JustKneller
Habitué
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- 875
Now I remember why I stopped playing this game back in the day.
Technically. it's not a totally blind playthrough since I have dabbled with this game before, but I remembered nothing of the story or gameplay going into it, just that there was something about party combat that really put me off the game and it was partly something with the AI gambit system.
At this point, I'm past the intro with my female city elf rogue and fighting through the tower in the Ostegar battle. I still don't really remember anything, except what I didn't like about the game before.
I like the world. A fair amount of it is cliche (isn't the Joining essentially a simplified version of how they make Witchers, all part of the dangerous initiation to an inner circle trope)? Also, Genlocks and Hurlocks are basically goblins and hobgoblins, right? etc.), but it's coherent and still immersive. I have disliked elves in RPGs for a very long time (such an overrated/overused device). However, the presentation here (especially with the female city elf intro) has made me give a shit about elves, which hasn't happened in a very long time. I'm curious where this story leads.
The character mechanics are decent. Not an overwhelming amount of choice and there are enough options. The backgrounds are a nice way to blend premise with a tutorial.
But, I'm not liking party combat. If there was ever a game that needed to be fully turn based for combat, this is it. It would actually play faster if it was turn based. As it stands, I have to pause practically every second to either give orders or put a toon back on track with orders I gave it. The gambits are both a blessing and a curse. You can't really control the field (i.e. maintain a formation, defend weaker allies, etc.) or aggro (you can skew it, but it seems to ultimately be rng) and these two things go hand in hand.
I'm going to take a little side trip and talk about what became one of my last ever sessions of WotC D&D. It was a combat encounter with a group of mooks, maybe orcs or hobgoblins. It wasn't a big deal. We spent over three hours on that fight. Sure, there were a slightly higher than average number of players and so a slightly higher than average number of enemies to compensate. But, three and a half hours for a mook fight? It was mostly bookkeeping between everyone's specials and whatnot, but wow it was a slog and also the straw that broke the camel's back for me with this system.
Back to Dragon Age, I wonder how much real time is spent on my encounters. I would be interested to be able to do a replay after a fight to see how it would have played out in real time had I not needed to pause incessantly.
The other thing is that, much like my nearly last session of WotC D&D, a lot of the micro was moot because ultimately these encounters are just a melee mosh pit (maybe there are some archers/mages hanging back taking pot shots at the party), but since you can't maintain a formation and can only nudge aggro, it's mostly just DPS bedlam.
At this point, I'm either burning through healing potions or people are getting knocked out (and taking injuries) every fight. There are more of them then there are of us, so they dominate the melee mosh pit just with their numbers and can out flank really everyone all at once. Apparently, we can't set up choke points since enemies will walk "through" each other to break the line and surround. In the last fight, one Hurlock had a total hard on for the mage who couldn't drop him. So, while my other three toons were out numbered about 2:1 in the center of a melee, the mage was running circles around the outside of it all with a Hurlock hot on his heels like it was the closing credits of the Benny Hill Show. It would have been more immersive if "Yakkity Sax" was in the OST for that fight.
I'm no stranger to strategic/tactical games. X-com will always have a special place in my heart. Yet, even with X-com's RNG, you can pretty easily hedge your bets so that you have about a one in a hundred (or even thousand) chance of being screwed by RPG. Virtually every soldier I've lost in that game (and I rarely lose soldiers) could have been saved if I better evaluated the events leading up to their death. They were almost all avoidable surprises.
All that being said, I'm not saying the game is bad, or even flawed, in this regard. Many have played DA:O, I'm sure few have had the Benny Hill experience. For my part, I know I need to dig deeper with gambits and educate myself further. I've played plenty of FFXIV, so it can't really be that hard. However, there are some other quirks for which I'm not sure how to resolve.
