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No health regen?


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#1101
Guest_Puddi III_*

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Taleroth wrote...

Filament wrote...

You can issue multiple commands while paused.

Is that confirmed? And are you under the impression that dodge commands having to wait in queue is how it will be implemented here?

Unless they've removed pause and play, that's how it has to be implemented. I can't imagine how it would be different. You press a button to dodge, if you press it while paused you can move to another character and press more buttons.

We're not talking about an active blocking mechanic exactly, which might require even more precise timing. But I'm not sure even that is problematic.

Since most games that featured dodge mechanics.

Yeah, I think we have some very different assumptions here. Arrows I imagine would not be dodgeable except by normal attack/defense. Dodging is for telegraphed attacks like charging, or a really slow melee ability.

If the dodge ends up being just a regular ability with a cooldown that fits into the queue and pmostly just negates the next attack with visual flourish, then that fits into the micro the franchise has been aiming for. Especially the cooldown element. I'd see no issue with that implementation.

That has been my assumption. I don't know about having a cooldown, though.

#1102
Fast Jimmy

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It is zero seconds. You're paused. That's what pause and play is for. I really am not seeing the issue.

Well, the issue I am seeing is "I don't want to micromanage" which seems kind of ironic, but that might be unfair.


Can you dodge while paused? In DA2, it was incredibly difficult to do, because the character you were instructing to (say) run around the side of a Rage Demon's assassinate attack would shuffle around or not execute quickly enough, etc. and still be hit with the attack. Only by taking control and strafing around the side of the enemy would you completely avoid the damage - and this could be done by any character the player controlled, regardless of Dexterity or any other stat or talents.

It was solely player skill. Which is action gameplay.

#1103
The dead fish

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Nevermind lol.

Modifié par Sylvianus, 16 août 2013 - 10:32 .


#1104
fchopin

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Fast Jimmy wrote...

There wasn't a way to hit a button and dodge out of the way, yes. Because such action combat is antithetical to party-based gameplay. Having the player take control to a character and make it so they can avoid any damage, despite having a low Dexterity score, etc., is action gameplay. 



That was random and automated so that was different and it was mostly for rogues so its not the same thing.
 
Most times you could be half a mile away and you would still get hit.

#1105
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Fast Jimmy wrote...

Can you dodge while paused? In DA2, it was incredibly difficult to do, because the character you were instructing to (say) run around the side of a Rage Demon's assassinate attack would shuffle around or not execute quickly enough, etc. and still be hit with the attack. Only by taking control and strafing around the side of the enemy would you completely avoid the damage - and this could be done by any character the player controlled, regardless of Dexterity or any other stat or talents.

It was solely player skill. Which is action gameplay.

You're describing an ability I never once took advantage of on nightmare. It sounds similar to kiting, to me.

Apparently such things are possible, but I don't know if they're either intended or really optimal. You're supposed to knock those enemies out of stealth (pull of the abyss, cone of cold, etc) or be forced to soak up the damage with somebody. It's supposed to just be punishing like that. But certainly, those types of "actiony" tactics are only optional.

#1106
Fast Jimmy

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Filament wrote...

Fast Jimmy wrote...

Can you dodge while paused? In DA2, it was incredibly difficult to do, because the character you were instructing to (say) run around the side of a Rage Demon's assassinate attack would shuffle around or not execute quickly enough, etc. and still be hit with the attack. Only by taking control and strafing around the side of the enemy would you completely avoid the damage - and this could be done by any character the player controlled, regardless of Dexterity or any other stat or talents.

It was solely player skill. Which is action gameplay.

You're describing an ability I never once took advantage of on nightmare. It sounds similar to kiting, to me.

Apparently such things are possible, but I don't know if they're either intended or really optimal. You're supposed to knock those enemies out of stealth (pull of the abyss, cone of cold, etc) or be forced to soak up the damage with somebody. It's supposed to just be punishing like that. But certainly, those types of "actiony" tactics are only optional.


It IS supposed to be punishing, you're right. Yet for console players like myself, it was exceptionally easy to avoid any sort of damage or to be required to use the mana/stamina for a combo breaker.

After the Rock Wraith fight, it became apparaent to me that controlling a character rather than giving commands to do anything was the better route. Mostly because the companion AI wouldn't obey your orders without A) huge delays or B) without changing their mind halfway through.

I found the "run to dodge" tehcnique ubiquitous for every attack that wasn't instaneous. I'm surpirsed you didn't utilize it - it came so naturally to the rest of the game's feel I thought that it was just how the game was expected to play. And I didn't find it enjoyable... but, then again, I wasn't just going to take the hit, either.

#1107
In Exile

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Fast Jimmy wrote...
I found the "run to dodge" tehcnique ubiquitous for every attack that wasn't instaneous. I'm surpirsed you didn't utilize it - it came so naturally to the rest of the game's feel I thought that it was just how the game was expected to play. And I didn't find it enjoyable... but, then again, I wasn't just going to take the hit, either.


If you play on PC, this isn't a thing you can really do with any more fidelity than controlling an NPC, because there's no distinction between controlling any character. It's just switching who you control, and point-and-clicking. 

#1108
AlanC9

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Fast Jimmy wrote...


I found the "run to dodge" tehcnique ubiquitous for every attack that wasn't instaneous. I'm surpirsed you didn't utilize it - it came so naturally to the rest of the game's feel I thought that it was just how the game was expected to play. And I didn't find it enjoyable... but, then again, I wasn't just going to take the hit, either.


I imagine this came about because nobody really liked the way in DAO arrows, etc. could follow the target around corners.

#1109
Fast Jimmy

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In Exile wrote...

Fast Jimmy wrote...
I found the "run to dodge" tehcnique ubiquitous for every attack that wasn't instaneous. I'm surpirsed you didn't utilize it - it came so naturally to the rest of the game's feel I thought that it was just how the game was expected to play. And I didn't find it enjoyable... but, then again, I wasn't just going to take the hit, either.


If you play on PC, this isn't a thing you can really do with any more fidelity than controlling an NPC, because there's no distinction between controlling any character. It's just switching who you control, and point-and-clicking. 


Ah. Well, that would explain it.

In the 360 version of the game, this is a gameplay element (run to dodge). As well as mashing the autoattack button to do more damage. Both of which are incredibly "action" elements of the gameplay.

#1110
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Hmm... if PC gameplay had controller compatibility, I might have had a different experience. WASD is a bit clumsy in combat and running short distances tends not to work well with point and click, from what I remember, because they always want to shuffle around or stop in slightly the wrong place, thwartin' my plans. So my movement tactics only tended to involve significant repositioning or just running away.

In any case I'm pretty sure I tried avoiding those assassins various ways, but never really succeeded outside of the aforementioned proactive measures. I understand from some powergaming videos (also console) that running around is pretty much constant, but they did use the aforementioned measures also. I didn't even know that was possible before then.