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Een vertaalprobleem melden
Yeah, they did that in DA: Inquisition. I'm actually glad they leaned harder into it this time and made it more of an action RPG instead of that wannabe MMORPG system Inquisition used.
There seems to be a preference/priority system based on my observation.
#1 on the aggro list is always the player. However, in situations where the player is unreachable or are too far away from a particular enemy, the enemy will attack a companion if there is one nearby. But even then, they quickly go back to trying to get at the player.
For example, I was on a ledge fighting another enemy. The one at the bottom wanted to get to me but seemingly had pathfinding issues, then it switched to smacking my companion that was near it. But after a couple of hits on her, it disengaged and went back to trying to get at me.
Always going after the player is a design "necessity" (i view it as a flaw of the system as a whole). Otherwise, we will end up with silly situations where the enemies are duking it out with literal immortal companions and we can just stab them from the back at our leisure. It would effectively make nightmare difficulty pointless.
As such, 99% of the time they end up going after the player.
this and if it is a boss it wil use a mega jump to go towards you if you are to far away. XD
I struggle a boss fights (as mage or rogue) without tank but i just kite around with my Bellara and Emmerick\Lucanis and i dont wanna swap em since i like em most.
It's a shame that combat does not feel like a something party-based, but rather you play solo with companions being a couple of additional abilities that you can use.
This game is fun, but it is NOT the masterpiece that Cyberpunk was.