1) The leading conflict between my tank and my finesse fighter. More specifically, at this point of the game, it's Alistair and my rogue. Though really you can throw the mage into the mix, too. I believe I should be "controlling" Alistair for exploration. This puts him on point and (hopefully) draws the aggro. I mean, he gets knocked out almost instantly when he succeeds and is surrounded by five goblins, but that's another problem. But, I believe I want to have him on point so that when the action starts, my rogue can circle the melee and start attacking from behind. It's a bit fussy in that I need Alistair to rush who I want him to rush and then switch over to my rogue to keep her from charging. Alistair doesn't always stick to the command I give him, though. So, it's a lot of micro back and forth.
2) If you have ever seen the movie Cadillac Man, there's a scene where Tim Robbins is pressing an assault rifle into Robin Williams' back and William's says, "Larry, you don't have to push it into my back to kill me. The gun, bullets come out, ya know?" I wish someone would tell my generic soldier that about his crossbow because he keeps charging the enemy to take his shots and won't just stay at range where I put him. As a result, he draws aggro and gets his ranged attacks constantly interrupted.
3) I'm not sure I want to play a rogue. I like the idea of a double dagger agile backstabber type (not to mention, I want a solid trapspringer and lockpicker), but the execution is a bit much. The more micro you have, the more you have to pause to adjust on the fly. I'm already cutting combat into one second slivers just to try to keep people on task. I want to play this character, but I'd like it to be less tedious.
4) The lack of field control and weak aggro management. If I have Alistair on point to draw aggro so my archer and mage can hang back and attack at range while my rogue tries to work the flank, I have three problems. One, Alistair, even on full defensive, can't survive that. Two, when you're outnumbered, as we usually are, rogue flanking is an illusion. She can flank Alistair's target, but not without wading into the mosh herself and now they are both surrounded and outnumbered (and the rogue is far more fragile). Three, keeping aggro off the back line. The enemy force is large enough that they can let a couple break off the melee to rush my back line and still outnumber Alistair and my rogue. Meanwhile, the back line is not built for direct confrontation, so they are even outmatched at even numbers.
That's where I am at this point. I'm open to feedback on how to improve the experience. Clearly, there's a piece of the puzzle I'm missing. That's what I think is at the core here. Not that the game is bad, but I'm overlooking something, and probably something obvious.
Technically. it's not a totally blind playthrough since I have dabbled with this game before, but I remembered nothing of the story or gameplay going into it, just that there was something about party combat that really put me off the game and it was partly something with the AI gambit system.
At this point, I'm past the intro with my female city elf rogue and fighting through the tower in the Ostegar battle. I still don't really remember anything, except what I didn't like about the game before.
I like the world. A fair amount of it is cliche (isn't the Joining essentially a simplified version of how they make Witchers, all part of the dangerous initiation to an inner circle trope)? Also, Genlocks and Hurlocks are basically goblins and hobgoblins, right? etc.), but it's coherent and still immersive. I have disliked elves in RPGs for a very long time (such an overrated/overused device). However, the presentation here (especially with the female city elf intro) has made me give a shit about elves, which hasn't happened in a very long time. I'm curious where this story leads.
The character mechanics are decent. Not an overwhelming amount of choice and there are enough options. The backgrounds are a nice way to blend premise with a tutorial.
But, I'm not liking party combat. If there was ever a game that needed to be fully turn based for combat, this is it. It would actually play faster if it was turn based. As it stands, I have to pause practically every second to either give orders or put a toon back on track with orders I gave it. The gambits are both a blessing and a curse. You can't really control the field (i.e. maintain a formation, defend weaker allies, etc.) or aggro (you can skew it, but it seems to ultimately be rng) and these two things go hand in hand.
I'm going to take a little side trip and talk about what became one of my last ever sessions of WotC D&D. It was a combat encounter with a group of mooks, maybe orcs or hobgoblins. It wasn't a big deal. We spent over three hours on that fight. Sure, there were a slightly higher than average number of players and so a slightly higher than average number of enemies to compensate. But, three and a half hours for a mook fight? It was mostly bookkeeping between everyone's specials and whatnot, but wow it was a slog and also the straw that broke the camel's back for me with this system.
