Dragon Age 3: Inquisition - The Combat. What do you want for the combat?
#201
Posté 18 septembre 2012 - 07:20
also, feel free at any point to make it harder. Harder. HARDER! HAAAAAARDERRRRRRRR!
ahem...got carried away a little there. seriously though, at least 8 levels of difficulty above nightmare.
#202
Posté 18 septembre 2012 - 07:21
JamieCOTC wrote...
ScarMK wrote...
75% Origins, 25% DA2.
While Origins combat was far from perfect it was still a great deal better than Dragon Fantasy 2.All I can really think of right now, will probably add more once I replay both games to be sure.
- Speed it up a bit, but not as much as DA2.
- DA 2 responsiveness, nothing was more annoying in origins than a bunch of enemies showing up and damage/actions are delayed by a second or two.
- Animations don't really need to be realistic but they don't need to be over the top like in DA 2.
- Friendly Fire toggle in options instead of related to difficulty.
- Please make a variation of stats actually matter (Origins: Dexterity contributes to dodging/landing attacks) compared to DA2 (Put all/a vast majority of points into strength because that's all that really matters to a warrior)
- Smart AI of course.
- Bring back dual wield warriors, arcane warriors, shape shifter, and ranger.
- Abiltiy to use the enviornment. (Igniting an oil slick for extra damage. Origins had this started but there were too few chances to use them.)
- Spell combos
- No exploding enemies simply because I put a knife in their throat.
- Higher difficulties mean smarter and more resourceful AI, not add immunities and over inflated HP.
- More than one specialization for companions and atleast have them make sense. (Wynne completely hated blood magic but would accept it as a specialization and use it openly in combat, what the hell?)
- No waves of enemies or atleast have it make sense as to why they show up. (Example: Jail Break, fighting in the lower chambers, the noise of battle echos throughout the prison and the warden sends a few soldiers to check it out. Another one would be: Your party is fighting a blood mage and he summons a few demons to help him in the middle of combat.)
- A medium between the staff animations in Origins and DA2. (The staff twirl dance was over the top, but the poking was way too slow.)
- Healing spell function the way they did in origins. (Healing a rather low amount but having a much quicker cool down was much better)
- Finishing moves. (Sure not realistic but more believable than Carver/Hawke leaping 50 feet in the air and smashing them with a Two-hander.
ALL OF THIS!!!
This would be the perfect game.
#203
Posté 18 septembre 2012 - 07:27
#204
Posté 18 septembre 2012 - 07:35
Fast paced combat where I really need to think hard.
Like DAO with the speed of DA2?
#205
Posté 18 septembre 2012 - 07:37
#206
Posté 18 septembre 2012 - 07:54
I liked DA:0 much more than DA:2 but most of the people i talked to that liked DA:2 over DA:0 disliked DA:0 for the same reason i disliked DA:2.
So first and foremost i would like the ability to use stealth movement for all the group and tactical briefing before combat.
we can have an action mode but the RPG combat need to emphasis team action.
Ideally action like combat with verbal command in combat be it with special condition, bullet time or special talent.
Still retaining the pause button for no other reasons that a fair few people like the option, and an auto pilot mode (either to issue orders or for people that do not fancy dogging in real time). Regardless, Combat action controlled by the player need to filtered through the char statistics.
Ability to use the environment for tactical control (set thing on fire, create thorn thickets, icy surfaces) to impede movements or may be turn tables to create protection or use furniture to block door. (need to be destroyable)
Spell combo in DA:0 were great (grease + fireball or flame) bring them back
Cross class Combo as in DA:0 it should be some thing that you can use either via combat tactics or through dialog interruption/pause.
for that animation of the companion should stop immediately like in DA:0 so that we can take advantage of cross class combo (and not continue twirling like moppets for the next few seconds)
Same class Combo, each class should have talent that exploits the condition they create, just like cross class combo.
if you are a warrior like you throw some on the floor, if an other warrior or you have death blow, it can be use on that target and grant special perks
idem if you are a mage you stun someone with you staff and another mage or you have wlking bomb
Combat tactic programmable like in DA:2.
Bring back the double specialisation like in DA:0.
all abilities should be useful to each class so you could have different flavour in each build to use different tactical options.
Dual wielding warrior and use at least a long sword and a dagger or two swords needs to come back.
Using the pommel of a two handed sword , the haft of two handed axes, spears or pole arm, or even punch and kick when using a single weapon should be granted by dual wielding when you are using those weapons.
