Blocking Strikes
#1
Posté 10 mai 2014 - 01:37
Will it simply happen automatically based on stats like in Origins or will we be able to toggle an actual block button to lessen or completely nullify the damage done? I'm hoping for the latter:)
#2
Posté 10 mai 2014 - 03:23
It kinda bugs me that everybody just stands there taking hits.
- The_Other_M aime ceci
#3
Posté 10 mai 2014 - 04:07
A "block mode" could work, but it shouldn't require precise timing on the part of the player.
#4
Posté 10 mai 2014 - 04:23
I dont want such an option because we will drive the combat even more from the almost perfect Origins. I want DAO combat with better animations auto attack toggle on off with no rolling and bullshit and lots of skills and weapon variety.
- JCFR, DarthLaxian, Enigmatick et 1 autre aiment ceci
#5
Posté 10 mai 2014 - 04:49
I would strongly prefer the former.Will it simply happen automatically based on stats like in Origins or will we be able to toggle an actual block button to lessen or completely nullify the damage done? I'm hoping for the latter:)
There should be only abilities that we van trigger while paused, and ideally queue. If the block ability works like that, then I would accept it. Otherwise ,it would be incompatible with full party control.
With the version you imagine, how could you make two or more party members block simultaneously?
- The Hierophant et Enigmatick aiment ceci
#6
Posté 10 mai 2014 - 06:12
Blocking, dodge roll all such things belong in 3rd-person-action-rpgs.
If i get a party, i want tactical combat with isometric camera.
What i could accept is a defend-mode/skill like DA2 offered for sword and shield.
#7
Posté 10 mai 2014 - 06:20
It looked like a counterattack ability, every time he blocked, it was followed up by a strike that knocked them to the ground
#8
Posté 10 mai 2014 - 06:55
I would strongly prefer the former.
There should be only abilities that we van trigger while paused, and ideally queue. If the block ability works like that, then I would accept it. Otherwise ,it would be incompatible with full party control.
With the version you imagine, how could you make two or more party members block simultaneously?
I completely agree with you. We also need good AI scripts - so that blocking can actually trigger on enemy attack for AI-controlled characters as a simple housekeeping move.
- The Hierophant et Araceil aiment ceci
#9
Posté 10 mai 2014 - 07:41
Something I noticed after re-watching the PAX demo was that the Inquisitor blocked several strikes from Red Templar swords. I'm curious about how blocking strikes will work in Inquisition
Will it simply happen automatically based on stats like in Origins or will we be able to toggle an actual block button to lessen or completely nullify the damage done? I'm hoping for the latter:)
I prefer that it happens automatically based on stats like in Origin. The character is the one doing the blocking not the gamer. If the character's defense sucks, no amount of player intervention should be able to block a blow. Also the gamer is controlling a party how would it be possible for the player to control the block and control all the party members if they are selected?
PLayer intervention in blocking may work well in a single character player game like Skyrim or Kingdoms of Amalur, but it does not work as well in a game where the gamer can control all the characters at once if selected.
- tmp7704, The Hierophant, Enigmatick et 1 autre aiment ceci
#10
Posté 10 mai 2014 - 08:12
#11
Posté 10 mai 2014 - 08:20
It's a party based RPG. Automatic like in Origins is the only way.
Talk about living inside the box.
Personally I think with a balanced Stamina mechanic and weapon delays in place you can have an active combat system (IE: Dark Souls) still function with party auto attack. Of course, we already know the option to go Full-Auto exists in tactical mode.
Defensive abilities tied to Stamina and cooldown would mean someone of high skill couldn't necessarily turtle up and perfect-dodge a boss while the party wails on it, but still pushes the potential skill ceiling high.
#12
Posté 10 mai 2014 - 09:54
I dont want such an option because we will drive the combat even more from the almost perfect Origins. I want DAO combat with better animations auto attack toggle on off with no rolling and bullshit and lots of skills and weapon variety.
ewwww dao combat was awful it was boring yuck no.
