Although my impression of FONV was that it was very build-dependent. You basically set up something powerful (in my case crits + energy weapons, but I imagine you could do something ridiculous with the brush gun) and then shot everything in the face 1-2 times. Although that might just be the way I play games like this.TestECull said:Turn-based combat can quite literally put me to sleep. Real-time has never done so.
so I say any turn-based combat can go to hell.
I also think the outcome of battle should hinge as much on your skill at the keyboard as it does on the numbers, perhaps even moreso. Nothing shatters immersion more than numbers deciding that an attack that hit by every other cue the game has to offer didn't hit.
Basically, something like Fallout 3/NV.
My personal opinion is that in ARPG design tactical skill > twitch skill > build skill. Coming up with a good build is fun, but it shouldn't be the basis of an entire combat system because otherwise there's not much point of the player being involved in the combat part of the game.