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AOE Cones for Melee FF


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#1
In Exile

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If FF for melee abilities (like in DA2, which I actually thought was a great feature) is making a comeback, could we have AOE cones? Using something like the 2H warrior's Scythe was just a shot in the dark in close quarters because it was needlessly challenging because we couldn't know the AOE range exactly. 

 

Features may have already been locked so this ship way well have sailed; still, I hold out hope. 



#2
Sylvius the Mad

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The melee friendly fire was absolutely my favourite new feature introduced in DA2. I really hope we get back for all melee AoE attacks.

#3
In Exile

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The melee friendly fire was absolutely my favourite new feature introduced in DA2. I really hope we get back for all melee AoE attacks.

 

For the regular attacks? I would like it back, but only if Bioware balances PC/Enemy damage. With the messed up scales from DA2, melee FF (even nerfed at the 10% rate) was still disproportionately harmful. 



#4
Sylvius the Mad

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For the regular attacks? I would like it back, but only if Bioware balances PC/Enemy damage. With the messed up scales from DA2, melee FF (even nerfed at the 10% rate) was still disproportionately harmful.

Since they're enabling FF at lower difficulty settings now, that would have to be the case.

The 10% damage in DA2 was only on Nightmare. On lower difficulty settings, glancing blows (which all regular melee FF was) did more damage, so melee FF was actually more dangerous at the lower difficulty settings (this clumsy design explains why FF was limited to Nightmare in DA2).

But for FF generally, I would like to see more symmetrical mechanics, as one of my favourite things to do with FF is cause the enemy to destroy itself.

#5
Fast Jimmy

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If FF for melee abilities (like in DA2, which I actually thought was a great feature) is making a comeback, could we have AOE cones? Using something like the 2H warrior's Scythe was just a shot in the dark in close quarters because it was needlessly challenging because we couldn't know the AOE range exactly. 
 
Features may have already been locked so this ship way well have sailed; still, I hold out hope.


This would be nice. Although I'm not sure of how they would implement it, since they are likely going for a visceral feel for melee combat, so having a cone pop up everytime you went to use an ability instead of it just happening might not be conducive to the end user experience they are going for.

#6
Sylvius the Mad

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This would be nice. Although I'm not sure of how they would implement it, since they are likely going for a visceral feel for melee combat, so having a cone pop up everytime you went to use an ability instead of it just happening might not be conducive to the end user experience they are going for.

How is that different from magical abilities?

Though, if they give me better feedback when I'm playing mages, that's just another good reason to use only mages...

#7
Fast Jimmy

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How is that different from magical abilities?
Though, if they give me better feedback when I'm playing mages, that's just another good reason to use only mages...


With spells, I think there is the mindset that the Mage would need to cast the spell, gather its strength, direct its effect, etc. Mages are more of a mental fighter, so being more methodical fits within the player's mentally established conceptions.

Melee fighting, by contrast, is supposed to be characterized by action, instant and visual, at the second the time to strike presents itself. The "press a button and something awesome happens" concept was aimed squarely at melee combat and the "action" element of the gameplay.

This could be my own pre-conceptions, but that's where I see the difference. The assumption that a player would still want to push a button and have something awesome happen with melee combat would, to me, make it seem like something Bioware might not do.

#8
Sylvius the Mad

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With spells, I think there is the mindset that the Mage would need to cast the spell, gather its strength, direct its effect, etc. Mages are more of a mental fighter, so being more methodical fits within the player's mentally established conceptions.

Melee fighting, by contrast, is supposed to be characterized by action, instant and visual, at the second the time to strike presents itself. The "press a button and something awesome happens" concept was aimed squarely at melee combat and the "action" element of the gameplay.

This could be my own pre-conceptions, but that's where I see the difference. The assumption that a player would still want to push a button and have something awesome happen with melee combat would, to me, make it seem like something Bioware might not do.

If that's how the games are designed, I'm not surprised I don't like warriors.

#9
Fast Jimmy

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If that's how the games are designed, I'm not surprised I don't like warriors.


It pretty much explains every form of combat imbalance found in video games today. Games sell more when the player can stab a million bad guys with exponentially higher HP pools by mashing buttons, one would seem to gather based on design trends.

#10
Guest_Puddi III_*

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This would be nice. Although I'm not sure of how they would implement it, since they are likely going for a visceral feel for melee combat, so having a cone pop up everytime you went to use an ability instead of it just happening might not be conducive to the end user experience they are going for.

 

Cone toggle! I am a genius.



#11
Fast Jimmy

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Cone toggle! I am a genius.


LOL You jest, but didn't they say a month or so back how there might be two different "game modes," one which is for those players who want combat to be action based, while another being more tactical?

I'm not sure if that truly meant a different mode (as in, a toggle in the menu or something equivalent) but I think it would be a great idea in a world with unlimited resources. Make a game that let's the player assume a Pause and Play approach intrinsically, or a "control a single character action" approach and not worry about trying to please both groups with the same system.

#12
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It is something they could link to the tactical view. Tactical view is supposed to give more information and more precise control of your actions, so having cones and spheres for all applicable attacks while in that mode would fit the more pause and play style they're going for. While it wouldn't be there to interfere with the action oriented play of the shoulder cam.



