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Bringing the weapon switching back


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#1
sashimi227x7

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Hi, my name is Sashimi and since I found the courage to ask something, I'd like to put it to a good use and ask a question involving the current combat system in the Dragon Age: Inquisition.

 

I've seen people (especially people playing as the "rogue" class) ask this on many forums and sites, but I didn't notice any post complaining about this on the official BioWare forums.

 

The question is - Is it possible to bring back the weapon switching (switching from one weapon set to another mid-fight) back to the Dragon Age franchise? Could it be included in the next patch or will it return in Dragon Age 4? If not, are there any mods to add the weapon switching action? - Feel free to comment ANY possible ways to fix this.

 

Thank you for your feedback,

- Sashimi

 

 


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#2
taglag

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I have noticed this, and it is sort of dumb, not being able to swap weapons during combat.

 

I will assume it is a way to get you killed, as if you go in battle with all fire, and the mob, or mobs are immune to this, your sort of in deep doo,doo!

 

I know fool me once, shame on you, fool me twice shame on me.

 

So sure you can always die once, and then reload, and fix your equipment, and do better. But like so many thing in this game that are odd, and seem to only be there to force you to enter the same battle more than once to learn what you need to have equipped, it just seems like an intentional snuff the player event.

 

just as only being able to remember 8 spell's when you enter combat is stupid, as I would think a wise mage, who had studied hard would be able to remember all of them.

 

Wicked Hearts is another totally out there add in, as if some other game designer jumped in in the middle of the game, and changed the rules, just to totally frustrate you.

 

I think it would be nice to be able to at least swap weapons out during combat, after all you are carrying another one, and it seems like it would be and easy thing to swap out to the other one, as in grabbing a rifle, as apposed to a pistol.

 

  Many odd design choices in this game. I like a lot of it very much, but many parts are extemely boring or stupid, and make no sense. ( oh to help your thread "I like Boob Plates!" LOL )


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#3
In Exile

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So long as there is an ability cap a weapon swap option is a no-go. For warriors and rogues, switching weapons swaps talents. So either you keep the 8 ability cap but then have to have abilities from both styles clustered in the 8 slots to switch (which might very well have some merit) or you'd ask for each weapon to get 8 slots and that would be a pretty radical advantage.



#4
perrymwt

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I think it is quite doable. There simply needs to have another row of eight slots. Every time you switch weapons, the abilities for that weapon fills the second row. The first row can be filled with the more general two abilities categories.

Granted, this solution would not work for mages, but at least they would be kept happy by having two rows to place their spells in.

 


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#5
In Exile

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Right, so warriors and rogues get a huge advantage gameplay wise. That's not a very functional solution. And once mages get 16 slots accessible any time you've removed the 8 ability cap. Which don't get me wrong sucks. But now you've got a different design.

#6
Sylvius the Mad

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It could work for mages, too. If each character had 2 8-slot ability sets, which could overlap, and each was tied to a weapon, there's no reason why Mages couldn't swap weapons to find extra abilities, just like Rogues and Warriors could.

But it would be nice if Mages could swap weapons in combat in case they met an enemy immune to their staff type.

But even without extra slots, why not allow weapon switching? If you want access to abilities for multiple weapons, you sacrifice a bit of versatility within each to gain versatility across both. Just letting a Rogue use a bow at range and then switch to daggers would be terrific.

There's no reason why the 8-slot limit has to prevent weapon-switching.
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#7
Realmzmaster

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I have no problem with weapon swapping. I do have a problem with the way it was implemented in DAO. It should not be instantaneous. The enemy should have a chance at attacks of opportunity. It take time to switch between weapons unless the character is going to drop the first weapon to arm the second (which would take less time). If the character is going to put the first weapon away (which allows for future swapping) to arm the second that will take more time. Therefore the enemy should have a chance at a free attack on the switching character.

 

I would assume that the mage is carrying two staffs which in my opinion should take even more time to switch between.

 

The other point is if the characters are able to switch weapons then that capability should be extended to the enemy.


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#8
Ariella

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Weapon swap would be nice, especially for rogues, because even without the skills, it's nice to have range (looks at rams).

Someone mentioned something about having skills linked to weapons gw2 style, though I doubt that's possible. And no, I'm not saying skill learning, but it would be nice for weapon skill to change out based on type.
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#9
BansheeOwnage

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Right, so warriors and rogues get a huge advantage gameplay wise. That's not a very functional solution. And once mages get 16 slots accessible any time you've removed the 8 ability cap. Which don't get me wrong sucks. But now you've got a different design.

