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Bioware: Please Bring Back Deathblows/Kill Moves


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#51
Magdalena11

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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.

#52
schalafi

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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.

#53
Tootles FTW

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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.

#54
Sylvius the Mad

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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. 

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.

If attacks took an unpredictable amount of time generally, sure, that would be fine.

#55
Sylvius the Mad

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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.

#56
Pressedcat

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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.

#57
madebynike

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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!!!