leadintea
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Post by leadintea on Mar 17, 2019 0:54:35 GMT
I’m creating this thread for the purpose of discussing the traits and effects of abilities and classes, as well as coming up with any new or updated ideas for battle mechanics you’d like to see in DA4. I’m assuming that DA4 will continue in an ARPG route like in DAI, so my suggestions will be more along those lines, though you’re free to talk about DA4 however you imagine it to be. The majority of what I’ll be talking about are gameplay styles I’d like to see in DA4 and what they entail, mainly for the benefit of talents (weapon skills, warrior and rogue skills), since the sky’s the limit with spells, though my ideas can apply to them as well. In any case, here are my ideas for abilities in DA4:
ChargingAbilities that change effects and/or strength depending on how long their corresponding button is held down. Usually, charging abilities gain increased power and/or a wider area of effect once charged up, but some get more hits, a longer reach, more effective status effects, etc. Two unique things I’ve seen with the charging playstyle, that could be implemented in DA4, are having different levels of charges and the capability to store a charge for a period of time. For the former, each level of charge (no charge, Lv.1, Lv.2, etc.) could affect the boosts an ability gets or they could, more interestingly, change properties, such as having a Lv.1 charge increase the AoE of an ability while a Lv.2 charge increases the number of hits it deals, and so forth. For the latter, after performing a charged move, the character could retain their charge for a short amount of time (with a passive learned, usually) making it so that subsequent charging abilities will be able to use their charged version instead of their base version. In general, I can see talents and spells from different classes having the more generic charges while a tree/class/character specialized towards charging would have the more unique charge effects.
Continuous AbilitiesAbilities that have a perpetual animation for as long as the corresponding button is held down. Basically, abilities like Whirlwind and Charging Bull from DAI. An interesting thing I could see with continuous abilities is to make them improve in efficacy (more power, faster animations, etc.) over their duration. They could also add a finisher to the move if the duration exceeds a certain amount of time – for example, if you use Whirlwind for more than 5 seconds and you stop holding its button, the character will execute a wide AoE smash on the field, or something like that.
PositionalsAbilities that generally gain more power or change effects/properties depending on where you attack a target from. Backstab is the most common one in most RPGs. This could be expanded upon to give agile attackers more abilities that change effect depending on where it’s used from in relation to the enemy such as attacking their flanks, front, and even from above or below, though that could be a bit more difficult to implement and would probably only be useful on ranged attackers.
CountersAbilities based on countering enemy attacks. This is something that DAI actually did fairly well and I’d just like to see more of it with tighter, more responsive controls. Instead of just having one counter ability in a tree, I’d like to see an entire tree/class/character that is based heavily on countering attacks. In addition to blocking and parrying in order to counter, maybe there could also be an Evade & Counter and a Barrier & Counter (for spells). I could see a Duelist, potential Magekiller spec, or Roguish Templar being a candidate for this type of gameplay style.
Stacking ResourcesAbilities that generate a resource that characters can expend to power up and/or change their moves, but can also grant new abilities to be used. The three final characters from DAMP are all amazing examples of how to use stacking and resources: When Isabela uses certain talents, she is able to stack ‘Elusive’ resources that change her moves, grant new ones, and even strengthen her passives the more ‘Elusive’ she has. Amund is able to store the most recent element of a talent he’s used and has a primary ability that changes its effects completely depending on the stored element. Zither stacks notes (Fire, Ice, Lightning) by playing chords, and is able to perform a powerful ‘Song’ once 3 notes are stacked. The type of Song he has access to depends on the combination of notes he has stacked, giving him an extremely dynamic and varied playstyle. Overall, I’d like to see more gameplay styles like these in DA4.
StancesA form that either grants different abilities to use from stance to stance or changes the properties of abilities depending on what stance a character is in. Stances could be a sustained ability (like in DAO and DA2) in DA4 that enables one of these effects, though I suspect the latter would be easier and less costly to implement. Maybe have trees/classes/characters that have different types of stances depending on their skillset? I see stances being great for specializations that have divergent gameplay elements, like a Ranger being able to switch focus between roguish combat and managing pets, or an Arcane Warrior that switches between melee combat and ranged spellcasting. They could also make a specialization that needs to switch between stances to reach their maximum potential by having each of their stance give a bonus effect to the opposite stance.