Well, couldn't they do that in DA:O/DA2? The disadvantage is that you would have to spend points on talents in both categories.


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#10
KilrB

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Odd that your enemies can, and do, switch from ranged to melee if they cannot maintain distance ... but Inquisitorial forces are too stupid to do either.


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#11
In Exile

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Well, couldn't they do that in DA:O/DA2? The disadvantage is that you would have to spend points on talents in both categories.


In DAO, but not DA2 (you couldn't switch mid fight any more for the PC and companions didn't have both weapon trees). But fair point on the balancing.
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#12
KaiserShep

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I'd love to see weapon swapping implemented, but I can't say that I care for having alternate weapons materialize out of thin air, which is pretty much the only way to really do it so that rogues aren't left with the clear advantage, since they are the only class that can realistically be redesigned so that they can visibly carry both daggers and a bow, whereas you can't have mages walking around with two staffs, or warriors with both a greatsword and a sword & board setup. 

 

Well, couldn't they do that in DA:O/DA2? The disadvantage is that you would have to spend points on talents in both categories.

 

 

As much as I like the archer, I couldn't ignore the double daggers tree. I was able to get all my preferred talents in both (obviously not all upgrades), all the most useful talents in the spec and stuff in subterfuge, with only one amulet of power and the combat point earned from perks. Overall I had a pretty well-rounded character that wasn't gimped by spreading across both talents, but the stat boosts from crafting do pick up a lot of the slack.


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#13
DarkKnightHolmes

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I hope so. Dual dagger rogues are extremely painful to use when you're facing enemies that do AOE damage and the stupid rogue *cough* Cole *cough* starts dying because they have low health.


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#14
BansheeOwnage

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In DAO, but not DA2 (you couldn't switch mid fight any more for the PC and companions didn't have both weapon trees). But fair point on the balancing.

Oh, right. I forgot how it worked in DA2. I kept a bow in my inventory the whole game (I was a dual-dagger rogue) but never actually tried switching to it ever. Thanks.


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#15
KaiserShep

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Double dagger allies really rely on better crafting for survivability, which is rough if you're unlucky and don't get enough of the better fade-touched stuff. I refuse to make Cole an archer, but I was able to give him some stuff that grants him guard so that he has a bit of a layer of protection before the enemy can take him down. 



#16
BansheeOwnage

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Double dagger allies really rely on better crafting for survivability, which is rough if you're unlucky and don't get enough of the better fade-touched stuff. I refuse to make Cole an archer, but I was able to give him some stuff that grants him guard so that he has a bit of a layer of protection before the enemy can take him down. 

The other problem is you have to craft 2 daggers. Or find 2. I wish they were classified as a single weapon (unless they kept Origin's mechanics of having many types of one-handed weapons). One of the codexes for a purple dagger describes it as "these daggers once belonged to" so it's possible they were originally going to be treated as a single weapon.


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#17
Duelist

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IMO, better evasion talents would do more for melee rogues than the ability to switch weapons although I'm not opposed to the idea.

Double dagger allies really rely on better crafting for survivability, which is rough if you're unlucky and don't get enough of the better fade-touched stuff. I refuse to make Cole an archer, but I was able to give him some stuff that grants him guard so that he has a bit of a layer of protection before the enemy can take him down.


Cole has been OK without guard on hit for me at least.
Evade and Parry keep him safe, Stealth lets him put the hurt on fools while a Heal On Kill ring keeps him alive.

He's like Bull in that his survivability is centred around his ability to kill s*** although something akin to the Crippling Blows passive would help him immensely.
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#18
Sylvius the Mad

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Well, couldn't they do that in DA:O/DA2? The disadvantage is that you would have to spend points on talents in both categories.

I already do this quite a bit on DAI.  Since the passives are weapon-agnostic, they work regardless of what your wielding.  For example, Turn the Bolt and Turn the Blade are excellent passives, even for 2H warriors.  And I have to buy shield abilities in order to get those passives.



#19
Sylvius the Mad

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companions didn't have both weapon trees

I'd forgotten about that (probably since I modded the game to change that).



#20
Auztin

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I wouldn't mind it if they could make it not on the fly or easy button like Origins.I don't miss it but for tactical gameplay they could give you more control over your team so you can scout.I think you should just go in prepared & if they have an advantage either retreat or fight on.

