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Thoughts about Combat in DA2 and DA3


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#1
jillabender

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Despite my frustrations with the way combat encounters were designed in DA2, there were many things that I really enjoyed about the actual mechanics of DA2's combat.

I liked the more exciting and varied combat animations – although I'm glad that, from the sounds of it, they'll be toned down a bit in DA3 to lessen the problem of needing to wait for a combat animation to finish before a character could carry out the next instruction.

I also liked the way that selecting attributes and abilities worked in DA2. I respectfully disagree with those who have argued that DA2's leveling system resulted in too many "useless attributes" – I found the opposite to be the case.

As much as I love DA:O, I think that DA2 did a better job of making all of the attributes potentially relevant for characters of each class, and of offering a wide variety of effective possible builds for each class. For example, the fact that dexterity and cunning affected critical hit rate and critical damage with all weapons, including staves, meant that points in those attributes weren't necessarily wasted on mages. (I admit I did find it a bit counter-intuitive that cunning, instead of dexterity, increased a character's defense score, but that's a minor quibble.)

I liked the ability to unlock and switch between various combat styles (for example, "might" and "control" for warriors) – I thought it was a neat approach to customizing a character's fighting style to complement his or her build.

I also liked the fact that warriors and rogues had a greater variety of abilities to choose from, so that it was possible to create two sword-and-shield warriors, or two dual-wielding rogues, with quite different fighting styles and sets of abilities. For example, I loved the fact that there was a whole tree devoted to stealth-related abiities for rogues, and another whole tree devoted to abilities that dealt massive damage with a single strike.

As much as I love DA:O, I also think that DA2 had far fewer abilities that were little more than stepping-stones to more powerful ones (not that I think that was a major problem in DA:O, but I do think DA2 was an improvement in that regard) – and I really liked having the option to upgrade my character's abilities instead of choosing new ones.

As for what I'd like to see in DA3's combat:

I'd like to see the tactical camera return (if this has already been confirmed one way or the other, I apologize for being redundant).

I'd also like to have the option to equip all characters with both ranged and melee weapons – perhaps mages could have some short-range abilities, or a specialization similar to the Arcane Warrior from DA:O, while warriors could have ranged weapons that work differently from the ranged weapons available to rogues.

Finally, I think it would be cool to be able to use abilities outside of combat – for example, having the option to either fight enemies or use stealth to evade them, or to use either rogue mechanical abilities or mage spells to get around obstacles. In general, a more seamless integration of story and combat would be a plus for me.

Modifié par jillabender, 12 novembre 2012 - 05:07 .


#2
Allan Schumacher

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Realmzmaster wrote...

I having trouble understanding the lack of a sense of weight. I admit that two handed swords should not look like you are using a toothpick, but neither should it look like you are swinging an anvil. DAO was too slow in that regard. The two handed technique has to be used for both offense and defense. The slow movement in the swing in DAO made me doubt the ability to recover for defensive purposes.

I think it is the speed of the swing in DA2 that makes it look like it has less weight if that is what you mean by sense of weight.


I agree that the two handed warrior in dao was much too slow. On the merits of realism I find dao too be farther from than da2.

#3
Allan Schumacher

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Note that one of the reasons that animation interrupt is less important, imo, in da2 is because the player must voluntarily choose to attack unlike dao where it is less obvious.

#4
Allan Schumacher

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abaris wrote...

Allan Schumacher wrote...

I agree that the two handed warrior in dao was much too slow. On the merits of realism I find dao too be farther from than da2.


I didn't have that feeling at all.


As a not very strong person that has actually held and manipulated some actual two-handed swords, the swing speed in DAO is pretty much a snail's pace.

The actual weight of a two-handed sword is usually between 3-8lbs.  Which really isn't that heavy, and when properly balanced and held correctly, is still a quick weapon.

Some interesting reading here.

#5
Allan Schumacher

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I mean proper animations, not simply a skill.


The difficulty with animations is that they need to be synchronized. How does one reconcile that when both combatants are executing their attack? Although, this IS giving me some ideas about things I could potentially suggest... >.>