ChainsAbilities that have to be used sequentially to achieve more powerful effects. I imagine a specialization that focuses on chaining would have a plethora of branching abilities that gain unique and powerful effects the further in a chain they are. Generally speaking, I can see longer chains being used more for sustained DPS while shorter chains being used for burst DPS, with the shorter/burst chains having higher costs/cooldowns to prevent spamming.
Traps, Mines, and GlyphsAbilities that are embedded into the terrain and take effect once stepped on/entered. Like Counters, I think these set of abilities are things that the DA series does fairly well, and I’d just like to see more of them (and the return of Glyphs from DAO) in DA4. Maybe have different types and properties like these:
Healing
A contentious issue, unfortunately. Personally, I’d prefer for there to be standard magical healing (balance their cost/cooldown) as in DAO and DA2, but if it doesn’t return in DA4, I’d like to see other ways to magically heal characters, such as having healing-over-time spells or some type of leech/drain healing (which could work as a good support branch for a Blood Mage) to make magical healing a more involved process.
Physical AttributesI’ve pretty much said this in many gameplay-oriented threads before, but I want more importance placed on the physical attributes; Slashing, Bludgeoning, and Piercing. Make all weapons and talents have these effects on them and give enemies more resistances towards these attributes. With this, it’d open the door to giving melee characters more talents, as they could learn talents with a variety of attributes, as well as possibly implementing weapon switching back to give characters the means to attack enemies that are resistant towards certain attributes. If you’re fighting a heavily armored enemy, for example, slashing and piercing attacks won’t work as well as bludgeoning attacks, so you’ll have to switch weapons or use bludgeon-based talents, encouraging smarter and varied customization.
Enemy TypesAnother trait that can heavily affect gameplay are enemy types. Depending on an enemy’s species (Humanoid, Beast, Spirit, etc.) and characteristics (Armored, Flying, Magical, etc.), there could be even more variety in the abilities and classes in the game. A Ranger, for example, would be well versed in dealing with wild creatures and could have talents that completely change effects when dealing with them compared to humanoid enemies. Maybe there’s a talent in the Weapon and Shield tree that gains a different effect when used against magical enemies since the technique for handling a shield is different when dealing with a mage or something along those lines. There’s a lot they could do with enemy types and I hope to see them implemented in DA4. So that’s it for the ideas I have. What are your ideas/hopes/expectations for classes, abilities, and gameplay mechanics in DA4?
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Post by yogsothoth on Mar 17, 2019 1:35:53 GMT
There should be pet focused specializations again, either: Summoner, can summon Spirits/Demons as a fifth party member or for some effect a la Final Fantasy summons. Puppetmaster, can use a Golem as a fifth party member or has abilities that control what the Golem does.
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Post by colfoley on Mar 17, 2019 1:36:51 GMT
Oh good idea lets hope this gets some conversation going.
Classes:
I basically want to see classes distilled down to the roots and follow a reasonable suggestion that has been making the rounds. I want to see the Rogue/ Warrior class combined into a single class and Mages be their own class, so from three classes, to two. This will eliminate the complains since DAO of 'warriors can't use bows...or dual wield' any more. Now basically a dual handed warrior is now a thing. To make up for it for mages this can come with a greatly expanded mage talent pool like pretty much all the spells and schools from the three games.
Also each class should have the ability to engage in either melee combat or ranged combat. I don't especially care how they achieve it, we can switch weapons giving us new abilities when we do (Assassins Creed Odyssey, DAO), we can go have the option of carrying one weapon but then either a button gives us a ranged option (in the case of warriors) or the more fancy martial arts combat for bow wielders ala DA 2.
Attribute points/ Crafting:
I had a lot more ideas on what they should be mapped out in my head so I may come back to it but basically I did like how they functioned in DA I with each attribute controlling two stats, but they definitley need to finally refine and nail down exactly which attribute points effect which stats because they have been all over the map across the three games.
Regardless I am a bit curious to see if they can effectively make attribute points actually have a legitimate effect in combat, like if you have a high dex build your character would focus on using their weapons faster and focus on hard fast strikes but if you are trying to use a great sword with low strength then you would find it alot harder to do.
Crafting on the other hand specifically effects only one stat at a time. I basically want the DAI crafting system copied verbatum BUT if they are going to give us the ability to assign attribute points again I want the crafting system to remove those ability points instead focusing on improving individual stats AND improving stats not covered by the attribute points. For example Constitution can effect health and health regen so a crafting resource can effect health, another can effect health regen, while still another effects piercing ability on weapons which is not covered by an attribute.