#21
sashimi227x7

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Oh, to help your thread "I like Boob Plates!" LOL 

 

???

 

So long as there is an ability cap a weapon swap option is a no-go. For warriors and rogues, switching weapons swaps talents. So either you keep the 8 ability cap but then have to have abilities from both styles clustered in the 8 slots to switch (which might very well have some merit) or you'd ask for each weapon to get 8 slots and that would be a pretty radical advantage.

 

That's exactly the point - if you want to use 2 weapons, you have to sacrifice a few weaker talents. Also, most probably I wouldn't use the dagger abilities at all. It's just a way of defending myself when someone closes on me. Now I use the "Stealth" talent to quickly run away (backstep) when it happens while my companions back me up, but when they die and there's no-one to distract my enemies while I shoot, I'm screwed. 

 

I have no problem with weapon swapping. I do have a problem with the way it was implemented in DAO. It should not be instantaneous. The enemy should have a chance at attacks of opportunity. It take time to switch between weapons unless the character is going to drop the first weapon to arm the second (which would take less time). If the character is going to put the first weapon away (which allows for future swapping) to arm the second that will take more time. Therefore the enemy should have a chance at a free attack on the switching character.

 

I would assume that the mage is carrying two staffs which in my opinion should take even more time to switch between.

 

The other point is if the characters are able to switch weapons then that capability should be extended to the enemy.

 

It would be quite unpractical, but I see your point. Maybe there could be a tiny interval between switching the weapons. Also, the enemies usually CAN switch ranged and melee.

 

The other problem is you have to craft 2 daggers. Or find 2. I wish they were classified as a single weapon. One of the codexes for a purple dagger describes it as "these daggers once belonged to" so it's possible they were originally going to be treated as a single weapon.

 

Well, in my opinion it's pretty realistic. For example: "These daggers once belonged to..." - imagine a pair of unique daggers wandering around the whole Thedas, passing from one bandit to another one (who apparently killed or robbed the first one), carried from place to place, maybe even rotting together with the corpse of its former owner...etc. Now, 100 years later you find them\it - dirty, damaged - in some weird spider cave. So what's the probability you find both of them in the one place?

 

I'd love to see weapon swapping implemented, but I can't say that I care for having alternate weapons materialize out of thin air, which is pretty much the only way to really do it so that rogues aren't left with the clear advantage, since they are the only class that can realistically be redesigned so that they can visibly carry both daggers and a bow, whereas you can't have mages walking around with two staffs, or warriors with both a greatsword and a sword & board setup. 

 

The warrior could have it like this:

 1st set - Greatsword

 2nd set - Shield and (Sword for enhanced defense)

 

The mage could just switch between elements when he encounters an enemy immune to a specific one.

 

                                                                              ^

By the way - Congrats If you read through all this |



#22
Sylvius the Mad

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I have no problem with weapon swapping. I do have a problem with the way it was implemented in DAO. It should not be instantaneous.

DAO sort of did this by forcing the new weapon to be drawn before it could be used.

I had a dagger&shield warrior who carried a 2H sword as his second weapon because it offered an extra stun attack that was never on cooldown, and the pommel strike animation was the shortest from draw to impact.

#23
BansheeOwnage

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Well, in my opinion it's pretty realistic. For example: "These daggers once belonged to..." - imagine a pair of unique daggers wandering around the whole Thedas, passing from one bandit to another one (who apparently killed or robbed the first one), carried from place to place, maybe even rotting together with the corpse of its former owner...etc. Now, 100 years later you find them\it - dirty, damaged - in some weird spider cave. So what's the probability you find both of them in the one place?

And what about the times where you kill a rogue that was using two daggers, but you only get one to pick up? I'd say each instance cancels each other out in terms of making sense, so I'd prefer to just get both.


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#24
sashimi227x7

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And what about the times where you kill a rogue that was using two daggers, but you only get one to pick up? I'd say each instance cancels each other out in terms of making sense, so I'd prefer to just get both.

 

Yes, it makes sense this way - if you rob an enemy, you should get both his daggers. And if you find a dagger in a chest, my way makes more sense. - I guess DA should be more like Skyrim in this aspect - you take what the enemy\chest really contained.



#25
taglag

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The boob plate thing was a joke, last I looked the thread on that was 67 pages long ( and trolled to death by the same 5 or six people), it is the funniest page to read, but some of the biggist prude's, and do do nothing Idea's I have ever seen.. Sorry was and inside joke I guess.