Give us the possibility to smash door, furniture and locked crate.
weapon diversity.
thrusting weapons should give a bonus to armour bypassing (you can thrust then where there is no or less armour.
Masse an axes should have damage bonus against mail, leather and no armour.
Hammer as in pick axe or maul (2hhammer) should have a bonus against plate , scale and mail
Long or heavy sword should have a bonus against no mail and armour and should be used to thrust at mail, scale and plate.
pole arms should function according to the head they have, a halberd can be used to thrust, like a maul and like an axe.
weapons speed
two handed maul>two handed mace or ace> pole arme> on handed heavy chopper>Two handed sword> longsword> single handed sword, knife and open hand
phil
sorry i forgot, pretty please with a cherry on the top, no more BFS it is not Doom
Modifié par philippe willaume, 18 septembre 2012 - 08:35 .
#207
Posté 18 septembre 2012 - 08:13
Of course you need the right level setup to make it shine.
#208
Posté 18 septembre 2012 - 08:17
No boss battles that last ten minutes and have those annoying phases... It's boring and gets frustrating really quickly when you happen to die in the last phase.
No locked animations for mages so that I'm too late casting heal or walking bomb.
#209
Posté 18 septembre 2012 - 08:25
#210
Posté 18 septembre 2012 - 08:26
#211
Posté 18 septembre 2012 - 08:30
#212
Posté 18 septembre 2012 - 08:34
So, you know, Dragon Age 2...
#213
Posté 18 septembre 2012 - 08:35
#214
Posté 18 septembre 2012 - 08:35
Let me explain. I'd like to be able to react to the events on the battlefield as I see them, and have my characters obey me right now. DAO allowed this some of the time (but not when a character was locked in a killshot animation), and DA2 allowed this only rarely (as every attack animation worked the same way as DAO's killshots did).
I'd suggest abandoning the DA2 design of frontloading the impact, but having all the animation happen at the end of the attack. That renders attacks uninterruptible, and that badly damages reactivity. DAO's approach of backloading the impact (with all the animation happening up front) allowed much more reactive gameplay.
#215
Posté 18 septembre 2012 - 08:37
The rules that govern the PC and his companions should be fundamentally the same rules that govern every other being in the game (I'll allow exceptions for gods). The PC shouldn't be immune to stun abilities while still being able to stun his enemies. The PC shouldn't hit vastly harder than his enemies do. The PC should not have vastly fewer hit points than his enemies do. Friendly fire should be equally deadly for all sides.
Asymmetrical combat mechanics reached a laughable level with DA2, and that needs to be reversed.
#216
Posté 18 septembre 2012 - 08:46
Sylvius the Mad wrote...
And let me repost something I originally wrote for the Project Eternity forum, but it applies equally here:
The rules that govern the PC and his companions should be fundamentally the same rules that govern every other being in the game (I'll allow exceptions for gods). The PC shouldn't be immune to stun abilities while still being able to stun his enemies. The PC shouldn't hit vastly harder than his enemies do. The PC should not have vastly fewer hit points than his enemies do. Friendly fire should be equally deadly for all sides.
Asymmetrical combat mechanics reached a laughable level with DA2, and that needs to be reversed.
Yeah will definitely co-sign this one.
#217
Posté 18 septembre 2012 - 08:52
Or even worse. DA:O "Sneak into the castle" part. Godssake, don't make an armor disguise mechanic where i don't actually have access to the armor as items and the disguise suddenly stops working when i get inside. No good.
#218
Posté 18 septembre 2012 - 08:53
I also liked having to hit the A button to attack - all throughout playing Origins, I did that anyways, even though there was auto-attack and it did nothing.
Other tiny notes:
1) Wave combat sucks. Its ok if everyone once and a while (and if it makes sense) for enemies to keep pouring in, but when it happens every battle, its just annoying.
2) Let me use my AoE's out of combat. In Origins, I almost always was able to sneak up close to the enemies and place an AoE on them before they where aware of me. In DA2, I didn't get to ambush anyone, ever, because I couldn't attack until they saw me.
And most importantly:
Let Me Skip Combat! I don't play the game for combat, I play the game to roleplay! And not every confrontation needs to end in violence!
Modifié par BubbleDncr, 18 septembre 2012 - 08:54 .
