HixxSAFC said:
Sorry I'm not seeing it. The combat in DA:O is dull for the majority of the time. This is coming from someone who has put 50 hours into it over the last 3 or so weeks. The only difference in DA2 is that it was quicker and that it animated differently to go with the new speed. You have to remember the first fights in Origins to compare rather than the mid-late game dungeons. There was no tactics in those, just hitting your attacks and mowing through them.
I can see why people dislike the wheel, it makes the dialogue choices more clear-cut but its not like Origins had subtle choices in the first place.
I think a lot of people are remembering DAO for being better than it actually was. There's complaints about maturity/juvenility now and I'm thinking that the original was the same. It had OTT gore. Stupid one liners from characters. An incredible amount of cheesy innuendo.
People are seeing massive differences where I'm just not. I don't get it. The biggest difference is in the visual style, complaints about that I understand and accept (but will again disagree with it, but like I say can accept they don't like the change). The changes elsewhere aren't sweeping or vastly different enough to change how the game plays drastically.
For me, melee moving in so slowly was more frustrating than anything. I spent more time on my Dual-wield rogue getting into position than actually attacking stuff.
Yea, DAO origin was cheesy in places. I will grant that there are sections of DAO that are just as cheesy as what we have soon.
Moving on to the combat. I, and many others, felt the combat system in place was great. What made combat boring at times were balance issues, especially with mages, and lack of enemy variety, and encounter design. What I am trying to say is that the system was good, but the details were often bad.
In response to complaints about the combat, Bioware threw out the baby with the bath water. What a lot of us would have like to see was an iteration upon the foundation laid out by DAO. Mainly, more enemies, encounter variety, balance tweeking, and more active skills for warriors and rogues.
We still wanted a tactical real time with pause RPG, we just wanted the kinks to be ironed out.
Instead, it seems like we got an ARPG with some aspects of a tactical rpg.