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


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#501
Saphiron123

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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.

I do, multitasking, sorry. 



#502
In Exile

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I do, multitasking, sorry.


No worries. :)

#503
andy6915

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The thing that bugs me the most, surprisingly, is the reaction of the NPC's you fight, or lack thereof. I miss the enemies' screams of pain and terror as I engulf them in fire and lightning. I launch an inferno to roast their asses, and they're all standing there still doing whatever they're doing while numbers are popping over their heads. And of course, when the numbers are depleted, they just keel over, whereas now we can actually have them explode or be incinerated.

 

And that is why I actually quite like mages in DAI, just how visceral they are. It shows how deadly magic truly is to simple organic bodies, a fire spell leaves a burnt crispy skeleton after completely melting all flesh and organs away... Not just them falling over as a nice and clean corpse that would look good at a funeral, like what magic did in DAO and DA2. I'm not saying DAI mages aren't a step back in some ways, but the ways enemies are shown to die when killed by magic is absolutely one of the best editions to the franchise so far.


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#504
Saphiron123

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And that is why I actually quite like mages in DAI, just how visceral they are. It shows how deadly magic truly is to simple organic bodies, a fire spell leaves a burnt crispy skeleton after completely melting all flesh and organs away... Not just them falling over as a nice and clean corpse that would look good at a funeral, like what magic did in DAO and DA2. I'm not saying DAI mages aren't a step back in some ways, but the ways enemies are shown to die when killed by magic is absolutely one of the best editions to the franchise so far.

That's true, if they could marry the best of the past with some of the newer aspects it could have been seriously amazing.



#505
andy6915

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That's true, if they could marry the best of the past with some of the newer aspects it could have been seriously amazing.

 

You mean the old melee finishers of DAO combined with the magic finishers of DAI, in the same game? Oh yes...

 

*drools*

 

^_^



#506
Saphiron123

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You mean the old melee finishers of DAO combined with the magic finishers of DAI, in the same game? Oh yes...

 

*drools*

 

^_^

Plus dao magic and dao scale fights with like 15-20 darkspawn and emissaries with actual magic spells? That's the dragon age game i want to play.


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#507
Rawgrim

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Plus dao magic and dao scale fights with like 15-20 darkspawn and emissaries with actual magic spells? That's the dragon age game i want to play.

 

+ enemies that can do things I can do.


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#508
Saphiron123

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+ enemies that can do things I can do.

This. 10,000 times this.



#509
In Exile

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+ enemies that can do things I can do.

 

I don't get this obsession. If we were talking about a game where the enemies where controlled by a human, that would be one thing. But sometimes the similarity makes no sense - darkspawn aren't regular humanoids - and sometimes is actually lorebreaking - darkspawn cast using the blight, they don't use regular magic. 

 

But ignoring these points - which in the end are a bit more nitpick-y complaints - why do we want the AI - which clearly can't reason or operate as a human does - to have given the same set of abilities as a person? Either it uses them right which means it's a race to who can alpha strike first, or the AI doesn't get to use some abilities.

 

Take Mana Clash. If enemies used it then combat would always just be a race to whoever casts it first. Or Mass Paralyse. Or Blood Wound. 

 

Those aren't abilities that get used. 



#510
andy6915

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I don't get this obsession. If we were talking about a game where the enemies where controlled by a human, that would be one thing. But sometimes the similarity makes no sense - darkspawn aren't regular humanoids - and sometimes is actually lorebreaking - darkspawn cast using the blight, they don't use regular magic. 

 

But ignoring these points - which in the end are a bit more nitpick-y complaints - why do we want the AI - which clearly can't reason or operate as a human does - to have given the same set of abilities as a person? Either it uses them right which means it's a race to who can alpha strike first, or the AI doesn't get to use some abilities.

 

Take Mana Clash. If enemies used it then combat would always just be a race to whoever casts it first. Or Mass Paralyse. Or Blood Wound. 

 

Those aren't abilities that get used. 

 

Them having access to our spells is better than them all having the same 2 spells and basic attacks for every mage in the game. Now do you "get" it?



#511
In Exile

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Them having access to our spells is better than them all having the same 2 spells and basic attacks for every mage in the game. Now do you "get" it?


No. Because that's not an argument for them having access to our spells. That's an argument against them having a limited variety of attacks.
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#512
Rawgrim

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I don't get this obsession. If we were talking about a game where the enemies where controlled by a human, that would be one thing. But sometimes the similarity makes no sense - darkspawn aren't regular humanoids - and sometimes is actually lorebreaking - darkspawn cast using the blight, they don't use regular magic. 

 

But ignoring these points - which in the end are a bit more nitpick-y complaints - why do we want the AI - which clearly can't reason or operate as a human does - to have given the same set of abilities as a person? Either it uses them right which means it's a race to who can alpha strike first, or the AI doesn't get to use some abilities.

