What was missing that was present in Origins?
I see you are trying to build a straw man.
Why don't you start by creating a list of why combat in DA:O and DA2 had an equal amount of depth.
What was missing that was present in Origins?
I see you are trying to build a straw man.
Why don't you start by creating a list of why combat in DA:O and DA2 had an equal amount of depth.
Chokepoints being useful (in DA2 enemies just piped out of the ground behind you), being able to plan a battle (same reason), traps and other preparatory skills (such as sneaking in to see enemies then having the mage cast firestorm from just out of sight). The slower pace of DAO allowed players to actually utilize party tactics (tank getting aggro/threat and other party members hanging back or being inconspicuous).
I see you are trying to build a straw man.
Why don't you start by creating a list of why combat in DA:O and DA2 had an equal amount of depth.
Lolwhat?
You come here saying DA2 had less depth than DAO then expect -US- to prove that it didn't?
That's not how debating works, broski.
I preferred the combat in DA2, myself. Not the encounters ( which were terrible ) but the speed and animations were infinitely better.
In DAO playing a warrior/rogue was just cringeworthy without haste.
Especially a 2h warrior. You swung once every 3 seconds and then... you miss.
DA2 also allows you to dodge attacks my moving away from the attacker before he finishes his animation. In DAO you could teleport half the zone away and you still took damage.
I see you are trying to build a straw man.
Why don't you start by creating a list of why combat in DA:O and DA2 had an equal amount of depth.
Right but this is all encounter design. I'm limiting myself to the combat mechanics themselves. For example, what moves are available, what do they do, how do classes play with one another, how are classes balanced, etc.
Fiar enough, but nothing is independent, the encounter design influences which abilities are actually useful. Nothing is in a vacuum, so to my mind it's all just one big connected map. In terms of actual abilities the only real difference is cast times disappeared in DA2 (In DAO it took a bit for the Firestorm to go off), and that's all I can think of. But at the same time the limited space available in every combat (they were almost all in tiny spaces) meant that AOE positioning wasn't critical, added on to the lack of FF made it much easier to just blast things.
I see you are trying to build a straw man.
Why don't you start by creating a list of why combat in DA:O and DA2 had an equal amount of depth.
Cross Class Combing to push DPS numbers up in Dragon Age 2 and to synergize your team, which compensated for the lack of tactical terrain usage in Origins that really didn't need a balanced team to take down anything but big bosses.
An example, a Mage in Origins can basically solo a massive mob by funneling them into a smaller space. I did it all the time and it made the game very rote and boring. A Mage in 2 could rarely do that, so instead had to rely on staggers from a teamate, or your own brittle attacks to help in damage output against bigger mobs. The same problem occurred though in 2 because it also became mechanical when the best combinations and teammates were figured out. Both have strengths and weaknesses.
I would also argue that equipment in 2 is much more important than it was in Origins, but thats a long discussion. Still, it's part of the depth.
Looking good, I'm actually glad to see the mage auto-attack return to the staff attacks rather than the hand-blasts, I mean what's the point of the staff if its not what you're using to attack with? Now I'm just really hoping to see one of these gameplay videos showcase the Knight Enchanter spec in practice.
-none or very little (elemental) resistances
?! Managing your equipment, runes and defensive skills in such a way, as to have necessary elemental resistances is absolutely CRUCIAL to surviving. On Nightmare, a party without aproppriate resistances can be killed by an enemy Mage in two seconds. I'm not even exaggerating.
-lackluster crowd control
What do you mean by that? Mages and warriors have a ton of crowd control abilities.
I meant the elemental resistances/invulnerability of enemies.?! Managing your equipment, runes and defensive skills in such a way, as to have necessary elemental resistances is absolutely CRUCIAL to surviving. On Nightmare, a party without aproppriate resistances can be killed by an enemy Mage in two seconds. I'm not even exaggerating.
Not really, CC was much better in DA:O.What do you mean by that? Mages and warriors have a ton of crowd control abilities.
Guest_E-Ro_*
I definitely disagree that dragon age 2 was a "bad game." I enjoyed origins way more, and put more time into it, but I still enjoyed Da2 a ton. Just because origins was better doesn't mean da2 sucked. Anyway, whether you think a game was good or bad is really your personal preference, its opinion. We seem to have some hard thugs in this thread that think their opinion is fact.
