I could be wrong on this, but I get the sense that Sensuki would be really pleased with a rpg like PoE that played like DotA.
I
play DotA.
As Mangoose said, there is a game that's kinda sorta like a DotA style RPG. Aarklash Legacy. It mixes MOBA with MMO and party based control. The combat is reactive and tactical, and movement and positioning are dynamic and crucial. However there are some big areas where it falls down. First of all boss fights are designed like MMO fights, so you're basically fighting a DPS war against a single boss with a lot of HP which amounts to doing the same thing over and over and over again. You only have four abilities like in a MOBA, so the gameplay can get a bit repetitive where you're just spamming shit every time it comes off cooldown. There is some deliberation about what to cast and you need to use tactics but the use of the same few actives all the time gets repetitive, particularly in the boss fights. The item system is terrible. It's basically just small passive bonuses. +3% to damage, etc etc.
The main thing that probably brings it down is the MMO-style HP slog combat. Everything has a lot of HP so it takes a fair amount of time to whittle enemies down, particularly bosses. This increases the repetitiveness of combat. It has some good encounters, the heroes are all different and using them in different combos is cool, movement is really good, the engine rocks, gameplay feels super smooth and the combat is reactive and tactical but unfortunately it's repetitive/grinding.
The same gameplay feel with more abilities/better char progression, less HP slog and an actual item system plus more RPG elements would be quite cool IMO.
TheBishop said:
It's not very tactical so let's make it an action game with pause? How about making it more tactical instead?
Do you even know what tactical means? You seem to be confusing "slower paced game with a bunch of passive rules, stategical considerations and low micromanagement = tactical" and "faster game with more micromanagement and the seldom use of active abilities" = action.
No.
Most "tactical" games that you are thinking of are turn-based games. JA2, Silent Storm. They're called tactical games because they lack the resource control/base building of a strategy game.
Action combat requires constant input from the player. Diablo is an action game because each action that the PC takes in the game is controlled by the player. Every attack requires holding down of the mouse or a click.
RTS games do not require constant input from the player. You left or right click to attack and that unit will continue to attack until they kill the unit they're targeting, they are killed or you issue them another command. The use of active abilities does not = action gameplay. In this thread I have stated that I think Pillars of Eternity goes too far with the amount of active abilities and frequency that they are used (usually several per encounter per unit) but I think the IE games could have a few more.
Doesn't sound so different from the current game?
Your suggestion would likely make it more stationary and more repetitive. You would still be able to stick a character in a doorway and block access to the rest of the party simply because you're blocking the pathing space. The only thing it would do is outside of chokepoints, you'd just need to "plant" your tanks and use a different character to pull enemies to them so that they get snagged. Instead of moving your tanks out to meet the enemies, you'd just be changing the gameplay to the inverse where you wait and they come to you. That is literally the only thing it would do. I don't see that as a positive, I see that as a negative because then everything would be so much more static and it would make moving tanks in combat be completely pointless.
Like I said, the way I see it, this kind of defensive engagement is what the IE games sort of tried to support (by letting you place characters in chokepoints etc), but had issues with.
I doubt they even considered it.
I'm not saying it's necessarily a bad thing in concept, but I question whether it's what the designers really intended. The other functionality of engagement in PoE, this "playing tag" aggro business, on the other hand, is something that had no clear analogue in the IE games. Like, why is it even there?
Probably not, however both fantastic gameplay and really shit gameplay can be the result of players not playing as designers intended. In this case it's the latter. From what we've seen of the PE devs when they play they play very basic - see enemy, attack, use some abilities ... - very different to how players play the game with the always stealthing, always setting up on encounters etc etc (up to the point where you don't even need to do that really). Sometimes I really have to question their intentions. For instance - Josh Sawyer was claiming that making interrupts end engagement was supposed to be a way to 'enable' movement in combat. Was he lying to try and sell the idea? / sell the engagement system? Dunno, but it quickly became pretty clear to me that it added almost nothing to the gameplay. Firstly, interrupts are unreliable. Secondly, it's difficult to even notice when an interrupt ends engagement due to the visual richness of combat. Engagement arrows only show if your character is selected, the thick engagement circle doesn't distinguish between one or more engagements and if you show the arrows all the time it really clutters the combat screen. I never once in my playthrough noticed it, but I did notice that using Blinding and Crippling Strike cancelled my Rogue's current engagement (probably a bug, unsure if fixed). Thirdly, why on earth would you want to run away if you score an interrupt in melee? That's fucking retarded. You can't if you're engaged by more than one unit and secondly, you've technically 'disabled' that unit for a short time so why not take advantage of it and pour on the DPS?
Seems to me like there's always been a bit of a disconnect between how a mechanic should work and how it actually works. "Create idea on paper, get programmer to implement into game, see if it works, OK DONE! No more playing". Bester said it was pretty obvious that they don't test their implementations, so there's no doubt that they don't study the effects their mechanics have on the gameplay either.