 

Take Mana Clash. If enemies used it then combat would always just be a race to whoever casts it first. Or Mass Paralyse. Or Blood Wound. 

 

Those aren't abilities that get used. 

 

99 percent of rpgs out there lets NPCs and enemies use skills and spells that are common in the world the game is set it. Enemies are characters. People. They have learned things in their lives up untill you run into them. Hence why they are at a certain level etc. It all makes the world seem more real.

 

Sure, enemies should use those spells, if said person has learned them. That doesn't mean every mage in the game should have those spells, of course. Their "magic education" might not always be aimed at god-moding in combat.

 

The way it is now, with enemies just having 3 different attacks, no matter what level they are, they seem like a joke. They hold absolutely zero threat to the Protagonist, since the protagonist gets to have access to every ability in the world. We get a machine-gun, the enemies gets a pellet gun with 3 shots. That is how it is now.

 

There is a famous line that goes something like this "The strength of the protagonist is measured by the threat of the antagonist(s)". It is one that fits with most stories, really. What is happening in DA:I, though, is that The Inquisitor ends up being nothing but a Mary-Sue from the get go. He is more powerful than anyone he runs into during the game, simply because the enemies can't really do anything to damage him. They stand there, try to fight, and lose when their HP runs out. The player doesn't even need to put any thought into it when he kills them either. Since they have absolutely no abilities that can surprise him, or turn the fight in their favor.


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#513
Saphiron123

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99 percent of rpgs out there lets NPCs and enemies use skills and spells that are common in the world the game is set it. Enemies are characters. People. They have learned things in their lives up untill you run into them. Hence why they are at a certain level etc. It all makes the world seem more real.

 

Sure, enemies should use those spells, if said person has learned them. That doesn't mean every mage in the game should have those spells, of course. Their "magic education" might not always be aimed at god-moding in combat.

 

The way it is now, with enemies just having 3 different attacks, no matter what level they are, they seem like a joke. They hold absolutely zero threat to the Protagonist, since the protagonist gets to have access to every ability in the world. We get a machine-gun, the enemies gets a pellet gun with 3 shots. That is how it is now.

 

There is a famous line that goes something like this "The strength of the protagonist is measured by the threat of the antagonist(s)". It is one that fits with most stories, really. What is happening in DA:I, though, is that The Inquisitor ends up being nothing but a Mary-Sue from the get go. He is more powerful than anyone he runs into during the game, simply because the enemies can't really do anything to damage him. They stand there, try to fight, and lose when their HP runs out. The player doesn't even need to put any thought into it when he kills them either. Since they have absolutely no abilities that can surprise him, or turn the fight in their favor.

This. In origins i felt like my warden was starting out on the same level as everyone else, i was just a soldier who wasn't ready to be at ostagar. In inquisition i always had an edge on everybody because the enemies were just mobs and had nothing to put them on my level.



#514
Rawgrim

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This. In origins i felt like my warden was starting out on the same level as everyone else, i was just a soldier who wasn't ready to be at ostagar. In inquisition i always had an edge on everybody because the enemies were just mobs and had nothing to put them on my level.

 

Yeah I agree with that. I felt like a superhero from the get-go in Inquisition. Myself and the Avengers vs mobs of regular thugs that never had a chance to even touch me.



#515
Elhanan

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Yeah I agree with that. I felt like a superhero from the get-go in Inquisition. Myself and the Avengers vs mobs of regular thugs that never had a chance to even touch me.


Dunno; my first superhero got spanked in the Hinterlands to the point where he was forced to return to Haven and find other options. Then was spanked by bears, demons, and Druffalo in the Storm Coast and the Fallow Mires. Plus some of those evil Mages; good thing we can actually continue our learning at Skyhold. No radioactive spiders required....

#516
Rawgrim

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Dunno; my first superhero got spanked in the Hinterlands to the point where he was forced to return to Haven and find other options. Then was spanked by bears, demons, and Druffalo in the Storm Coast and the Fallow Mires. Plus some of those evil Mages; good thing we can actually continue our learning at Skyhold. No radioactive spiders required....

 

How did you manage that, exactly? I played through the game on Normal, and only died 1 time. That was when I was level 7 and tried to kill the Hinterland Dragon.



#517
Elhanan

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How did you manage that, exactly? I played through the game on Normal, and only died 1 time. That was when I was level 7 and tried to kill the Hinterland Dragon.


I play on Nightmare, and ran into a 12th lvl rift to the North, a high lvl 2H to the West, a Dragon to the East, and bears and demons of strength to the South. The Dragon did not kill me though, but the others did as I more willing to test them.

#518
Rawgrim

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I play on Nightmare, and ran into a 12th lvl rift to the North, a high lvl 2H to the West, a Dragon to the East, and bears and demons of strength to the South. The Dragon did not kill me though, but the others did as I more willing to test them.

