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Tactical part of the game.


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#1
Danoniero

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Minutes ago I was watching gameplay from E3 and I saw lets call It "tactical mode" during fight. I just do not saw any tactic there.

Do we will have any skills that make enemies sleep, knock back etc like in most older an few modern RPGs? Or maybe our characters will have like 5-6 skills that do just pure damage and nothing else.



#2
Zatche

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From the demo, you can see that we at least still have the ability to freeze or chill enemies, then shatter them. I think they just didn't use any of the entropy tree, because it doesn't have the e3 excitement effect. For now, I would assume it's still there. Apparently, there are over 200 skills/abilities.

#3
In Exile

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Minutes ago I was watching gameplay from E3 and I saw lets call It "tactical mode" during fight. I just do not saw any tactic there.

Do we will have any skills that make enemies sleep, knock back etc like in most older an few modern RPGs? Or maybe our characters will have like 5-6 skills that do just pure damage and nothing else.

 

I'm sure there will be some skills to paralyze, but basically every RPG just turns into "unleash the most damage on mobs as fast as possible", with the slight exception of D&D if you're not going to abuse rest mechanics. 



#4
Sylvius the Mad

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Maximum damage output isn't my favourite way to play, so I'll be trying different things. But I'm not confident we're going to get a lot of combat abilities that can be used creatively.

I'm also disappointed that the Shatter appears not to be an instant kill.
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#5
Jawzzus

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Did you watch the second video where they used tactic camera to block a certain part of the map with IB while ranged attacked from above?  I'd say that's pretty tactical, and way more then we got before



#6
Elhanan

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I enjoyed the bridge destruction seen in an earlier vid that indicated taking out some archers quickly. Also indicated the fall damage was included, I believe.

#7
Gtdef

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Did you watch the second video where they used tactic camera to block a certain part of the map with IB while ranged attacked from above?  I'd say that's pretty tactical, and way more then we got before

 

This was actually blown out of proportion. You can do this in other DA games as well, it's just not polished. You can keep your meatshield in a choke point, like a door, and the enemies will never get past.

 

The fire wall was a better example, which the commentator didn't even touch upon, he just did it. If we didn't know it from the old demo I don't think I would be able to notice.

 

DAI seems to have polished a lot of things that already existed in the game. For example sidestepping. You can dodge any big monster attack by just moving to his side. DAI added a roll. It makes it easier for the more casual minded players to use the mechanics but in the end it's the same old.



#8
Sylvius the Mad

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Did you watch the second video where they used tactic camera to block a certain part of the map with IB while ranged attacked from above? I'd say that's pretty tactical, and way more then we got before

Blocking choke points could be done easily in DAO. Drop a Glyph of Repulsion on the door and then lob damage into the room.

Since my ideal party was 3 mages and an archer, I did this a lot.

#9
In Exile

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So long as there is a "hold party" button that prevents random movement and there are preset "heal at x% of HP", DA:I will offer me all of the preset tactics I could ever desire. 

 

Blocking choke points could be done easily in DAO. Drop a Glyph of Repulsion on the door and then lob damage into the room.

Since my ideal party was 3 mages and an archer, I did this a lot.

 

I prefer glyph of paralysis, which traps enemies in place by preventing them from going through the door. 



#10
Sylvius the Mad

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I prefer glyph of paralysis, which traps enemies in place by preventing them from going through the door.

The paralysis glyph gets spent, though, when it traps someone, which might still let others past.

You could always just use both and trigger a Paralysis Explosion spell combo. That's often an "I win" button.

#11
Guest_Puddi III_*

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The paralysis glyph gets spent, though, when it traps someone, which might still let others past.

You could always just use both and trigger a Paralysis Explosion spell combo. That's often an "I win" button.

 

And a "crash my game" button



#12
Sylvius the Mad

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And a "crash my game" button

Really? I never had that happen.

Paralysis Explosion used the same visual effect as Mana Clash. Did that crash your game, too?

#13
In Exile

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The paralysis glyph gets spent, though, when it traps someone, which might still let others past.

You could always just use both and trigger a Paralysis Explosion spell combo. That's often an "I win" button.

 

True, on both counts. With paralysis glypths, it's important to get the timing right. I prefer paralysis, though, because it can cluster enemies, making AOEs like Fireball more effective. 



#14
Guest_Puddi III_*

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Really? I never had that happen.

Paralysis Explosion used the same visual effect as Mana Clash. Did that crash your game, too?

 

Yes, same with Holy Smite.



#15
Zatche

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The paralysis glyph gets spent, though, when it traps someone, which might still let others past.

You could always just use both and trigger a Paralysis Explosion spell combo. That's often an "I win" button.


