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This Game is in a Weird Place


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#76
PsychoBlonde

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The most fundamental change in DA2 was adding the expectation that the player should have to manually dodge attacks.  I do get the impression that this is returning.

Really?  Because I almost never bothered with this.  At all.  Granted, my general strategy was to have something like 10 different stun/disorient/slow/knockdown/etc. options on various characters and keep the enemies stunlocked as much as possible until my walking bomb went off and blasted them into chum.



#77
PsychoBlonde

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While I found it annoying too, it's actually simpler for them because they don't have to worry about things like a party's likely health state when designing encounters in, say, a dungeon. Now they have to account for that.

Not really--all they have to do is never lock you in somewhere without the option to leave and restore your resources/switch out your abilities.

I've played PLENTY of games without regenerating health and I NEVER found that the devs made any substantial effort to gear encounters toward some "expected" amount of health.  They just threw stuff at you, and it was up to you to figure out a way to get past it with whatever amount of health you had.  If you played smart, it made the game easier.  If you just launched yourself kamikaze-style into everything, it could get REALLY hard before the next health potion or water fountain or whatever, but that was on YOU to worry about.  And it was awesome--my favorite games are all like this.  Nothing to drive you to figure out how to get through that trap PERFECTLY than seeing the water on the other side and having so little health you can't even see the color on your health bar.


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#78
PsychoBlonde

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The basic attack AoE thing was a documented feature. How could it not be true for enemies?

That just makes me angry.

IIRC there was no friendly fire for enemies in DA2, period.



#79
Lennard Testarossa

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IIRC there was no friendly fire for enemies in DA2, period.

 

Wouldn't be surprising. The game simply wasn't designed for ff. The different rule sets for your party and your enemies made the game largely unplayable with it.



#80
PsychoBlonde

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Wouldn't be surprising. The game simply wasn't designed for ff. The different rule sets for your party and your enemies made the game largely unplayable with it.

Yeah, I tried Nightmare in DA2 and promptly one-shot my entire party with a single spell.  What the heck they were thinking I will never know.



#81
Sylvius the Mad

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Player one handed warriors are AoE, enemies aren't.  Enemies in DA2 bear no resemblance to the party members.

 

edit:  They patched out Friendly Fire for basic attacks, IIRC.

They said they did, but I still had it in my game after the patch.  But I did have the game's mechanics fairly heavily modded at that point (I had FF enabled at lower difficulty levels), so that might have been why.



#82
Sylvius the Mad

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I meant that you can't use Intelligence on a Fighter in NwN as your primary combat stat--attack and damage are Strength unless you take Weapon Finesse, but melee damage is ALWAYS strength based.  In DDO there are specialized weapons and abilities that you can get on different classes and races that actually let you make Dex, Int, Wis, Con, or Cha your *primary* combat stat.  It makes for some REALLY fascinating trade-offs.  For instance, you can make a dwarven character who can use their Con for damage with either axes or hammers (even throwing axes/hammers IIRC), leading to the ability to stack your Con to the SKY and still do good damage, so a dwarf can have MONSTER HP that no other DPS character can touch without nerfing their damage.  It's REALLY cool.

That sounds like a terrible idea.  I need lore-based explanations for mechanics; they'd need a pretty big one to explain how Constitution influences my attack and damage modifiers.

 

Also, on NWN, yes, you couldn't have Intelligence affect your damage, but you could have it affect your effectiveness.  Not all fighters are built around doing damage, and nor should they be.

 

My primary objection to enforcing combat roles based on class is that it ends up making all Fighters the same, and a Fighter should really just be someone who'se primary vocation is fighting.  But there are lots of different ways to fight.



#83
Sylvius the Mad

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IIRC there was no friendly fire for enemies in DA2, period.

Yes there was.

 

But, because all FF melee hits were treated as misses (grazes), and on Nightmare grazes only did 10% damage, and add to that the asymmetrical HP and damage numbers, two NPCs could stand there and hit each other all day and neither would fall.

 

There really should never have been war in the Free Marches, because it was impossible for people to hurt each other.


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#84
Sylvius the Mad

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I meant they weren't likely to keep it in view of improving the combat because it was a "Fallout 3-only" feature to them.

That's cearly why they added it, but surely they could see how it was being used.  It was even modified (the wrong way) in NV in light of how people were using it.



#85
AveDominusNox

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Nice topic.

Good questions.

I guess it doesn't have to be very hardcore or press "x" to win game. I want to see it somewhere in the middle.  

Friendly fire should be "ON" though. Magic of mass detruction  like "Rain of Fire" should be a magic of mass destruction. 



#86
PsychoBlonde

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That sounds like a terrible idea.  I need lore-based explanations for mechanics; they'd need a pretty big one to explain how Constitution influences my attack and damage modifiers.

You've never had a really heavy thing land on your foot before?  (And it's not attack in this particular case, it's just damage.)

Attack, Damage, and Hit Points are broad abstractions with no particular real life parallels, anyway.  You can easily reclassify them in such a way that any stat makes sense as the primary influence factor for them.



#87
Guest_EntropicAngel_*

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All melee attacks in DA2 were AoE attacks.

 
Exactly. I think this was what allowed the ability to dodge in DA ][, not a fundamental addition of a dodge ability.

Edit: Hmm--not true? Well I wonder if the meless abilities were AoE.
 

Not really--all they have to do is never lock you in somewhere without the option to leave and restore your resources/switch out your abilities.

I've played PLENTY of games without regenerating health and I NEVER found that the devs made any substantial effort to gear encounters toward some "expected" amount of health.  They just threw stuff at you, and it was up to you to figure out a way to get past it with whatever amount of health you had.  If you played smart, it made the game easier.  If you just launched yourself kamikaze-style into everything, it could get REALLY hard before the next health potion or water fountain or whatever, but that was on YOU to worry about.  And it was awesome--my favorite games are all like this.  Nothing to drive you to figure out how to get through that trap PERFECTLY than seeing the water on the other side and having so little health you can't even see the color on your health bar.

 
Hmm. That's a meaningful distinction. I can see that working.

#88
Guest_EntropicAngel_*

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Rogues aren't.  I don't think the enemy melee attacks are either.
 
Anyway, basically every basic melee attack in the game is dodgable, I'm confident.  Just did a bit of testing to ensure.  Easiest place to see it is probably to run around act 2 hightown at night, since the Invisible Sisters don't have archers - and they do have dagger wielders, who are the type that wouldn't be dodgeable if anyone wasn't.  But any fight will do.
 
Though it seems the stealth attacks may not be dodgeable.  Or maybe they're simply quick enough that running around erratically doesn't simply confuse them as is the case with all the basic attacks - obviously there's not much of a tell since they're from stealth.


Oddly enough I've found during the last few days that I haven't been getting hit when an enemy rogue pops out of stealth. There may be other factors going into it, though; I don't know.

#89
Lunatic Pandora

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I like both deep/involved combat *and* I great story. Its kind of the reward for overcoming the challenge of a good combat system. I don't have a problem with action combat, as long as its not overly simple ala da2. But I also hate it when a game assumes challenging means making the game fight cheap, aka just give the enemies a 100% DMG/HP boost. That's not challenging, that's annoying. To give an example of what I mean look at the difference between fighting a revenant in da:o and da2. They were *tough* fights in da:o. In da2 I barely noticed the difference between them and a simple corpse.