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Post by Polka Dot on Sept 11, 2020 14:07:42 GMT
That problem never existed in DAO & DA2, given the full restoration post-battle. I really appreciate your participation and explanations here, yet I feel like this was a classic case of trying to fix something that wasn't broken. DA2's combat was mostly a refinement to DAO's, while DAI took an entirely different path. My pet theories for the impetus behind the complete re-conceptualization of how to do combat in DA include frostbite and MP. If you can knock down my pet theories or offer any other insight here, I'd appreciate it. Correct, the full-restoration solves this problem but, and hopefully this answers the other questions I saw, it introduces a different issue: combat intensity variation becomes non-existent. All fights are a bool success/fail check which makes it hard to have degrees of success - you can't do better or worse based on how you play, you can only succeed or fail. This also applies if you have characters that can heal after combat without a limited resource otherwise you have the same problem. I will however say that this is really more of a choice to support attrition gameplay instead of the per-encounter style. Ahh. I think the first DA titles sort of supported a degree of success style in the form of injuries sustained whenever a party member fell in combat. Of course, injury kits and/or certain mage abilities could patch them up pretty quickly. The injury kits could be limited; mage healing not so much. I'm not going to pretend any special insights as to what the gaming public is looking for, but I suspect that being punished for sub-par combat efficiency performance may be a niche thing. A bias we share. I can appreciate the difference between open-world/exploration environments versus the levels designed to be visited once for a particular questline. Thing is - DAI had both. That actually explains a lot. I've seen a number of comments that DAI's combat felt like a hybrid of different styles that wasn't quite sure what it wanted to be. Well - the action space is quite a different place from the one DA has primarily occupied thus far. Visual fx typically associated with sustained talents would make that a dicey proposition unless they're curtailed. I think Dragon's Dogma might be a good example of a party-based action game. Although pawns can't be specifically directed, there is quite a bit players can do to adjust their builds and behaviors, whereas DA has been moving in a direction where followers have become more defined and less flexible in terms of their combat role. I mean, Alistair arrives as a tank but players could turn him into an archer if desired. I think that followers and the personal relationships your PC develops with them have always been one of DA's biggest draws. It's been pretty rewarding to compose parties based on personalities, relationships, banter opportunities thus far - but I think the deeper you delve into 1) taking builds and combat behaviors out of the hands of players and 2) punishing players for sub-optimal combat performance, the more players are going to feel pressured to compose parties based on combat mechanics over follower personalities. Actually, some of that pressure exists in DAI's level designs, with the barriers that require specific class skills to mitigate. I guess what I'm trying to suggest here is that some of the things you're doing to focus combat in a different direction detract from other features that draw people to the franchise. Thanks for sharing your insights.
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Post by colfoley on Sept 12, 2020 4:13:39 GMT
Correct, the full-restoration solves this problem but, and hopefully this answers the other questions I saw, it introduces a different issue: combat intensity variation becomes non-existent. All fights are a bool success/fail check which makes it hard to have degrees of success - you can't do better or worse based on how you play, you can only succeed or fail. This also applies if you have characters that can heal after combat without a limited resource otherwise you have the same problem. I will however say that this is really more of a choice to support attrition gameplay instead of the per-encounter style. Ahh. I think the first DA titles sort of supported a degree of success style in the form of injuries sustained whenever a party member fell in combat. Of course, injury kits and/or certain mage abilities could patch them up pretty quickly. The injury kits could be limited; mage healing not so much. I'm not going to pretend any special insights as to what the gaming public is looking for, but I suspect that being punished for sub-par combat efficiency performance may be a niche thing. A bias we share. I can appreciate the difference between open-world/exploration environments versus the levels designed to be visited once for a particular questline. Thing is - DAI had both. That actually explains a lot. I've seen a number of comments that DAI's combat felt like a hybrid of different styles that wasn't quite sure what it wanted to be. Well - the action space is quite a different place from the one DA has primarily occupied thus far. Visual fx typically associated with sustained talents would make that a dicey proposition unless they're curtailed. I think Dragon's Dogma might be a good example of a party-based action game. Although pawns can't be specifically directed, there is quite a bit players can do to adjust their builds and behaviors, whereas DA has been moving in a direction where followers have become more defined and less flexible in terms of their combat role. I mean, Alistair arrives as a tank but players could turn him into an archer if desired. I think that followers and the personal relationships your PC develops with them have always been one of DA's biggest draws. It's been pretty rewarding to compose parties based on personalities, relationships, banter