@sSubZerOo said:
.. Yeah I heavily disagree on the "tactical" gameplay of DAI.. DAI gameplay consisted of the massively over powered mage face rolling over everything along with a absolute bastardization of the pen and paper systems it was trying to mimic..
I assume you're referring to Origins here?
Well on Normal the game was a cakewalk no matter what you did. On the hardest difficulty though? Oh man, that's where it becomes a masterpiece!
A Masterpiece in which the dark difficulty basically made it a requirement to have 2 or three mages in it?
While the mage is incredibly versatile and can do damage, tanking AND healing,
That's because mages were overpowered and to survive in the highest difficulties you had to have 2 or 3 of them..
depending on build, rogues have by far the best damage,
Rogues were largely dumb to have at the higher difficulties in melee because they were too squishy and died entirely too easily.. Their damage was also not very good to have when you could have a mage in the back line..
also very useful crowd control skills (pinning, etc),
Crowd control that the mages did better..
and can sneak around to destroy high value targets in the back ranks like mages.
Sneaking in that game was incredibly time consuming with the amount of stuff the game threw at you.. If you sneaked every time the game literally took forever to complete..
While warriors can also both tank and DPS, their main benefit is that they are the only class who can manage aggro.
Two handed warriors were seen as incredibly weak with not the best damage and incredibly squishy.. Dual wielders were meh when you could have three mages and a tank in your group..
You can have multiple really varied builds and styles, and assign really detailed custom AI orders to everyone too.
If your playing at the highest difficulties you never used the AI.. And not really when it comes to builds, there were numerous sub classes and builds that were just flat out awful.. The Shapeshifter on the mage for instance was absolute crap..
There's also funky stuff like armour causing fatigue (permantly lowered stamina/mana pool), necessitating a choice between defense vs skills usage.
My party on my last Nightmare playthrough for example:
Me, elf mage focusing on damage spells early on, but eventually became an arcane warrior with heavy buffing spells too. Kill them all!
Alistair, tank, loaded down with shield and heavy armour. Assigned to charge into battle recklessly, and only use defensive skills and constant taunts and shouts to attract enemy aggro. Hold the line!
Sten, damager with massive two handed sword, and lighter armour to allow constant skill spamming. Fragile, but ordered to stay close to me in the back ranks. Anyhting that ran past Alistair got chopped down by Sten. Defend the leader!
Morrigan, healer/buffer/damage, jack of all trades assigned to run around like a headless chicken and heal all of us constantly via spells or potions. Heal the wounds!
*deep breath*
Sorry, got excited there! I've played and loved all of Bioware's RPGs but in terms of gameplay NOTHING has come close to the sheer brutality and tactical thrills of Origins on hardest! Never have I felt such a precision series of interlocking systems leading to perfect, challenging and rewarding tactical gameplay! :D
(The only "flaw" I can see is the cheese of laying 50 traps.. but that aside...)
Even Baldur's Gate 2, as awesome as it is, hasn;t got such tight tactical gameplay, and has far more cheese/exploits + bloat/useless stuff.
BG2 falls into the exact same problem as DAO.. Bastardized pen and paper mechanics that wasn't properly balanced and was a incredible dumbing down to the actual gameplay..
Log in to comment