Ways to improve Dragon Age's combat

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BloodSquirrel

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Jun 23, 2008
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Sadly, none of this has any chance to actually make it into DA2: Dragon Effect, but I was wondering what people thought of these ideas anyway:
(Note: Enemies would, of course, have to be rebalanced. The idea isn?t to make combat easier, just fix some of its problems)


#1 Show more information about stats.

This one is simple: If I need to make a choice between +10% to fire damage and +10 spell power, I?d like to not be making it blind. Tell the player how much their spellpower is adding to their damage. If it?s different for every spell, put the % in the spell description. Have a box on the stat sheet telling the player what his total + to spellpower to each element is, after stacking.

A lot of us like the challenged of optimizing our characters. Give us the tools we need to do so.

#2 Give every ability two ranks.

The higher the level the characters reach, the weaker the customization and specialization become.

If you?re creating an elemental mage, then once you max out the elemental tree, you?re done. You can?t specialize in it any more. This leads to characters with a massive number of abilities, most of which they don?t use. Meanwhile, the individual abilities start to become kind of weak. Even single target spells don?t do much more damage than a mage?s basic attack late game.

The solution is simple: Give every ability two ranks. The first rank acts just like it does currently, giving use of the ability and allowing you to buy the next ability in the tree. The second rank simply makes the ability more powerful.

One side effect will be that the tactics system will be more useful since it is better geared toward a character who uses fewer abilities in the first place.

#3 Deeper mana pools.

#2 might help fix this on its own, but it is kind of annoying that the player spends as much time managing mana for his healers as he does actually healing and damaging things. A better single-target healing spell might also help.
 

Vrach

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Jun 17, 2010
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I'd fix the following:

1. Give warriors/rogues mana pots. I know they exist in Awakenings, but make them a norm and make them as common and as useful as mana pots, possibly and preferably just make them the same thing (a pot that restores both mana and stamina rather than separate pots)

2. Make Stamina last longer for warriors/rogues. The two classes can run out of Stamina in a few hits while a Mage can cast for a lot longer time. Auto attack is ok, but it's not fun or reactive, rather take it out completely and give them more chance to use their abilities than have them sit bored. Also, this is tied in with issue 3.

3. Reduce the number of useful stats for warriors/rogues. Mage can dump 90% of all his/her points into two stats while Rogues and Warriors can pretty much utilize every single stat in the game but Magic so it's hard to focus on something enough to be as effective.

4. Give rogues some stealth. The DA: O 1 stealth is pathetic, unintuitive, pretty useless and it should be something that really defines Rogue as a class.

5. Make Archery a viable spec or better yet a whole new class (Ranger). Preferably the latter and to compensate, make skills for warriors/rogues that can be used as both melee and ranged.

6. Give warriors and rogues (more to rogues) some significant AoE skills, considering how big a part of the game's combat is in AoE situations. Awakenings mostly fixed this though, so keeping something like that while fixing their Stamina and stats should take care of this issue on its own.

7. Give mages and rogues better defensive and escape abilities that aren't "kept up" skills.

8. Fix the difficulty curve of the game as a whole, it starts out immensely hard but once you've got enough skills, most of the challenge gets thrown out the window and a single tactic (narrow passage, massive ground AoE with slow) works on everything.

9. More interesting boss fights, less focus on difficulty (space invaders aren't fun), more focus on tactics.

10. Agreed with the OP, clarify and simplify stats on gear, also create more useful gear in both terms of quantity and quality, upgrades in DA: O come way too rarely and stuff that's supposed to be amazingly good is often only amazing in how situational, useless and utterly unexciting it is (Dragonscale armor).

That's all I can think of for a start :)