opportunities thus far - but I think the deeper you delve into 1) taking builds and combat behaviors out of the hands of players and 2) punishing players for sub-optimal combat performance, the more players are going to feel pressured to compose parties based on combat mechanics over follower personalities. Actually, some of that pressure exists in DAI's level designs, with the barriers that require specific class skills to mitigate. I guess what I'm trying to suggest here is that some of the things you're doing to focus combat in a different direction detract from other features that draw people to the franchise. Thanks for sharing your insights. Actually you have kind of given voice to something I have been wondering myself the last couple of days...maybe in regards to this maybe seperatley I do not quite remember. Bringing injuries back into the combat system as a way of doing the fail/success state. In other words how I imagine this system working is either A. the Breakpoint way where it has auto heal at the end of combat but if you get injured you can only heal so much of your health. Or B. More closer to Origins where you can still auto heal to full health but take enough damage (or enough damage to certain places) and then you get 'injured' which effects your stats. Heck I just realized this is how Fallout does it to. But in other words try have a gameplay style which respects both styles, you can still heal to 'full health' at the end of every fight but you might start taking more and more damage. Your comment also makes me realize there could be a 'happy medium' in the healing magic debate. See I've never cared for healing magic in DAO and DA 2 because the lore makes it clear that even healing magic is treated with a certain degree of suspicion by the Chantry because of the use of spirits...and yet you have had mages popping off health spells like they were candy. So in general I prefer the way Inquisition dealt with it, have only a couple very POWERFUL spells, but leave health healing to something else. But yet if you readd injuries into the mix you can have your cake and eat it to, have certain powerful spells that will heal said injuries, but you can still have more basic spells for your health pool. *** I have also been trying to reconcile my plans on barrier with...well everything else going on. Basically with my idea on 'active blocking' it would kind of make barriers...how they were portrayed in Inquisition kind of redundant. However, I do wonder if you make barriers extra armor and not extra 'health' if it wouldn't help. In other words instead of barriers having hit points that you chip away with barriers just reduce the amount of damage your health takes when active. And you can still do the blocking...
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Post by biggydx on Sept 12, 2020 5:53:42 GMT
I think the deeper you delve into 1) taking builds and combat behaviors out of the hands of players and 2) punishing players for sub-optimal combat performance, the more players are going to feel pressured to compose parties based on combat mechanics over follower personalities. I think this right here is the prevailing issue BioWare has to reconcile when it comes to combat in the franchise. Their games occupy a game-space where you not only have companions, but they regularly banter with each other. Forcing yourself into not being able to hear said banter, or get an idea of a companions personality and how they gel with others (simply due to combat restrictions), is a significant issue in a narrative-driven game. The easiest way to address this would be to have the companions available to you be extremely flexible in what skills they can take/use. However, you then run into identity problems where the supposed skill of expertise means absolutely nothing. It'd be like allowing Varric to be a two-handed warrior, even though Bianca is a bread-and-butter.
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Post by Nightscrawl on Sept 12, 2020 7:10:17 GMT
Are you sure this is an optimal playstyle? Depending on the dev, this could cause you to miss a lot of content. So? I play the same character every play because I enjoy it. With very few exceptions, I have no interest in seeing other choices just to see them or because they're there. And if I really want to know, there is YouTube so I can see what I'm "missing." More often than not, the answer will be, "Not much."
That said, I don't go as far as Panda for "the results I want"; I adhere to RP. Most of the time, if I reload, it's because the initial choice doesn't follow with my RP, so I'll choose something else, regardless of the result. If it's a "bad" result, such as Alistair being pissed that I sacrificed Isolde, then so be it.
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Post by pessimistpanda on Sept 12, 2020 7:20:13 GMT
I think the deeper you delve into 1) taking builds and combat behaviors out of the hands of players and 2) punishing players for sub-optimal combat performance, the more players are going to feel pressured to compose parties based on combat mechanics over follower personalities. I think this right here is the prevailing issue BioWare has to reconcile when it comes to combat in the franchise. Their games occupy a game-space where you not only have companions, but they regularly banter with each other. Forcing yourself into not being able to hear said banter, or get an idea of a companions personality and how they gel with others, simply due to combat restrictions is a significant issue in a narrative-driven game. The easiest way to address this would be to have the companions available to you be extremely flexible in what skills they can take/use. However, you then run into identity problems where the supposed skill of expertise means absolutely nothing. It'd be like allowing Varric to be a two-handed warrior, even though Bianca is a bread-and-butter. Wouldn't the easiest way to address it be to remove party banter?
