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AOE Cones for Melee FF


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#26
Fast Jimmy

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


Eínai óla elli̱niká gia ména.

#27
Guest_EntropicAngel_*

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It seems like people are forgetting the combat behaviors in the DA games. These affect AoE.

 

Default: does not initiate attack, but responds. Follows enemy. Avoids AoE attacks.

Aggessive: initiates attack. Follows enemy. Does not avoid AoE attacks.

Caution: Does not initiate attack, but responds. Does not follow enemy. Avoids AoE attacks.

Passive: Does not initiate attack, does not respond. Avoids AoE attacks.

Ranged: Initiates ranged attack. Runs from melee attack. Avoids (???Unsure) AoE attacks.

 

Unfortunately, this did not seem to work correctly in DA ][, for example in the High Dragon fight, or the Corypheus Fight (DLC Legacy), or the Sky Horror fight (DLC Mark of the Assassin) or the Wyvern fights (DLC MotA).

 

One problem seemed to be that your party was bungee-corded to the controlled character, and they would follow you, even through a wall of fire. Setting [Hold], running away, then removing it would cause them all to come charging towards you, even if there were enemies to fight.

 

As for the topic, I don't play warriors, but I would prefer that a dual-wielding rogue did not have any AoE melee attacks--not that the rogue was exempt from the AoE effect, but that there were no such abilities. Defeats the purpose of the attack style.

 

Also, if you make my warrior cause AoE damage, you'd darn well better give me the option to have my characters avoid it automatically. I don't want a twitch game.

 

 

Edit: And after watching part 1 of the E3 demo, I sure hope they aren't breaking the AoE behaviors again. A character with the default behavior should avoid AoE attacks.