Yup, and that's a direct result of the differences in the combat engines across the genre. With Mass Effect being a 3rd person shooter, the combat allowed for more distinct real-time variation across weapons. Or in other words, there was more immediate gameplay feedback when firing a gun compared to swinging a sword.
The fire rate, the sound, the accuracy, the range, all that stuff was distinct and immediate. It's this sense of immediate "handling" that gave the weapons flavor and thus more depth. With DAMP though the weapon variety is aesthetic and the statistical significance is more "RPG under the hood numbers". Auto attack animations vary across weapon types but are pretty similar 3-4 looping attack strings regardless. Moreover, there's no real-time distinction between your lvl 1 Inqusition one-handed Axe and something like the Caliban except for damage numbers and heal on kill. There's not a lot of personality there.
DAMP versatility has more emphasis on skill tree builds than gear at the moment.
Agreed. Granted, they do throw us a few curve balls. The Griffon Bow will probably be good for Hunter forever just because of how the class can be played with only that bow. The Dwarven Crusher is also good for Templar despite being Blue Rarity. Hopefully we see some new, more interesting enchantments at some point, or maybe classes built to be able to choose between weapon types. Right now, we're still using assets from SP so I'm hoping that our first DLC will have lots of actual new abilities, classes, and weapon enchantments.





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