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


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#476
The Hierophant

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If by dialogue you mean the same "prepare to die!" that every other generic enemy had, then yeah, dialogue.

 

Also, lol @ the bold when the mages in Origins were literally copy and pasted, to the point of using the exact same abilities and animations as the player. They were literally the same entity as the player, just wearing different clothes.

 

But it's only a problem when Inquisition does it. 

I don't know about the dialogue bit but i don't see what's so bad about DAO's enemy mages being able to use the same abilities as the pc.



#477
o Ventus

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I don't know about the dialogue bit but i don't see what's so bad about DAO's enemy mages being able to use the same abilities as the pc.

Oh, there's nothing bad about it at all, I'm just pointing out the double standard that it's apparently okay that the enemy mages in Origins use the same abilities, but it's somehow a problem when they do the same in Inquisition.


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#478
Hexoduen

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The brood mother? The archdemon? Branka? Jarvia? All those battles operated on the same principle.

DA2 was too dependent on CCCs for burst damage but honestly DAI is like DAO in that enemies drop like flies.

 

Fought many brood mothers in Dragon Age? With tentacles coming up through the ground immobilizing your party members while you're being flanked from 3 pathways? Sure, that's a generic respawn right there... Same principle as lone bear no. 117 in Inquisition.

 

Inquisition feels to me like it's just chop chop chop. At least we got auto-attack back, certainly made combat better :)


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#479
Saphiron123

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Fought many brood mothers in Dragon Age? With tentacles coming up through the ground immobilizing your party members while you're being flanked from 3 pathways? Sure, that's a generic respawn right there... Same principle as lone bear no. 117 in Inquisition.

 

Inquisition feels to me like it's just chop chop chop. At least we got auto-attack back, certainly made combat better :)

I felt like origins had more unique enemies too. Less copy and paste, mages with actual spell lists that varied, different creatures in every chapter and every group felt just a little different. DAI gives us a bunch of factions to face, but when your darkspawn have the same exact movesets as bandits right down to the hurlock alphas being generic heavies that do three swings and build guard, it's just boring.


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#480
In Exile

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Fought many brood mothers in Dragon Age? With tentacles coming up through the ground immobilizing your party members while you're being flanked from 3 pathways? Sure, that's a generic respawn right there... Same principle as lone bear no. 117 in Inquisition.

 

Inquisition feels to me like it's just chop chop chop. At least we got auto-attack back, certainly made combat better :)

It's just another blob monster with block health. The tentacles aren't any different from any other mass spawns. You asked if DA:O had mob fights with huge blobs of health and respawns. That's every boss battle. 

 

More to the point, DA:I doesn't have a lot of health. Enemies die even quicker than DA:O, and that's saying something, because DA:O generic enemies struggled to exist long enough to approach you. 



#481
Rawgrim

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If by dialogue you mean the same "prepare to die!" that every other generic enemy had, then yeah, dialogue.

 

Also, lol @ the bold when the mages in Origins were literally copy and pasted, to the point of using the exact same abilities and animations as the player. They were literally the same entity as the player, just wearing different clothes.

 

But it's only a problem when Inquisition does it. 

 

 

Yep, because warriors and rogues both have equivalents to Fade Step, Immolate, Walking Bomb, Firestorm, and Spirit Blade.

 

They can teleport and summon stuff, though. That s magic.


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#482
Eelectrica

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They can teleport and summon stuff, though. That s magic.

Walking fortress magically giving a few seconds of invincibility as well. Armour must be made by Iron man or something.
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#483
AresKeith

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They can teleport and summon stuff, though. That s magic.

 

Just like DAO then, since the rogue could do that



#484
Rawgrim

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Just like DAO then, since the rogue could do that

 

Quite right. But that was only 1 of the specs, and in most cases the summoning could be explained. But as a wise man once said "You never go FULL retard".



#485
Aulis Vaara

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Also, lol @ the bold when the mages in Origins were literally copy and pasted, to the point of using the exact same abilities and animations as the player. They were literally the same entity as the player, just wearing different clothes.

 

But it's only a problem when Inquisition does it. 