If you think dragon age 2 was really that bad, and so far inquisition looks to be more of the same then this might not be the game for you. Maybe wait for some reviews? It seems pretty obvious, but that's my(unsolicited) advice.
It's been a while since I've played both games, but if you guys really want to go so off-topic and turn this into a DA:O vs. DA2 thread with the attempt to try and save the honor of a bad game, fine by me. I hate wasting my time to write down what is well known, but oh well.
DA2's combat has less depth because:
-substantially less party/character postive status effects (i.e. buffing), either through items or spells.
-negative aspect of status ailments lower, I believe there were also less status ailments in DA2
-none or very little (elemental) resistances/invulnerabilities of enemies
-lackluster crowd control
-etc.
These only affect the combat system indirectly:
-Item and level scaling
-extreme simplification of equipment system
Uh, that's not a very compelling argument. The Warrior has entire tree dedicated to buffing (two if you count Vanguard) and mages have some good stuff too, like the juicy Haste. Resistance was absolutely required in Nightmare DAII if you didn't want to be smoked instantly by magic using opponents. The game also had lots of crowd control, hell rogues had an entire tree dedicated to it when they just had Dirty Fighting in Origins.
Exactly how was the equipment in Origins deep, anyway? It was also scaled, from tiers 1 to 7 in the game. Apart from select unique pieces, the bonuses were nothing special either, just like in DA2.
I mean, I don't think DAII is a very good game, but your arguments are either very debatable or quite simply false. While DAII's encounter design was horrendous, the combat mechanisms were better and deeper than Origin's to me. I never had to number crunch in Origins Nightmare, but I sure as hell had to in DAII Nightmare.
I didn't write that it was non-existant, I wrote that there was substantially less resp. lackluster CC and buffing in DA2.Uh, that's not a very compelling argument. The Warrior has entire tree dedicated to buffing (two if you count Vanguard) and mages have some good stuff too, like the juicy Haste. Resistance was absolutely required in Nightmare DAII if you didn't want to be smoked instantly by magic using opponents. The game also had lots of crowd control, hell rogues had an entire tree dedicated to it when they just had Dirty Fighting in Origins.
... Every RPG has different item tiers. You obviously don't seem to know what item scaling is.Exactly how was the equipment in Origins deep, anyway? It was also scaled, from tiers 1 to 7 in the game. Apart from select unique pieces, the bonuses were nothing special either, just like in DA2.
Nope. DA2 is a hack & slash fest.I mean, I don't think DAII is a very good game, but your arguments are either very debatable or quite simply false. While DAII's encounter design was horrendous, the combat mechanisms were better and deeper than Origin's to me. I never had to number crunch in Origins Nightmare, but I sure as hell had to in DAII Nightmare.
Nope. DA2 is a hack & slash fest.
How is DA2 any more hack and slash than origins?
I'm going to guess someone played the game on normal where you could just ignore large chunks of the combat mechanics and spam your PC's abilities. Elemental resistances, crowd control, and buffing/debuffing were all there. They were also spread around the classes, which was nice.
I don't enjoy fiddling with my companions' gear all the time but I agree that DA II offered far less customization than DA:O when it came to power or equipment builds.
Always these assumptions from people who love combat with a low amount of depth, and also don't understand the difference between less/lackluster and non-existant.
How is DA2 any more hack and slash than origins?
Read and understand my post.
There is nothing to read or understand more than we did. You're throwing around buzzwords then falling back into insulting people's reading comprehension when proven wrong.
Uh, that's not a very compelling argument. The Warrior has entire tree dedicated to buffing (two if you count Vanguard) and mages have some good stuff too, like the juicy Haste. Resistance was absolutely required in Nightmare DAII if you didn't want to be smoked instantly by magic using opponents. The game also had lots of crowd control, hell rogues had an entire tree dedicated to it when they just had Dirty Fighting in Origins.
-substantially less party/character postive status effects (i.e. buffing), either through items or spells.