I did the Brecillian forest too early one play through and wanted to roleplay the not letting the werewolves explain option. That spell combo was the only reason I made it through.

#16
Sylvius the Mad

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I did the Brecillian forest too early one play through and wanted to roleplay the not letting the werewolves explain option. That spell combo was the only reason I made it through.

If you get it early in the game, it can render some major fights trivial.

Like the Ogre in the Tower of Ishal.
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#17
In Exile

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I did the Brecillian forest too early one play through and wanted to roleplay the not letting the werewolves explain option. That spell combo was the only reason I made it through.

 

I powered through the Deep Roads as my second quest spot after the Tower and Redcliffe because it didn't occur to me that was supposed to be endgame content. Then the Brecillian, and finally Sacred Ashes. 



#18
Sylvius the Mad

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I powered through the Deep Roads as my second quest spot after the Tower and Redcliffe because it didn't occur to me that was supposed to be endgame content. Then the Brecillian, and finally Sacred Ashes.

In what way is the Deep Roads supposed to be endgame content?

#19
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In what way is the Deep Roads supposed to be endgame content?

 

I'd imagine because the "dungeon" is a lot longer than any other, and has the greatest number of bosses.



#20
Fast Jimmy

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I'd imagine because the "dungeon" is a lot longer than any other, and has the greatest number of bosses.

 

I'd argue the Circle Tower is just as long, if not possibly longer, than the Deep Roads and contains two Big Bosses, numerous mini bosses and a high volume of combat. Yet it is the most often suggested area to visit first.

 

The Brecilian Forest contains over six maps, the same amount as The Deep Roads. And has numerous encounters, including a fight with a dragon (the only non-High dragon fight you can encounter, when the game only lets you fight a High Dragon in Haven or confronting Flemeth, both opportunities that are follow ups visitng one of the Primary Quest hubs, all but guaranteeing you are at least at mid-game) as well as a stiff end-game fight with either The Lady of the Forest or Zathrian.

 

And Redcliffe is often criticized because of its high skill checks and difficult combat as being a terrible place for a character like Alistair to suggest the player visit first, since it is often a challenge they are not able to address with a high rate of success.

 

 

 

And that's one thing that I like about DA:O - sufficient challenge at every step of the way. I'd like it even more if the entire game was given the Redcliffe treatment, when the player encountered many things in every instance they might not be strong or skilled enough to overcome. Which it seems DA:I is doing, so that's very cool.


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#21
Allan Schumacher

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I'd imagine because the "dungeon" is a lot longer than any other, and has the greatest number of bosses.

 

The level range for Deep Roads starts at a higher level.  A gating encounter was put right at the beginning of the Orzammar quest because death rates were quite higher during that plot than elsewhere, and the gating encounter served one of two purposes:

 

People would get frustrated early and turn around, coming back later.

People would be able to manage the first combat, and as such likely be able to manage the rest of the content (whether because they are patient with save loads, or just particularly strong players).

 

Easier to do this than to do another full balancing pass over such a large area.


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#22
Fast Jimmy

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The level range for Deep Roads starts at a higher level.  A gating encounter was put right at the beginning of the Orzammar quest because death rates were quite higher during that plot than elsewhere, and the gating encounter served one of two purposes:

 

People would get frustrated early and turn around, coming back later.

People would be able to manage the first combat, and as such likely be able to manage the rest of the content (whether because they are patient with save loads, or just particularly strong players).

 

Easier to do this than to do another full balancing pass over such a large area.

 

What encounter was this, if you don't mind me asking? Was it the fight in the middle of  Ortan Thaig where there was a Darkspawn battle royale with traps, balistas and enemies coming in from all directions? That's one of the first places in the game I saw from a little way's back and said "wow - that looks like a death trap if I just walk right up there."



#23
In Exile

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In what way is the Deep Roads supposed to be endgame content?

 

The level range is the highest for the Deep Roads, compared to other content. That doesn't mean you can't do it earlier, just that to the extent Bioware thought to gate it at all, they did it in such a way as to make it harder to do earlier. 



#24
In Exile

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What encounter was this, if you don't mind me asking? Was it the fight in the middle of  Ortan Thaig where there was a Darkspawn battle royale with traps, balistas and enemies coming in from all directions? That's one of the first places in the game I saw from a little way's back and said "wow - that looks like a death trap if I just walk right up there."

 

No. It was the mercenary party before you get to the plaza outside the gates to Orzammar. 



#25
Fast Jimmy

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No. It was the mercenary party before you get to the plaza outside the gates to Orzammar. 

 

AH. The guys at the VERY beginning of the Orzammar map, not the Deep Roads. Understood. 

 

Although I don't remember having any particular difficulty with them. Then again, I'm not sure I ever went to Orzammar first.