As I have mentioned recently I also would like the ability to craft my own arrows in DA 4 in addition to the 'grip' like in Inquisition.
Finally crafting, through normal, fade touched, or runes, also changes and adds weapon effects. So for instance flaming swords or exploding arrows.
Abilities:
I did a thread discussing some abilities I'd like to see but in general abilities effect what you can do with yourself, or your weapons, not what those weapons themselves do. So instead of an ability being exploding arrows, that is a craftable arrow, and you get something like 'devastating shot' instead.
Active Blocking:
I think this is coming, no real explanation required. Ability to press a button or two and have you attempt to 'block' with whatever weapon you are doing. This can be effected by attributes.
Active Dodging:
Ditto.
Stealth:
I really want them to entirely revamp how the series does stealth:
I have been playing a lot of games where...stealth isn't an ability you have but something your character does. Games like Assassin's Creed, the FC games, Ghost Recon, and Horizon Zero Dawn has you do things like sneak and stick to the shade and avoid being seen. While this could be difficult with how much DA relies on party mechanics I would love to see them try.
The 'subterfuge' tree can still be a thing. Abilities like decoy and the traditional 'stealth' could be used by a character of a rogueish persuassion helping them in stealth or have them try and disengage from combat if they are caught. Like 'stealth' could be like a flash bang which briefly blinds your opponents before you try and flee.
In a nut shell stealth combat is about positioning and avoiding active combat rather then sneaking in the middle of a fight.
Tactics:
I think the tactical menue on Inquisition was pretty much on point. I did like the ability to tell our characters when and when not to do certain things and I thought the AI was pretty on point.
However, I want either an effective tactical camera. Don't make it where it gets stuck on terrain, don't give it really stupid limitations, just give it the ability to actually make your characters...do what they want. Hold position, create distractions, engage enemies effectively in front of you so you can hold off. Also, maybe take a page from shooters and give us the ability to issue commands on the fly.
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Post by OhDaniGirl on Mar 17, 2019 1:50:08 GMT
I would like to have more ways to avoid combat altogether. Stealth, persuasion, diplomacy, intimidation, etc.
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Post by colfoley on Mar 17, 2019 1:52:14 GMT
I forgot to add:
Greatly expanded weapons tree: Give me more weapon types, non magical staffs, spears, shurkens, crossbows. Etc. Etc. Etc. AC:OD gave us a LOT of options and if they do make it where we have two classes instead of three the combined warrior/rogue class can have access to any weapon. How effective you are when using said weapons depends on where you put your Atrribute points.
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leadintea
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Post by leadintea on Mar 17, 2019 1:56:28 GMT
I forgot to add: Greatly expanded weapons tree: Give me more weapon types, non magical staffs, spears, shurkens, crossbows. Etc. Etc. Etc. AC:OD gave us a LOT of options and if they do make it where we have two classes instead of three the combined warrior/rogue class can have access to any weapon. How effective you are when using said weapons depends on where you put your Atrribute points. Highly agree. I'd also like for Bioware to go the Soulsborne route and actually give each weapon type their own individual moveset and skills instead of just having them wielded in the same manner.
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anarchy65
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Post by anarchy65 on Mar 17, 2019 1:57:07 GMT
For mages: I'd really like them to make the necromancer spec better. It might be combined with blood magic, since both deal with blood/death. So we could get a skill where enemies start bleeding, their blood boils, and get some debuffs, mind-control spells that actually work (we had one in Origins that was awesome), etc.
An illusionist specialization could be cool too: create illusions for the enemy to attack, illusions to inflict terror/confuse, barriers that don't exist so they don't move, accelerate time to accelerate cooldowns, etc.
For mages I'd also like some movement/damaging skills. Melee enemy is closing in? Activate ability where you jump away while bursting flames. The most similar we have like that is Winter Step, which really isn't a great ability. Ranger rogues have some good skills like those. Also some defensive spells like smoke clouds that will make it harder to hit you with arrows.
I also liked the combination of spells we had in DA:O, like Storm of the Century, which looked awesome.