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Post by ergates on Sept 12, 2020 10:14:39 GMT
Nay nay and thrice nay! Spirit healing is a thing in Thedas. It's even mentioned by Inquisition NPCs, yet they took it away in favour of boring potion spam. If I had wanted to go back to the days of potion spam I'd play Diablo or Diablo 2. All Guard and Barriers are is a means of temporarily increasing hit points. I could do that for more effectively by getting my Attribute-levelling screen back and putting points into Constitution. Give me my healing spells back please.
Oh and give me back the power to put points into Attributes while I'm at it. I'm not a child. I can understand and use the system. No need to dumb it down, or make it entirely automatic in the belief that giving me such a choice would be 'too complicated'.
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Post by arvaarad on Sept 12, 2020 14:36:12 GMT
I think the deeper you delve into 1) taking builds and combat behaviors out of the hands of players and 2) punishing players for sub-optimal combat performance, the more players are going to feel pressured to compose parties based on combat mechanics over follower personalities. I think that pressure has very little to do with optimal performance, and much more to do with player perception. Ask almost any DA2 or Origins player to create a party, and they would likely include Anders or Wynne (or a spirit healer PC). In fact, people often complain about being “forced” to take Anders because he can heal. They’ll also usually throw in a shield warrior. But that’s based on an older, very restrictive concept of what party balance is: “tank, healer, and damage”. What’s actually required is “control, support, and damage”. Control can be a tank with taunt, but it can also be a mage with CC or debuffs, or maybe a rogue who specializes in traps and grenades. Basically any abilities that help reduce enemy effectiveness or hold them in place to be attacked. Support can be a mage who provides bonuses to the party, but it could also be a warrior with horn of valor or a rogue storing damage on mark of death. Anything that boosts the DPS of the damage dealers. Healing/guard/barrier sort of provides support, indirectly (living party members do more damage than dead ones), but it can easily be swapped out for more direct damage bonuses. Combat design doesn’t limit people to specific companions. Players limit themselves. It’s possible to create balanced or unbalanced party comps out of the same group of people.
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Post by Silversmurf on Sept 12, 2020 14:58:56 GMT
I vote neither, and this is the reason why: Both served to essentially act as additional health pools ... which strikes me as a cheap way to turn enemies into (the DA equivalent of) bullet sponges. Dragging it out does not make combat more fun, just more tedious. Worse yet is that even though you can create custom weapons that provide bonuses to whittling down guard, you cannot change weapons mid-battle. DAI's dragon designs were beautiful and varied, but their ability to regenerate full guard made the battles an un-fun slogfest. There was so much more to Barrier than what you say. For one it helped keep your MP teammates alive. The big one was how you could use it to increase EXP if you played properly. Guard helped warriors stay alive.... Keep Barrier and Guard. Very good mechanics I always felt. Yes, my view is in regard to multiplayer, which Live Service might end up being.
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Post by Silversmurf on Sept 12, 2020 15:07:39 GMT
I hope that healing magic will return, I felt it was cheap that they removed it in DAI. Hell no, it'll turn into FFXIV.... take damage + burst heal. Sod that travesty. I like "mitigation healing" with barrier. Some "Regen" healing over time could work though. To be honest, if the game goes full on integrated multiplayer we will probably get everything....barrier, guard, healing, regen etc etc to have lots of variation for players. Guess we just need to wait and see.
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Post by biggydx on Sept 12, 2020 15:15:42 GMT
I think this right here is the prevailing issue BioWare has to reconcile when it comes to combat in the franchise. Their games occupy a game-space where you not only have companions, but they regularly banter with each other. Forcing yourself into not being able to hear said banter, or get an idea of a companions personality and how they gel with others, simply due to combat restrictions is a significant issue in a narrative-driven game. The easiest way to address this would be to have the companions available to you be extremely flexible in what skills they can take/use. However, you then run into identity problems where the supposed skill of expertise means absolutely nothing. It'd be like allowing Varric to be a two-handed warrior, even though Bianca is a bread-and-butter. Wouldn't the easiest way to address it be to remove party banter? Probably not, since you probably don't want players to go through prolonged periods of silence, especially when having companions would logical allow for conversation while out and about. I honestly don't know what's the best way to handle this tbh. Party Banter is one of the few things BioWare does that not many other studios in the genre do, or well enough. Taking that away would be a huge blow to the games identity, as well as weakening its narrative elements (IMO).
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Post by arvaarad on Sept 12, 2020 15:21:53 GMT
Hell no, it'll turn into FFXIV.... take damage + burst heal. Sod that travesty. I really doubt that would be a problem. Previous Dragon Ages were balanced such that healing was ignorable. So much so that parties without healers tended to perform better... conventional player wisdom nonwithstanding. If it comes back in a later installment, we’ll be able to play without it. Even though I don’t usually bring healers along (again, in my experience they make combat harder, not easier), I wouldn’t mind seeing spirit healers back just for the flavor.
