Like bow and daggers. I haven't figured it out if there is.
Is there a way to alternate between 2 weapon types?
#1
Posté 18 novembre 2014 - 08:26
#2
Posté 19 novembre 2014 - 12:14
#3
Posté 19 novembre 2014 - 12:52
Damn that sucks
#4
Posté 19 novembre 2014 - 01:56
What is the point of adding the ability to choose from multiple weapon trees if you are going to be forced down one anyway because there is no way to swap weapons? This seems too lazy or clueless to be true.
- Lilacs et Hellsing aiment ceci
#5
Posté 19 novembre 2014 - 04:42
You can switch, when you're not in combat, in the inventory screen. Once combat begins you're stuck with what you have currently equipped.
#6
Posté 19 novembre 2014 - 04:15
So you can't use a bow to attack at range and then switch to daggers when the enemies close.You can switch, when you're not in combat, in the inventory screen. Once combat begins you're stuck with what you have currently equipped.
So learning bith types of abilities doesn't offer versatility - it just gimps you.
#7
Posté 19 novembre 2014 - 04:18
So you can't use a bow to attack at range and then switch to daggers when the enemies close.
So learning bith types of abilities doesn't offer versatility - it just gimps you.
This does seem like a rather large oversight... The tactic of long range attacks then switching to close ranged attacks, and the appropriate weapons, does seem like it'd be a viable approach. I wonder why nobody at BioWare thought so...
#8
Posté 19 novembre 2014 - 04:22
So you can't use a bow to attack at range and then switch to daggers when the enemies close.
So learning bith types of abilities doesn't offer versatility - it just gimps you.
Do the passives still function when using the wrong type of weapon? That could give some utility in going down multiple trees. I could see a 2H warrior taking a small investment in S&S for boss fights/single target encounters, or a dw rogue putting a point or two in bows specifically for hunting.
That's going to require some pretty forward thinking though. In general, yes, investing in both weapon trees would be counter intuitive.
#9
Posté 19 novembre 2014 - 04:41
Yes.Do the passives still function when using the wrong type of weapon?
#10
Posté 19 novembre 2014 - 07:24
This was a horrible decision by the devs
#11
Posté 19 novembre 2014 - 07:32
Yeah it's kind of dumb who I can't switch staff types if I'm fighting an enemy strong against the type I'm using.
Whoever came up with that idea bah. That's not tactical it's tedious.
#12
Posté 19 novembre 2014 - 08:32
It is a dumb decision like many others. It simplifies the game. Simplification is also very helpful for the devs to micromanage encounters, with less effort / costs.
I usually play with 3 range fighters and 1 tank. With friendly fire of course. So one range fighter casts an AoE CC, then all 3 start stacking AoE DPS. Meanwhile the tank, as it is today, can just stay and watch, if one breaks out of the inferno. Because if the tank attacks, he runs into heavy friendly fire. Ideally the fight is over, without the tank even engaged. In DA2 I gave my tank grenades, in order to let him participate in such situations at all. In DAO, he simply used his crossbows, until his services were needed.
Same with rogues. You are aggo about my heavy bow fire? Come closer, here are my 2 daggers! Nowadays, a versatile skilling is not just senseless, it is plain impossible.
Well, this game is a mainstream game. And it has other sthrengths, no doubt. But was it worth the price devs?
#13
Guest_Raga_*
Posté 19 novembre 2014 - 08:37
Guest_Raga_*
Even if they are trying to simplify the radial menu, they should have at least left alone my ability to manually switch weapons in the inventory screen. Even old school RPGs like BG2 had that.
#14
Posté 19 novembre 2014 - 08:47
Even if they are trying to simplify the radial menu, they should have at least left alone my ability to manually switch weapons in the inventory screen. Even old school RPGs like BG2 had that.
I am convinced, the problem was not to implement a switch weapon function in the UI. That is easy and rather inexpensive. The goal was to better micromanage and balance encounters. And therefore they canceled weapon switch in order to reduce complexity and development costs.
