ioannisdenton wrote...
Ragabul the Ontarah wrote...
I think most of the issue with DA2 combat wasn't the combat mechanic itself but the environment. I liked the speed and feel of combat, but when you are forced into the middle of a room where spawning enemies surround your whole party over and over and over, it forbids any kind of tactical setup. It makes every battle tactically exactly the same. Give me some bottlenecks, some high ground, some capacity to lay ambushes or traps and/or to lure enemies from positions of strength, in other words to think beyond "X, X, X, heal, X, X, X, heal". Then the combat would be so much less monotonous and engaging.
Da2 has autocombat..... Plus tactics....
so did DA:0, but i think you are missing the forest for
the tree.
yes , BW tried to fix what people where complaining about DA:0, IE
The class are more balance
The attribute point distribution is simpler (some would say simplistic)
The tactics screens and usages was infinitely better
They got rid of the shuffle-shuffle poke animation
Playing more than one mage in DA:0 makes almost all combat trivial
As it turn out, despite all that a few of us, myself included, found DA:2 combat mind numbing,repetitive and boring to tears.
Regardless the enemy, press the same button in the same order, the only difference is the length of time it takes to kill bosses.Just like in SWtOR the only tactic/strategy option you have is get the level delta high enough to power through. You can do that via extra quest, potions,and gear upgrade. that's it.
I had more interaction with the companion in combat in ME3 than i had in DA:2
The tactics you mention covers the automated behaviour and actions of the companions and you can set them so that they take advantage of you CC and vice versa, but since that once you have choose a development path for your character, the actual efficient options are very limited, you end up doing the same thing all the time and as a side efffect it makes suboptimal class rapidly unplayable.
the tactic the poster you replying to covers using scouting or a skill to find the location of the enemy.
and from there use/modify the terrain (you could break oil barrels and then set the oil on fire).
position each party member to take advantage of that having two weapons specialisation per group members opens tactical option for each given encounter Combos were usable by all class. (i.e. when a victim is frozen a warrior a mage or a rogue could smash it)
you just can’t do that in DA:2 there is no scouting ahead via rogue or skill and companions will automatically re-join the controlled character because of some sort of separation anxiety.
Despite the flaws, the main advantage of DA:0 was that you could develop companion and character according to the role YOU saw them playing, as even if the build was sub-optimal you could replace build-optimization with being clever in how you approached an encounter.
So hopefully was will get a mix of both in DA:I
phil
Modifié par philippe willaume, 18 juillet 2013 - 11:12 .