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Post by colfoley on Mar 17, 2019 2:06:47 GMT
I forgot to add: Greatly expanded weapons tree: Give me more weapon types, non magical staffs, spears, shurkens, crossbows. Etc. Etc. Etc. AC:OD gave us a LOT of options and if they do make it where we have two classes instead of three the combined warrior/rogue class can have access to any weapon. How effective you are when using said weapons depends on where you put your Atrribute points. Highly agree. I'd also like for Bioware to go the Soulsborne route and actually give each weapon type their own individual moveset and skills instead of just having them wielded in the same manner. that's something I'm still on the fence about. While i would love if the skill trees became weapons based A. There would be a lot of overlap like between a staff and a greatsword. And. B. I'd miss ability trees like subterfuge and battlemaster.
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leadintea
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Post by leadintea on Mar 17, 2019 2:21:23 GMT
Highly agree. I'd also like for Bioware to go the Soulsborne route and actually give each weapon type their own individual moveset and skills instead of just having them wielded in the same manner. that's something I'm still on the fence about. While i would love if the skill trees became weapons based A. There would be a lot of overlap like between a staff and a greatsword. And. B. I'd miss ability trees like subterfuge and battlemaster. Like I mentioned in my OP, there are many ways to differentiate each weapon type, with the simplest difference between the two you posted being the type of damage they deal (blunt vs. slash). Variation by playstyle is also a thing and, for example, staves could have more counter-type abilities while greatswords could have a more charge based skillset. And there could still be those types of trees like Subterfuge and Battlemaster, since they tend to be more support oriented trees with a focus on passives and supplementary attacks.
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Post by colfoley on Mar 17, 2019 2:25:50 GMT
OH and before i forget heres a huge one for me: Upgradable weapons either through crafting resources or gold. I hated that the dragon bow tier 3 schematic was always stuck at level 24 and that i couldn't get it higher. Still an amazing weapon but it could've really been devestating if it could've stayed level with me.
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Post by grallon on Mar 17, 2019 2:36:12 GMT
I'll be happy if they spare us the anime style seizure-inducing sensory-overload combat we're seeing in Anthem...
As for specifics.
I think there should be an entire tree reserved for elective skills such as lock-picking, oratory, etc. It always annoyed me we had to have a rogue along on order to open locks for instance.
Also, the assumption that all the secondary skills associated with a profession carry along with the main skills as you progress is reductive and irritating. I know this was mostly due to streamlining the skill trees but still, there are faster warriors and slower thieves, whose 'deficiencies' might be compensated by other bonuses. Such as precision or greater strength.
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Post by CHRrOME on Mar 17, 2019 3:01:33 GMT
Active Blocking: I think this is coming, no real explanation required. Ability to press a button or two and have you attempt to 'block' with whatever weapon you are doing. This can be effected by attributes. Tactics: I think the tactical menue on Inquisition was pretty much on point. I did like the ability to tell our characters when and when not to do certain things and I thought the AI was pretty on point. However, I want either an effective tactical camera. Don't make it where it gets stuck on terrain, don't give it really stupid limitations, just give it the ability to actually make your characters...do what they want. Hold position, create distractions, engage enemies effectively in front of you so you can hold off. Also, maybe take a page from shooters and give us the ability to issue commands on the fly. I couldn't agree more on blocking. I already said something of the sort in some other thread a while back. No more RNGesus and dice roll for blocking (or hitting, for that matter). Fuck it, it's 2019+ and this ain't no tabletop game. Modernize the system already. Inquisition had that weird personality conflict in which it didn't know what it was, thus the combat suffered greatly. As for Tactics panel, I'll bring back what I mentioned back then. Either have it in a workable fashion, without dumb limitations, or get rid of it altogether. Inquistions tactics were poor, glitched, non intuitive, and overall useless. Camera gets stuck in terrain? check. Companions ignore orders? check. Camera is severely limited in range? check. Tactics are horrifically simplistic? check. Not saying they should bring back the perhaps over complex Origins system (altough, personally I liked it... however I see how it can be a problem for other people), but the Inquisition tactics were just unacceptable. Again, do it right, or just don't.
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Post by melbella on Mar 17, 2019 3:09:14 GMT
I don't want any combat system where my character's fighting skill is dependent on MY button mashing skills. Let it be stat / ability based, not player based.
Bring back Mana Clash (minus the game crashing effect, please).
