Explosive Strike was kind of a wasted ability in DA2 because using it effectively would require you to micromanage the rogue, so I never bothered with it. I'd just let the chain build up and leave it that way. This isn't really a particularly good sort of ability to have in a party-based game. Well, not the way it was implemented in DA2, anyway.
So, I've come up with some suggestions on how to implement abilities of this variety in a functional manner. Meaning, IT'S NUMBERED LIST TIME!!!!!!!
1. The charge-up meter needs to be visible no matter who you have selected. This should be a no-brainer. This should be part of the "command like a general" thing that was advertised for DA2. A general needs an overview of all valid situational information at all times.
2. The finishing move (with a full meter) needs to be one of the most awesome abilities you have available. One of the other reasons I never bothered with using Explosive Strike was that Assassinate, Backstab, and the duelist charge ability were much, much better.
3. Don't put the charge ability and finishing moves as required investments to get access to other parts of a skill tree unless those other abilities either grant charges or make use of charges.
4. Put in tactics that allow assignments like "if charge = FULL, then USE BIG ABILITY!"
5. Don't just have this present on ONE weapon type for ONE class. Actually, it'd be pretty cool if *everybody* could get access to some kind of charge-up ability--but not necessarily just related to making basic attacks. Maybe Mages can charge up by standing still and not getting hit. Warriors can charge up by taking damage or killing foes (actually, doesn't Reaver already do something similar to this? Put in a visible charge meter then!).
Heck, if you really wanted to, you could design the game in such a way as to eliminate mana and stamina bars and just use charge-ups to activate your big abilities. It might be a lot to monitor, but it might also be kinda cool. Anyway, as always, if you're gonna do it, do it. Don't just throw one ability like this in as a poorly-implemented sideline.
Finishing Moves in a Party-based Game
Débuté par
PsychoBlonde
, déc. 13 2012 08:00
#1
Posté 13 décembre 2012 - 08:00
#2
Posté 13 décembre 2012 - 08:07
Finishing moves were great. I hope they return.
#3
Posté 15 décembre 2012 - 07:51
I think there are some problems with the use of finishers in a party-based game that could use some cleanup, though.
#4
Guest_Puddi III_*
Posté 15 décembre 2012 - 08:08
Guest_Puddi III_*
It's wrong to have to micromanage in a party-based game? I didn't have a problem using explosive strike.
In any case, 1 and 4 are good suggestions, 2 and 5 feel like the game would be too focused on this aspect of combat if implemented, and I don't really see the need for 3.
I think your thread is going to generate a lot of confusion over cinematic finishers vs the finishers you're talking about though.
In any case, 1 and 4 are good suggestions, 2 and 5 feel like the game would be too focused on this aspect of combat if implemented, and I don't really see the need for 3.
I think your thread is going to generate a lot of confusion over cinematic finishers vs the finishers you're talking about though.
#5
Posté 15 décembre 2012 - 08:35
Filament wrote...
It's wrong to have to micromanage in a party-based game? I didn't have a problem using explosive strike.
No, but it's the difference between it being a pain to do and being fun. Swapping out between mages to use abilities or get CCCs going? IMO, fun. Clicking on my rogue 95 times to keep the right position or double check to see if 10 hits accumulated? Annoying.
#6
Posté 15 décembre 2012 - 08:41
I just used explosive strike when the enemy was Staggered (or Brittle, can't remember)
#7
Posté 16 décembre 2012 - 12:55
In Exile wrote...
Filament wrote...
It's wrong to have to micromanage in a party-based game? I didn't have a problem using explosive strike.
No, but it's the difference between it being a pain to do and being fun. Swapping out between mages to use abilities or get CCCs going? IMO, fun. Clicking on my rogue 95 times to keep the right position or double check to see if 10 hits accumulated? Annoying.
Yeah, not to mention the fact that I, personally, prefer to play my character only and let the rest of the party run off of tactics, so I don't want to switch to Izzy to check if her charge is loaded AT ALL.
I'm campaigning to get a "meta-bar" added to the game where you can slot abilities from all your party members so you can activate their abilities without switching characters. I think that would be extremely beneficial, even if it only works for single-target/self-targeted abilities and you still have to switch to target fireballs and so forth.
#8
Posté 16 décembre 2012 - 01:25
Please Finishing moves with every kill!
#9
Posté 16 décembre 2012 - 02:04
I think finishing moves would work better if it was a group finisher, especially on a large opponent like a dragon or ogre or something. I think that would be pretty awesome to see, group finishers.
#10
Posté 16 décembre 2012 - 03:23
Welp, looks like a couple of people can't be bothered to read.





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