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Post by river82 on Dec 24, 2018 5:43:07 GMT
One thing Inquisition was lacking that I liked in Origins is the occasional slow motion death animations, like decapitations, riding a dragon and kill it or jumping on top of a demon and slay it. That was effing epic! ... so it's appropriate it was removed considering they seemed to go away from all things epic when they made DA:2
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Post by Deleted on Dec 24, 2018 8:01:18 GMT
I really like DAI's style-though I really would like to see them improve on cutscene and minor talking points. Camera angles were all over the place during those.
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noviere
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Post by noviere on Dec 24, 2018 11:23:04 GMT
I liked the combat in DAO and DA2 better than DAI. The tactical cam in Inquisition is useless.
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TabithaTH
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Post by TabithaTH on Dec 24, 2018 11:38:43 GMT
All I need is a way to issue orders while combat is paused as well as a camera that can zoom far enough out/up that I can get a good view of the combat area.
I felt like DA2's camera was way too close to the action to be useful.
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Post by anarchy65 on Dec 24, 2018 13:37:48 GMT
I prefer tactical, but I'm okay with the "action oriented" or a mixture, as long as Bioware bring some interesting concepts from other tactical RPG games:
- Use of the environment. If the opponent is on the water/wet or if it's raining, more electrical damage, if it's a forest, more fire damage, being able to throw opponents from cliffs, etc. - Status that enhance or diminish damage: Oiled (more fire damage), wet (more lightning damage, less fire damage), etc. Making these status visible on the character would be very nice.
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duckley
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Post by duckley on Dec 24, 2018 17:11:57 GMT
I like the current version - with a choice regarding how tactical you want to be... (me - never used the tactical isometric views)
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House Targaryen
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Post by House Targaryen on Dec 24, 2018 18:47:00 GMT
I liked the combat in DAO and DA2 better than DAI. The tactical cam in Inquisition is useless. Tactical is useless. I always keep the game in first person.
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Post by Lebanese Dude on Dec 27, 2018 17:58:53 GMT
I LOVED the "casting' of Mass Effect Andromeda and Dragon Age Inquisition so I'm gonna say a melding of both for casters would be perfect.
For melee, I'm indifferent. Dragon Age Inquisition was fine, although I hope they fix the line of sight issues that frequently led to weird behavior by ranged characters.
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ahglock
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Post by ahglock on Dec 27, 2018 23:02:06 GMT
If they go more action like as I suspect as it is the trend I hope things feel less HP sink like. Maybe I suck at builds, gearing up, mages suck at damage or whatever but even on normal in DAI I was like dude I dropped a fireball, meteors, chain lightning and you have a ton of hps left and you are a random human.
Tactical games I’m for whatever reason more tolerant of chewing through hps. A reflection of my tabletop rpg experience maybe. Action games I’m like Jesus I shot you five times in the face die random bandit die.
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Post by cankiie on Dec 28, 2018 12:13:39 GMT
Honestly, keep the DA:I style of combat, perhaps improve it if you want to make it even more actiony with more personal forced aiming and what not.
One thing I would request though is better ability tacticals.
I don't mind the companion AI so much, but I would prefer having more of a choice when and how to use certain abilities, such as the single-target taunt mechanic, I want to be able to specify for that AI to use it on the target attacking a specific companion.
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Post by arvaarad on Dec 28, 2018 14:25:53 GMT
If they go more action like as I suspect as it is the trend I hope things feel less HP sink like. Maybe I suck at builds, gearing up, mages suck at damage or whatever but even on normal in DAI I was like dude I dropped a fireball, meteors, chain lightning and you have a ton of hps left and you are a random human. Mages really shine on crowd control and combo primers like frozen and paralyzed. If you want to tear down an enemy fast, you’ll usually need a rogue or warrior to go in and finish the combos. Also most magic damage ignores armor (not guard, armor — the little number next to the shield icon when you look at the enemy info), so against beefier enemies mages will do more damage if there isn’t enough sunder and armor penetration in the party. Armor reduces base weapon damage before multipliers are applied, so it absolutely kills weapon DPS if it’s not sundered. The armor number looks tiny, but open up a weapon’s details and check its base damage. Not its DPS, just its raw base damage. If the armor is (for example) half of that base damage number, your rogue or warrior could be doing about twice as much total damage as they currently do with that weapon. Mages have lower peak damage, but it’s consistent. Rogues have a much higher damage ceiling than mages, but in exchange for that they have to address armor. If the party is lacking sunder and armor penetration, mages will lead in damage... and the party won’t do much damage overall.
