Send News. Want a reply? Read this. More in the FAQ.   News Forum - All Forums - Mobile - PDA - RSS Headlines  RSS Headlines   Twitter  Twitter
Customize
User Settings
Styles:
LAN Parties
Upcoming one-time events:
Redding, CA 06/22
Tampa, FL 06/26
Tampa, FL 10/04

Regularly scheduled events

Report this Comment
Use this form to report the selected comment to the moderators. Reporting should generally be used only if the comment breaks forum rules.

58. Re: Dragon Age II Mar 20, 2012, 16:23 Verno
 
descender wrote on Mar 20, 2012, 14:32:
I never understood this... at least it added SOMETHING random and unknown to the combat, rather than "sigh, another 3 guys to kill... click click click moving on". Having to make and change plans in the middle of combat was more tactful in DA2 than in DA:O because it was WAY easier to control the fights in DA:O.

I get what you're saying but it was just lazy design. There's nothing tactical to DA2 spawning methods, the randomness serves no practical purpose in advancing the combat, its strictly a design concession. In fact it tramples on combat pacing as players are always holding back abilities for fresh waves of spawns, particularly crowd control. It dilutes most other aspects of combat like using terrain/LOS, laying traps and etc.

DA:O used waves too but it did it in balanced encounters that were crafted by hand. It didn't just mindlessly spawn things at you to the point where you could literally predict the entire encounter.
 
Avatar 51617
 
Playing: Faster Than Light, Tales of Graces F, Fire Emblem 3DS
Watching: Ghost in the Shell, Hannibal, Oblivion
 
Subject
  
Optional
Message
 
Login Email   Password Remember Me
If you don't already have a Blue's News user account, you can sign up here.
Forgotten your password? Click here.
 




footer

.. ..

Blue's News logo