#219
Posté 18 septembre 2012 - 09:00
#220
Posté 18 septembre 2012 - 09:05
#221
Posté 18 septembre 2012 - 09:07
#222
Posté 19 septembre 2012 - 04:59
#223
Posté 19 septembre 2012 - 05:16
Preferably just amp up the speed at which characters can move in combat, offer more varied animations for all classes, particularly mages for spell casting and staff usage.
I'd also like to see kill moves return, possibly even using more than one person in the group, say a warrior knocks someone down with a shield and a mage drops an ice spike on them. That'd be BA.
#224
Posté 19 septembre 2012 - 06:34
1. A single hotbar where you can put abilities for all of your currently active characters. So you don't have to switch around a ton to activate abilities.
2. I'd like the "next enemy" button to actually cycle through ALL of the available enemies instead of just always re-targeting you to whoever's closest. That was a little annoying.
3. I'd like some decent crowd-control abilities back, particularly for mages.
4. Conversely, I'd like some fights (read that as, the VAST MAJORITY of fights) to not just be Hordes and Hordes of Spawns.
5. I'd like a mechanic such as, when a bunch of enemies are attacking a single character, they do a LOT more damage. This would make CC important and ALSO give you a reason to try and keep enemies occupied instead of letting them all bunch up on the tank while you focus on and kill one at a time.
6. I'd like crit damage to start at +100% and go up from there, not some measly +50% I'd also like max crit chance to be around 40-50%, with some enemies getting abilities that reduce the chance of you critting them. Characters (particularly warriors) should be able to get this too.
7. No active ability should generate a crit, or even just do extra damage. And the special should ACTIVATE, not have like a 45% chance of activating (less vs. bosses).
8. The cross-class combos were okay, but we need ones that function within the class, too. And the combo should trigger off the base ability, not be a separate upgrade you have to buy. They should also be a little less . . . ludicrous.
9. I'd like to see each RACE get an ability tree irrespective of class, even if the PC can only be human. Maybe one active ability with a bunch of passive/mode abilities that stack onto various other things.
10. I'd like there to be REAL gear tradeoffs where you debate getting the Big Bonus vs. getting the Bunch of Bonuses. Or getting the Resist vs. getting the extra damage. SOMETHING.
11. Sword-and-Board tanks need to be able to actually kick out some significant DAMAGE, even if you make this all be activated abilities that you have to time with some consideration. If you're going to have tanks, hate generation shouldn't all come from a Taunt ability.
12. You should be able to *tell*, just by how the combat feels, whether a given modal ability is active or not. If you have an ability that increases armor (and thus damage absorbtion), when it gets kicked off or you turn it off, you should FEEL like, geez, I'm taking so much damage! Or, Geez, I'm really sucking on hitting! or Geez, that fireball HURT! Or Geez, I can't hold threat!
13. If there is more than one upgrade on an ability, PARTICULARLY for mages, then at least one of the upgrades needs to reduce cooldown time, because when you have 2 specials you get twice as much use out of them than if you have ONE that's been upgraded, and none of the upgrades *double* the overall effectiveness of the ability.
14. Have a system where if you fully fill out a tree (all abilities and all upgrades), you can use the lowest-level abilities for 0 mana or stamina expenditure.
15. Have fewer trees and spread them laterally more. If you have a branch, make it a true branch where you only need to get ONE of the abilities that lead to the one further down the branch, not BOTH of them.
16. Ranged and melee options for all classes.
17. Trap setting--however, traps should have full friendly fire on any difficulty. Instead of having static traps in combats, have some enemies drop them and run away. You can also have big set-piece traps outside of combat.
18. Shorten the range on enemy spells/ranged attacks.
19. For stealth, there should be counter-stealth. Maybe give rogues a bonus based on their cunning. DA2 claimed that, say, Tempest would prevent stealthing, but it didn't as far as I could tell. Warriors can just eat it on the armor, particularly if you heed that anti-crit bit from earlier.
20. Enemies shouldn't get immunities to every damage type OTHER than physical. If you're going to put this in again for Nightmare, throw in a few enemies immune (or vulnerable) to physical damage as well. Or, preferably, only have immunities where it really makes sense, such as for things that actually live in lava.
21. Have fights with homogenous monster groups, like all mages or all rogues or all archers or all fighters. This will have the side effect of making fights with non-homogenous groups more interesting.
22. It'd be nice to be able to actually use choke points and line-of-sight, and not have mages who shouldn't be able to see you drop a big AOE spell right on your party every single time.
23. If you must have waves, let us pull them from adjoining rooms because the mobs opened doors or there was too much noise. Don't drop them out of the sky.
