Rylor Tormtor wrote...
IMHO, I do not believe that my ability to use a controller to quickly push a button should have any affect on my character's ability in a party based crpg. For example if I am controlling a companion or the PC and that character has low dexterity and dodge capability my reflex skill with the controller should not compensate. What is the point in building a character if by using my reflexes alone I can win. I want to put my strategic and tactical abilities to work.
Already addressed that. To be clear:
1) A lot of the animations in DAO -- one of the key reasons combat was slow and unresponsive --,included setup moves involving distancing that would be irrelevant to the kind of gameplay you seem to want. If space and time is irrelevant to the outcome of an attack or a defense move, why even have an animated combat sequence. Make it pure turn-based combat.
2) Twitch combat only effects the controlled character not the party as a whole. Twitch combat does not in any way presuppose that stats are irrelevant.
3) In real life no defensive move is purely defensive. Same opposite for an offensive. You're setting up for a follow-up or a reaction to the opponent's reaction and so on. In the game you're not going to be just "quickly pushing a button", you'll be looking to flank the enemy, maybe so you can use a powevful special attack to where the opponent is most vulnerable.
Rylor Tormtor wrote...
I think this at the crux of the issue. I feel, and I think not an in signifigant portion of people on the boards (although I think a shrinking demographic), that a character's combat efficacy should be based on the build of the character, not the reflexes or coordination of the player. Hence, you are going to miss a lot at lower levels of development, and hit more at higher levels and have greater options. I think many people (and I will generalize here by saying most of them were console players) were not expecting this with DAO, so when running around Ostagar and missing all the time they felt that their character was unresponsive and got frustrated. The devs then went to a DA2 style combat, where they tried to blend responsive with tactics. In my mind, they failed, but others obviously have different opinions.
Already addressed that. Slow was a problem because it involved irrelevant animations and highlighted a faulty AI.
Including the player's ability to control a single party member in the calculation of a combat outcome does not take away the relevance of the character build. The problem you are talking about in DAO also has less to do with combat movement but more to do with a lack of balance in the game as you level up: at the early levels (always nightmare), fights are really difficult or actually really easy than suddenly impossibly hard; but by the time you have completed three of the main missions, you have to get a boss fight to get any kind of challenge.
Rylor Tormtor wrote...
The thing is, there is evolution, and there are different games. The Dragon Age franchise was explicitly trying to recall types of PC games where combat success was determined by character build as well as tactical and strategic savy. Now, that is not the only quality of the genre that Bioware was trying to evoke, but it was one of them. Not ARPG combat, not Third-person shooter combat.
Can the devs have changed there mind? Sure, but trying to make a game all things to all players is an untenable design philosophy. The OP loved DA2 combat. I loathed it. I found it gimmicy, over the top, requiring very litte fore thought, and above all tedious. I just started up a DAO game (man, I looked at my old saves, I have well over 400 hours stored up there, I think I have an issue), and you know what, I felt the combat was more responsive than I remembered (or maybe the memory overlay that all the complaining on the boards has given me) as well as tactically interesting. I know that I am not getting that combat in DAI, even though I would like it. What I am hoping for is a combat system that more nuanced than DA2, which fewer enemies who seem to have explosive allergies to metal.
Are you arguing for or against evolution? Whatever your experience with DAO may be, I have found that many fights including some of the more challenging ones can be won by drawing agro to your weakest party (Wynne usually) and having her run around while the other party members just auto-attack. This is tactical by the way.