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Post by Buckeldemon on Sept 12, 2020 15:57:52 GMT
See I've never cared for healing magic in DAO and DA 2 because the lore makes it clear that even healing magic is treated with a certain degree of suspicion by the Chantry because of the use of spirits...and yet you have had mages popping off health spells like they were candy. So in general I prefer the way Inquisition dealt with it, have only a couple very POWERFUL spells, but leave health healing to something else. But yet if you readd injuries into the mix you can have your cake and eat it to, have certain powerful spells that will heal said injuries, but you can still have more basic spells for your health pool. Does it really matter what "the Chantry says" about it though? Wardens are "ends justify means". Of course, circle mages might (not) know certain things due to their training having that bias. Mage Hawke is an apostate anyway. And that's not even getting into characters from different backgrounds who don't have these preconceptions. Also, it seems we are going to the land of the evil magic mustache twirlers.
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Post by Polka Dot on Sept 12, 2020 16:34:34 GMT
See I've never cared for healing magic in DAO and DA 2 because the lore makes it clear that even healing magic is treated with a certain degree of suspicion by the Chantry because of the use of spirits...and yet you have had mages popping off health spells like they were candy. I don't recall healing being treated any differently than any other magic use. To the best of my knowledge, the only kind of magic more heavily scrutinized is blood magic. Earlier entries in the franchise had a thing (sustain) called Arcane Shield, which in DA2 could be upgraded to include the entire team. It provided a defense bonus, making the toon less likely to be hit (or turning what might have been a full direct hit into a glancing blow). They also had Rock Armor, which increased the casting mage's basic armor (DA2 had a Rock Armor potion that could be used by anyone). As near as I can tell, those were replaced by barrier... apparently, to support attrition gameplay. I think the deeper you delve into 1) taking builds and combat behaviors out of the hands of players and 2) punishing players for sub-optimal combat performance, the more players are going to feel pressured to compose parties based on combat mechanics over follower personalities. I think this right here is the prevailing issue BioWare has to reconcile when it comes to combat in the franchise. Their games occupy a game-space where you not only have companions, but they regularly banter with each other. Forcing yourself into not being able to hear said banter, or get an idea of a companions personality and how they gel with others (simply due to combat restrictions), is a significant issue in a narrative-driven game. The easiest way to address this would be to have the companions available to you be extremely flexible in what skills they can take/use. However, you then run into identity problems where the supposed skill of expertise means absolutely nothing. It'd be like allowing Varric to be a two-handed warrior, even though Bianca is a bread-and-butter. Well... some aspects of the flexibility afforded by DAO may have been somewhat problematic. Example: making Wynne a blood mage. Varric's thing with Bianca is unique and has story behind it. There were others who had special weapons presented as gifts (Sten's Asala, Nathaniel's Howe Bow, Sebastian's Starkhaven Bow, Aveline's Shield of the Knight Herself, Fenris' Blade of Mercy) which would be auto-equipped upon presentation, but could still be swapped out as desired. I can appreciate their desire to express follower personality through equipment and skillsets, but I think there may be cases where that can be taken a little too far. I understand that Isabela is really into dueling, but shouldn't a pirate captain know how to use a bow? And despite delving into blood magic, shouldn't a dalish first have learned healing magic? I never really did understand why the primal tree (that includes rock armor, stonefist, lightning spells) was denied to Bethany. And I'm still sort of salty that they took archery and dual-wield away from warriors... Would Leliana have somehow been better-defined if she was not able to switch between archery and dual-wielding? In canon, she uses both (Sister Nightingale uses daggers, but she appears as an archer in DAI). Would Alistair have been better-defined as a character if I could not put a crossbow in his secondary equipment slot? I'm not seeing it. When we could control attribute investments (pre-DAI), we could just about build any class to fill any combat role. I'm having a lot of trouble understanding the value in taking that away from us - I mean, I guess some players don't want to trouble themselves with learning the mechanics, but there's always been auto-level options for them. It's possible that the reason for that is because they developed all of the (non-programmable by the player) AI tactics for the followers. Of course, I also don't see much value in putting up barriers that require a specific class to mitigate so you can proceed, but DAI did quite a bit of that. Maybe forcing certain character combinations makes it easier for them to design banter? Banter is a huge part of the fun of a DA game, and I think they spend a pretty big chunk of the total word count on it. I remember the outcry when DAI was released - banter was not firing very often because the maps were so large. I think that exploration and/or combat mechanics intended to coerce party composition is not a good direction for the franchise.
