Completely agree with this. The current combat system with its focus on reactions, active defence, and positioning seems to have been designed for a player to control each character (*cough* multiplayer *cough*), not an AI, as there are too many variables for a fairly simple game AI to deal with. This kind of combat is fine in games like Witcher 3 or Dark Souls, where the player only ever controls one character in real time, but it really falls over when one player tries to control a party all at once and the AI isn't up to it. There is a reason that older party based systems used turn based and RTwP; it's because the ability to queue up actions in advance for multiple characters is necessary for party based combat, and while DAI has a RTwP mode, it's extremely poorly implemented, is unreliable, and still suffers from the same flaws that the AI does, specifically, the inability to reliably position and react.
In the end, I just don't think this action oriented style of combat suits a party based single player game. It works fine for multiplayer games, and for games where you control a single character, but it's completely unsuited to a game like DA. Short of either taking control of the companions off the player completely and just fudging their mechanics (sort of like pets in WoW), thus allowing the player to focus on their own character, or going back to the older traditional CRPG style of party based combat, I can't see where Bioware can go from here with this current approach to combat.
Thing is the combat is still not fully action oriented, the game suffers because it keeps trying to do 2 things. I rather wish they choose a direction and stick with it, action fine then make it so companion AI is good and skills are designed around re-activity. Block/Parry should not be a skill, same with roll and dodge. They should look at mass effect on how to do party and MC, but trying to be tactical and action based is not working to well as both those things pull in different directions.





Retour en haut