 

Do they choose from the same spell pool as the player? Yes, and that's good, because that way you actually know what their spells do (besides, do the Inquisition mages even have spells other than fire and ice mine?). Do they all use the exact same spells? No, different mages have different spells to use.

 

As for animations, why do enemy mages have to use different animations? That's just fluff. Nice to have, but not exactly game changing. Well, unless you really do care more about visual fluff than actual gameplay.



#486
Uccio

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Emissaries are very powerful though, and they call it the darkspawn horde for a reason. Waves overwhelm their enemies, and mages tire out after a few spells. Your mages don't, but in the story mages like wynne become exhausted after using magical barriers and such.

The darkspawn matter because there's so many of them. Mages meanwhile are powerful, but few in number.

 

This is why I loved the Deep Roads in DAO. There were instances where you could come face to face with two emissaries and a large number of darkspawn. Holy crap those were memorable moments when the emissaries closed my mages in Crushing Prison and shot a fireball on the team. And at the same time you were attacked by 10 to 15 darkspawn. It was awesome.


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#487
o Ventus

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They can teleport and summon stuff, though. That s magic.

 ... And? They use magic in both DA2 and Inquisition as well.



#488
o Ventus

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Do they choose from the same spell pool as the player? Yes, and that's good, because that way you actually know what their spells do (besides, do the Inquisition mages even have spells other than fire and ice mine?). Do they all use the exact same spells? No, different mages have different spells to use.

 

I assume you mean the enemy mages. The enemy mages also have a teleport (though I don't know if this is exclusive to higher-level mage enemies and mage bosses or not, since I don't see it used very often) and they sling fireballs, on top of casting barrier.



#489
In Exile

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This is why I loved the Deep Roads in DAO. There were instances where you could come face to face with two emissaries and a large number of darkspawn. Holy crap those were memorable moments when the emissaries closed my mages in Crushing Prison and shot a fireball on the team. And at the same time you were attacked by 10 to 15 darkspawn. It was awesome.


They were memorable for me too. The enemies were all far enough away that following some Mana Clash and fireball their burning husks lit the way for my HOF for hours.
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#490
Saphiron123

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If by dialogue you mean the same "prepare to die!" that every other generic enemy had, then yeah, dialogue.

 

Also, lol @ the bold when the mages in Origins were literally copy and pasted, to the point of using the exact same abilities and animations as the player. They were literally the same entity as the player, just wearing different clothes.

 

But it's only a problem when Inquisition does it. 

 

 

Yep, because warriors and rogues both have equivalents to Fade Step, Immolate, Walking Bomb, Firestorm, and Spirit Blade.

But they weren't, sure you might get the odd character with your face, but a lot of the time they had face other then yours... different skin color, different hair, different jawline etc. The mages you fight in denerim? All npcs with faces and clothes. Inquisition making them all EXACTLY the same within each group wasn't an improvement.

Though, I suppose you're impossible to please. Either we're talking about different things and you remember incorrectly, or you're mad that once in a while and out of the hundreds in the game, npcs looked like your created character which is insane for a game that old. Clearly the only solution is to remove npcs... which, bioware pretty did, actually. They removed cities in general. Hell, aside from one or two bosses, the enemy mages don't even differ by gender. Some were actually women in origins.

I'd rather look like 1 in 30 mages then have 30/30 look alike. Hell, they don't even get unique clothes within their own faction. At least origins mages had different robes at times.

And no, I was referring to the MANY cutscenes like with the slavers in the alienage where the enemy mages had actual fully scripted dialogue you could respond to. The mobs in DAI? Not once outside of bosses. Not one of them got a cutscene where i could speak to them directly. Another example is the mage with the dragon worshipper boss in the mountain leading to the urn of sacred ashes, who had a few lines of his own in that dialogue (I think it' the one where zevran makes fun of their leader, but i'm not 100%).

Sorry man, I'm sure you dig DAI, but the new mages have no spells, no mana (kiss being a useful templar goodbye), no actual cinematic dialogue, no basic human robes or faces. All they get is a flying book and the same tired old abilities. It sucks. They're mobs, supposed to be human, but they have all the uniqueness and interaction of stock wolf enemies plus a fancy barrier.

