting the same enemy. Have an enemy getting hit on one side and as he turns he gets hit on the other and ever time he turns he continues to be hit (like two bees attacking someone from the front and back).
#86
Posté 18 septembre 2012 - 01:07
This please. So much.Brockololly wrote...
I'd like to see a greater sense of realism and authenticity, less over the top animations, slowed down actions so you can see what is actually happening, fewer goofy effects on non magical moves, weapons and armor that aren't grossly over sized, the ability to put your party members in formations, more environmental interaction, the ability to ambush your enemy, greater emphasis on positioning, no waves, friendly fire on difficulties besides nightmare, a useful tactical camera like Baldur's Gate 2 or Origins or like the battle cameras in the Total War games, no cooldowns on potions, better pathfinding for companions and a return of ARCANE WARRIOR AND DUAL WIELDING WARRIOR.
#87
Posté 18 septembre 2012 - 01:08
I think that system could pay off in the end. Not only does it allow for more playercustomization, but it also allows more customization of companions to make that iconic look Bioware (and I) likes. Not to mention, the various ways you can combine fighting styles, weapons, and abilities can reasult in a large amount of tactical customization.
EDIT: Oh, and the problem with DA2 was how over the top it was, no the increased speed of it.
Modifié par lx_theo, 18 septembre 2012 - 01:54 .
#88
Posté 18 septembre 2012 - 01:09
So overall, I thought the changes made in DA2 were an upgrade. What I disliked was the fixed camera. It really reduced the usefulness of tactics for me... to the point where tactics felt ineffective. For example, losing the ability to zoom out and take in the breadth of the field would make it difficult to select the best enemy clusters to nuke or targets to focus on.
As a result, I had to adopt a sort of 'just attack whatever is in front of you' mentality, which obviously wasn't ideal...
Occasionally I was also hampered with bugs/terrible camera views in the midst of combat where the camera would literally be sitting on the ground at foot view. I cannot express enough of irritating this was! D:
I feel like combat in DA3 would be much improved by simply returning to the DA:O camera and keeping the more fluid style of DA2 combat.
#89
Guest_Burayan_Koga_*
Posté 18 septembre 2012 - 01:13
Guest_Burayan_Koga_*
#90
Posté 18 septembre 2012 - 01:21
#91
Posté 18 septembre 2012 - 01:25
Brockololly wrote...
I'd like to see a greater sense of realism and authenticity, less over the top animations, slowed down actions so you can see what is actually happening, fewer goofy effects on non magical moves, weapons and armor that aren't grossly over sized, the ability to put your party members in formations, more environmental interaction, the ability to ambush your enemy, greater emphasis on positioning, no waves, friendly fire on difficulties besides nightmare, a useful tactical camera like Baldur's Gate 2 or Origins or like the battle cameras in the Total War games, no cooldowns on potions, better pathfinding for companions and a return of ARCANE WARRIOR AND DUAL WIELDING WARRIOR.
Agree with all of this emphatically.
#92
Posté 18 septembre 2012 - 01:30
Dr. wonderful wrote...
Xerxes52 wrote...
relhart wrote...
slimgrin wrote...
Lol, I was trolling. I thought you guys would hate that.
After Dragons Dogma, I am open to the idea.
Same here, Dragon's Dogma had pretty good combat and ally AI behavior.
I agree, the enemy AI was nothing to laugh at either, seriously, A troll tossed my strongest pawn off an cliff, took all I had to trick the jerk to fall off the cliff as well.
Needless to say, I REALLY want a smart AI in the game.
OMG Yes! I've had this happened to me before. LOL The few things I loved about that game was the combat and character creator....lol the non-existent story is not important. I don't see why Bioware can't learn from the good things done with their AI.
#93
Posté 18 septembre 2012 - 01:37
#94
Posté 18 septembre 2012 - 01:42
#95
Posté 18 septembre 2012 - 01:46
We got 3 sets of classes: Warrior, Rogue, Mage
And n+1 subclasses for each of them. The key is the gameplay for every subclass should differ from each other.
For example in DA2 we got 3 specializations for warriors: Berserker, Reaver and Templar, but every 2handed warrior took Reaver for Frenzy(+dmg) and Fevor(30%atkspeed after kill) and whats left goes to berserker, Oh yeah and 2 trees-vanguard and 2hand-mandatory. So, no choice. SnS warriors took other 2 trees SNS and Defence. So essentially we got 2 warriors. I didnt feel like i'm a ruthless reaver, or a crazy berserker or a rightfull templar. I felt like warrior with some skills from here and some from there, half berserker half templar-not very exiting to tell the truth.
