Aller au contenu

Photo

Ai Behaviors Update


  • Veuillez vous connecter pour répondre
Aucune réponse à ce sujet

#1
x13cody13x

x13cody13x
  • Members
  • 5 messages

If this should be anywhere else please let me know, but I felt like this needed it's own thread.

 

I'm surprised that after months of dragon age we aren't talking about this the most.

Out of everything good and bad in dragon age inquisition, what has been absolutely game breaking for me is the behavioral system.

I can no longer have my tank taunt whenever there are 2 or more enemies attacking my rogue, and I can no longer tell my mage to aoe a group of 3 or more without micromanaging and doing it myself.

 

If anyone thinks this is how it is supposed to be, and it is meant to be micromanaged for those who wish to micromanage it. Let me explain why more in-depth behavioral scripts are needed out a scenario I had

 

 

My rouge

Longshot 

Full draw

Stealth

Poison Weapons

 

Tank

Charging bull

Shield Wall

aoe taunt

single target taunt

 

Rogue dual wielder

Twin Fangs

Flank Strike

Mark of death

 

Mage

Immolate

Barrier

Wall of Fire

Winters Grasp

 

 

 

So each of them with these four abilities in a fight (this is fairly early on in the game)

My rogue archer will use longshot at whatever range he pleases, even tho it only does significant damage from afar

Full draw does twice the damage on full health targets, he will full draw enemies that have already been hit, and of course they are targets of my least concern the majority of the time. I cannot tell him to hit the target that is a certain distance away from my party, or a target with full health for full draw.

I use stealth as a way to lose aggro and critical hit. He will not stealth before longshot or full draw for a critical hit, and will use stealth pretty much whenever another ability isnt on cool down.

Whenever poison weapons is available, he will use it. 

 

All 4 of these abilities, except for maybe poison weapons, need to be micromanaged. The Behavior system will not let me assign some of these to automatically perform like they should so I can full micromanage the harder stuff.

 

My tank. Oh mother of Andraste my tank.

Shield wall is basically a manual ability. Using it manually will allow you to hit and block whichever attack you want, basically like a full on action game rather than a strategic rpg. My tank, needless to say, does not ever shield wall at the right or opportune times, and therefor isn't getting the guard she needs to survive. Because. ya know. the only way to stay alive is the invincibility of barrier and the extra health of guard.

Charging bull gives you more guard the more targets you hit. My tank, for some reason, will never hit more than one target, two if I'm lucky. She may even use this when she has full guard. which is just. great. except it's not. it's annoying.

So next, warcry, the aoe taunt that also gives guard for each enemy nearby. Maybe I'm playing this too much like origins, but I need my tank to aggro all the enemies and stay alive. Which means guard and taunting. But that doesn't seem to fly in this game. The radius is very small, and I'm not getting into it, but guard just doesn't do enough. Now my tank will use this if one enemy is nearby. An aoe taunt with guard for each enemy, and she will taunt one of them. When there is a group hitting my mage, she will stand there and taunt that one archer. 

And lastly, the single target taunt. Which occasionally hits the one I want hit, and sometimes it does not. Either way I would probably do this ability myself with or without better scripting.

 

All 4 of these abilities, except for maybe the single target taunt, need to be micromanaged. The Behavior system will not let me assign some of these to automatically perform like they should so I can full micromanage the harder stuff.

 

My mage.

Winter's grasp. Used to hit a group and freeze one enemy, best used to set up a detonation. Of course, the ai are not going to set up these, so I don't mind doing them myself. But of course, my mage doesnt decide to freeze the enemy attacking the tanks flank, therefor saving the tank and injuring the enemies around her and setting her up for a shield bashing detonation. Nor does he freeze the one targeted on my archer. It seems he will just winter's grasp anyone he pleases.

Immolate. An aoe fire spell. This is best used on enemies who aren't already burning, and of course, on groups. It is an aoe afterall. Pretty much the first thing my mage does aside from barrier is aoe the first person he sees. This is almost always a single person. 

Wall of Fire. Best used to send incoming enemies running or assist the tank if shes being hit too hard. Rather than all that, my mage will cast in on a random enemy that is already burning from immolate. 

Barrier. The new healing mechanic unless your not hating guard like I am. And of course, I cannot tell my mage who to barrier and when. No matter how many enemies, how much health my tank has, or whatever. The barrier must be done by me. My mage will simply barrier himself, or my archer even tho the enemy attacking him has already been taunted. Every 15-20 seconds I have to go to my mage and tell him to barrier my tank. On top of every other thing I have to micromanage ranging from every 6-20 seconds, I have to take fights frame by frame. 

 

All 4 of these abilities need to be micromanaged. The Behavior system will not let me assign some of these to automatically perform like they should so I can full micromanage the harder stuff.

 

 

I'm sure I don't even have to mention my 4th party member or any of the other abilities for the other 3 for you to understand why I am grieving over the lose of origins scripting system, and how although I am enjoying the game, it is almost breaking it for me. 

 

I would like to see this fixed, and my future playing of dragon age inquisition saved so that I may enjoy the strategic fights the way they should be enjoyed.