 

Need to cast Barrier all the time + button mash fiercly. Works on Nightmare.



#519
Elhanan

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Need to cast Barrier all the time + button mash fiercly. Works on Nightmare.


nah! Prefer to choose tactics and keep my face off the keyboard.

#520
o Ventus

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There is a famous line that goes something like this "The strength of the protagonist is measured by the threat of the antagonist(s)". It is one that fits with most stories, really. What is happening in DA:I, though, is that The Inquisitor ends up being nothing but a Mary-Sue from the get go. He is more powerful than anyone he runs into during the game, simply because the enemies can't really do anything to damage him. They stand there, try to fight, and lose when their HP runs out. The player doesn't even need to put any thought into it when he kills them either. Since they have absolutely no abilities that can surprise him, or turn the fight in their favor.

 

It's weird, it's almost as if the game was designed to be beaten.

 

I mean, I can't think of many other games that follow that philosophy, DAI must be an anomaly.



#521
KaiserShep

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How did you manage that, exactly? I played through the game on Normal, and only died 1 time. That was when I was level 7 and tried to kill the Hinterland Dragon.

 

I thought those rifts in the woods and the rift in the ravine were ridiculous at lower levels. I attacked the one in the ravine at level 8 or 9, and the despair demons made approaching the rift nigh impossible to do without having at least one or two of my party members get knocked out. I can never disrupt the rift long enough before they interrupt with an icy dagger, mine or beam, and then the terrors made it more complicated. I resorted to going to the top of the waterfall, since the despairs can't hit you with the beam or shards, but can still hit you with the mines, which by themselves can knock out a good portion of your health, even with barrier, but the terrors still make it up there, and their attacks that knock you down make it difficult to ever maintain a barrier at all. Even when my Inquisitor was a mage teamed up with Solas, I was down to zero potions and less than half health, and the only reason I didn't lose the fight is because I always have at least one character that can go stealth and sneak past enemies to do revives. 

 

I gave up on hitting that rift in the cave at anything less than level 10. I've never successfully killed the Fereldan Frostback at level 7 on Normal or Nightmare. 


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#522
Saphiron123

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nah! Prefer to choose tactics and keep my face off the keyboard.

On, Off, and More often isn't choosing tactics. When the AI can't even have blizzard on because it will constantly waste all it's mana, it's a badly designed system.

They had real tactics, they threw them out.

 

 

I thought those rifts in the woods and the rift in the ravine were ridiculous at lower levels. I attacked the one in the ravine at level 8 or 9, and the despair demons made approaching the rift nigh impossible to do without having at least one or two of my party members get knocked out. I can never disrupt the rift long enough before they interrupt with an icy dagger, mine or beam, and then the terrors made it more complicated. I resorted to going to the top of the waterfall, since the despairs can't hit you with the beam or shards, but can still hit you with the mines, which by themselves can knock out a good portion of your health, even with barrier, but the terrors still make it up there, and their attacks that knock you down make it difficult to ever maintain a barrier at all. Even when my Inquisitor was a mage teamed up with Solas, I was down to zero potions and less than half health, and the only reason I didn't lose the fight is because I always have at least one character that can go stealth and sneak past enemies to do revives. 

 

I gave up on hitting that rift in the cave at anything less than level 10. I've never successfully killed the Fereldan Frostback at level 7 on Normal or Nightmare. 

I don't mind having to come back, but i thought it was a huge missed opportunity not having the rifts interact with the map somehow... maybe twisting trees and affecting the sky around it or having quests where the people are influenced by demons. The world should change somehow when you close on of these rifts, but they don't actually affect anything.



#523
Saphiron123

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It's weird, it's almost as if the game was designed to be beaten.

 

I mean, I can't think of many other games that follow that philosophy, DAI must be an anomaly.

There's designed to be beaten, and zero effort required. High difficulties should really challenge you, and not just with more hp and barriers, but real ai challenge, stronger numbers, and options to control the field that we didn't get in this game but had in previous entries.


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#524
KaiserShep

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I don't recall enemy AI ever being improved in either DA or ME with difficulty levels. I'm fairly certain ME3 kind of mentions AI in the difficulty description for insanity, but I honestly did not see any meaningful difference. Typically, the higher difficulty enemy = more hp and each hit takes a bigger toll on your health. 



#525
Elhanan

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On, Off, and More often isn't choosing tactics. When the AI can't even have blizzard on because it will constantly waste all it's mana, it's a badly designed system.

They had real tactics, they threw them out....


Did not mean Tactics and Behaviors, but prefer choosing higher elevations, bottlenecks, knocking foes off cliffs, using Tac-Cam to seek info on vulnerabilities, Pause to consider options, etc. Action mode is great for flowing the combat until the next tactical situation arises, but not my preference overall.

And one may set the Mana cost in Behavior which will allow for more powerful spells, though I am uncertain of that specific one. I generally lower all of the characters to 20% reserves.