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General Questions on Combat Mechanics


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#1
Failure Hero

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Didn't see a thread for this, so here it is.

 

Anyway, I was curious about how enemy health and damage would be set relative to ally health and damage. I found the high health / low damage for enemies and low health / high damage for allies set up to be detrimental to gameplay in DA:II, particularly on nightmare. It made for some pretty ridiculous friendly fire damage and took away tactical choices that made gameplay interesting. Turning friendly fire on should make you wonder if it's worth hurting an ally to do equal or greater damage to an enemy, whereas in DA:II it tended to immediately wipe out allied characters. It was also fairly annoying to see rogues and mages kill themselves in seconds on two handed weapons trying to move around the battlefield.

 

tl;dr: Will the player party have less health than and do more damage than enemies on higher difficulties? If so, how much less health and how much more damage?



#2
Remmirath

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I hope there won't be too much of that. Slogging away for a long time at enemies who can't hurt you much makes for long fights, not interesting fights. High lethality on both sides makes for interesting fights, and is more likely to reward people for going into the fight with some sort of plan, or thinking well on their feet.

Generally, I'm of the opinion that allies and enemies should be able to do the same things and should work based on the same rules. Obviously there are some exceptions to that, and generally enemies have more varied attacks (I wouldn't say that a bear shouldn't be able to maul you because you can't go around mauling people), but as a rule it works.

If it is like that again, I'll hope for friendly fire being a seperate box to check. I don't like putting up with the ridiculous enemy health totals on Nightmare in DA II, but I also don't like having no consequence to dropping fireballs everywhere.

#3
Andraste_Reborn

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An interesting wrinkle is that we no longer have full health regeneration or unlimited healing potions and magic. (We don't know exactly how healing magic is going to work in this game, but not the way it did in the previous two.) Increasing the damage dealt by enemies could be unbalancing if healing is very difficult on Nightmare - one unlucky crit on the tank and you could have to limp back to camp.

 

I agree that enemies that have high health but can't do much to hurt the party are tedious and should be avoided.



#4
TKavatar

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I hope enemy mages have access to the same spells as we can use (well at least some of them) because we need a greater variety of spells being used. It was boring seeing mages spam the same three spells over and over again in DA2.

#5
Remmirath

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True, and that's something I'm very glad of! I've never been fond of health regeneration, and the extent of healing magic seen in the previous two games often seemed at odds with how the characters acted -- why mourn someone's death when you could just raise them up again, or declare a wound mortal if you have so much healing?

I wouldn't say the damage dealt by enemies should be increased exactly, rather that it should be in the same ballpark as the damage dealt by the PC and the PC's party. Not a particularly optimised party, except in the case of particularly tough enemies, but more an average party. I find an even playing field to be more interesting, unless you're getting into using various tactical advantages against a foe such as making use of the terrain or preparing the field.

Do we know if injuries are going to be more debilitating?