24. Alternatively, some fights with waves could be due to summoner mobs, in which case, give us a *shot* at killing the summoner before he brings the goons out. Don't have him automatically become invulnerable until we've killed the latest wave of goons.
25. Think about giving tanks abilities where if they successfully avoid or absorb hits, they do damage to the attacker. Or stun the attacker.
26. Make it so we can interrupt enemies firing up big specials.
27. Something should happen to you when you run out of stamina/mana other than just "you can't use abilities/spells".
28. Have fights where the objective isn't just "kill everything". A blood mage is controlling people? Kill the blood mage without killing the innocent people. Or in this fight, you need to incap mobs without killing them. Or you need to herd all the mobs into a certain area. Something.
29. Bursts from mage staves should do splash damage just like two-handed weapons do. Or you can take an ability that lets you do this, or improves it.
30. Give us an option to see what damage came from where (at least for our party) instead of just the floating numbers.
31. Drop combat taunts and only have characters shout actually useful info like "I'm hurt!" or "I'm low on stamina!" or "the enemy resists my attack!" If you REALLY want taunts, have them shout at a useful time like when they just dropped an elite mob or just got a really righteous CCC crit off.
32. Diminishing returns suck. So do hard caps. If I can figure out a way to get my rogue to 100% defense, let me have 100% defense. If you don't want this happening, do some math and figure out how much defense it's actually possible to stack up with available gear and abilities, and key it for the level you want to be the actual maximum. Even better, make it possible to get 100% defense--but make it mean you'll be stuck with some really AWFUL stats in some other areas like health or armor or spell resistance.
33. Put more items in the game with multiple energy type resistances on them, and make it actually valuable to hit a certain level of resistance or absorption so you don't just get Nuked. Put temporary boosts in (potions, spells, specials) that can raise this for a short duration.
34. Make the randomish junk gear occasionally worthwhile, because while it only has one bonus, sometimes that bonus is REALLY REALLY BIG. Or, conversely, get rid of it entirely.
35. It's okay for mages not to glue the staff to their back when they're out of combat. Have them carry it over their shoulder or in their hand or something.
36. More weapon selection for warriors and rogues would be really awesome. Also, 1-handed mage weapons would be cool, too.
37. It'd be REALLY nice if people could step over small obstacles, like the 2 inch rise near the bottom of a ramp so you don't have to go ALL the way to the bottom and make a right-angle turn to get around something that isn't even ankle-high.
38. Some set-pieces in combats like hiding behind the boxes from the Rock Wraith could be neat, but they could be much, much better implemented. Like, how about you're fighting on a ship (or ships), and you have to move your companions individually from place to place in order to fight, fire cannons, pull ropes, turn the wheel, etc. Or you're fighting to defend people in platforms among the trees, and you have to constantly move from one platform to another (via a rope swing, perhaps, so it'd be a one-click thing) to prevent the people on a given platform from being overwhelmed. A few of these scattered around could be cool.
#225
Posté 19 septembre 2012 - 07:26
- Combat Speed - For me, DAO's combat speed awas a bit too slow, and DA2's combat speed was a bit too fast. I'd like something in the middle. I want the combat to be fast flowing but it has to be realistic. I don't want to see my Rogue flying around in a manner that a human being cannot physically do (Obviously spells such as haste etc are an exception to this rule)
- Combat Tactics - One of my favourite aspects of the Dragon Age series and much improved in DA2. One of the frustrating elements was when the tactics became broken, for example when a player ran out of poultices the "Use Item" tactic became broken and made all tactics broken, or when Anders was set to ranged and used to start doing crazy things. I'd just like to see this properly tested. For me theres nothing better when you get your tactics right and your party starts destroying mobs
- Friendly Fire - I'm very much in favour of friendly fire but in DA2 it did seem to give an advantage to those who used ranged partys. For example having Fenris and Isabela in your party means either allot of micro management or disabling allot of Fenris's moves in the tactics neither of which is ideal. I'd like to see some way of being able to direct two melee companions away from each other or even have a tactic such as - Eneny is elite or higher - use current condition for next tactic = Friendly fire - skip tactics. I really want to be able to pick the party set-up I want and not feel constrained
- Skill Tree's - I really liked the skill tree's in DA2 however as Anders was the only healer you sometimes felt like you had to have him in your party. Not really sure what the answer is here but it might be nice to give more then one character the option to learn healing spells
Modifié par Eire Icon, 19 septembre 2012 - 07:27 .





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