No nealing, tactics and stat distribution
#1
Posté 08 décembre 2014 - 09:14
During the development of DA:I, many details were revealed to us ahead of time. Some of them were rather controversial, such as the ones above.
Lets discuss how these panned out in the actual game, and if the controvercy actually has merit, now that the games has been out for 3 weeks.
Heres my opinion:
No healing
I don´t mind this at all. My biggest question is, however, did it really change anything? Instead of having the usual mandatory healer, you now need someone with barrier instead (at least for nightmare). I applaud BW for trying something new, but at the end of the day, I don´t feel like it changed much.
I guess the biggest change in this system is not IN combat, but rather outside combat. Now that autoheal is gone, you have to make a concious desition on whether your companion at 75% health should chuck a potion for the incoming fight.
No attribute allocation
I really miss it. Leveling up in DA:I takes longer than the previous games, and there is less to do once you get it. The current system isn´t broken by any means, and I still enjoy leveling up, just not as much as in the previous games. I would like to see it reverted, so that more choice is put into the hands of the player. The passives feel like a poor alternative.
Tactics
Definitely a downgrade. I really miss having the option of meticulously planning out a combat plan ahead of time. I´m not sure why it was scrapped. Obviusly the system is functional and working in the background (otherwise, how would the AI know what to do?), but the fact that we have so little influence on it irritates me to no end. I get that not everyone wants to bother with this, but for the players who prefer to play on hard and nightmare, this system would really alleviate some of the frustrations that I am currently having with combat.
As usual BW, trivialization is usually met with confusion and disappointment, especially if a superior alternative was previously present.
Still, a great and enjoyable game. Could be more enjoyable though.
- cindercatz aime ceci
#2
Posté 09 décembre 2014 - 08:08
No healing
I don´t mind this at all. My biggest question is, however, did it really change anything? Instead of having the usual mandatory healer, you now need someone with barrier instead (at least for nightmare). I applaud BW for trying something new, but at the end of the day, I don´t feel like it changed much.
This wasn't new. Games have been doing the no healing thing since forever. Healing is actually a recent invention created because the no healing thing just wasn't very fun.
#3
Posté 09 décembre 2014 - 08:15
As for tactics, meh, its been a mixed bag. Preferred settings don't readily appear to be heeded and ranged characters still don't understand the concept of staying at range. It's maddening watching Sera or Sola's duck into the scrum too often. I shouldn't need to micro manage their distance.
Still, the AI has been improved enough that I don't miss the yawn inducing tactics screens of the first two games. But that's just my take, of course. YMMV.
And personally, I LOVE the new attributes system. Makes crafting way more engaging and meaningful. Integrated perfectly with passives, IMO. With the right combos u can build some serious early game specialist, ala my pre level 10 Cass with a constitution of 40. Invincible she was.
#4
Posté 09 décembre 2014 - 08:24
I don't miss healing. Barrier and guard work fine.
Stat distribution should be scrapped altogether. The focus should be on giving more varied skills within each class to promote build diversity. Item stats should be more focused on enhancing those individual skills rather then inflating a primary/secondary stat.
#5
Posté 09 décembre 2014 - 09:23
I miss healing, stat-distribution, and comprehensive tactics.
Inquisition is a great game, but it could have been great without any controversy (or alienated fans) had they kept those three hallmarks of the series while adding everything else that makes Inquisition special.
I'm 113hrs-deep into Inquisition...yet I still have a craving to play Origins -- I shouldn't be looking forward to an 8th playthrough of a game that came out five years ago...and had Bioware given Inquisition everything that Origins had, I wouldn't need to.
#6
Posté 09 décembre 2014 - 09:26
Well, all those are intrinsiic parts of RPGs, as are non combat talents... then again, DAI is not a real RPG. Playing DAO again over the last couple of days (still in the middle of it, actually), made that pretty clear to me.
- Rawgrim aime ceci





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