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Post by ahglock on Dec 28, 2018 14:33:57 GMT
Thanks, if I ever play DAI again(probably a month before DA4 comes out) I’ll check that out.
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Tittus
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Post by Tittus on Dec 28, 2018 14:53:48 GMT
DAO or DA2.
I love action games and I talked in another thread how underrated I think that hack and slash(like Bayonetta) genre is, but it doesn't mean that I want all games to be the same way.
I really want just a classic rpg for DA with automatic attacks and tactics
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Post by Deleted on Dec 28, 2018 14:54:01 GMT
The hp increase in DLC was especially hard on mages simply because most of the new units added were resistant to spirit damage. If you haven't noticed already all 3 specializations of mages focus on spirit damage. Rude! This is not helped by the fact that in the base game most of the hardest bosses had a weakness to spirit damage-so you go from being the solution to the chip damage unit. It feels disturbingly monotonous. Descent was just the slowest crawl since I didn't look at enemy resistances as closely as I should have. Now when I play as a mage I use mostly fire and ice-based magic since spirit magic feels really worthless in the dlc which is the harder bits of content the game has on offer.
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Post by ahglock on Dec 28, 2018 15:25:51 GMT
The hp increase in DLC was especially hard on mages simply because most of the new units added were resistant to spirit damage. If you haven't noticed already all 3 specializations of mages focus on spirit damage. Rude! This is not helped by the fact that in the base game most of the hardest bosses had a weakness to spirit damage-so you go from being the solution to the chip damage unit. It feels disturbingly monotonous. Descent was just the slowest crawl since I didn't look at enemy resistances as closely as I should have. Now when I play as a mage I use mostly fire and ice-based magic since spirit magic feels really worthless in the dlc which is the harder bits of content the game has on offer. I prefer fire/ice anyways. Still feels like a slog to kill people as a mage. Not difficult, just long. And the crowd control is more like crowd momentarily distract. They are frozen/terrified/paralyzed for like 2 seconds during which I do maybe 1/10th their damage. Looking at the powers and how they do a % of damage based on your weapon. I wonder if I was looking at the wrong stat. As they pointed out above for armor pen not DPS but base damage. Maybe I’m grabbing the wrong staves ones with decent dps but crap base damage. About the only power that seems to do anything is the fire mines and mine seems buggy as hell as like a 1/3 of the time it detonates for no damage. Maybe it’s been patched but it was frustrating as hell to have only one power that did noticeable damage and for it to only work sometimes. While I have it, I never actually played through the final dlc so that may have changed things as well past the spirit damage thing you point out. But for me it seemed to be a symptom of straddling tactical and action. It had the kill rate of a tactical game but played more like a action one though not entirely since its not like I was aiming. Also it’s been a while so my memory may be exaggerating what irritated me.
