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Combat is so... Clean and sanitary. Inoffensive and happy.


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#401
b10d1v

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I don't see how making the combat more bloody and gory is better, but that's just me. 

Battle is nasty and your objection is natural -I don't think it should be sugar coated either, as fights have real consequences that should be reflected.  On the other hand, being given an option to avoid battle by sneaking or negotiation would add value.



#402
In Exile

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I can't really take your word for it on this one. The game is far too long for any one video or even a few videos to accurately reflect how difficult or easy it is for someone to go through the entire game, or even the majority of the game, with just basic attack. If you only use basic attack, you will never generate a full barrier, because hits can degrade the barrier as quickly or even faster than you can generate it, because the pace of the basic attack is fixed.

Also, considering that barriers and guard do not make you immune to being knocked back or stunned, enemies will use that against you and you will have your health taken out before you have time to use barrier again.


Especially on a solo play, where you're drawing agro like mad. A KE is quite OP, but that comes from barrier gen from abilities like fire mine and liberal use of Fade Cloak.

#403
Rawgrim

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I can't really take your word for it on this one. The game is far too long for any one video or even a few videos to accurately reflect how difficult or easy it is for someone to go through the entire game, or even the majority of the game, with just basic attack. If you only use basic attack, you will never generate a full barrier, because hits can degrade the barrier as quickly or even faster than you can generate it, because the pace of the basic attack is fixed.

 

Also, considering that barriers and guard do not make you immune to being knocked back or stunned, enemies will use that against you and you will have your health taken out before you have time to use barrier again.

 

No clue how they did it. People posted vids of it right here on the board, soon after the game was released. They were playing on Nigthmare with a standard party. Not touching the tac cam at all. Casting barrier with their 1 mage, and button mashing through the fights, bossfights and all. I mostly did the same thing when beating the game on normal. I had zero problems on normal, really. Nothing too me by surprise, and I never had to think during any of the fights. Seems this worked like a charm on Nightmare too. I am sure you can find plenty vids of it on youtube if you do a quick search.



#404
Rawgrim

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No, the difficulty got nerfed after DA:O was released because of people complaining about it. I'm saying I didn't find it particularly challenging on nightmare before the nerf was in. 

 

 

Ah, the one encounter that operates on totally different rules from everything else. You're right, that totally disproves that fireballx3 was enough to break every regular encounter. 

 

I freely admit the high dragon operates on different rules, but that's no different from how, aside from just regularly playing KE, you have to switch things up with dragons in DA:I. 

 

 

 

That just can't be true. A KE can't generate a barrier fast enough based solely on auto-attack. And you'd need pretty careful management of barriers with at least 2 (but more likely 3) mages to be able to sponge damage fast enough if you're using auto-attack alone. 

 

Post a video. 

 

If you want evidence of it, just do a quick search on youtube. It isn't my job to do simple chores for you. The information is available. If you chose not to have a look at it, it is on you.

 

You said you just steamrolled through the entire game by spamming 3x fireball spells. It clearly wouldn't work vs the high dragon, and possibly Flemeth and the archdemon as well. Not so sure it would work well vs the Brood Mother either. In regular fights I am sure it worked like a charm. It would probably work well with just cold spells too, actually.



#405
AlanC9

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You said you just steamrolled through the entire game by spamming 3x fireball spells. It clearly wouldn't work vs the high dragon, and possibly Flemeth and the archdemon as well. Not so sure it would work well vs the Brood Mother either. In regular fights I am sure it worked like a charm. It would probably work well with just cold spells too, actually.

Note that the high dragon and Flemeth are completely optional.

I agree about the videos to an extent. Before having an argument about what's in them, it'd be useful to watch them. Though, honestly, saying that there are videos that prove your point but you can't be bothered to produce them is a little lame. If you've really got the goods, why aren't you laying a righteous internet smackdown on KaiserShep and In Exile?

