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In combat they function as a cosmetic auto-attack + a player controlled special attack.
That said, if distance is the key to getting them to re-target, I can see why that would be problematic for melee builds.
I actually like how they added/changed the combat wheel with the "summoned" companions, but this really sucks if party members can't keep enemies off my back for even just a few seconds. It kind of kills the fun as a ranged character/spell caster.
I felt they did it pretty right in Inquisitor- party members could distract targets but it didn't mean you were always safe. Sometimes they would do area attacks, break off, etc.
Sigh. Hugely frustrating.
You'd think with all the focus on "AI" technology these days you'd be seeing more versatility with it in NPC party-based games.
There is no danger/consequences/stakes. Your companions can't die. Remember in origins where you would loathe putting one of your favourite companions in danger for fear of losing him/her?
And because of the lack of danger to companions, they shifted it all to the player instead. So the player always ends up being the "tank" even if we are playing a mage.
And because companions can't die in combat, they further neutered their effectiveness. Their regular attacks barely do anything on higher difficulty levels. As such, the entire burden of combat ends up on the player, thus making it feel onerous. In origins, our companions performed the same as us and could actually become more powerful than us if we wanted it to be that way.
Combined with having to spam basic attacks to charge up the bar for special ones, it is an exercise in tedium.
That's why I can't help but laugh at all the "return to form" hyperbole. Those people don't even know what the original "form" was to begin with.
^
They programmed them to be this way because if they attacked your allies you would just start cheesing them. Which is stupid because you should have 4 companions and they should take damage.
Honestly I wish they would take damage if the alternative is THAT I DON'T ACTUALLY GET TO FIGHT lol. In boss fights I legit barely get to hit them since I can't stop running and dodging for casting animations, my companions do the majority of the damage cause I'm constantly just kite-tanking.
Because I LOVE the Dragon Age games but I HATE the Soulslike games. If they've turned Dragon Age into a Soulslike, I'm out.
And honestly it's starting to feel that way, because I can't get past a certain boss as a caster because he focuses ONLY on me, keeps hitting and interrupting my powers, while my 'teammates' are really doing nothing. Once one of them heals me, I just have to run around in circles until they get their heal back. I did this for about 40 minutes the other day, FINALLY killing the boss, only to discover that was round ONE with that boss, he came back in a different form with an even BIGGER life bar. And of course he killed me, and now I would have to do it all over again.
This is a game breaker for me.
Mage has multiple melee options.
And for me, enemies don't focus only on main character.
I even quoted unexplained cases of enemy in combat with a companion and constantly shoot at the enemy changed nothing, usually this changes their aggro.
But my current feeling is warrior is easier to play with a build focusing fairly well on resilience, something not available for mage.