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Post by colfoley on Nov 29, 2024 1:19:51 GMT
I couldn't speak to the future for DA specifically, afterall we change the combat literally every game . For what it's worth, I would love it if you DIDN'T have to reinvent the whole thing from scratch for DA5. I didn't think that the action game would have my favourite combat in the series, but it's incredibly fun. About to finish my sword-and-board Champion run and it's the most fun I've ever had with a Warrior. Can't wait to try Rogue next! Rogue is stupid fun.
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Post by biggydx on Nov 29, 2024 3:13:38 GMT
I would say FF16 is a good example of what that feels like in an action forward game. I couldn't speak to the future for DA specifically, afterall we change the combat literally every game . Theoretically yes you could but you'd like have some abilities on very low cooldowns that are essentially just special attacks - if you look at all the traits for each class there is actually quite a lot baked into the core attacks. In a previous DA game things like Shield Toss, some of the charged follow ups, dash attacks...etc. would be their own abilities and your core attacks would be a lot more basic. Turn-based allows for a lot more deliberation, it's also just smoother for having a wide bar of options because you have the time to ponder what to do for each moment. Using BG3 as an example I have a TON of spells on my Light Cleric but I use like 2 of them 80% of the time. It's sort of an argument for choice, even if you never use it, just to support that feeling of expression. Gotcha. Overall, is your team happy with where the itemization landed? I know we lost out on the gear customization elements of the prior game, but I do like that the buffs provided by weapons/armor is much more tangible this go around.
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Post by LukeBarrett on Nov 29, 2024 6:34:06 GMT
I would say FF16 is a good example of what that feels like in an action forward game. I couldn't speak to the future for DA specifically, afterall we change the combat literally every game . Theoretically yes you could but you'd like have some abilities on very low cooldowns that are essentially just special attacks - if you look at all the traits for each class there is actually quite a lot baked into the core attacks. In a previous DA game things like Shield Toss, some of the charged follow ups, dash attacks...etc. would be their own abilities and your core attacks would be a lot more basic. Turn-based allows for a lot more deliberation, it's also just smoother for having a wide bar of options because you have the time to ponder what to do for each moment. Using BG3 as an example I have a TON of spells on my Light Cleric but I use like 2 of them 80% of the time. It's sort of an argument for choice, even if you never use it, just to support that feeling of expression. Gotcha. Overall, is your team happy with where the itemization landed? I know we lost out on the gear customization elements of the prior game, but I do like that the buffs provided by weapons/armor is much more tangible this go around. Ehhh all things considered I'd say yes. The game morphed so many times over the project and the Itemization had to be completely redone several times. I will say there are aspects I'm proud of and other parts that are... functional let's say, where we did the best we could given other circumstances.
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Post by Frost on Nov 29, 2024 18:54:35 GMT
Using BG3 as an example I have a TON of spells on my Light Cleric but I use like 2 of them 80% of the time. It's sort of an argument for choice, even if you never use it, just to support that feeling of expression. Did you only use 2 spells to min max or for some other reason? I am assuming you aren’t including noncombat spells in that 2? I used many more spells playing sorcerer and liked that BG3 gave you opportunities to use different spells. For example, in the Act 1 Hag fight, you could put out the fire with Create Water and use Magic Missile to easily tell which Hag is real when she creates copies. Did you find from the data for Origins that most people who played mage pcs only used 2 spells? Is that why each Dragon Age game has fewer and fewer spells that can be used?
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Post by LukeBarrett on Nov 29, 2024 22:07:33 GMT
Using BG3 as an example I have a TON of spells on my Light Cleric but I use like 2 of them 80% of the time. It's sort of an argument for choice, even if you never use it, just to support that feeling of expression. Did you only use 2 spells to min max or for some other reason? I am assuming you aren’t including noncombat spells in that 2? I used many more spells playing sorcerer and liked that BG3 gave you opportunities to use different spells. For example, in the Act 1 Hag fight, you could put out the fire with Create Water and use Magic Missile to easily tell which Hag is real when she creates copies. Did you find from the data for Origins that most people who played mage pcs only used 2 spells? Is that why each Dragon Age game has fewer and fewer spells that can be used? Correct, I didnt count any pre-combat buffs (longstrider for example) or bless which I use on rare occassion. I played through on tactician and found I didnt actually have to do too much other than radiance and spirit guardians (radiant) and then I just bonk stuff. The action economy for spells is such that unless I want to be long resting very often I try to use as little as possible. On rare occassion I use more and I would never say the spells aren't usable, just that I don't need them. BUT I feel like a caster because I have so many choices and I think that's important to the vibe. I don't think they had good telemetry back then for stuff like that but for DAI for example the average number I believe was ~5 or slightly less. I think the reason for reducing abilities over time is a combination of the speed of the gameplay and controller usage being so high. That said, I personally feel the sweet spot is in the 4-6 range so we'll see but like I said, you never know with DA, historically speaking
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