#406
o Ventus

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It is an action title because no tactical thought is required. It is even labeled, by Bioware\EA, as and Action\Rpg.

 

Because I guess "action" and "tactical thought" are mutually exclusive concepts.



#407
Saphiron123

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There's always going to be game breaking combos and min maxing for those who want to abuse it. Most of us just play and enjoy ourselves... DAI falls short of really great combat, and unfortunately throws away a lot of the features I really enjoyed. Tactics are gone, no more finishers, way more flashy magic stuff, terrible tactical cam where my companions won't even hold position or revive others when ordered to... It just could have been so much better.

Who really cares if you can sweep the game with multiple fireballs? I don't play that way because I want to enjoy it and have some real options.
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#408
Saphiron123

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Because I guess "action" and "tactical thought" are mutually exclusive concepts.


They aren't, but compared to the tactical options and skill options to control the field in previous games, DAI is basic as hell. We can't even have large scale fights anymore, gone are the days when we had 20 enemies on screen. It's all very small scale and watered down.
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#409
Elhanan

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They aren't, but compared to the tactical options and skill options to control the field in previous games, DAI is basic as hell. We can't even have large scale fights anymore, gone are the days when we had 20 enemies on screen. It's all very small scale and watered down.


Uncertain if it a full score or not, but between the spiders and rift demons, there is a cavern on the Sword Coast that could use a census....

:)

#410
o Ventus

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I'm not sure who or where you're fighting in DAI that has battles with less than 20 enemies in it. Emprise du Lion, the Hissing Wastes, the Emerald Graves, and the Western Approach all have battles with high amounts of enemies.

 

DAI isn't any less basic than DAO was. On all but the highest difficulties, one can literally just click to initiate combat in DAO, walk away, and by the time they get back their companions will have killed everything. I wouldn't exactly call that a riveting display of strategy and tactics.



#411
Rawgrim

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Because I guess "action" and "tactical thought" are mutually exclusive concepts.

 

When a perfectly working method of beating every fight in the game is rolling a drooling face all over the controller, then tactical thought isn't required at all.



#412
Rawgrim

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I'm not sure who or where you're fighting in DAI that has battles with less than 20 enemies in it. Emprise du Lion, the Hissing Wastes, the Emerald Graves, and the Western Approach all have battles with high amounts of enemies.

 

DAI isn't any less basic than DAO was. On all but the highest difficulties, one can literally just click to initiate combat in DAO, walk away, and by the time they get back their companions will have killed everything. I wouldn't exactly call that a riveting display of strategy and tactics.

 

Its even more basic. enemies only have 1-3 attacks\abilities. In DA:O the enemies had access to almost all of the abilities the players had. Made for more variety and less predictability.

 

Try doing that on the highest difficulty. Without setting up tactics. You would be dead as soon as you run into enemies that use overwhelm. DA:I doesn't even let you set up any tactics. And it isn't needed in that game either.


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#413
o Ventus

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Try doing that on the highest difficulty. Without setting up tactics. You would be dead as soon as you run into enemies that use overwhelm. 

 

 

On all but the highest difficulties, one can literally just click to initiate combat in DAO, walk away, and by the time they get back their companions will have killed everything.

 

 

 

 On all but the highest difficulties


#414
Eelectrica

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Its even more basic. enemies only have 1-3 attacks\abilities. In DA:O the enemies had access to almost all of the abilities the players had. Made for more variety and less predictability.

 

Try doing that on the highest difficulty. Without setting up tactics. You would be dead as soon as you run into enemies that use overwhelm. DA:I doesn't even let you set up any tactics. And it isn't needed in that game either.

Yep.

I think most rational people know what would happen in the Javia fight, Or Branka fight, or any number of other fights if the player chose to do nothing and hope for the best from party members. And it most certainly isn't and instant win.



#415
AlanC9

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What would happen in the DAI equivalents of those fights? And what difficulty level are we talking about, again?