-negative aspect of status ailments lower, I believe there were also less status ailments in DA2
-none or very little (elemental) resistances/invulnerabilities of enemies
-lackluster crowd control
Always these assumptions from people who love combat with a low amount of depth, and also don't understand the difference between less/lackluster and non-existant.
Read and understand my post.
That's sarcasm, mate.
Both are hack and slash, because hack and slash is a very vague term that can mean a hundred things.
DA2 only had faster swings and I liked it. DAO was cringeworthy slow.
It's been a while since I've played both games, but if you guys really want to go so off-topic and turn this into a DA:O vs. DA2 thread with the attempt to try and save the honor of a bad game, fine by me. I hate wasting my time to write down what is well known, but oh well.
DA2's combat has less depth because:
-substantially less party/character postive status effects (i.e. buffing), either through items or spells.
-negative aspect of status ailments lower, I believe there were also less status ailments in DA2
-none or very little (elemental) resistances/invulnerabilities of enemies
-lackluster crowd control
-etc.
These only affect the combat system indirectly:
-Item and level scaling
-extreme simplification of equipment system
crowd control is an aspect of the mechanics, not inherent in complexity of design. Same with status ailments and buffs. Those do not make something more in-depth, it just makes it more complex for complexity sake as to how you approach combat. The loss or gain of ailments, buffs and the like has no deterrence on the combat itself. If that is the case, than the Final Fantasy games are the most in-depth RPG's ever created for having often 20 or so status ailments and buffing moves.
That also being said, crowd control was still in Dragon Age II, and was fairly effective and pursued from numerous angles, especially rogues who excelled at it the best outside of the Force Mage specialization. Id argue its a wash between both games.
I also wouldn't bring up item and level scaling, since Origins did it too with weapons and armor. You always had to trade out with the weapon that gave you plus X to this attribute to hit that DPS sweet spot. Dragon Age II did it as well, but the scaling allowed for the numbers to be tweaked, even though there was more of them which I personally hate.
Id try again. Or quit you're trolling. Either way it doesn't change the fact that you are wrong in those assertions and didn't really explain how they give depth, just assumed they do.
Options.What was missing that was present in Origins?
crowd control is an aspect of the mechanics, not inherent in complexity of design. Same with status ailments and buffs. Those do not make something more in-depth, it just makes it more complex for complexity sake as to how you approach combat. The loss or gain of ailments, buffs and the like has no deterrence on the combat itself. If that is the case, than the Final Fantasy games are the most in-depth RPG's ever created for having often 20 or so status ailments and buffing moves.
Lets have only one spell and only one attack and bind both to the A button so we can spam it, because complexity has nothing to do with depth. Absolutely nothing. lol ![]()
Anyway, stop putting words in my mouth, I never wrote that depth only has to do status ailments/buffs. My list is also far from complete.
Lets have only one spell and only one attack and bind both to the A button so we can spam it, because complexity has nothing to do with depth. Absolutely nothing. lol
Anyway, stop putting words in my mouth, I never wrote that depth only has to do status ailments/buffs. My list is also far from complete.
I can't help that really. You basically said nothing in your bullet point list because you explained nothing of substance, just some vague points masked as a fact. Prove me wrong then.
Such as what are the one spells you are referring to, versus the multitude of spells available in Origins? Also, is this restricted towards mages only, don't the rogue and warrior abilities do the same crowd control in Dragon Age 2 anyway?
Of course if you can't answer, then you're really a waste of time to talk to on here and should promptly take a hike.
I can't help that really. You basically said nothing in your bullet point list because you explained nothing of substance, just some vague points masked as a fact. Prove me wrong then.
Such as what are the one spells you are referring to, versus the multitude of spells available in Origins? Also, is this restricted towards mages only, don't the rogue and warrior abilities do the same crowd control in Dragon Age 2 anyway?
Of course if you can't answer, then you're really a waste of time to talk to on here and should promptly take a hike.
Maybe you should actually try to prove me wrong and stop pointing fingers at me, just because you're a butthurt DA2 fan. My list isn't complete, but I could write a thesis about this and you would still say i'm wrong and claim that DA2 had "teh bestest combats eva".
DA:O had much more depth; the combat was also way better. This is also the general consensus. Just read the reviews about DA2 and feel enlightened (which you won't).