Back to Dragon Age, I wonder how much real time is spent on my encounters. I would be interested to be able to do a replay after a fight to see how it would have played out in real time had I not needed to pause incessantly.
The other thing is that, much like my nearly last session of WotC D&D, a lot of the micro was moot because ultimately these encounters are just a melee mosh pit (maybe there are some archers/mages hanging back taking pot shots at the party), but since you can't maintain a formation and can only nudge aggro, it's mostly just DPS bedlam.
At this point, I'm either burning through healing potions or people are getting knocked out (and taking injuries) every fight. There are more of them then there are of us, so they dominate the melee mosh pit just with their numbers and can out flank really everyone all at once. Apparently, we can't set up choke points since enemies will walk "through" each other to break the line and surround. In the last fight, one Hurlock had a total hard on for the mage who couldn't drop him. So, while my other three toons were out numbered about 2:1 in the center of a melee, the mage was running circles around the outside of it all with a Hurlock hot on his heels like it was the closing credits of the Benny Hill Show. It would have been more immersive if "Yakkity Sax" was in the OST for that fight.
I'm no stranger to strategic/tactical games. X-com will always have a special place in my heart. Yet, even with X-com's RNG, you can pretty easily hedge your bets so that you have about a one in a hundred (or even thousand) chance of being screwed by RPG. Virtually every soldier I've lost in that game (and I rarely lose soldiers) could have been saved if I better evaluated the events leading up to their death. They were almost all avoidable surprises.
All that being said, I'm not saying the game is bad, or even flawed, in this regard. Many have played DA:O, I'm sure few have had the Benny Hill experience. For my part, I know I need to dig deeper with gambits and educate myself further. I've played plenty of FFXIV, so it can't really be that hard. However, there are some other quirks for which I'm not sure how to resolve.
1) The leading conflict between my tank and my finesse fighter. More specifically, at this point of the game, it's Alistair and my rogue. Though really you can throw the mage into the mix, too. I believe I should be "controlling" Alistair for exploration. This puts him on point and (hopefully) draws the aggro. I mean, he gets knocked out almost instantly when he succeeds and is surrounded by five goblins, but that's another problem. But, I believe I want to have him on point so that when the action starts, my rogue can circle the melee and start attacking from behind. It's a bit fussy in that I need Alistair to rush who I want him to rush and then switch over to my rogue to keep her from charging. Alistair doesn't always stick to the command I give him, though. So, it's a lot of micro back and forth.
2) If you have ever seen the movie Cadillac Man, there's a scene where Tim Robbins is pressing an assault rifle into Robin Williams' back and William's says, "Larry, you don't have to push it into my back to kill me. The gun, bullets come out, ya know?" I wish someone would tell my generic soldier that about his crossbow because he keeps charging the enemy to take his shots and won't just stay at range where I put him. As a result, he draws aggro and gets his ranged attacks constantly interrupted.
3) I'm not sure I want to play a rogue. I like the idea of a double dagger agile backstabber type (not to mention, I want a solid trapspringer and lockpicker), but the execution is a bit much. The more micro you have, the more you have to pause to adjust on the fly. I'm already cutting combat into one second slivers just to try to keep people on task. I want to play this character, but I'd like it to be less tedious.
4) The lack of field control and weak aggro management. If I have Alistair on point to draw aggro so my archer and mage can hang back and attack at range while my rogue tries to work the flank, I have three problems. One, Alistair, even on full defensive, can't survive that. Two, when you're outnumbered, as we usually are, rogue flanking is an illusion. She can flank Alistair's target, but not without wading into the mosh herself and now they are both surrounded and outnumbered (and the rogue is far more fragile). Three, keeping aggro off the back line. The enemy force is large enough that they can let a couple break off the melee to rush my back line and still outnumber Alistair and my rogue. Meanwhile, the back line is not built for direct confrontation, so they are even outmatched at even numbers.
That's where I am at this point. I'm open to feedback on how to improve the experience. Clearly, there's a piece of the puzzle I'm missing. That's what I think is at the core here. Not that the game is bad, but I'm overlooking something, and probably something obvious.
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