I do not believe, that experienced programmers just forget a function. Thery are not plain dumb!
#15
Guest_Raga_*
Posté 19 novembre 2014 - 09:02
Guest_Raga_*
I guess I just don't understand combat design then. To me the inclusion of a tactical camera and support for easier command of companions seems to imply they are trying to make combat in this game potentially more complex than it was by giving players more options on how to handle any given encounter. I'd argue that DA2 had much simpler encounters (just spawning mobs over and over) and you could switch weapons in that one.
I actually think this is another case of assuming "oh players don't use that/want it so we should just get rid of it." If it's an underused feature, I can actually see getting it off the radial menu to clear up space for something more people will use. But getting rid of manual switch seems silly, especially considering I can still put points into two different weapon types. And that's not even getting into the fact that it's pretty standard procedure to switch from Ye Olde Vorpal blade to IcingDeath or whatever when a player encounters rage demons or a dragon.
#16
Posté 19 novembre 2014 - 09:13
To me the inclusion of a tactical camera and support for easier command of companions seems to imply they are trying to make combat in this game potentially more complex than it was by giving players more options on how to handle any given encounter.
No they implemented the tactical mode, in order to avoid the heavy critics they got with DA2. The fact, that they implemented the tactical camera that lousy, proofs, that this was not a main feature for them, but just a must have.
It was not implemented with much blood, sweat an tears. It was implemented, because it had to be in by marketing reasons. No matter how.
PS: BTW, playing tactical was not that difficult in DA2. I just played DAO and DA2 again last month, in order to warm up a bit for DAI. In DA2 you had the pause-button and then you could give every character orders, who to attack and with what or were to go just by cliccking on the ground. I do not see the big benefit with this new tactical mode, but showing the mobs resists in detail.
The problem with DA2 was more the design of encounters themselves, not the combat system. Always 2 waves of mobs (spawning out of nowhere) behaving exactly like the last 200 waves in the 100 encounters before. Honestly, that was too much hack & slay (lousily implemented) for me.
#17
Guest_Raga_*
Posté 19 novembre 2014 - 09:23
Guest_Raga_*
I've heard nightmare stories about the PC version. I'm playing on the PS4. For the PS4 at least, there was a decided step up in capacity to play tactically over DA2. On the consoles, there was no ability at all to tell a character "go here" by clicking on an area. I either had to manually move everybody one by one (and the game unpaused whenever I moved) or else I could only get them to move on their own by actually attacking somebody. You also had to hold down a trigger button to keep the radial menu up. (I can't remember if there was a toggle for it, but it certainly wasn't the default if there was). And even with all that the lack of a tactical camera would have made issuing commands next to impossible anyway. Certainly, the featureless HUD and inability to queue commands still severely limits the ability for true tactics, but before this, pause and play of any kind was pretty much impossible on a console.
I think if anything, the whole PC version of the game was likely an afterthought. It seems like they were trying to figure out how to make tactical work on consoles without having to build a whole new elaborate special interface for PCs.
#18
Posté 19 novembre 2014 - 09:26
I think if anything, the whole PC version of the game was likely an afterthought. It seems like they were trying to figure out how to make tactical work on consoles without having to build a whole new elaborate special interface for PCs.
Thanks for this info. Now I understand the sheepstorm about the DA2 combat system. It came from you consoleros. On PC it wasn't that much different to DAO. Just the encounters were awfully unimaginative.
Actually, there is no PC-Interface in DAI. They just migrated the console interface to Windows 8, and added some minor adjustments. Thats all.
Even if very 1000$ middleware offers you better solutions. The PC-Interface is definately no independent UI layer, build up from scratch, accessing common APIs with fully different code and design, which would have been possible with 700 guys working on this product. Again, coming back to the this thread: this was a well thought management decision based on very good reasons (mainly costs). Like weapon switch.
But I am afraid, we are going off topic here.





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