#416
In Exile

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What would happen in the DAI equivalents of those fights? And what difficulty level are we talking about, again?


On nightmare in DAO, assuming you'd avoid the easy cheese tactics (e.g. forcefield or any of the mage combo spells, esp. storm of the century) you'd just use the CCC control spells (the various forms of paralysis). As always, the same three mage combo would destroy these encounters.

Not to mention that you'd have possibly infinite pots and lyrium potions, meaning you'd actually be less restrained on your volume of casting (and for Branka/Caradin in particular you had the restorative lyrium veins).

You certainly can't one spell your way through *those* encounters but you absolutely can't auto-attack+barrier your way through a DAI boss unless you're quite careful with your placement, almost ridiculously patient and rolling 3-4 mages.

#417
Eelectrica

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What would happen in the DAI equivalents of those fights? And what difficulty level are we talking about, again?

Nightmare difficulty. I'd probably try the same tactics I used in the recent JoH DLC against a certainly group of high level icy ladies - Solas: Pull of the Abyss, Solas: Rank 3 firestorm. Solas: As soon as Static cage is available, static cage to ensure they're locked in, singing rocks keep falling on my head or perhaps raining rocks from a lacerated sky... Not much  survives that.

In the backline achers use longshot for mop up duty.



#418
Rawgrim

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On nightmare in DAO, assuming you'd avoid the easy cheese tactics (e.g. forcefield or any of the mage combo spells, esp. storm of the century) you'd just use the CCC control spells (the various forms of paralysis). As always, the same three mage combo would destroy these encounters.

Not to mention that you'd have possibly infinite pots and lyrium potions, meaning you'd actually be less restrained on your volume of casting (and for Branka/Caradin in particular you had the restorative lyrium veins).

You certainly can't one spell your way through *those* encounters but you absolutely can't auto-attack+barrier your way through a DAI boss unless you're quite careful with your placement, almost ridiculously patient and rolling 3-4 mages.

 

The think is that DA:O is easy after you have played it a few times and know what to expect. Making an effort with setting up builds is probably a must too, if you want to plow through the game on Nightmare. DA:I is incredibly easy even the first time you play it - even on Nightmare. Enemies have very few abilities and are mostly just pools of HP.

 

Add that dumb Focus ability into the mix, and your rogues can kill 99 percent of all enemies in the game almost instantly. Rogues can teleport now, and stab things  50 000 times within 4 seconds for some reason. Even without having daggers. So no need to even equip weapons in DA:I.



#419
In Exile

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The think is that DA:O is easy after you have played it a few times and know what to expect. Making an effort with setting up builds is probably a must too, if you want to plow through the game on Nightmare. DA:I is incredibly easy even the first time you play it - even on Nightmare. Enemies have very few abilities and are mostly just pools of HP.

Add that dumb Focus ability into the mix, and your rogues can kill 99 percent of all enemies in the game almost instantly. Rogues can teleport now, and stab things 50 000 times within 4 seconds for some reason. Even without having daggers. So no need to even equip weapons in DA:I.


I disagree on the DAO comment in part. You do need to learn the system to faceroll it, but that's not a sign of good design. The game is - like D&D - using a broken mess of a ruleset that's really counterintuitive and poorly documented (e.g. for mages anything not labeled "Magic" is waste of an ability point). The worst offender has to be spell descriptions. Most of them are almost troll options, giving no useful description.

DAI is simpler but easier to learn. I don't think that's a mark against it.

DAOs enemies don't really have abilities. Ignoring mages/emissaries, all you have (as far as I recall) are wild animals that use overwhelm, the archers that use multishot and ogres that throw rocks and desire demons that occasionally cast magic.
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#420
Saphiron123

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Its even more basic. enemies only have 1-3 attacks\abilities. In DA:O the enemies had access to almost all of the abilities the players had. Made for more variety and less predictability.

Try doing that on the highest difficulty. Without setting up tactics. You would be dead as soon as you run into enemies that use overwhelm. DA:I doesn't even let you set up any tactics. And it isn't needed in that game either.


