Considering I have played games with such mechanics in the past, I find your post to be rather presumptuous.
It's awkward because you would have to control the character in order to have a meaningful "clash" sequence. Otherwise it's just the same as stunning the enemy. That would make it impossible to switch between characters while keeping the "clash" there.
In fact..."clash" sequences fit button-mashing action games. While action mode Inquisitor who doesn't use companions can get close to this sort of gameplay if you really want to nitpick, then it's simply a matter of stating that this would effectively make combat much more complicated for little actual gain since they would need to develop different combat styles depending on whether you only use your character or not. This is a party-based game too, so it's not really fitting in the theme.
Then you have the fact that implementing such a modular enemy (between weapon disarming and literal disarming
) is much more applicable in 1v1 situations when there's some manner of dueling involved. Otherwise it can be simply ignored by virtue of destroying an enemy rather quickly via focus fire. What's the point then? To counter that you'd need to bloat HP even more to make such modular enemy types worth the cost. You'd also get a gore-fest, which while fun in certain games, also doesn't really fit the theme of the game.
They actually have that implemented for Dragons. If you target their legs enough, they hobble around for a while.
If you wanted to implement something like this in a party-based game for less powerful enemies, you'd need to have more reactionary fights where different companions do different things in succession in order to defeat a unit. Eg: Pin unit -> Move behind -> Stab hard. Now imagine having to do this for every fight. At least the current system doesn't limit you to how you defeat a unit.
To keep things fresh there would have to be different mechanics for each encounter. Obviously this would require different companion setups.
There's a catch. Not everyone runs the same setup since your companions aren't set, nor do they always have the same range of abilities to choose from.
Then there's the fact that not everyone plays DA for such excessive reactionary combat. There are other games that do this such as DS and MMOs such as Tera.
They have already implemented trigger mechanics that actually don't rely on different classes to use. You can freeze an enemy then trigger a detonation on your own with another ability or with an allies' ability. There are already shared debuffs that any class can utilize.
Is that a good enough explanation? I assure you it's not a result of EA indoctrination.
Good. well said. I still believe it could work. In the mot basic explanation you'd have a stamina bar tht gradually woredown when you did anything more than BASIC moves. (perhaps depletngonly lslightly when swinging the sword or a mechanic where hitting the button in a rhythmic fashion saves stamina) You have a small icon of a person and its filled in with red, when you are cut that icon changes as the blood spills out and now there is less in the ion as it deplete gradually depending on the wound. Using a fighting system where attack block parry and dodge are all basics so i don't have to use up an ability slot and also opening up L1 as a parry and block (Hold) or Tap) and placing the cicle menu in the tac cam bringing it up with R3 or L3 or something, figure it out.
Its hard to really explain the mechanic i have in mind but it involves rtythm and timing and a basic Swordsman ability tree.Basically involving 4 passives and 4 or 5 sword attacks (not special power attacks. that would be in he advancd skill trees) that take up a little more stamina and some more risky than others but varied enough to cover a well rounded sword fight. The Passives would affect your regular attack like giving you the ability to, with the right timing, or from the right stance you would be able to slip pas a gladiators shield when he does a arge over head attack, by using a quick stab side forward step and curving like stab not to early, lest the gladiator be able to respnd and turn his attack into a bock by simply blocking or hacing your weapons clash in the middle, , and not to late as you may sta the gladiator but his mace or sword may catch your neck or shoulder but not in full force leaving both f you taggering backwards from bad injuries. TOUGHNESS ability or attribute bost ability would allow you to use all the stamina you have left to survive a itte longer or in situations like this, finsh your opponent if your not to injured and he/se is effectd enough by it.
Don't take everything I describe to an exact measurement of wat i have in mind im simly trying to convey to you how their are not other games with a melee combat system that has evolved passed havng different movesets fo each weapon or counters, dismemberments and fancy moves. Ive yet to play a gae where, in real time i attack attack attack while my opponent parries parries parries and tries to counter but fails as i dodge and then attack again as he parries but then i use swift footwork to sidestep his next attack leaving him of balance as also leg sweep him and finish by putting a swod thru his spine.
Id like to note that the game Deliverance: Kingdom Come that is in development ad features realistic sword combat is not what i want. That's a crap looking mechanic with a wheel that has several different ways i can attack from but it looks too much like a fencing simulater not an action game.
The thing is that every game with a melee combat focus that is developed is either one or two small mechanics that plsce them in category slightly above hack n slash button mashing like Lords of the Fallen and Dark Souls. Mordor adds that interesting asepect of enemies with their own special abilities and strength a weaknesses that seerates Mrdor from traditional "mash attack strong attack and attack for this combo" devil may cry style where each diferent attack is simpy meant to serve as part of an onslaught that gets rated by a panel of judges. EIther way Every Game has a HEALTH BAR, regenerating health and in game with melee focus or melee weapons/medieval combat feature potion drinking and trading blows until health bars deplete
I think games can go pas the health bar and into combat realistic stamina depletion, defensive strength and toughtness all coming into play when talking about how you and the A.I enemies try to kill each other. As wll as obvious bleedimg, blood los and inuries. Instead of combat that's real fun but somehow ets reptititive because of its constant prescnence ehere in the end you end up with 15 thousand AI enemy kills which is absurd, Skirmishes between your party and an equal party that meet on the roads in war country hould be intense but short and sweet,orperhaps a formidable foe kills your party members and now the attle goes on a little longer and timing parries and blocks and footwork are everything. NO sword damage attributes except ones that apply to different metals. Tier 3 are wualiy, cut and reman sturdy and reliable in battle. Able to slice through thin plate or leathe oand even penetrate s templs r chest plate OR a basic blade that's little more than a sharpened piece of cheap metal and a grip that's slightly rusted and likely to shatter when clashing with an Obsidian sword or Everite shield... just as an exaok.
Whew i know bad typing typhos galore but i haven't played dragon age, been awriting all day and only care enough to provide my response in fukk detail as you did. Plus i took some benedryl cuz my eyes itched and now i am falliing aslee ..jd.zk hczzzzzzzzzzzzzzzzzzzz z zzzzzzzzz zzz zz zzzzzzz