DA:I does not have good action combat like Dark Souls or The Witcher. It does not have good tactical combat either - the stats and systems are too simplified and lacking. And the PC controls and tactical camera are simply horrible.
It's very disappointing since it seems otherwise the game is top notch - story, lore, characters, music are all great. But because of the bad gameplay the game is missing from the game and only after a few hours I find myself quitting DA:I.
It's baffling they are still trying to cater to both action players and RPG players in one title. And I like both genres but DA:I just fails badly at both.
Sad to see Bioware can't make good games anymore. Gameplay should always come first in a game and somehow they've lost sight of that.
The stats do not mean anything.
Dexterity does not determine whether you hit or not, neither does cunning. You don't need a certain amount of stats to wear armor, use weapons, or learn abilities.
That's why players have no visibility or control of stats, because they are meaningless.
There are no dice rolls to determine whether your character parries or dodges going on in the background. Thost attributes even being there is just a holdover from the time when Dragon Age was a stats based computer RPG.
IF you don't move out of AOE, you get hit. If you don't time your Evade, you get hit. If you the player don't time your parry or your shield wall...well...you get hit. You're not controlling a strategic team of characters with attributes that you grow and mold into a particular direction. You are basically in an Action RPG where your reflexes, timing, and aim matter more than anything you do on your character sheet.
The character sheet is redundant in DA:I, and that is why it does not even have numbers anymore. It's just coloured bars.
The combat and design of this game would work perfectly with just Health and Stamina/Mana as the two "attributes". All the rest can actually be simplified into the weapons and armor that the character is using. Oh, Critical Chance has a place in combat, but that can be tacked onto the weapons as well.
Health and Energy, that's what you need to track for a character.
With the style of combat we have, this would have worked for our characters.

And the important console gamer demographic would have felt right at home 
Here is someone else who defines and explains the problems from the perspective of the Rogue class in melee.
http://forum.bioware...2#entry17866982
Makes a lot of sense!
Modifié par Gel214th, 25 novembre 2014 - 03:32 .