#13
Sylvius the Mad

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It is something they could link to the tactical view. Tactical view is supposed to give more information and more precise control of your actions, so having cones and spheres for all applicable attacks while in that mode would fit the more pause and play style they're going for. While it wouldn't be there to interfere with the action oriented play of the shoulder cam.

Since tactical view appears to allow considerable freedom to move camera around, that could work.

#14
In Exile

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With spells, I think there is the mindset that the Mage would need to cast the spell, gather its strength, direct its effect, etc. Mages are more of a mental fighter, so being more methodical fits within the player's mentally established conceptions.

Melee fighting, by contrast, is supposed to be characterized by action, instant and visual, at the second the time to strike presents itself. The "press a button and something awesome happens" concept was aimed squarely at melee combat and the "action" element of the gameplay.

This could be my own pre-conceptions, but that's where I see the difference. The assumption that a player would still want to push a button and have something awesome happen with melee combat would, to me, make it seem like something Bioware might not do.


The solution seems to be simple: melee aoe cone is only available on the tactical view.

#15
Fast Jimmy

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Hey... maybe they could link the cone to the tactical view!

#16
PsychoBlonde

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But for FF generally, I would like to see more symmetrical mechanics, as one of my favourite things to do with FF is cause the enemy to destroy itself.

 

This is actually something I agree with Sylvius on.  I'm not a big fan of friendly fire for the sake of friendly fire--it can be a fun mechanic, but I also think you can easly have a fun game without it--but if it does exist I want a level playing field for it.

 

It also opens up some interesting options such as speccing your mages out to be heavy in a couple of damage types and then making your melee characters highly resistant to those damage types.  Or casting fire immunity on yourself and dropping a fireball at your feet.  (I did this heavily with the Burning Man form in the Fade in Origins.  Good times.)



#17
Wulfram

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The AI is too dumb to have friendly fire.



#18
Fast Jimmy

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The AI is too dumb to have friendly fire.


That's not neccessarily a given.

#19
Wulfram

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That's not neccessarily a given.

 

I think it pretty much is, in practice.  I mean, you could probably have a half decent AI that simply refused to use AoE unless it had a clear shot, I guess.  But that would make AoE use by enemies very rare, and I don't think expecting anything more complex happening is realistic.



#20
Fast Jimmy

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I think it pretty much is, in practice.  I mean, you could probably have a half decent AI that simply refused to use AoE unless it had a clear shot, I guess.  But that would make AoE use by enemies very rare, and I don't think expecting anything more complex happening is realistic.


Or an AI that would move its units out of the way so an AoE could go off?

AI can be designed to have very effective and brutally destructive tactics to use. The obstacle is not coding it and implementig it, but for the designers to come up with these tactics themselves. As gamers, we have months or even years to formulate strategies. The developers usually don't have very long at all to truly test out different strategies in the final build and balance of the game.

Chess games on the highest difficulties use exceptionally powerful and proven strategies perfected over the centuries by chess masters. This is because the rules of the game have remained standard for so long, the countless permutations of the game can be mapped out in a small fashion and reveal methods to obtain successful results in various circumstances.


Which is why I wouldn't be against seeing less innovation in game mechanics from each iteration of a game to the next. Not because I like things being stale or boring, but because then that might encourage the AI to be developed more and escape the increased difficulty being simply HP bloats, immunities and buffed skills turning into cheap shots.

#21
In Exile

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I think it pretty much is, in practice.  I mean, you could probably have a half decent AI that simply refused to use AoE unless it had a clear shot, I guess.  But that would make AoE use by enemies very rare, and I don't think expecting anything more complex happening is realistic.

 

What they really need is a mechanic for both players and enemies to shield themselves from AOEs. Let's say that templars had a "bulwark" skill, which allowed them to hunker down, raise their shield, and basically turtle their way through an AOE with minimal damage. 

 

You could have a tevinter team, where the foot troops were effectively templars with this type of ability, while a Magister could rain AOEs. The player would have the advantage of the same ability, so this way the playing field would be somewhat even. If you have a set of abilities or skills that could unbalance the templars from a distance, e.g. some sort of archer ability, that might balance it out. 



#22
Fast Jimmy

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What they really need is a mechanic for both players and enemies to shield themselves from AOEs. Let's say that templars had a "bulwark" skill, which allowed them to hunker down, raise their shield, and basically turtle their way through an AOE with minimal damage. 
 
You could have a tevinter team, where the foot troops were effectively templars with this type of ability, while a Magister could rain AOEs. The player would have the advantage of the same ability, so this way the playing field would be somewhat even. If you have a set of abilities or skills that could unbalance the templars from a distance, e.g. some sort of archer ability, that might balance it out.


"Our arrows shall block out the sun!"

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Then we shall fight in the shade.

#23
In Exile

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"Our arrows shall block out the sun!"

maxresdefault.jpg

Then we shall fight in the shade.

Right, except with that presumably with this hypothetical ability there is no need to oil up your naked chest first. 



#24
Fast Jimmy

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Right, except with that presumably with this hypothetical ability there is no need to oil up your naked chest first.


Oh.

Then what's the point?

#25
In Exile

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Oh.

Then what's the point?

 

How about as a compromise we can yell things in a Scottish accent and pretend it's Greek?