Something about the combat in this game just doesn't *feel* right
#26
Posté 11 février 2010 - 01:16
#27
Posté 11 février 2010 - 02:24
Poleaxe wrote...
The combat is based on MMO mechanics- cooldowns, shouts, instants, aoe's, dps vs. tanking. Perhaps you are not used to this?
I'm used to it, but it just doesn't feel right for me in a game where I want to pause and make my next move. Just doesn't feel right
#28
Posté 11 février 2010 - 03:11
I solved it by setting rules: I try to win every encounter without potions (on hard). If I have to use a potion, I usually reloads, except if I feel it was totally impossible to make it otherwise. If a character is downed (potions or no potions) that's also an instant reload.
The only fights this far when I had to use potions were Broodmother (I did it without neither Wynne nor Morrigan, so I didnt have much choice) and the boss in the Circle Tower (I had to use a mana potions for Wynne to be able to keep everyone healed).
Apart from that, reloading have always mad it possible to change tactics and beat the fight without potions.
But if you think the potions are too spammable in DA:O, then Fallout 3 is far worse, you can just pause the game, fill up all health with stimpaks and then unpause. And that's with stims that are actually something the character injects
#29
Posté 11 février 2010 - 03:36
As stated above, if you are on a PC, you could use combat tweaks to fix the pot spam. One of the things they did in the combat tweaks add-on is make all of the healing pots use a shared cool down, same with the mana pots. Additionally, they have increased the cool down for these pools to something like 30 seconds.
Another thing about the combat tweaks system is that combat feels smoother and more balanced, and more challenging if you use the combat difficulty patch 2.
#30
Posté 11 février 2010 - 04:30
And yes, I do feel high and mighty for playing PC games instead of Console games. Once you experience the liberation of game mods and community-made content, you can't go back.
And yes, I did play many console games, all the way up to PS2, XBox, and Wii.
#31
Posté 11 février 2010 - 04:46
cipher86 wrote...
It's hard to put my finger on what it is, but something just feels off.
The fact that the AI script the mobs use is one written for RPG's 20 years ago? I am not sure it could be any easier to win encounters short of having a god mode turned on.
#32
Posté 11 février 2010 - 05:14
#33
Posté 11 février 2010 - 06:03
The original design called for potions only to increase regen rate - not just give you mana. That would have solved these people's problems.wowpwnslol wrote...
When the old forums were active, Bioware stated that mages are not intended to run out of mana. To remove potions spamming you'd need to overhaul the entire mage class, possibly tying willpower to in combat mana regen. I don't think Bio will be doing that until DA2 - or at least DA expansion.
The original design also called for Lyrium to be addictive, so potions would become less effective the more you used them. This, however, ran contrary to their plan to favour tactical planning over strategic planning under all circumstances, so they had to abandon it.
I still think it was a good idea. I wish they'd used it.
#34
Posté 11 février 2010 - 08:14
#35
Posté 11 février 2010 - 08:19
#36
Posté 11 février 2010 - 08:24
That sounds far better both lore wise and mechanics wise. Spammable potions just seem like a bandaid for a broken system. Winning or losing a tough fight should never come down to potions. I really hope the Bio-devs read threads like this.Sylvius the Mad wrote...
The original design called for potions only to increase regen rate - not just give you mana. That would have solved these people's problems.
The original design also called for Lyrium to be addictive, so potions would become less effective the more you used them. This, however, ran contrary to their plan to favour tactical planning over strategic planning under all circumstances, so they had to abandon it.
I still think it was a good idea. I wish they'd used it.
#37
Posté 11 février 2010 - 08:28
Or playing drunk.
Or playing sober if you always play after drinking.
#38
Posté 11 février 2010 - 08:33
Curse of mortality is the only strong counter that enemies can cast to the healing thats available.
#39
Posté 11 février 2010 - 08:42
1varangian wrote...
Potions for sure are to blame. Players having access to basically unlimited healing also has the nasty ripple effect of enemies having super high health that is in no way proportionate to the PC's. That creates an action game type of feel mostly unwelcome in an RPG where the world is expected to make some sense.
The characters also seem to be lacking defense and talents to avoid being hit. Perhaps this has led to the need for health potions which in turn has led into enemies with exponential HP. Even enemy mages don't survive because of defensive spells but rather a huge HP pool which is painfully evident when you mana clash them. I would much rather see epic duels where equally skilled combatants clash steel for a longer time without actually drawing so much blood. Instead we have this potion chugging blood spilling festival of battle. Alistair beating a certain boss 1 on 1 solely thanks to the party's massive potion reserve was an epic duel turned into a huge anti-climax.
As far as mages are concerned, spells have rather short durations and mages toss them around instantly without recital AND cast their most powerful spells on repeat in every fight. This leads to a sort of fast food feel of magic. Seeing Inferno for the first time is awe inspiring. Use it in every encounter all the time after that and it gets old really fast.
