I have no desire to watch the same animation as I'm killing my 11th ogre as the rest of my party gets hacked to pieces. True, I could switch to a different party member but that doesn't solve the repetition problem.
If they're going to happen I devoutly hope it's only for arch-bosses.
Bioware: Please Bring Back Deathblows/Kill Moves
Débuté par
Stardusk
, déc. 01 2013 12:54
#51
Posté 02 décembre 2013 - 06:37
#52
Posté 02 décembre 2013 - 07:52
I was surprised to see thugs in DA:2 doing more dramatic deaths, at times.
Some of them just staggered around before they fell. I don't think I saw that in an earlier play of the game... just this last time I played.
Some of them just staggered around before they fell. I don't think I saw that in an earlier play of the game... just this last time I played.
#53
Posté 02 décembre 2013 - 08:52
I'm replaying Skyrim currently, so I can very heartily say: NO.
For boss fights? Sure.
For every other mud crab I dramatically slow-mo arrow to the face? No. Stop it, no.
For boss fights? Sure.
For every other mud crab I dramatically slow-mo arrow to the face? No. Stop it, no.
#54
Posté 02 décembre 2013 - 09:24
I can see this as an argument for a NWN-style dance of death (where characters engaged in melee move around as they fight), but with deathblows it seems like unnecessary flair.In Exile wrote...
I always found this complaint interesting. It's one of the things that made DA:O realistic. That's how melee combat actually works - killing people takes time and energy and makes you very vulnerable, which is why being outnumbered is a *bad* idea. RPGs, of course, are fundamentally unrealistic and so avoid this problem all the time.
If attacks took an unpredictable amount of time generally, sure, that would be fine.
#55
Posté 02 décembre 2013 - 09:25
Skyrim's deathblows were actually Fallout 3's VATS attacks without the pausing element. They were even called VATS in the game files.
What Skyrim actually needed was VATS-style pausing, not VATS-style deathblows.
What Skyrim actually needed was VATS-style pausing, not VATS-style deathblows.
#56
Posté 02 décembre 2013 - 10:34
I'd also like to see the kill-moves make a return. For me they made the combat feel more engaging, like my character was taking part in a melee, as opposed to disconnected swing animations. The same for the parry and dodge animations.
It wasn't often that I found the kill animations would interfere with a combat, and when it did happen, it was mostly when fighting ogres (even then, there was a shorter animation).
Ideally, I'd like to see quick kill-animations when defeating mooks or mid-battle, and save the more involved kill-animations for the final kills/bosses.
It wasn't often that I found the kill animations would interfere with a combat, and when it did happen, it was mostly when fighting ogres (even then, there was a shorter animation).
Ideally, I'd like to see quick kill-animations when defeating mooks or mid-battle, and save the more involved kill-animations for the final kills/bosses.
#57
Posté 03 décembre 2013 - 01:31
Kill blow sequences make the combat seem WORTHWHILE and immersive - also some simple button pushing to ENGAGE MULTIPLE COMBATANTS who are surrounding you would be AWESOME (kind of like the original trailers for the Xbox One game "Ryse: Son of Rome" where opponents had different controller buttons above their heads to engage them in a dance of melee combat - they developers have since taken this out of the gameplay)...just engaging the one enemy with button mashing is a little boring repetitively, unless you can pull-off those SWEET death-combinations like in Dragon Age: Orgins (like freeze/shatter, mark/spirit syhpon, oil spill/immolate) - sometimes you just want to watch the enemy DIE without having to line-up a cross-class combo - BRING BACK player skill combos!!!





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