Ariella wrote...
philippe willaume wrote...
You can only understand why people say that DA:O was more tactical, if you have played DA:0 with sub-optimal char.
if that case, you have to be creative with positioning and switching between ranged and melee.
you have to use scouting or a skill to discover enemy positions in advance on the map. (so you should really have been able to know where the enemy were the first time around, no need for replay)
you have to use/modify the terrain to funnel control the number of enemies you will fight.
Actually, you make the OP's point, considering few people WANT to play a sub-optimal character especially the first time out the gate. DAO tactics were basic to the extreme. DA2 did have some better tactical options though the support wasn't as good as I'd like (the companion skill duos for example). But DAO was snail slow, clunky animation and I don't remember ever having to scout, and this was not having the skill to bring up every enemy on the map. Plus the scripted encounters (especially the in-between travel ones) were about as tactical as a week old fish.... The ONLY combats that I can think of that were even close to tactical were Night in Redcliff and the Final archdemon battle.
Also, DAO's talents were visually BORING as sin. They all looked alike, and at times it felt like it didn't matter if I reposte or flurried. At least DA2 kept it interesting, and I knew that what I was doing had a visual consequence as well as a statistical one.
sorry my English is visibly not up to the par.
yes i do agree with certain point the OP made. IE, play DA:0 with two mages and it is like playing DA:2 with an optimised char. you will pretty much roll over every thing, clicking the same talent in the same order regardless the
encounterand his comments (or yours) on the animation are spot on.
The tactics menu of DA:2 was much better than the one in DA:0. and I totally agree that it is a different way but equivalent to most of the tactical options you had in DA:0, especially the for Combos.
i.e. in DA:0 to shatter an enemy frozen by cone cold you had to control an other party member to hit with an attack that would generate a critical (or stone fist) so de facto you have to position them so that the combo
was achievable (same with oil barrel and fire)
all that is only one aspect of tactics, Now you mention that you did not need to scout, well gathering Intel is the one of the initial phase of tactical planning.
so you would know where the opposition was composed of and how many they would be and where trey would come up or if groups nearby would be able to come quickly or at all.
and where you need to put the traps or where you could cast a area spell to control the number of enemy you would have to face at a given time.
so for example, you could then position your archer in a not easy to access and where you can protect the entrance, setup the mage and the warrior at a choke point along the way (so you can combo) and so on.
for the next encounter, it might be a better tactic choice to have there missile party members and one melee holding the access route
in DA:2 you can’t do that, the companion can't be separated from the their glorious leader (but their are not bothered in combat) and need to finish their animation before they will do what you ask. So once the tactical options have been set up, it is pretty much i am going in the combo will take care of themselves. that and you need to do X to refuel stamina,you have much less tactical options than in DA:2
If I want to play a set character, I play Diablo or a FSP, the point of a group based RPG is to have you companion fit a certain role (as in role play).
IE Leliana in my game and in your game is going to be different , but and effective Fenris in my game is going to be very similar to yours.
For me the great strength of DA:0 was that it was tactically flexible enough that you could have companion play the role you saw fit for them and still be viable, which is not the case for DA:2 by far.
phil
Modifié par philippe willaume, 09 août 2013 - 12:47 .