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Post by Polka Dot on Sept 12, 2020 17:13:34 GMT
Are you sure this is an optimal playstyle? Depending on the dev, this could cause you to miss a lot of content. So? I play the same character every play because I enjoy it. With very few exceptions, I have no interest in seeing other choices just to see them or because they're there. And if I really want to know, there is YouTube so I can see what I'm "missing." More often than not, the answer will be, "Not much." That said, I don't go as far as Panda for "the results I want"; I adhere to RP. Most of the time, if I reload, it's because the initial choice doesn't follow with my RP, so I'll choose something else, regardless of the result. If it's a "bad" result, such as Alistair being pissed that I sacrificed Isolde, then so be it.
Maybe I've read too many posts from Sylvius the Mad, but there is a difference between player skills and your PC's skills. I mention this because the original topic was discussing combat results influencing story. For example: If I'm unable to res a companion because I can't find them - and my PC wanted to res them - that wasn't an RP choice the PC made, but a limitation of my own skills (and the game design...). If we lose a battle because I didn't push buttons fast enough, that's not my character's fault. Really, anytime you introduce action elements, the player's skill sometimes substitutes for the PC's, which isn't pure role-play. Just thought I'd mention it.
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Post by Polka Dot on Sept 12, 2020 18:33:17 GMT
Basically with my idea on 'active blocking' it would kind of make barriers...how they were portrayed in Inquisition kind of redundant. However, I do wonder if you make barriers extra armor and not extra 'health' if it wouldn't help. In other words instead of barriers having hit points that you chip away with barriers just reduce the amount of damage your health takes when active. And you can still do the blocking... So I've been thinking quite a bit about DA becoming a full action game, and the closest thing I'm familiar with (a party-based action RPG) is Dragon's Dogma (DD). In DD, you design a main pawn - choose their class, equipment, build, skills, personality, augments, priorities, etc. That pawn is your constant companion (you can get rid of them if you really want to solo) and you can hire 2 additional pawns to complete your party of 4. Pawns are completely AI controlled, though you can heavily influence how they will behave with the aforementioned. DA has traditionally allowed players to take control of any party member to manage them in live action or queue commands while paused. (DAI removed the tactics programming, but still allowed players to take control of any follower and issue commands.) I'm trying to figure out whether (and how) any sort of party tactical control would work with full action combat. To use your suggestion of active blocking as an example - let's say that it is implemented and you use it by pressing a key/combination in anticipation of an enemy attack. It consumes a bit of stamina, but is otherwise unlike existing activated talents in that there is no cooldown, it's just like any other basic movement of your character. So it's not really a command you could queue - and I'm not sure why you'd want to, since timing is critical. Fighter class pawns in DD will automatically block incoming attacks (other classes have other dodge mechanisms). So... here's some sort of unique situations... -- You take control of a follower just as an incoming blow is arriving, and disrupt the automatic block of that blow that would have otherwise fired. -- You command a follower to move to another location. While en route, the follower is attacked - do they stop their commanded movement to automatically block, or... ? I just... don't know how well it would work to offer full action combat AND any sort of tactical control of other party members. I sort of feel like they might be mutually exclusive. While we're at it, I'll also point out that in DD (and other action games), archers (except magick archers) need to aim their shots, melee classes need to position themselves. That hasn't been true with DA's autotargeting.
