JaceValm said:
Two things I want in this game is the epiphany that all fantasy RPG makers need to have: Bigger doesn't always mean slower. Also, make the character have an ability to stand out from the crowd. I'll explain:
1/ Bigger doesn't always mean slower. In Medieval times there were soldiers that wore full body platemail and had large 2 handed weapons able to cleave a foe in half. They were not slow and ponderous like DA:O and TES have us believe. In actual fact, to keep up momentum with the weapon they needed to be constantly moving. Platemail slows people down like nothing else and is heavy. OK it is quite heavy but in quite a few instances it was lighter that chainmail and allowed for better movement. A soldier could do somersaults in platemail if they had the right acrobatic skills. In one of the DA2 trailers Hawke spins a greatsword with skill, this is what I want to see in DA2.
2/In the Wardens Keep DLC you get some really nice platemail, nobody else in Ferelden has the Warden Commanders platemail. When my warden wore it I felt special, when I wore apparel nobody else had I felt like a warden, unique, powerful, an expert. When I wore armour that wasn't unique I felt like a common soldier without any defining features. Weapons and armour should be unique to Hawke and his companions like Shepherd and the crew in ME2. Duncan had unique armour and he was the defining warden, unique with his own armour not available to anyone else. Something acquired by a legendary man such as a Warden Commander.
I just want to feel powerful, I never felt powerful in DA:O I felt like a soldier in a battle for attrition. Only the finishing moves on foes such as the Broodmother or the High Dragon made me feel powerful.Wearing Warden Commanders Plate with a unique greatsword standing atop a dragons or broodmothers head as it tries to buck you off but you eventually manage to kill it. That is cool, that is a protagonists way of fighting. I want the feel that you are a cut above the rest (the wardens select only the best right? and a champion should be as equally badass) and can hack people to bits.
OK, in the spirit of this new found On Topicness (I did try :/).. I'll make a comment here ( I wish I could be bothered doing it all nice splitting your points up.. but.. CBA :/)..so..
1) Ok, can't comment on summersaulting, platewearing warriors, but considering their way of life, extreme manual labour, extreme training methods, I'm sure it would be fairly certain that that way of life would produce some pretty big guys and having seen William Wallace's 6' odd and DAMNED heavy longsword I certainly can't argue against it. However we're talking timing in a game here and it would be pretty unbalanced to have them swinging these big assed weapons around on a par with a thief with a dagger. So I'm probably not as much bothered about combat timing as I am about other things (I knew I'd get a final dig in somewhere
)...but I DEFINATELY do agree that they seemed underpowered, jeez a good swing could cleave someone on two, armour and all, not that you would ever know it from this combat.
2) Didn't get any DLC except the free stuff but at no point dd I ever feel unique or even nearly worthy of my title as uber world saviour.
I don't know what to say about the combat.. I'm used to thinking things out and I never had too much trouble, died a few times ovbiously, but never repetedly over the same battle but I do say most battle felt the same regardless of who I was fighting.. tbh I had more trouble with wolves at higher levels.. wolves can bite through plate? WOW.
Mostly it all just felt scaled.. and I blame Oblivion for this kind of thinking.. My favourite parts of combat in the games I liked was when I accidentally wandered into the wrong cave, promptly got smooshed, knew full well a reload wouldn't cut it and said to myself "I'll come back for you later, Sunshine"
I miss that in games...easy areas where you really feel your progression, then falling over a big assed monster than had the tendancy of ripping you a new one, that was fun.
WAAA.. I'm sad again.
I think devs have to stop holding our hands in combat.. 'balancing' sucks.. too MMO-ish if I come across a monster I can't kill, let me get better and come back too it.. and if I'm finding it too easy then let ME slow up a bit... TBH, I thought it was ME playing the game and NOT the designer.