Jaesun
Fabulous Ex-Moderator
That's a FPS.
The key difference IMO is that DA:O had pretty much no positioning and replaced it with MMO style aggro mechanics. And what we heard from Obsidian so far indicates very strongly that positioning, movement restriction, and flanking is going to be key in PE.DA:O's combat is boring, but other than both of them not being round-based like D&D, PE's combat is really nothing like it. It really isn't.
Damnit, you're already in the alpha?!
No, but from what I've read, I can list any number of differences.
DA:O has OP mages. PE will be more balanced.
DA:O has cooldowns. PE has per-encounter abilities and per-rest abilities.
DA:O has mana. PE has spell preparation.
DA:O has infinite health regeneration and powerful healing spells. PE has limited health buttressed by stamina regeneration, with tightly limited rest areas and no healing.
DA:O has hordes of identikit mobs. PE will have a diverse bestiary of unique monsters.
Obsidian had designed their own combat system from scratch before?
Yeah, Alpha Protocol.
The key difference IMO is that DA:O had pretty much no positioning
Irrelevant when the combat is so easyThe key difference IMO is that DA:O had pretty much no positioning
Not entirely true, you got bonuses for attacking enemies from behind.
AFAIK it only applied to rogues and caused targets to turn towards the attacker almost immediately, so you could only maybe land a couple of hits.The key difference IMO is that DA:O had pretty much no positioning
Not entirely true, you got bonuses for attacking enemies from behind.
Obsidian had designed their own combat system from scratch before?
Obsidian had designed their own combat system from scratch before?
Scratch is a funny way to spell League of Legends
yeah, sure, time stop, improved allacrity, chain contingency, simalcrum and 3 spell sequenced abidalzim's horrid wiltings are peachy keen but when a rogue gets more than one shitty attacky per round with no strength bonus mind you it suddenly gets "very cheesy"...Laying traps could get very cheesy in BG2. No big loss IMO.
yeah, sure, time stop, improved allacrity, chain contingency, simalcrum and 3 spell sequenced abidalzim's horrid wiltings are peachy keen but when a rogue gets more than one shitty attacky per round with no strength bonus mind you it suddenly gets "very cheesy"...Laying traps could get very cheesy in BG2. No big loss IMO.
A thiefthat can solo Demogorgon without taking a hit IS cheesyyeah, sure, time stop, improved allacrity, chain contingency, simalcrum and 3 spell sequenced abidalzim's horrid wiltings are peachy keen but when a rogue gets more than one shitty attacky per round with no strength bonus mind you it suddenly gets "very cheesy"...Laying traps could get very cheesy in BG2. No big loss IMO.
Nah, I doubt there'll be encounter-wrecking op abilities here.What it'll actually be:
Dragon Age 1's combat.
Warriors receive flanking bonuses (a bonus to attack rating and critical chance), rogues also receive backstab damage. Mages usually wouldn't receive much benefit since staves always hit. Enemies only target them immediately if they do enough damage to outrank the warrior on the threat table.AFAIK it only applied to rogues and caused targets to turn towards the attacker almost immediately, so you could only maybe land a couple of hits.
Positioning was important when it came to distance-based threat which doesn't decay. Plus not getting caught in aoe spells.Other than that there was pretty much no way to stop mobs from getting to your squishies, which is kind of the whole purpose behind positioning in the first place.
Positioning, outside of getting hit by aoe spells, was completely irrelevant in DA:O.
What sort of DA:O you played? Because you definitely didn't play the game I did. Where can I obtain this magical version of DA:O where bombs and traps matter, where enemy mages spam spells, rogue backstabbing is a common threat and bottlenecks can be utilized?
In my experience, it feels like the more powerful spells are actually 'unlocked' from the enemy mages' spell tables. That they still cast more or less randomly, just that they might use that fireball spell now that you aren't playing on normal/hard anymore.Bombs and traps are never essential, but enemy mages do cast their best spells quicker and more often on hard/nightmare and letting any character get flanked for an extended period of time is going to drain health fast. Any bottleneck is nice to have whenever you're facing an encounter with a lot of archers (cause of line of sight).
In the Deep Roads, every mage I came across was consistent in opening each fight with a crushing prison unless I immediately disabled them.In my experience, it feels like the more powerful spells are actually 'unlocked' from the enemy mages' spell tables. That they still cast more or less randomly, just that they might use that fireball spell now that you aren't playing on normal/hard anymore.
Well, by then I'm/the first guy into the breach is probably mostly immune to enemy magic. But, curiously, the only consistent mage I remember was from the Deep Roads as well, the only one in the game who casts Curse of Mortality. It always hits and I don't think resistance matters with it.In the Deep Roads, every mage I came across was consistent in opening each fight with a crushing prison unless I immediately disabled them.In my experience, it feels like the more powerful spells are actually 'unlocked' from the enemy mages' spell tables. That they still cast more or less randomly, just that they might use that fireball spell now that you aren't playing on normal/hard anymore.
You couldn't really block them per say. While mobs would very likely attack the character they are closest to (which is the one you put in doorway), the only reason they wouldn't attack others was aggro mechanic. If a mob happened to target a character behind the one "blocking" his way, he'd just slide through and be on his way. A sufficiently fat character (like a summoned bear) in conjunction with forcefield spell could become a real physical obstacle in the enemy's way, but unless you want to resort to such cheesy tactics it was aggro all the way. And escaping AOE effects sounds more like kiting than actual positioning.While Bottlenecks were downplayed, you could often block doors with two characters. Sometimes one, especially if you are using the golem.