Cut-scene ambushes

Radakill
Level 1
1 month ago

One of the things that has really taken the wind out of my sails with this game so far is the cut-scenes. Keep in mind that not all groups are the same, and for some people this may not be a big issue, especially if your one of those that have a melee heavy group with heavy armor and can go toe to toe with mobs with no issues.

However, there are those of us that like a bit of variety in a group, including those more squishy ranged types, mages, archers, rogues etc. For those characters, tactics, strategy and positioning are critical to a successful encounter not to mention personal survival. 

Now, how do you take tactics, strategy and positioning, roll it up in a ball, light it on fire, and throw it out the window? Simple. Some dev in a cubicle somewhere decides that hey, wouldnt it be great to trigger an unexpected cut-scene where we take your ENTIRE PARTY, no matter where they are, and just lump them up in a wide open space with NO COVER, no where to hide, and then spawn a dozen agro mobs SURROUNDING them at the end of a cut-scene. Brilliant guys. Now you just limited the majority of a potentially squishy group that would NORMALLY be able to position themselves so as to properly utilize their strengths and weaknesses in an encounter, but instead you just castrate the entire group by balling them up in a crap area and then spawn agro RIGHT ON THEM. 


WHO IN THE HELL CAME UP WITH THAT GEM OF AN IDEA? REALLY? 


Well devs, if you were looking for a perfect way to alienate a vast majority of your player base by wiping groups at random, thats a great way to start. It also sends a clear message to players that the easier groups to play will be the more heavy armored melee types as they will have a clear advantage in those types of "cut-scene ambushes" where you gift wrap spawn mobs and put them right  at melee range. 

A better way to do this would be to at least offer groups 1) adequate cover opportunities nearby for ranged classes that rely on them. These classes dont have much in the way of armor or hit points so they need to position and think their way through encounters. 2) A fair chance to reposition before the cut-scene encounter starts so that characters can at least have a free move and find a spot that they wont be mauled as soon as the encounter begins. Or 3) Pretty much any idea that dosent involve taking positioning out of the players hands (where it belongs) and just create a disaster scenario where your putting groups into shit situations where they have little to no control. 


*SPOILERS BELOW*

Now for those that will be claiming that this NEVER happens in this game, here are a few examples:

Dark Castle boss room

Dark Castle jail/lab

Dark Castle vampyr room

At least three cut-scenes along the NPC escort to the mage tower

Jail house in Copperhead

Mage tower "puzzle" (entrance) 

Mage tower dragon room

Kam
Level 2
1 month ago (edited)

Thats the thing with ambushes, you get caught off guard,lol.

Just lower the difficulty settings when it becomes a thing, because its really not that big of a deal, all "squishy" classes have plenty of options in situations like this if you make little sacrifices instead of going the "100% glass cannon max dpser of doom" route.

Had a Wizard and a Rogue on my playtrough and never noticed this problem.

Radakill
Level 1
1 month ago (edited)

Thats the thing with ambushes, you get caught off guard,lol.

Just lower the difficulty settings when it becomes a thing, because its really not that big of a deal...


If it was just an ambush, it wouldnt be a big deal. 

What is a big deal, is having your entire party moved, then plopped down in a crap spot, then having a ton of mobs just appear next to or behind them right next to your squishy characters. 

The difficulty setting wont remove this, or change it in any way. In fact, when difficulty is implemented, this may only make it worse. Playing on "hard" may be fine as long as you have control and can position correctly, but then the game just cut-scene kills your group I dont imagine that will go over very well. 

BTW stud, just because your a pro and say that it must not be a thing because it didnt happen to you, that dosent mean it wont have a negative effect on others after the game is released. Ive been playing games longer then most people posting here have been alive, and have seen mistakes like this that devs make ruin a player base. And its totally unnecessary, there are better options. Nothing can irritate, aggravate, and just piss people off more then when they get wiped due to a game "feature" that they have no control over, and having your entire party moved, then surrounded by the game after a cut-scene will definitely qualify. 

1 month ago

I actually found this annoying too. Like, it's pretty obvious when you're about to walk into a trap, so I get people prepared and in position to deal with whatever's behind the door - and then nope, doesn't matter, everyone gets lumped together.

I don't find it game-breaking, but I did find it to be a puzzling choice. Just....leave the characters in place.

Rokahn
Level 2
1 month ago (edited)

I think it's fine that certain combats start you face to face with your opponents, especially for boss battles. This makes for a different type of challenge.

In one of my playthroughs, all 4 of my characters were stealthy. Being able to start all combats with a surprise round and perfect positioning is a very strong advantage. I would even argue it is too strong. It's good that there are fights where this is not an option.

I do like thewhaleshark's suggestion that the position of the characters could remain unchanged after the cutscene.