The tactics can be deep if you want every single fight to last for 20 minutes as you literally micro manage every step ad every ability execution for all characters with tactics turned off, then you can dominate the game.
If they could somehow implement the tactics slots from DA2 or atleast the current ones into the Tactical cam as part of the menu that would fix something that wasn't broken until they broke it plus make it better. Instead of allowing for us to manipulate tedious but smart AI (or atleast useful) by going back and forth back and forth why not allow us to do what we where doing in the DA2 "Behaviors and tactics" slots but in real time. LIke in a battle if you are controlling your character you hit the tac cam, then pull up the tactics options right their in game while the action is stopped and you'd select a target or ally: then the conditions, situation, or rank of a target real quick. Then select what to do or what to do in case your first choice fails. Instead of having 8 slots in the menu, Id rather que up 4-5 commands for each character and then switch to my character and confidently fight on knowing that my companions are doing the things I told them to do or will do the things ive conditioned them to do if those conditiond are met, meanwhile doing whatever I have their default behavior set on (Target Defend or Follow and preferred or disabled or enabled skills aspect of the game.
Just picture using that tactic slots page fromt eh menu in DA2 while going in and out of a real time fight or moving it along at a pace you prefer.
I HAVE a question about tactics as well. I don't have friendly fire on simply because I don't think this game would be playable without it unless you don't mind inching away at a 60 hour story because evry fight takes 30 minutes and before you know it you've been playing for 4 hours and your eyes are bleeding. All you've done is two or three sidequests and crafted some armor because the combat tactics are their but missing that really helpful tool to make it not only deeper but less of a pain.BUT Am I wasting my time carin about wear I position my characters cuz I kinda like to have them in formation with rogues and mages in back, a charging berserker war cry warrior in front and another warrior defending the fist one. My rogue will follow my targets around while my mage will defend whoever is watching my back while I try to keep the enemies clustered so the mage can use immolation and other AOE attacks an the rogue can toss Antivans into the mix.
But most of all I want wariors back to back (wish that was a command you could perform although sometimes it works out that way unless my warrior backup decides to run after an archer a hundred yards away because it just did a critical hit on me so its perceived as te biggest threat (I try to remedy this by making sure the mage and rogue defend the warriors but also Ill go into ttac cam if their are to many ranged fighters so I can keep the warriors back to back or a warrior on one side of a group of enemies with me on the other while the mage and rogue in my group are also opposite each other with the enemies in the middle, even if we are outnumbered DOES THIS BOOST FLANKING DAMAGE. It seems Flanking is the best choice and surround the enemy seems like the smart thing to do but DOES THE GAME AGREE wth me
more rantsing...
Would be cool if the War Cry or Chalenge abilities made the character actually yell out witty one liners like "Lunch time mothe*****ers" BOOOOM antivan fire from all around.
(Another thing: Battle formatons would of been cool so that your party marches with you but in a specific fomattion that then reacts to the outbreak of battle ina certain way, each member taking on a role and position, organized instea of the clusterfuck where both my warriors and three enemies plus Solas are all clipping into each other attacking the same damn enemy while three other enemies get flanking bonuse by hiting them in th eback....pause.... hiting them again...pause...
I like to try and position my mage and rogues in certain spots before a fight with eemies spotted in the distance but companions wont hold positions for long enough and Varric always comes down from the hill or rock I placed him on and Solas never tries to get away from an enemy when at point blank range instead just slings his wizard Junk toe to toe with an armored melee enemy. (and what happened to the Melee attacks you could still do while weildig a ranged (my N button is broke on laptop sorry) weapon or as a mage when enemies came to close. Perhaps the blades I craft onto staves for Solas will come in use later on when he learns to defend himself up close (the skills they have you unlock in the begging are the powerfull ones but since you don't unlock fundamental skills like combat roll or parry and or block till shortly after and im assuming more in the specialist class trees like "You now have the common sense to fend of enemies that get to close by drawing your daggers or using the blade on your staff to doll out punishment toe to toe with the enemy.
Also I want to say that the animations for mighty blow, nerfing of Sythe (now charging bull) attack are lame. Also the abilities should have multiple animations just cuz that's better than the same anaimation, Obviusly animations don't matter much except for style and flare because the hit detection is so baffling (Should of went with Unreal Engine not FrostBite) So is the hold down one button to attack. No matter how many affects their are to make you feel like you're wielding a giant sword when you make contact, its not going to feel as good as when each individual hit or attack is done by pressing the button each time and perhaps in the right moments.
Also, the characters need smaller hit boxes. I shouldn't be getting damage while rolling away in the nick of times if the enemies weapon is clearly hitting nothing but air (projectiles are the worse, you will take damage from attacks based on something other than physics. Example, Ice projectiles doesn't go past me and I don't successfully dodge unless its way before the eemy strikes. Otherwise I take damage from a gargantuan hit box.
Tighten it up Bioware. Make an action game or a tactical/strategy game or an Action - Strategy - RPG and not a semi action based RPG with strategy elements.





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