(please)Make combat different from Dragon Age II.
#51
Posté 08 décembre 2012 - 09:46
#52
Guest_EntropicAngel_*
Posté 08 décembre 2012 - 10:10
Guest_EntropicAngel_*
MichaelStuart wrote...
Make combat more about skill and less about dice rolling
I didn't know you made jokes.
#53
Posté 08 décembre 2012 - 10:24
EntropicAngel wrote...
MichaelStuart wrote...
Make combat more about skill and less about dice rolling
I didn't know you made jokes.
I didn't know you made them either.
#54
Posté 09 décembre 2012 - 01:16
I can't even bring myself to play DA: Slow-igins anymore. I always fall asleep in the fights.
#55
Guest_The Mad Hanar_*
Posté 09 décembre 2012 - 03:03
Guest_The Mad Hanar_*
Most frustrating battle ever. Especially the way it's presented. "Oh we're cool with you, but since that stupid ass blood mage wants to fight you I guess we will too!
I'm so becoming pro-templar now.
#56
Posté 10 décembre 2012 - 01:06
Full party creation also means that you can throw Bioware ability to tell a story using the characters out the window which basically means it is no longer a Bioware rpg and would most definitely put the nail in the coffin as far as many on this forum are concerned.
If people think that Bioware shot itself in the foot with DA2 going to full party creation would not appeal to the vast majority, because it means zero interaction between characters unless one wants to head canon everything.
#57
Posté 10 décembre 2012 - 02:29
Realmzmaster wrote...
Full party creation? Bioware has never made a game with full party creation so how can Bioware bring it back? Icewind Dale 1 and II had full party creation but those were done by Black Isle for Interplay using the Infinity Engine not by Bioware.
That's true. However, DA:O had a lot more freedom than DA2. In DA:O all specialisations and essentially any build within the assigned class was available for your NPCs which made them much more versatile. You could use the NPCs you liked the best the most, and not have to drag around the ones you didn't care about. Alternatively, you didn't have to leave the ones you cared about behind if there was a lot of overlap between their skills and yours.
Modifié par etteling, 10 décembre 2012 - 02:29 .
#58
Posté 10 décembre 2012 - 03:54
etteling wrote...
Realmzmaster wrote...
Full party creation? Bioware has never made a game with full party creation so how can Bioware bring it back? Icewind Dale 1 and II had full party creation but those were done by Black Isle for Interplay using the Infinity Engine not by Bioware.
That's true. However, DA:O had a lot more freedom than DA2. In DA:O all specialisations and essentially any build within the assigned class was available for your NPCs which made them much more versatile. You could use the NPCs you liked the best the most, and not have to drag around the ones you didn't care about. Alternatively, you didn't have to leave the ones you cared about behind if there was a lot of overlap between their skills and yours.
That depended on when they were recruited. For example recruiting Wynne at level 13 is different from recruiting her at level 8. The same with some of the other companions like Zevran (who starts one level higher than the warden) and Oghren ( who started with 10 selections in Two-handed. Trying to turn Oghren to Sword and Shield could be done but not worth the effort. Shale was simply unique (warrior and Golem were it).
If the companions were more like Talis in MotA it would be different. The gamer gets to assign the points.
#59
Guest_EntropicAngel_*
Posté 10 décembre 2012 - 01:54
Guest_EntropicAngel_*
MichaelStuart wrote...
I didn't know you made them either.
You were serious?
Realmzmaster wrote...
That depended on when they were recruited. For example recruiting Wynne at level 13 is different from recruiting her at level 8. The same with some of the other companions like Zevran (who starts one level higher than the warden) and Oghren ( who started with 10 selections in Two-handed. Trying to turn Oghren to Sword and Shield could be done but not worth the effort. Shale was simply unique (warrior and Golem were it).
If the companions were more like Talis in MotA it would be different. The gamer gets to assign the points.
There's a mod for that, you know.
Whenever I get a new companion now, I get to assign all their points and skills myself.
By the time Awakening rolls around, I've got like 100+ points to allocate. It's nice.
Modifié par EntropicAngel, 10 décembre 2012 - 02:05 .
#60
Posté 10 décembre 2012 - 10:07
EntropicAngel wrote...
MichaelStuart wrote...
I didn't know you made them either.
You were serious?Realmzmaster wrote...
That depended on when they were recruited. For example recruiting Wynne at level 13 is different from recruiting her at level 8. The same with some of the other companions like Zevran (who starts one level higher than the warden) and Oghren ( who started with 10 selections in Two-handed. Trying to turn Oghren to Sword and Shield could be done but not worth the effort. Shale was simply unique (warrior and Golem were it).
If the companions were more like Talis in MotA it would be different. The gamer gets to assign the points.
There's a mod for that, you know.
Whenever I get a new companion now, I get to assign all their points and skills myself.
By the time Awakening rolls around, I've got like 100+ points to allocate. It's nice.
I do not use mods when I play the game. I have zero interest in them unless it is mods like Alley of Murders. I was speaking of the vanilla game with no mods.
#61
Posté 10 décembre 2012 - 11:07
Even the flowering of enemies wheren't such a great deal in front of those exaggerations. I wouldn't have even noticed in another kind of game, for example Kingdom Hearts, or in a Naruto game, but in the DA lore for me feel quite out of place...
Still, a more rapid game was good, I have to admit DA:O sometimes was too slow, expecially the mages, and the reactivity to the commands. A compromise between the two stiles would be good. The reactivity of DA2 commands with animations similar to DA:O would be good. At least for me.
#62
Posté 10 décembre 2012 - 11:59
EntropicAngel wrote...
There's a mod for that, you know.
Whenever I get a new companion now, I get to assign all their points and skills myself.
By the time Awakening rolls around, I've got like 100+ points to allocate. It's nice.
That breaks DA:O, though. The game is already super easy, if you get to respec your mages, it becomes a cakewalk on nightmare.
#63
Posté 11 décembre 2012 - 12:27
I don't know that breaks is the proper word. Both DA and DA2 are pretty trivially difficult, even on nightmare. This applies for pretty much every Bioware game, however. I've never understood anyone who buys Bioware games for the gameplay.In Exile wrote...
That breaks DA:O, though. The game is already super easy, if you get to respec your mages, it becomes a cakewalk on nightmare.EntropicAngel wrote...
There's a mod for that, you know.
Whenever I get a new companion now, I get to assign all their points and skills myself.
By the time Awakening rolls around, I've got like 100+ points to allocate. It's nice.
That said, I use the no follower auto level mod myself, just because it drives me crazy to see the companions with such sub-optimal builds (though a terrible auto-level scheme is another mainstay of Bioware/Obsidian games...I wish they'd make the auto-level the most munchkiny builds ever and then balance the hardest difficulty around that...It's not like the people who auto-level their characters care about the gameplay...huh...I wonder if that might be worth a suggestion topic....)
#64
Posté 11 décembre 2012 - 12:41





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