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Mages are so boring, as is combat in general


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#151
Elhanan

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What need was there to limit the number of skills that could be used during combat?


Am guessing it had to do with DA-MP, but have no real answer. Others may have a more educated answer.

#152
Morroian

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Am guessing it had to do with DA-MP, but have no real answer. Others may have a more educated answer.

 

If there's no good gameplay reason to restrict variety then its poor design.


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#153
Elhanan

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If there's no good gameplay reason to restrict variety then its poor design.


While I prefer variety, this may not always be the case. As in SWTOR, one is flooded with options to the point where they can possibly obscure the gameplay; one only can see the HUD.

And if it was done due to DA-MP, that would be a gameplay reason. And the evidence to support such a claim is.... ?

#154
Sylvius the Mad

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And if it was done due to DA-MP, that would be a gameplay reason.

That would be a gameplay reason only for the multiplayer.  They actively restricted our ability to swap out abilities during combat.

 

They let us pause the game.  They let us look at the ability tree.  But we can't swap out abilities on the hotbar.

 

That specific implementation doesn't not exist because of multiplayer.


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#155
Elhanan

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That would be a gameplay reason only for the multiplayer.  They actively restricted our ability to swap out abilities during combat.
 
They let us pause the game.  They let us look at the ability tree.  But we can't swap out abilities on the hotbar.
 
That specific implementation doesn't not exist because of multiplayer.


Fair point.

We can swap in single Player between combats, and the vast majority of them are brief encounters. Perhaps the eight slot restriction was seen as balancing consoles with PC; uncertain of this either.

#156
Sylvius the Mad

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Fair point.

We can swap in single Player between combats, and the vast majority of them are brief encounters. Perhaps the eight slot restriction was seen as balancing consoles with PC; uncertain of this either.

Given that consoles can pause and select from a radial menu in previous games, I don't buy that either.

 

It's also been suggested that the restriction was made to promote a specific playstyle, but I can't imagine what playstyle that might have been.

 

No, I suspect the choice was made to make the game look more accessible and less liable to confuse mew players.


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#157
draken-heart

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I personally do not think that mages are boring, but I love rogues in this game. My current rogue is gonna be a DW artificer.



#158
Elhanan

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Given that consoles can pause and select from a radial menu in previous games, I don't buy that either.
 
It's also been suggested that the restriction was made to promote a specific playstyle, but I can't imagine what playstyle that might have been.
 
No, I suspect the choice was made to make the game look more accessible and less liable to confuse mew players.


But combined with DA-MP, and having a two tier stack of four selections on consoles does seem to suggest that some kind of balancing may have done.

#159
Menethra

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In DA:Origins the mages are the most boring class, but in the lore is the best

In DA2 the magic is awesome in the combat, but in the lore is... awkward. (Hi templar, I'm going to use magic on your side, oh well you are blind, good)

Now in DA:I happens the same to Origins, is the best in lore but very slow and boring in combat, the same happens with a Warrior two handed, I hope they dont make that mistake in DA:4

I disagree. I loved nothing better than tossing a fireball and watching enemies and allies fly all over the place.


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#160
Kakistos_

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I agree with the OP. Mage combat, trading the various Schools of Magic for the banality of fire, ice and lighting, the lack of Blood Magic and Keeper Magic all make for a very poor experience for any Mage lovers.


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#161
straykat

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Not really a fan either... Mages look similarly to DA2 mages, but it doesn't feel the same. I think human mage has a good place in the overall story though. So far, liked 2h warriors the most (not Reaver), gameplay wise... but the combat in general isn't great to me, if I'm going to be honest.



#162
Sylvius the Mad

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I agree with the OP. Mage combat, trading the various Schools of Magic for the banality of fire, ice and lighting, the lack of Blood Magic and Keeper Magic all make for a very poor experience for any Mage lovers.

I'm inclined to agree with this, though they did incorporate some interesting features into some of those elemental spells.

I love Static Cage.
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#163
Hexoduen

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I'm over 50 hours in on a mage character, and I just find the combat sooooo boring! I think mainly it's the lack of spells - endless repetition of the same 3 or 4 attacks bores the snot out of me. It also feels really strange that the single target spells costs oodles and gobs more mana than the AoE spells...

 

I remember having A LOT of fun playing as a force mage in DA2, and experimentally I went back and played it again today and... I was not at all bored.

 

I think another big part of it is the damn auto attacking - in previous games (as well as like, every video game ever) this was automatic. Additionally DA2 had a really neat animation swap that mages used in close combat, where they switched from firing projectiles to empowering their staves with the elements and smacking enemies (which was really cool imo).

