coldsteelblue
N3
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Neverwinter Nights, Mass Effect Andromeda, Anthem
PSN: coldsteelblue
Posts: 680 Likes: 1,011
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Post by coldsteelblue on Aug 9, 2019 10:23:52 GMT
Dude, I miss the Tactics system from DA2. It made it so much easier to ensure your companions triggered combos. I don't know why they removed it. It's not even that I'm saying there weren't technical limitations to it, but an explanation would have been nice at least. Actually, they have explained their reasoning a few times over the years. I believe LukeBarrett touched on it in another thread as well. I can't remember all the reasons why, but IIRC, some of the reasons why were things like - few ever used it, it was poorly understood, etc..
Thing is, by removing it, all we had left was a party a.i we either had to micro-manage, or would just go & do their own thing & I lost count of the number of times in DA:I I got annoyed by the party aggroing & chasing a nug, or whatever halfway across the map, just because it fell on a rock, the disengage commanded was just awful.
Hopefully there'll be something in DA4 that that allows for better party control.
We'll see.
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Post by vertigomez on Sept 5, 2019 23:38:31 GMT
I have nothing of substance to add but this thread made me think of this moment from the trailer: Dorian and Blackwall pulling an Iron Man and Cap, pretty badass.
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fairdragon
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Games: Dragon Age: Origins, Dragon Age Inquisition, Baldur's Gate
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Post by fairdragon on Jul 31, 2020 14:59:12 GMT
For me is only important that i can play. So please not to difficult. DA2 was it as well as the witcher and assassins creed. I haven't many games that i can play.
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Post by necrowaif on Jul 31, 2020 16:12:12 GMT
I think personally, for these combo's to be truly effective, we need to return of customisable tactics, makes controlling the battlefield that much better in my opinion, no having to keep pausing the game to micromanage just how each character behaves, just set it all up in one menu & go. I’ll second that. Cross-class combos would be much more useful if I can actually direct characters to automatically take actions when certain conditions are met.
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Finished Dissertation long ago lol. Now happily employed :D
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, Jade Empire, Mass Effect Andromeda
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Post by biggydx on Jul 31, 2020 20:14:00 GMT
I have nothing of substance to add but this thread made me think of this moment from the trailer: Dorian and Blackwall pulling an Iron Man and Cap, pretty badass. Hmmm. Looking at this trailer makes me wonder if BioWare could adopt the Stagger/Vulnerable mechanic from FFVII. By using a particular action or skill on an enemy, it would set them up for even greater damage for a short period of time. Could make for a unique boss/miniboss mechanic at least.
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Post by pessimistpanda on Aug 2, 2020 3:57:25 GMT
I have nothing of substance to add but this thread made me think of this moment from the trailer: Dorian and Blackwall pulling an Iron Man and Cap, pretty badass. Hmmm. Looking at this trailer makes me wonder if BioWare could adopt the Stagger/Vulnerable mechanic from FFVII. By using a particular action or skill on an enemy, it would set them up for even greater damage for a short period of time. Could make for a unique boss/miniboss mechanic at least. Not that unique, when FFVIIR and several FF games prior have been using it for years. But if we're taking ideas from Final Fantasy, then I want enemies to have elemental weaknesses, and I want a means of assessing them for those elemental weaknesses so I can target them.
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Now stealin' more kidz.
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Post by Buckeldemon on Aug 2, 2020 13:01:39 GMT
But if we're taking ideas from Final Fantasy, then I want enemies to have elemental weaknesses, and I want a means of assessing them for those elemental weaknesses so I can target them. Hmm, doesn't DAI already allow this? The tac-cam (at least on PC, that is) shows things like "greater spirit resistance" or "fire vulnerability", unless you want an actually ability or spell to do that. ... Thinking of it, I'm not sure about elemental rock-paper-scissors in most games. Quite often, there's one element "superior" to the others, usually the one least commonly resisted. Lightning and Spirit are in DAO are painfully obvious, or take Cold (too many undead and Nords) vs. Electricity (almost none except for the odd Storm Atronach or Netch) in unmodded Skyrim.