- fdgvdddvdfdfbdfb, Boisterous Bob et RenAdaar aiment ceci
#13
Posté 10 mai 2014 - 10:02
Id prefer autoblock... blocking manually is not something that I think fits in with the party and the entire combat system in general
#14
Posté 10 mai 2014 - 10:35
ewwww dao combat was awful it was boring yuck no.
Stop playing games.
#15
Posté 10 mai 2014 - 11:04
Stop playing games.
yeah i do as soon as you stop. im gonna continue to play video games.
#16
Posté 11 mai 2014 - 02:02
I want to play an RPG, not an action game.
#17
Posté 11 mai 2014 - 02:11
#18
Posté 11 mai 2014 - 05:16
I would love a block button but I doubt it.I hate DA:O because it forces you to play a certain way.DA2 was a step up.I wished the action part of the games were more active & alive instead press a button & wait.
What do you mean by active and alive? Are you saying that your player reflex skills should be able to augment the character's lack of blocking skill? So the character can still block even though the character does not have the defensive ability to do so. If that is the case then I would say not what I want. DAO does not force you to play a particular way. I run basically an almost all rogue party in in DAO, I have used all warrior party and almost all mage party
#19
Guest_Puddi III_*
Posté 11 mai 2014 - 05:41
Guest_Puddi III_*
yes, we need a blocking talent for warriors to catch charging enemies and return boulders, let's call it 'come at me brogre.'
#20
Posté 11 mai 2014 - 05:53
I want to play an RPG, not an action game.
When was blocking not considered to be part of an RPG?
#21
Posté 11 mai 2014 - 06:30
I would strongly prefer the former.
There should be only abilities that we van trigger while paused, and ideally queue. If the block ability works like that, then I would accept it. Otherwise ,it would be incompatible with full party control.
With the version you imagine, how could you make two or more party members block simultaneously?
You sum up the vibe I'm getting so here's the response
While it is true that while controlling the entire party via Icometric view it wouldn't work. I'd say it should only be available while controlling a singular party member
Strange I know but hear me out, with game being a mix of RPG and Action, the option to block strikes just seems as natural as the rolling mechanic. Not saying it shouldn't be stats base but why not allow your "tank" to be more affective and actually block strikes rather than just oddly standing there soaking damage
Take for instance the Shield wall enemies from the Demo and Legacy DLC, this how Shield warriors should tanks strike and draw attention, easiest way to set this up would be through the tactics menu. Anyone who plays these games should be utilizing it in someway.
Ex. Cass see Boss character, enters Shield Wall, you order her to taunt to draw attention, she begins blocking strike while losing minimal damage
This how it should go until you order her to do otherwise. Thus the action RPG fans keep their blocking while purist get to function for them in the other way through tactics. Of course if Bioware keeps automatic state based blocking during Ico view that would be cool to.
#22
Posté 11 mai 2014 - 07:15
When was blocking not considered to be part of an RPG?
When it happens as a direct result of player intervention.
#23
Posté 11 mai 2014 - 08:00
What do you mean by active and alive? Are you saying that your player reflex skills should be able to augment the character's lack of blocking skill? So the character can still block even though the character does not have the defensive ability to do so. If that is the case then I would say not what I want. DAO does not force you to play a particular way. I run basically an almost all rogue party in in DAO, I have used all warrior party and almost all mage party
I know you weren't quoting me, but just to be clear, that's not how I feel.
I think any Active-Block should be tied into the Class System like anything else. I'm in that awkward position now that the more I think about it, the easier it is to poke holes in a reflex-block system in DA:I's combat... At least what we know of it. It's a lot easier to rationalize a cooldown based evade roll, but maybe proc-block is better and easier to execute on a technical level.
#24
Posté 11 mai 2014 - 09:56
I always believed the shield stances that gave a bonus to defense were "blocking mode". It's just that there wasn't any actual blocking animation in the game, so blocked hits are being shown as misses.
#25
Posté 11 mai 2014 - 10:20
Before they attack me stones ...
I think a way of blocking shield interesting, if used correctly ...
In neverwinter online, the guardian has a shield blocking bar, which on receiving attacks this bar runs out.
(In the case of Dragon Age - Stamina)






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