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Post by colfoley on Sept 12, 2020 19:32:01 GMT
See I've never cared for healing magic in DAO and DA 2 because the lore makes it clear that even healing magic is treated with a certain degree of suspicion by the Chantry because of the use of spirits...and yet you have had mages popping off health spells like they were candy. So in general I prefer the way Inquisition dealt with it, have only a couple very POWERFUL spells, but leave health healing to something else. But yet if you readd injuries into the mix you can have your cake and eat it to, have certain powerful spells that will heal said injuries, but you can still have more basic spells for your health pool. Does it really matter what "the Chantry says" about it though? Wardens are "ends justify means". Of course, circle mages might (not) know certain things due to their training having that bias. Mage Hawke is an apostate anyway. And that's not even getting into characters from different backgrounds who don't have these preconceptions. Also, it seems we are going to the land of the evil magic mustache twirlers. The point is there is supposed to be a risk to it, its supposed to take a lot of energy to do, not be easy. Basically with my idea on 'active blocking' it would kind of make barriers...how they were portrayed in Inquisition kind of redundant. However, I do wonder if you make barriers extra armor and not extra 'health' if it wouldn't help. In other words instead of barriers having hit points that you chip away with barriers just reduce the amount of damage your health takes when active. And you can still do the blocking... So I've been thinking quite a bit about DA becoming a full action game, and the closest thing I'm familiar with (a party-based action RPG) is Dragon's Dogma (DD). In DD, you design a main pawn - choose their class, equipment, build, skills, personality, augments, priorities, etc. That pawn is your constant companion (you can get rid of them if you really want to solo) and you can hire 2 additional pawns to complete your party of 4. Pawns are completely AI controlled, though you can heavily influence how they will behave with the aforementioned. DA has traditionally allowed players to take control of any party member to manage them in live action or queue commands while paused. (DAI removed the tactics programming, but still allowed players to take control of any follower and issue commands.) I'm trying to figure out whether (and how) any sort of party tactical control would work with full action combat. To use your suggestion of active blocking as an example - let's say that it is implemented and you use it by pressing a key/combination in anticipation of an enemy attack. It consumes a bit of stamina, but is otherwise unlike existing activated talents in that there is no cooldown, it's just like any other basic movement of your character. So it's not really a command you could queue - and I'm not sure why you'd want to, since timing is critical. Fighter class pawns in DD will automatically block incoming attacks (other classes have other dodge mechanisms). So... here's some sort of unique situations... -- You take control of a follower just as an incoming blow is arriving, and disrupt the automatic block of that blow that would have otherwise fired. -- You command a follower to move to another location. While en route, the follower is attacked - do they stop their commanded movement to automatically block, or... ? I just... don't know how well it would work to offer full action combat AND any sort of tactical control of other party members. I sort of feel like they might be mutually exclusive. While we're at it, I'll also point out that in DD (and other action games), archers (except magick archers) need to aim their shots, melee classes need to position themselves. That hasn't been true with DA's autotargeting. Now this may sound like an odd distinction but it depends on what you mean by full tactical control. 1. Do you mean a more robust tac cam or some equivalent...which I support. Or 2. A return to the tactical menus of DA 2 or O...which I don't support- crawling around for 20 minutes per character in menus and then having to do it over and over again is not fun to me. Inquisition, albeit with a few improvements, was fine...could be better. Now if I understand the rest of your worries they revolve around you not believing the AI can block on their own. They can. I've seen Cassandra do it plenty. Granted I've never paid attention to how truly effective they are but at least given the rest of Inquisition's systems... effective enough to make combat the most enjoyable in the series.
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Post by Polka Dot on Sept 12, 2020 19:55:44 GMT
Now this may sound like an odd distinction but it depends on what you mean by full tactical control. 1. Do you mean a more robust tac cam or some equivalent...which I support. Or 2. A return to the tactical menus of DA 2 or O...which I don't support- crawling around for 20 minutes per character in menus and then having to do it over and over again is not fun to me. Inquisition, albeit with a few improvements, was fine...could be better. Either? Both? All 3 games thus far have allowed us to take control of followers and either play them in real time or queue commands while paused. If you wanted to manage tactics in any of the DA games, you could pause, queue commands, unpause, lather, rinse repeat. (Way too tedious for my tastes, and made it feel like a turn-based game, but it was still there for those who wanted it.). DAO & DA2 allowed you to program all of that via the tactics menu. (BTW - I found it easiest to use a custom set and update them as each new talent is acquired. The presets work fine, too, and automatically add new talents as they are acquired.) Not what I intended to convey. DD pawns do that on their own, but I cannot command or control them. My concern is related to the interplay between things the AI would automatically do (like blocking or dodging), and how those "reflexive" actions are impacted when the player issues intervening commands. So now I'm wondering... about the relationship between that animation and the actual math behind it. I mean, Aveline was supposedly blocking while standing still, so... I wonder whether Cassandra's animation was actually a timed block of an incoming blow or just an animation they tossed in there to look cool... if that makes sense.
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Post by Buckeldemon on Sept 12, 2020 20:54:11 GMT
Does it really matter what "the Chantry says" about it though? Wardens are "ends justify means". Of course, circle mages might (not) know certain things due to their training having that bias. Mage Hawke is an apostate anyway. And that's not even getting into characters from different backgrounds who don't have these preconceptions. Also, it seems we are going to the land of the evil magic mustache twirlers. The point is there is supposed to be a risk to it, its supposed to take a lot of energy to do, not be easy. I think there's a difference between, say, how easy/hard it is for a specific character to pull such an ability off in terms of lore (yes, trying to heal someone who is currently beaten up is porbably harder then setting the opponent on fire) vs. the politics surrouding it (Eww, blood magic! Eww spirits! Eww reavers! Eww templars). I mean, unless a mage (due to these politics) lacks the experience with these spells, why should it be hard in the first place? Rogues can just vanish in plain sight or teleport since DA2 afterall and do not even have magic. *shrugs*
...