I'd have no issue with potions being nerfed the heck up if it wasn't for the fact that I have no defencive or evasion abilities early in the game (besides those seemingly worthless 'stances')... and it doesnt look like I get them later either, and I am an offtank.
Its not like I can manually dodge, block, or parry - not saying they should be added, they don't fit with this combat system... but being melee bloody sucks.
Modifié par Schurge, 11 février 2010 - 08:44 .
#40
Posté 11 février 2010 - 08:51
I'm thinking both Rogues and Warriors should probably have one more talent tree for active defense modes and talents. Or replace some of their overlapping or useless talents with defensive options.Schurge wrote...
1varangian wrote...
Potions for sure are to blame. Players having access to basically unlimited healing also has the nasty ripple effect of enemies having super high health that is in no way proportionate to the PC's. That creates an action game type of feel mostly unwelcome in an RPG where the world is expected to make some sense.
The characters also seem to be lacking defense and talents to avoid being hit. Perhaps this has led to the need for health potions which in turn has led into enemies with exponential HP. Even enemy mages don't survive because of defensive spells but rather a huge HP pool which is painfully evident when you mana clash them. I would much rather see epic duels where equally skilled combatants clash steel for a longer time without actually drawing so much blood. Instead we have this potion chugging blood spilling festival of battle. Alistair beating a certain boss 1 on 1 solely thanks to the party's massive potion reserve was an epic duel turned into a huge anti-climax.
As far as mages are concerned, spells have rather short durations and mages toss them around instantly without recital AND cast their most powerful spells on repeat in every fight. This leads to a sort of fast food feel of magic. Seeing Inferno for the first time is awe inspiring. Use it in every encounter all the time after that and it gets old really fast.
I'd have no issue with potions being nerfed the heck up if it wasn't for the fact that I have no defencive or evasion abilities early in the game (besides those seemingly worthless 'stances')... and it doesnt look like I get them later either, and I am an offtank.
Its not like I can manually dodge, block, or parry - not saying they should be added, they don't fit with this combat system... but being melee bloody sucks.
#41
Posté 11 février 2010 - 10:07
I have seen enemy AI's chug down health potions. I didn't think they did, but I have seen enemies in mid fight pause, chug a potion and then, *whoosh* up went their health meter. And that's without combat mods.
#42
Posté 11 février 2010 - 11:42
#43
Posté 12 février 2010 - 10:46
Nevertheless when I beat an opponent but only after I have burned through almost all of my health potions it doesn't feel like victory, more like cheating. But one can also say, there is a balance issue. You have to enlarge your health bar in an artificial way, so you can outlast the fight.
Modifié par ervanol, 12 février 2010 - 10:46 .
#44
Posté 12 février 2010 - 02:41
EDIT - I guess the combat tweak mod takes care of all of this?
Modifié par Challseus, 12 février 2010 - 02:49 .
#45
Posté 12 février 2010 - 07:08
Without major changes to the rest of the game, it would have made DAO way harder.AlanC9 wrote...
As for the original design, I wonder if it failed in early playtesting.
#46
Posté 12 février 2010 - 08:26
Ancastna wrote...
I found the constant switching of characters to be a bit annoying. Especially when in Boss fights.
I agree in a way - what would of been cool is being able to do a replay after ....with all the pausing and clicking and manuvering around and being successful and then having the chance to be able to see it all come together on a replay. Kinda like Warcraft...what do you think?
#47
Posté 12 février 2010 - 09:27
DAO's combat system is not action. Maybe that's part of it?
It
was intended to be strategic, and is reliant on issuing orders either
while paused, live, or according to an "if, then" tactics engine. When
I press "attack!" it doesn't actually swing a sword, arc an axe, or
hammer, or fire an arrow.Pressing attack "starts the attack engine".
It doesn't feel like "action" is happening, really.
If I see someone winding up for a massive two-handed sweep, and I run away qu, I could be 15 feet away from the person and I STILL GET HIT!? Same thing with spells. Because the "hit" is calculated before the animation starts. There is no hit-detection occuring with the actual weapon, or anything like that. Feels and looks SUPER sloppy.
This is one of my biggest gripes with the combat system.
#48
Posté 12 février 2010 - 10:32
Rulian wrote...
No, it's the fact that you can spam potions while your opponent can not use one, even bosses.
Considering that an elite npc has about 2-3 times as much health as a party member of the same class and level, I'd say it's like they all have an health potion intravenous dispenser...
Overall I'd rather have the combat be more 'fair' (gasp, yes, easier, I've said it) and be limited to maybe one potion for each fight.
Modifié par _Loc_N_lol_, 12 février 2010 - 10:33 .





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