 

I'm having a really hard time playing DA:I, which is a first for the series. I think a lot of it as far as the free roaming goes is the REALLY DUMB respawn system - I actually see enemies and plants span IN FRONT of my eyes all the time ffs! And my god do things just pop back up instantly - you can go back to the same place you were less than 3 minutes ago and find the the resources and the enemies have already respawned!...

 

+1 OP. I hope to see DA4 mages and combat more in the style of Origins and DA2.

 

Respawning in DAI is way too high. Oftentimes I can't even get out of a cave because the monsters at the entrance have respawned  :blink: I'd have prefered respawning to not happen until area transition.


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#164
Akka le Vil

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It boggles my mind that anyone could praise the retarded breakdance mage animations in DA2.


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#165
Darkly Tranquil

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It boggles my mind that anyone could praise the retarded breakdance mage animations in DA2.


Pretty sure they use the exact same animations in DAI. They're still waving around their staves like marching band baton twirlers. It looks every bit as over the top and silly as it did in DA2.

Besides, I don't think people are really praising the animations, they are expressing a like for the implementation of the spells and skill trees.
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#166
Hexoduen

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There are some really cool spells in DAI that I like :wizard:  But call me spoiled, coming from Origins and DA2 I expected a bigger spell selection, some consistency, and a custom quickbar!! I'd just like more freedom in building and playing our mage. Don't know why we're stuck with this simplicity, seems odd for such an otherwise fantastic game.

 

No matter, combat for me as a mage in DAI gets real boring real fast, and the over-zealous respawning doesn't help. I spend a lot of the game fleeing from the bear army :P


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#167
straykat

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Pretty sure they use the exact same animations in DAI. They're still waving around their staves like marching band baton twirlers. It looks every bit as over the top and silly as it did in DA2.

Besides, I don't think people are really praising the animations, they are expressing a like for the implementation of the spells and skill trees.

 

Yup, they're the same. It just feels different (and better). At least on a controller. And the party tactics are better as well, but that's another issue.

 

I seem to remember that DA2 mages were more mobile too, but now that I haven't played in awhile, I don't want to be held to that.



#168
Elhanan

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I do wish the staff attacks were done in a series of three like Archers at greater damage per attack. But otherwise, prefer the combat pacing of DAI overall in the series.

And I still get a kick over combos, though I cannot say what causes the ones I see (no Floating Text). Static Cage sounds like it hurts, and I see some Health bars occasionally melt when Energy Barrage meets them. And while Shatter may look good, it is sometimes better to use another form of attack on Frozen opponents, which helps the Ice Mine become readied again for a repeat performance, if needed.

But combos are not the only cool effect. In certain locations, having Stonefist send assailants hurtling off cliffs is efficient. Or watching some charging hulk miss a target and fall from a precipice due a well timed Fade Step. It is great to have Falling damage added to the repertoire thanks to DAI's new engine.

#169
Cobra's_back

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Given that consoles can pause and select from a radial menu in previous games, I don't buy that either.

 

It's also been suggested that the restriction was made to promote a specific playstyle, but I can't imagine what playstyle that might have been.

 

No, I suspect the choice was made to make the game look more accessible and less liable to confuse mew players.

I hate the fact that we only have eight button, and can't access inventory or talents once combat starts.

 

The only work around is in the beginning of combat use the disengage command, allows players to switch equipment. 



#170
Cobra's_back

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I'm inclined to agree with this, though they did incorporate some interesting features into some of those elemental spells.

I love Static Cage.

I also like KE with decloaking blast and fade step. The spells are there. Access to all of them is the problem.



#171
KoorahUK

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Given that consoles can pause and select from a radial menu in previous games, I don't buy that either.

 

It's also been suggested that the restriction was made to promote a specific playstyle, but I can't imagine what playstyle that might have been.

 

No, I suspect the choice was made to make the game look more accessible and less liable to confuse mew players.

Yes I think you are right about the diser to increase accessibility. 

I also think the change in primary input device to controller over M+K was also influential in the choice. I know they had a radial menu in previous games but I feel that was due to the fact that PC players had access to everything on M+K so they had to. With controllers being (clearly) the primary HID for designed for DA:I the situation reversed and with the faster pace of combat they decided to limit the number of abilities to those the controller could handle with intutive ease. I don;t buy the claim they wanted to "encourage tactical choices" at all I'm afraid. 

I also don't believe MP is to blame either. MP games only have access to 4 abilities, not 8.