On the more general note, I cannot quite understand the aversion to DAO/DA2's customisable tactics. If one does not want to bother with these, they don't need to. The experience will then be similar to DAI, using the presets. Leave those who like to customise their fun. To be honest, the lack of tactics is also why I tend to avoid rogue party members in DAI. Their main way of avoiding damage are abilites that the AI isn't very good with (like the vanish stealth). In the previous games, this was a bit more convenient. Varric surrounded by at least 3 opponents -> use Evade to flip back, stun, drop threat. Oh, and back in DAO, the defense rating gave them a good edge against earlier physical attacks (not so much after things like ogre's Ram, Scattershot spam and magic enter the stage).
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Remmirath
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Post by Remmirath on Sept 12, 2020 22:33:02 GMT
I vote neither, and this is the reason why: ... which strikes me as a cheap way to turn enemies into (the DA equivalent of) bullet sponges. Dragging it out does not make combat more fun, just more tedious. Worse yet is that even though you can create custom weapons that provide bonuses to whittling down guard, you cannot change weapons mid-battle. DAI's dragon designs were beautiful and varied, but their ability to regenerate full guard made the battles an un-fun slogfest. Completely agree with all of this. I never want to see barrier or guard ever again. Just give us traditional healing spells again. Inquisition's combat is one of the reasons I find it harder to replay than Origins or 2. Well also the ridiculously empty and boring zones.
Yeah, all of this. I'd prefer to never see either mechanic again. Both contributed substantially to the slogging nature of fights, which - at least for me - is simply not a fun way for combat to be designed.
I'd rather see healing spells, more potions/poultices, and (most importantly) fights that are designed towards quick and more tactical resolution rather than sitting there whittling down hitpoints/bonus hitpoints until they're finally over.
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ewigDunkelheit
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Post by ewigDunkelheit on Sept 12, 2020 22:52:18 GMT
I don't mind barrier, as it already existed in previous iterations of the game, but I primarily would like to see the return of healing magic (in fact, I would like to see a greater variety of non-damaging spell choices return...). If Bioware doesn't want full heals, so be it, I could live with partial or incremental healing options.
And since it was brought up in this thread already, I vastly prefer the combat tactics menus from Origins and 2. I remember being pretty excited when I was able to program Leliana to switch back and forth between her bow and daggers during combat without any of my manual input. Or all of the expanded choices in the sequel, which made it even easier for me to program my story companions. All of this simply being my preference, but Inquisition's companion AI left something to be desired (a work in progress yet). The beauty of the tactics system, was that people who didn't want to bother with it, could avoid it entirely.
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Post by colfoley on Sept 12, 2020 23:16:16 GMT
Now this may sound like an odd distinction but it depends on what you mean by full tactical control. 1. Do you mean a more robust tac cam or some equivalent...which I support. Or 2. A return to the tactical menus of DA 2 or O...which I don't support- crawling around for 20 minutes per character in menus and then having to do it over and over again is not fun to me. Inquisition, albeit with a few improvements, was fine...could be better. Either? Both? All 3 games thus far have allowed us to take control of followers and either play them in real time or queue commands while paused. If you wanted to manage tactics in any of the DA games, you could pause, queue commands, unpause, lather, rinse repeat. (Way too tedious for my tastes, and made it feel like a turn-based game, but it was still there for those who wanted it.). DAO & DA2 allowed you to program all of that via the tactics menu. (BTW - I found it easiest to use a custom set and update them as each new talent is acquired. The presets work fine, too, and automatically add new talents as they are acquired.) Not what I intended to convey. DD pawns do that on their own, but I cannot command or control them. My concern is related to the interplay between things the AI would automatically do (like blocking or dodging), and how those "reflexive" actions are impacted when the player issues intervening commands. So now I'm wondering... about the relationship between that animation and the actual math behind it. I mean, Aveline was supposedly blocking while standing still, so... I wonder whether Cassandra's animation was actually a timed block of an incoming blow or just an animation they tossed in there to look cool... if that makes sense. That would actually be something to keep in mind if i play Origins again though from what I remember, like you, I didn't quite find any of the presets to be exactly what I wanted. Ah, gotcha. Now that is an interesting point. My gut says she is actually 'doing it' because its an ability you can activate as well as a warrior but its possible...oh and if she does it successfully it 'rings out' and then gives her more guard. The point is there is supposed to be a risk to it, its supposed to take a lot of energy to do, not be easy. I think there's a difference between, say, how easy/hard it is for a specific character to pull such an ability off in terms of lore (yes, trying to heal someone who is currently beaten up is porbably harder then setting the opponent on fire) vs. the politics surrouding it (Eww, blood magic! Eww spirits! Eww reavers! Eww templars). I mean, unless a mage (due to these politics) lacks the experience with these spells, why should it be hard in the first place? Rogues can just vanish in plain sight or teleport since DA2 afterall and do not even have magic. *shrugs*
...
