Sidney wrote...
...and in Fallout where you are skill based then that would be true. In a class based game, classes are going to fight differenently.
They should have disparate abilities, sure, but why should those abilities pigeon-hole the class into a specific combat role (or preclude some)?
Sidney wrote...
1. It was harder isn't a "problem".Plans have to be adaptable - no plan survives contact with an enemy and all that.
Aside from it not making any sense that dozens of enemies would continue to pop up to be killed in cases where you were dominating the battle, and aside from the fact that all of them attacking at once would often have been a more successful tactic for them, not being able to target (or even find) all of the enemies from the start dramatically limits the sorts of tactical options available to the player.
Nearly every battle in DA2 was the same. Fight some fodder, fight reinforcement fodder, fight more reinforcement fodder.
The battles weren't harder, they were just more repetitive. Since the extra waves always appeared in the area where the encounter started, retreating to a chokepoint rendered most battles trivial.
2.Ambush being your code for kiting a suck AI who followed you into kill zones? Even if you find beating up on mentally ill puppies challenging the reality is that "ambushes" didn't matter because: your guys would move too slow to carry them out, there was no surprise damage bonus.
If you're stealthy, the speed of your movement is often irrelevant. DAO allowed you to sneak up, lay traps, and retreat. Not to mention the variety of magical tools available.
3 and 4. You mean like the ability cast artillery through the walls with Inferno? I'd say that is a balance design decision - and a good one. Same with your last point because mages needed to be taken down a notch from DAO where the best party was the most mages for your money.
It's common in CRPGs to be able to maximise firepower by increasing the number of mages available - but using those mages poorly or failing to plan ahead often results in poor crowd control, and the mages can be overwhelmed by melee attacks.
Forget about casting through walls (though I see no reason why that shouldn't work) - how about casting around corners or down long corridors. Being able to start casting Inferno prior to firing the arrow that will draw the enemy to you isn't something DA2 allows. Being able to lay a glyph on the ground, and then cast another to trigger the Paralysis Explosion (my favourite DAO spell combo) allowed quick dispatch of any closely grouped enemies.
Yes, having more mages in DAO could make things quite a bit easier, but even having one opened up so many more tactical options in DAO than it did in DA2.
DAO's battles weren't difficult, but the combat mechanics at least allowed them to be interesting.