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Post by Absafraginlootly on Mar 17, 2019 3:15:58 GMT
Oh good idea lets hope this gets some conversation going. Classes: I basically want to see classes distilled down to the roots and follow a reasonable suggestion that has been making the rounds. I want to see the Rogue/ Warrior class combined into a single class and Mages be their own class, so from three classes, to two. This will eliminate the complains since DAO of 'warriors can't use bows...or dual wield' any more. Now basically a dual handed warrior is now a thing. To make up for it for mages this can come with a greatly expanded mage talent pool like pretty much all the spells and schools from the three games. Also each class should have the ability to engage in either melee combat or ranged combat. I don't especially care how they achieve it, we can switch weapons giving us new abilities when we do (Assassins Creed Odyssey, DAO), we can go have the option of carrying one weapon but then either a button gives us a ranged option (in the case of warriors) or the more fancy martial arts combat for bow wielders ala DA 2. Attribute points/ Crafting: I had a lot more ideas on what they should be mapped out in my head so I may come back to it but basically I did like how they functioned in DA I with each attribute controlling two stats, but they definitley need to finally refine and nail down exactly which attribute points effect which stats because they have been all over the map across the three games. Regardless I am a bit curious to see if they can effectively make attribute points actually have a legitimate effect in combat, like if you have a high dex build your character would focus on using their weapons faster and focus on hard fast strikes but if you are trying to use a great sword with low strength then you would find it alot harder to do. Crafting on the other hand specifically effects only one stat at a time. I basically want the DAI crafting system copied verbatum BUT if they are going to give us the ability to assign attribute points again I want the crafting system to remove those ability points instead focusing on improving individual stats AND improving stats not covered by the attribute points. For example Constitution can effect health and health regen so a crafting resource can effect health, another can effect health regen, while still another effects piercing ability on weapons which is not covered by an attribute. As I have mentioned recently I also would like the ability to craft my own arrows in DA 4 in addition to the 'grip' like in Inquisition. Finally crafting, through normal, fade touched, or runes, also changes and adds weapon effects. So for instance flaming swords or exploding arrows. Abilities: I did a thread discussing some abilities I'd like to see but in general abilities effect what you can do with yourself, or your weapons, not what those weapons themselves do. So instead of an ability being exploding arrows, that is a craftable arrow, and you get something like 'devastating shot' instead. Active Blocking: I think this is coming, no real explanation required. Ability to press a button or two and have you attempt to 'block' with whatever weapon you are doing. This can be effected by attributes. Active Dodging: Ditto. Stealth: I really want them to entirely revamp how the series does stealth: I have been playing a lot of games where...stealth isn't an ability you have but something your character does. Games like Assassin's Creed, the FC games, Ghost Recon, and Horizon Zero Dawn has you do things like sneak and stick to the shade and avoid being seen. While this could be difficult with how much DA relies on party mechanics I would love to see them try. The 'subterfuge' tree can still be a thing. Abilities like decoy and the traditional 'stealth' could be used by a character of a rogueish persuassion helping them in stealth or have them try and disengage from combat if they are caught. Like 'stealth' could be like a flash bang which briefly blinds your opponents before you try and flee. In a nut shell stealth combat is about positioning and avoiding active combat rather then sneaking in the middle of a fight. Tactics: I think the tactical menue on Inquisition was pretty much on point. I did like the ability to tell our characters when and when not to do certain things and I thought the AI was pretty on point. However, I want either an effective tactical camera. Don't make it where it gets stuck on terrain, don't give it really stupid limitations, just give it the ability to actually make your characters...do what they want. Hold position, create distractions, engage enemies effectively in front of you so you can hold off. Also, maybe take a page from shooters and give us the ability to issue commands on the fly. I found the tactics in dai really lacking and found myself missing the previous games combat because of it. And I'm not keen on active blocking and dodging, but if they did it like they did active attacking in dai where if you scrolled into tactics camera your character would just auto attack instead then I'd be alright with it. I really like your other ideas though.
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Post by Absafraginlootly on Mar 17, 2019 3:25:36 GMT
I don't want any combat system where my character's fighting skill is dependent on MY button mashing skills. Let it be stat / ability based, not player based. This, that stuff doesn't jive very well with party control play anyway and i find it much more fun for a battle to be won based on my thinking instead my reflexes. Not every game has to have the same combat system. I hope Dragon Age focuses on improving their tactical party control play instead of turning into another reflex single char control game.
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Post by pessimistpanda on Mar 17, 2019 3:42:27 GMT
If they're going to have focus abilities again, then I want them to have their own context-sensitive triggers, rather than take up slots in my limited hotkeys (console player here).