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Post by pessimistpanda on Aug 2, 2020 15:16:06 GMT
But if we're taking ideas from Final Fantasy, then I want enemies to have elemental weaknesses, and I want a means of assessing them for those elemental weaknesses so I can target them. Hmm, doesn't DAI already allow this? The tac-cam (at least on PC, that is) shows things like "greater spirit resistance" or "fire vulnerability", unless you want an actually ability or spell to do that. ... Thinking of it, I'm not sure about elemental rock-paper-scissors in most games. Quite often, there's one element "superior" to the others, usually the one least commonly resisted. Lightning and Spirit are in DAO are painfully obvious, or take Cold (too many undead and Nords) vs. Electricity (almost none except for the odd Storm Atronach or Netch) in unmodded Skyrim. Maybe it does and I haven't been paying attention, but I don't use tactical cam much, being a console player, and I'd like a way of showing that info during the action. Final Fantasy deals with element imbalances by arranging them in opposing pairs.
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Post by KaiserShep on Aug 2, 2020 15:21:24 GMT
Hmm, doesn't DAI already allow this? The tac-cam (at least on PC, that is) shows things like "greater spirit resistance" or "fire vulnerability", unless you want an actually ability or spell to do that. ... Thinking of it, I'm not sure about elemental rock-paper-scissors in most games. Quite often, there's one element "superior" to the others, usually the one least commonly resisted. Lightning and Spirit are in DAO are painfully obvious, or take Cold (too many undead and Nords) vs. Electricity (almost none except for the odd Storm Atronach or Netch) in unmodded Skyrim. Maybe it does and I haven't been paying attention, but I don't use tactical cam much, being a console player, and I'd like a way of showing that info during the action. That has potential to be massive information overload during realtime combat. Only way I could see this being integrated into the combat without having to pause for tac-cam or cluttering our screen with info boxes when we approach enemies would be simply having symbols incorporated into the basic enemy data we’re used to, like if an enemy is vulnerable to fire damage, it would just have a symbol signifying it next to the name above or below the health bar, or something signifying resistance to it, like maybe the no symbol, with maybe a little plus if that resistance is even greater than normal. Sure, it would require a legend or prologue tutorial to get a grip on that (which I would love to skip if we want in subsequent playthroughs), but that’s never really been an issue for gamers before.
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Finished Dissertation long ago lol. Now happily employed :D
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Post by biggydx on Aug 2, 2020 22:11:09 GMT
Hmmm. Looking at this trailer makes me wonder if BioWare could adopt the Stagger/Vulnerable mechanic from FFVII. By using a particular action or skill on an enemy, it would set them up for even greater damage for a short period of time. Could make for a unique boss/miniboss mechanic at least. Not that unique, when FFVIIR and several FF games prior have been using it for years. But if we're taking ideas from Final Fantasy, then I want enemies to have elemental weaknesses, and I want a means of assessing them for those elemental weaknesses so I can target them. I would never say that FFVIIR was the progenitor of the mechanic. Just using something more recent. I do agree with having enemy elemental weaknesses though. Since it doesn't seem like the Tactics system will be returning, it would be nice if engaging in combat with a specific enemy type enough times would help your allies "learn" what abilities to best use against said enemy. At least - in this regard - they're getting smarter over time.
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Post by colfoley on Aug 3, 2020 4:34:52 GMT
Not that unique, when FFVIIR and several FF games prior have been using it for years. But if we're taking ideas from Final Fantasy, then I want enemies to have elemental weaknesses, and I want a means of assessing them for those elemental weaknesses so I can target them. I would never say that FFVIIR was the progenitor of the mechanic. Just using something more recent. I do agree with having enemy elemental weaknesses though. Since it doesn't seem like the Tactics system will be returning, it would be nice if engaging in combat with a specific enemy type enough times would help your allies "learn" what abilities to best use against said enemy. At least - in this regard - they're getting smarter over time. That would be an interesting twist on the whole creature collection thing from Inquisition. Rather then just being a straight damage buff (which does make sense here don't get me wrong) it is simply you getting more info on abilities or items or elemental attacks which would be more effective against them.
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