On the more general note, I cannot quite understand the aversion to DAO/DA2's customisable tactics. If one does not want to bother with these, they don't need to. The experience will then be similar to DAI, using the presets. Leave those who like to customise their fun. To be honest, the lack of tactics is also why I tend to avoid rogue party members in DAI. Their main way of avoiding damage are abilites that the AI isn't very good with (like the vanish stealth). In the previous games, this was a bit more convenient. Varric surrounded by at least 3 opponents -> use Evade to flip back, stun, drop threat. Oh, and back in DAO, the defense rating gave them a good edge against earlier physical attacks (not so much after things like ogre's Ram, Scattershot spam and magic enter the stage).
1. Your post realllllyy reminds meof Sera. 2. I also HATE that mechanic for stealth since DA 2. I mean you have to use it but my complaints are really mostly along the same lines as my complaints for healing magic, not realistic, and also too easy. IMO that kind of 'ability' should be AT THE LEAST a specialization skill or something that costs a lot of...stamina...power...focus...etc. And yes, I agree with you that would be the ideal but the question is can they pull it off? And with my experiences with Origins, I am pretty skeptical. Origins the game was designed around that combat. Yes, you could get around and grind through and 'not do it' but...well I play Origins/2 on Casual and I was even struggling on Casual but the one PT that I really took the time and in depth gave everyone what I wanted to...it was a much easier experience. Didn't feel like turning it up but it was a lot soother.
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Post by Polka Dot on Sept 13, 2020 2:08:31 GMT
That would actually be something to keep in mind if i play Origins again though from what I remember, like you, I didn't quite find any of the presets to be exactly what I wanted. Don't mean to pick on you, but you know how that sounds, right? I don't want to set up my tactics but I don't like the developer's presets, but the AI the developers built for DAI is just fine. All of the companions have default tactics for DAO and DA2, just like DAI. The difference is that you can change them in DAO/2. Or not. It doesn't take as much time as you've suggested. You start with only one or 2 skills, and add new tactics logic as you acquire more. Some talent points are spent on upgrades or passives, which require no changes to tactics. The presets automatically change as you add talents. If you do decide to play with tactics sometime, I'd suggest taking a bit of time to study how they really work, cuz their operation might be a little different from what you may expect. Sounds like it probably is the real deal, then. I've not played DAI very much and it was quite a long time ago so I remember very little of it. Hmm... I'm not sure why healing should be harder than conjuring a fireball or a lightning storm or giving someone nightmares.
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Post by xerrai on Sept 18, 2020 22:42:11 GMT
[...] Hmm... I'm not sure why healing should be harder than conjuring a fireball or a lightning storm or giving someone nightmares. There is actually a lore reason behind this for Circle mages. It's because healing primarily comes from the creation school of magic, and as the codex says: "Creation requires considerable finesse, more than any other school, and is therefore rarely mastered." Reading into the codex further, this need for finesse comes from the fact healing magic is not entirely reliant on magic provided from the fade (spirit school) or temporarily forming into a replicant of natural forces (primal and entropy school). Instead, it has to interact with and manipulate natural forces (in thier case, a wound) and transform it into something without screwing anything up. In other words, a mage has to have some understanding of non-fade forces so they can modify aspects of creation, which is likely where the school got its name.
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Post by colfoley on Sept 19, 2020 1:21:29 GMT
[...] Hmm... I'm not sure why healing should be harder than conjuring a fireball or a lightning storm or giving someone nightmares. There is actually a lore reason behind this for Circle mages. It's because healing primarily comes from the creation school of magic, and as the codex says: "Creation requires considerable finesse, more than any other school, and is therefore rarely mastered." Reading into the codex further, this need for finesse comes from the fact healing magic is not entirely reliant on magic provided from the fade (spirit school) or temporarily forming into a replicant of natural forces (primal and entropy school). Instead, it has to interact with and manipulate natural forces (in thier case, a wound) and transform it into something without screwing anything up. In other words, a mage has to have some understanding of non-fade forces so they can modify aspects of creation, which is likely where the school got its name. So same logic behind a surgeon.
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