So my sugesstion is: Playstyle and skills for every subclass must differ from each other. There is must be a special skill tree for every subclass. Yeah, each class should have some passives tree for everyone but, you should not be able to take every point in it. Some passives works better for reaver some for Berserker some for templar etc. You guys may actually even divide paths inside the subclasses like Blood or Death Reaver (yeah very original i know) to make them even more distinct.
About gameplay: 4-5(6-7) active spells + 1-2 cooldowns in each tree is enough. We got 4 party members and it is like 20 skills to use at the beginning of the battle, not to mention combos.
About cooldowns(i.e. spells like +50%damage for 15sec) Make them rewarding, even visual improvement for fire mage like engulfing in flame or fireball turning enemies into ash if it crits is important. We like to see that we are powerful.
About conditions and skill combos. In DAO we got spell+spell=new awesome spell(like storm of the century), in da2 we got diffirent conditions for every class which gave us +dmg bonus, if we are able to activate it with a certain spell. Lets take the best from both. I would suggest to create small amount of awesome rewarding spells(new awesome animations and overwhelming effect) and allow them to trigger on special conditions like Firestorm from Elementalist+ Death Cloud from...Entropy Mage=Huge Gas explosion, or Walking Bomb+winters grasp freeze=instant explosion of Ice shards and so on. It would be nice to see Reaver+Bloodmage combo(lorewise you know). From the MP point of view -more cooperation between players.
Party Auras: I like auras, but they are overpowered, player forced to take every aura he can get to perform better (at least on Nightmare). I think every subspec should have 1 aura, that suits it best. And yeah auras should not be too powerful, and too flashy (DAO: I am a Christmas tree) DA2 Auras look good.
Combat speed: Someone said that DA2 combat was too fast, maybe it is true for casters and 2handed warriors, but definitely not for Rogues. I do like fast fighting as a rogue. Casters? maybe fighting a little bit too fast. 2 handed warriors? well i guess it would be nice to slow down for a bit too, and make usuall auto attacks feel...heavy and powerful. SnS warrior is fine.
Bosses: Encounters like Hubris, High Dragon, Meredith, Orsino are fine. I enjoyed them (played on NM) Difficulty is fine, they are feel epic and satisfying (oh yeah more loot is required)
Enemies: Should differ from each other and not only with their function and appearance. They should die diffirently too. Like turning into ash when incinerated by fireball of by some creepy death spell, or sliced in half by greatsword. Yeah, violance we love it, so feel free to show us some blood and gore. Oh yeah, No waves unless it's a Boss.
Modifié par Dubozz, 20 septembre 2012 - 10:10 .
#96
Posté 18 septembre 2012 - 01:46
obZen DF wrote...
I personally prefer the DA:O combat to DA2's. It's much and much more tactical. I didn't really like the 'A' button spamming of DA2, especially as a Rogue, but it has some good points though.
For me, the combat from Witcher 2 is what I like to see. Tactical, with control of your character's actions. So, the answer would be 'a mixture of both'.
Would you like the DA:O style, the DA2 style, or a mixture of both?
Speed: DA:O combat was too slow. Most weapons aren't that heavy, yet in DA:O , the weapons were swung as if they weighed three times as much as they should (especially 2-handed weapons). Conversely, the weapons in DA2 were swung as if they weighed nothing. So for DA3 I would prefer a middle ground between the two.
Weapon Types: Some additional types of weapons (perhaps class specific), such as:
- Rapiers for Rogues (so they wont be using Longswords).
- Polearms for Warriors.
Weapon Effects: Different weapon types doing different damage and effects such as:
- Mauls and Maces doing lower damage than Swords/Greatswords and Axes/Battleaxes, but having a chance at interrupting spellcasting, staggering the oponent, breaking their defenses (like if they're using Shield Wall).
- Axes/Battleaxes having lower Min damage than Swords/Greatswords, but higher Max damage.
Rolling: The ability for your character to get the hell out of dodge. So evading enemy attacks isn't just about a number on your stat list, but could also be your ability to actively dodge yourself.
Enemy Skills: If, for example, an enemy has a shield and you're shooting them with arrows, instead of just standing there, it'd be cool if they actively used the shield, think Centurions in Mass Effect 3, how you either have to get a mailshot, or flank them. Or enemy Rogues setting bomb traps during combat, or Mages putting up some kind of barrier to isolate individual members of your squad.
#97
Posté 18 septembre 2012 - 01:47
#98
Guest_PurebredCorn_*
Posté 18 septembre 2012 - 02:42
Guest_PurebredCorn_*
#99
Posté 18 septembre 2012 - 02:44
#100
Posté 18 septembre 2012 - 02:51





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