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Post by Deleted on Dec 28, 2018 16:08:30 GMT
The hp increase in DLC was especially hard on mages simply because most of the new units added were resistant to spirit damage. If you haven't noticed already all 3 specializations of mages focus on spirit damage. Rude! This is not helped by the fact that in the base game most of the hardest bosses had a weakness to spirit damage-so you go from being the solution to the chip damage unit. It feels disturbingly monotonous. Descent was just the slowest crawl since I didn't look at enemy resistances as closely as I should have. Now when I play as a mage I use mostly fire and ice-based magic since spirit magic feels really worthless in the dlc which is the harder bits of content the game has on offer. I prefer fire/ice anyways. Still feels like a slog to kill people as a mage. Not difficult, just long. And the crowd control is more like crowd momentarily distract. They are frozen/terrified/paralyzed for like 2 seconds during which I do maybe 1/10th their damage. Looking at the powers and how they do a % of damage based on your weapon. I wonder if I was looking at the wrong stat. As they pointed out above for armor pen not DPS but base damage. Maybe I’m grabbing the wrong staves ones with decent dps but crap base damage. About the only power that seems to do anything is the fire mines and mine seems buggy as hell as like a 1/3 of the time it detonates for no damage. Maybe it’s been patched but it was frustrating as hell to have only one power that did noticeable damage and for it to only work sometimes. While I have it, I never actually played through the final dlc so that may have changed things as well past the spirit damage thing you point out. But for me it seemed to be a symptom of straddling tactical and action. It had the kill rate of a tactical game but played more like a action one though not entirely since its not like I was aiming. Also it’s been a while so my memory may be exaggerating what irritated me. Oh yeah, the high hp makes every battle longer than it should be no matter what tactic you use. Like others said if you combo magic tactics such as weakening effects with solas/rift mage and then hit them hard with archer powers or other magic powers you can speed things up-but regardless it takes advance technics to speed things up even on the easiest settings. When a battle on casual in dlc takes twice as long as a battle in the main game on nightmare something has gone wrong.
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ahglock
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Shattered Steel, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, SWTOR, Anthem
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Post by ahglock on Dec 28, 2018 16:20:30 GMT
Well that sucks. I hate trying to combo things because the tactical mode is just clunky as hell to use and at my skill level it’s pretty damn random in the more action mode.
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Post by arvaarad on Dec 28, 2018 16:35:58 GMT
Well that sucks. I hate trying to combo things because the tactical mode is just clunky as hell to use and at my skill level it’s pretty damn random in the more action mode. I don’t personally use the AI (I even turned tactics off in DA:O and DA2), so take this with a grain of salt, but I’ve heard that the AI is pretty good at doing combos, as long as they have combo primers and combo detonators available to them. That said, they’re so good at finishing combos that they might pop crowd control you wanted to keep. For example, Frozen + a rogue or warrior detonator does a shatter combo, which is worth lots of damage. A similar combo on Paralyzed does area lightning damage. However, if you froze or paralyzed the enemies to keep them out of your way, they’ve just been busted out of jail.
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Post by cankiie on Dec 28, 2018 16:38:46 GMT
Well that sucks. I hate trying to combo things because the tactical mode is just clunky as hell to use and at my skill level it’s pretty damn random in the more action mode. I don’t personally use the AI (I even turned tactics off in DA:O and DA2), so take this with a grain of salt, but I’ve heard that the AI is pretty good at doing combos, as long as they have combo primers and combo detonators available to them. That said, they’re so good at finishing combos that they might pop crowd control you wanted to keep. For example, Frozen + a rogue or warrior detonator does a shatter combo, which is worth lots of damage. A similar combo on Paralyzed does area lightning damage. However, if you froze or paralyzed the enemies to keep them out of your way, they’ve just been busted out of jail. Well. Killing everything fast is far more effective anyway!
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Post by arvaarad on Dec 28, 2018 17:36:09 GMT
I don’t personally use the AI (I even turned tactics off in DA:O and DA2), so take this with a grain of salt, but I’ve heard that the AI is pretty good at doing combos, as long as they have combo primers and combo detonators available to them. That said, they’re so good at finishing combos that they might pop crowd control you wanted to keep. For example, Frozen + a rogue or warrior detonator does a shatter combo, which is worth lots of damage. A similar combo on Paralyzed does area lightning damage. However, if you froze or paralyzed the enemies to keep them out of your way, they’ve just been busted out of jail. Well. Killing everything fast is far more effective anyway! That’s true, but if AI (or even tactics scripting) is in play, things aren’t really being killed fast. There are no shortcuts to turning off all tactics and just microing the hell out of a glass cannon party. If someone has more fun playing with AI, going full glass isn’t that useful. The party will collapse. I think the best bet when playing in realtime is probably to control the party member who’s responsible for combo detonators. That way there’s more control over when CC holds and when it’s broken for combo damage. Melee characters tend to be more fiddly and positioning-dependent anyway, so let the mages do their thing on auto and steer the dagger rogues around manually.
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