 

They were memorable for me too. The enemies were all far enough away that following some Mana Clash and fireball their burning husks lit the way for my HOF for hours.

Yeah I loved those fights. That was dragon age combat as it should be, and if they had stuck with the basic elements and added an inquisition twist it could have been amazing... but they threw out the good with the bad, and combat and magic aren't all that fun anymore.


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#491
Saphiron123

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I assume you mean the enemy mages. The enemy mages also have a teleport (though I don't know if this is exclusive to higher-level mage enemies and mage bosses or not, since I don't see it used very often) and they sling fireballs, on top of casting barrier.

But they don't have horror, or chain lighting, or cone of cold, or winter blast, or an actual full power fireball, or crushing prison. They had these things years ago, why are they just cheap copies of each other now?



#492
o Ventus

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But they don't have horror, or chain lighting, or cone of cold, or winter blast, or an actual full power fireball, or crushing prison. They had these things years ago, why are they just cheap copies of each other now?

Of all of those abilities, only Chain Lightning and Winter's Touch are even in the game (and the former goes by a different name). 



#493
Innsmouth Dweller

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neutering skill trees is a very good way to differentiate hostile NPCs

/thread



#494
Elhanan

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Still prefer the combat and pacing for Mages in DAI over that of the prequels, though I would like more spells and quickslots. Combining effects with combos and other spells as upgrades makes it appear that there is far less than are extant.

And I change my opinion on a single specialization; prefer the singular approach as opposed to more, though again I would like more spells and slots.

#495
Saphiron123

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Of all of those abilities, only Chain Lightning and Winter's Touch are even in the game (and the former goes by a different name).


Fair enough, but the enemy mages didn't even get replacements. They don't get spells to fill those gaps, it's just basic attack, barrier, ice mine and fire mine. Every Mage for the whole game.

It was poorly done.

#496
In Exile

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Still prefer the combat and pacing for Mages in DAI over that of the prequels, though I would like more spells and quickslots. Combining effects with combos and other spells as upgrades makes it appear that there is far less than are extant.

And I change my opinion on a single specialization; prefer the singular approach as opposed to more, though again I would like more spells and slots.


Let's not go overboard. Mages suffered a lot in DAI and a lot of clever innovations from DA2 are gone. While I do enjoy the fact of having the KE as a Jedi Knight type character I think nuker mages suffered by terribly in DAI. We've lost an AOE cone, we've lost good CC abilities, the spell trees themselves are basically a hodgepodge, and aside from KE we don't even get a new specialisation.

#497
CronoDragoon

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Fair enough, but the enemy mages didn't even get replacements. They don't get spells to fill those gaps, it's just basic attack, barrier, ice mine and fire mine. Every Mage for the whole game.

 

This is something they should develop for the next game. DA: I did a good job at fleshing out specializations, and "specialized" enemy mages would go a long way towards diversifying those encounters.



#498
Saphiron123

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Let's not go overboard. Mages suffered a lot in DAI and a lot of clever innovations from DA2 are gone. While I do enjoy the fact of having the KE as a Jedi Knight type character I think nuker mages suffered by terribly in DAI. We've lost an AOE cone, we've lost good CC abilities, the spell trees themselves are basically a hodgepodge, and aside from KE we don't even get a new specialisation.

And KE is just a crappier knight enchanter with fewer gear options.



#499
In Exile

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And KE is just a crappier knight enchanter with fewer gear options.


Do you mean Arcane Warrior? I'm going to assume you mean AW.

Absolutely not. Wearing warrior's armour and auto-attacking ad infinitum as a buffed out healbot is neither a fun nor a great or unique gameplay style. That the AW gets to wear the same gear as a warrior isn't a positive. Ignoring that you can just wear warrior armour in DAI if you craft it out of silverite, getting to auto-attack with a great sword or sword and shield isn't meaningful.

The KE has a unique style of melee combat. Combine flash step with glyphs and IC and you have as creative a class as the DA2 force mage.
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#500
AresKeith

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This is something they should develop for the next game. DA: I did a good job at fleshing out specializations, and "specialized" enemy mages would go a long way towards diversifying those encounters.

 

This, they did the same with enemy warriors too