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The combat tactic of running away


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#1
SofaJockey

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With larger areas available as a field of battle and unscaled enemies, the prospect of running away has been confirmed in gameplay discussion.

(Not like the magical forcefields and magic locking doors in DA2 that prevent your party running away)

And the prospect of running away complements limited healing ability, so that such a tactic does not become a miracle cure mechanic.

 

But I'd like to discuss running away and wide party distribution as a combat tactic, not just an escape.

 

Back in the days of Baldur's Gate I could position my party a good distance away and send one party member to bravely kite the enemies into my waiting trap. 

 

I hope this option will be possible in DAI.

 

There may be a restriction on how far away the party holds position before it comes trotting after you

(this was far too short a distance in DA2)

 

But if the hold control is generous then can you see controlled advance and retreat tactics as viable?


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#2
Swaggerjking

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I never thought of running of away but yeah it might depend on what your playing on or maybe it will depend on the enemy on who far before it might give up
I hope we could just have our allies stay back and we send so to bring them back to ambush

#3
cjones91

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Running away is cowardly,real players face that overleveled enemy head on and either win or die over 20 times until that enemy is dead.

 

Just kidding,I'm glad I don't have to worry about being trapped with a overpowered enemy that my party isn't equipped to deal with.



#4
Sir DeLoria

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Interesting idea. Running away hasn't really been an issue in DA games I guess, because the mobs weren't particularly hard and there was a difficulty slider.

But if DA:I becomes harder and mobs in certain areas are automatically very high leveled, it would make sense.

#5
LOLandStuff

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Running away is good especially when you have some douche pouncing from every bush you come across to mug you. It's just so tedious. 



#6
SofaJockey

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I don't particularly like the 'Dark Souls' model of repeatedly dying.

So I would like to play on hard, but would like to use tactical retreat if I get into trouble, or fall back to traps.



#7
Fidite Nemini

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I hope luring (which is not kiting by the way) is an integrated feature in DAI. Given how the Artificier is presented, that would be the preferred palystyle for this class. Reconnoiter, prepare, lure them in and then gigglesquee at their dying curses.

 

 

I also hope that tactical retreats is an option without the enemy relentlessly chasing you across the whole world. Sometimes the clues a game is throwing your way that you may not be ready for the coming up enemies is easy to miss and I'd rather prefer to be able to throw the towel and retreat, than to get killed and having to start over from my last save.



#8
SofaJockey

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In the days of smaller game spaces, retreating could be as simple as going through a loading screen or standing the other side of a door  :D

The biggest past issue for 'luring' was the inability for the party (very annoying in DA2) to stay put where you told them to stay put.

 

Though I expect there would be some limit else you could hold your party in Redcliffe and trot down to Lady Shayna's Valley to lure a Dragon, perhaps?...



#9
CapivaRasgor

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Now that the game will work with open spaces instead of closed instances I think It's valid to assume that there will be a way to escape from a fight, with aggro radius and all that jazz. Though it would be fun if some enemies glitched and followed you to the city only to die at the hands of the overpowered City Guard... and people thought suicide by cop was a recent thing.