While some of the reasons why people would dislike DAI's combat system compared to DAO or DA2 do have some merit, I think those that resort to the usage of "hate" are clearly being hyperbolic to drive their few dislikes home. While they have different presentations, the combat systems in the three games aren't that different to warrant a complete 180.
The AI has always been relatively mediocre in Dragon Age. I don't see why anyone would pinpoint DAI as an exception...for example.
Like...Nefla here.
To be clear, I never liked DA combat. The kind of combat I like is the kind that relies on my own skill, aim, reflexes, and use of terrain. IMO though the combat of DA has gotten worse with each installment.
If anything, Dragon Age has improved on all four accounts.
Dragon Age Inquisition is the first game that makes direct use of terrain in combat. Several passives have certain terrain requirements to trigger, such as the Archery passives that let you gain damage from distance or height. Environmental interaction did not exist in previous games, except maybe for DAO's barricades or triggered grease, which still exist in DAI in some form. If you're referring to LOS strategies, you can do that in any game.
The tactics system, while a joy for many people for one reason or another, always ended up automating combat to the point of rendering the player input pointless. This reduced the effect of player skill and reflexes during a fight.
Honestly, I don't get why tactics are even needed for this game. I can think of a few reasons, but not enough to justify the backlash. The removal of minor buffs and most sustains effectively removed 90% of the reason why people used them to begin with. The AI already does everything in it needs to do in terms of buffs.
Building complex tactics systemscould be rewarding, but then that renders any other complaints about combat irrelevant because you just automated the combat.
In fact, the large number of abilities in DAO worked against the tactics system. If the ability wasn't in tactics, then your AI wouldn't use it. Given that the base number of tactic slots was small, you had to invest in Combat Tactics and download a (necessary) tactics mod in order to get this meticulous automated tactics system. It's simply not convenient or easy to use. You'd often have to spend most slots on sustains and filler spells that you don't want to bother with.
Well..the reduced number of filler or refresh spells and direct healing removed that need. Other people used it to disable certain spells...that can still be done. Some used it to control when an AI drinks a potion. That's still there. What's left? I suppose crowd control and a couple of "if" statements here and there for better manageability.
As a side note I advocate the return of tactics, but that doesn't mean they were necessary in DAI. It's just nice to have options.
The removal of sustains and incorporating some of them as active abilities also increased the need for player skill. In DAO you activate a defense sustain and suddenly become a massive tank. In DAI you still gotta block. It can be automated if you don't control the tank but you still gotta position them when in trouble or if you're in direct control. Isn't that an increase in skill and reflex requirements?
Also, by relying on proactive protection rather than reactive healing, the player is now responsible for protecting their party by using bubbles, in a timely fashion. Too early and you waste it. Too late and your party is in danger. You have to gauge the threat and react accordingly. The same applies for guard generation and active mitigation, as well rogue evasion and dodging. That's another skill-cap increase.
What about aim? DAI is literally the first game where you can miss your targeted spells and abilities, because there is no longer a target lock. Input timing has never been so important.
...
Like I said, people have their reasons for disliking some aspects of the combat system in DAI. But to outright hate it when it's an improvement on most fronts from aesthetics and animations to skill progression just because of a few changes which make sense in the grand scheme of things is short-sighted.





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