This. Enemy mages in DAO had the same spells I had (most of them anyway). Now it's fire mine, ice mine, fire mine, ice mine. Hut lock alphas used to have shield bash and war cry and other skills I had, now they have the same exact moveset as Every. Single. Heavy. Warrior. In. The. Game.

Humanoid enemies in DAI are the same five enemies reskinned to look different for every faction. That's basic. That's watered down.

An eleven heavy has the same moveset as a darkspawn heavy. This was not the case in past games. Horizontal swing. Vertical swing. Triple swing with guard generation for all.

As for tactics, the ai isn't good enough to replace them. In DAO if we'd had barrier I could have them cast it when I was under Melee attack if I wanted, or if I was surrounded. The crappy ai wastes it automatically before every battle, so i either turn it off, or I deal with the fact every fight starts with 90% of my barrier gone.

I know there are people here who truly love DAI combat, but the lack of tactics and the cut and paste bad guys aren't really something you can say aren't the case. Every archer is the same, every rogue with the exception of the red Templar variety is the same, every Mage has mines and a flying book. There's no variety in human opponents.
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#421
In Exile

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I know there are people here who truly love DAI combat, but the lack of tactics and the cut and paste bad guys aren't really something you can say aren't the case. Every archer is the same, every rogue with the exception of the red Templar variety is the same, every Mage has mines and a flying book. There's no variety in human opponents.

 

The praise here is that DA:O was better for having mechanically copied and pasted DA:O's warriors and archers as enemies? I'm not sold on the idea that just re-using the ability ruleset of the PC is better design than uniquely creating enemies that share their own abilities but don't overlap with the player. 

 

I mean, literally, humanoid enemies in DA:O were reskins of the player. 



#422
Saphiron123

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I disagree on the DAO comment in part. You do need to learn the system to faceroll it, but that's not a sign of good design. The game is - like D&D - using a broken mess of a ruleset that's really counterintuitive and poorly documented (e.g. for mages anything not labeled "Magic" is waste of an ability point). The worst offender has to be spell descriptions. Most of them are almost troll options, giving no useful description.

DAI is simpler but easier to learn. I don't think that's a mark against it.

DAOs enemies don't really have abilities. Ignoring mages/emissaries, all you have (as far as I recall) are wild animals that use overwhelm, the archers that use multishot and ogres that throw rocks and desire demons that occasionally cast magic.


But I'm playing DAO right now and they do. Hurlock archers have the single stunning multi shot, they have pinning shot, critical shot, the shot that reduces armor, they throw dirt in your face and retreat, they don't use low blow but humans do. Desire demons use fireball, chain lighting, horror, cone of flame, winters breath, and hand to hand.

The spell descriptions have always worked for me, and playing with them is part of the fun.

DAI's problem is there's very little new to lean and see as you go. Spells do a handful of things and that's it, they might take different forms but they have nowhere near the options DAO had. You can't even paralyze enemies or take a certain beast out of the fight while you deal with his friends, blizzard is our only non-focus big AOE and it drains mana in such a way that it doesn't have any value. Spell combos were cut, class combos were cut, and when you say the enemies have no skills in DAO it's true they may only have 4 or 5, but an enemy archer in DAI for instance pretty much has none. They do decent damage, but that's all.
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#423
Elhanan

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Paralyze is now part of combo effects; see here:

http://dragonage.wik...s_(Inquisition)

#424
o Ventus

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I mean, literally, humanoid enemies in DA:O were reskins of the player. 

It is a bit weird playing as a warrior Warden, fighting a mage enemy who has the same face as the Warden.



#425
Shechinah

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It is a bit weird playing as a warrior Warden, fighting a mage enemy who has the same face as the Warden.

 

They are the long lost sibling of the Warden who had their own untold story of love, trial and triumph end abrutly when they were killed by the very sibling they had hoped to find. 
 


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