And speaking of hotkeys. More fucking hotkeys. Instead of having to hold down R2 to access them, why not let me use it to cycle through multiple sets instead?
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Post by Noxluxe on Mar 17, 2019 4:23:09 GMT
Rogue dual-dagger combat abilities that resemble actual movement and knife-fighting techniques rather than anime ninjutsu. Generally, I just want the Warrior and the Rogue to go back to feeling like regular people with actual martial skills rather than just a more physically active flavor of superpowered nature-bending freak killing machine compared to the Mage.
A blood magic specialization that NPCs actually react to you using right in front of them. Even though it would be ironic for the game set in Tevinter to be the first to have that. Also don't just make it a state where you cast spells from your hit points proportionally to how much it would drain mana. It makes the specialization look really bothersome and unattractive. And I've taken three first-aid courses. It doesn't matter how deep you dig into your hand with a knife, it won't knock you out flat in one second.
No ridiculous-looking auras, or weird floating circles marking the border of an ability's effect after it's been activated, like some of the Warrior's ally-bolstering powers in Inquisition. It's a real immersion-killer. Runes or glyphs marking the placement of physical or magical traps is still fine.
For Christ's sake keep the moving-while-firing-arrows-thing for archers from Inquisition. Maybe extend it to mages too. It's awesome and makes the fighting style feel so much more dynamic, even though it's such a small thing.
No teleporting waves of enemies, please and thank you.
That's it off the top of my head.
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melbella
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Trouble-shooting Space Diva
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, Mass Effect Legendary Edition
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Post by melbella on Mar 17, 2019 4:25:51 GMT
And speaking of hotkeys. More fucking hotkeys. Definitely this. But, I'm sure if MP is included, the hotkeys will be dumbed down again due to limited abilities for that mode.
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Post by pessimistpanda on Mar 17, 2019 4:31:51 GMT
And speaking of hotkeys. More fucking hotkeys. Definitely this. But, I'm sure if MP is included, the hotkeys will be dumbed down again due to limited abilities for that mode. Oh, there's gonna be MP? Then I also need BioWare to include a friend for me to play with.
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Post by isaidlunch on Mar 17, 2019 11:13:16 GMT
I'd love to see a proper pet system in DA4, especially if Blood Mage or Ranger are specs. The bugs and lack of UI support really turned me off using Spirit Mark.
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Little Bengel
N3
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Post by Little Bengel on Mar 17, 2019 11:28:15 GMT
If they're going to have focus abilities again, then I want them to have their own context-sensitive triggers, rather than take up slots in my limited hotkeys (console player here). And speaking of hotkeys. More fucking hotkeys. Instead of having to hold down R2 to access them, why not let me use it to cycle through multiple sets instead? They could do something like the spirally menu on Prey and Warframe. Granted, I haven't played these games, so I don't know how the infinity menus actually feel like when you're playing.
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cribbian
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Post by cribbian on Mar 17, 2019 12:08:19 GMT
Bring back duelist.
One thing I hated in DA:I was that my rogue kept hitting the air when I tried to use an ability on a knocked down enemy. Hopefully BW finds a way to avoid that. Some kind of guarantied hit-mechanic on such targets perhaps?
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Post by witchcocktor on Mar 17, 2019 12:17:33 GMT
If they can make the building like in NWN, that'd be dope. There just isn't enough classes and '' specializations '' to feel like you can make a unique character.
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Ser_PJ
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That one Irish kid that unfortunately sounds american
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Post by Ser_PJ on Mar 17, 2019 12:35:19 GMT
Unique specilizations for each companion and the protagonist.
DA2 really expressed the differences of the characters through combat, DAI I just chose who I want to copy rather than something exclusive to inky.
The specilizations the companions had felt kinda generic too, Casandra is a seeker damnit, but she didnt really feel that special in comparison to a Templar.
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Little Bengel
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Post by Little Bengel on Mar 17, 2019 12:59:12 GMT
Unique specilizations for each companion and the protagonist. DA2 really expressed the differences of the characters through combat, DAI I just chose who I want to copy rather than something exclusive to inky. The specilizations the companions had felt kinda generic too, Casandra is a seeker damnit, but she didnt really feel that special in comparison to a Templar. Yeah. I wanted to see Cass make red fools explode into flames...
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