Difficulty evaporates after getting Cone of Cold
#1
Posté 10 novembre 2009 - 02:18
#2
Posté 10 novembre 2009 - 02:45
I don't generally use it twice in a fight.. but being that you can line up 4-7 enemies fairly easily in one use does make it quite powerful.
My first thought would be to lower their freeze duration but after looking at it for a bit.. it definitely just needs the cooldown to be around 20-30 seconds.
#3
Posté 10 novembre 2009 - 02:48
#4
Posté 10 novembre 2009 - 02:48
#5
Posté 17 novembre 2009 - 04:40
#6
Posté 17 novembre 2009 - 04:49
#7
Posté 17 novembre 2009 - 04:51
#8
Posté 17 novembre 2009 - 04:57
1) some form of saving throw. Or if it already has one it needs to be easier.
2) A much longer cooldown, which would make it to an effective emergency button or a situational opening move.
#9
Posté 17 novembre 2009 - 06:02
I paid for it when I bought the game, I am entitled to expect it to work as impliedly advertised (i.e. fair & balanced). Avoiding things that are broken is not a satisfactory solution, and you know that.Hardin4188 wrote...
So don't use it.
Now that I've gotten that off my chest, I have a confession: This has been my solution
_Loc_N_lol_ wrote...
It needs either
1) some form of saving throw. Or if it already has one it needs to be easier.
I hate saving throws. They're a terrible device for game mechanics, since they turn combat into a coin flip. This is especially true for a game where there is absolutely no way to figure out your "odds" of success: saving throws are a black box whose effect is only made known by inexplicable and frustrating spell failures.
Is Cone of Cold as much of a problem on Hard/Nightmare, with 100% friendly fire? If not, a third possible solution would be to restrict the friendly fire mitigation at lower difficulties to damage only -- you could still freeze your whole party solid if you're not careful. From using Flame Blast, I remember how often I caught Alistair in the blaze -- eventually I just piled him high with fire resistance and went to town anyway ;-) Oh hey look! Tactical gear use! (Sort of hard to come by in a game without numbers.)
#10
Posté 17 novembre 2009 - 06:05
#11
Posté 17 novembre 2009 - 06:08
Generally it's not that hard to position the mage such that your allies won't get caught in the cone. Especially as you get a nice highlighting of exactly who will be affected as you're aiming the spell (paused, of course), so the only way you'd really get an ally accidentally is if they were hit by a knockback effect just after unpausing, or if they were moving about and you were very gung-ho in not telling them to stop for half a second until the spell was cast.
#12
Posté 17 novembre 2009 - 06:08
Eunomiac wrote...
I paid for it when I bought the game, I am entitled to expect it to work as impliedly advertised (i.e. fair & balanced). Avoiding things that are broken is not a satisfactory solution, and you know that.Hardin4188 wrote...
So don't use it.
Now that I've gotten that off my chest, I have a confession: This has been my solutionI already feel like I'm cheating with Force Field, so when I respecced my character I stopped at Frost Weapons specifically because I'd heard how broken Cone of Cold is. I've never even used Cone of Cold, so I don't feel like I'm being forced to skip something I'd miss.
_Loc_N_lol_ wrote...
It needs either
1) some form of saving throw. Or if it already has one it needs to be easier.
I hate saving throws. They're a terrible device for game mechanics, since they turn combat into a coin flip. This is especially true for a game where there is absolutely no way to figure out your "odds" of success: saving throws are a black box whose effect is only made known by inexplicable and frustrating spell failures.
Is Cone of Cold as much of a problem on Hard/Nightmare, with 100% friendly fire? If not, a third possible solution would be to restrict the friendly fire mitigation at lower difficulties to damage only -- you could still freeze your whole party solid if you're not careful. From using Flame Blast, I remember how often I caught Alistair in the blaze -- eventually I just piled him high with fire resistance and went to town anyway ;-) Oh hey look! Tactical gear use! (Sort of hard to come by in a game without numbers.)
CoC already freezes any NPC, friendly or not from Normal and up.
#13
Posté 17 novembre 2009 - 06:11
#14
Posté 17 novembre 2009 - 06:14
They are already in the game, in the form of physical, mental and spell resistance checks. And they don't seem to be very random, usually you either almost always pass or almost always fail.Eunomiac wrote...
I hate saving throws. They're a terrible device for game mechanics, since they turn combat into a coin flip.
And the freeze effect already does friendly fire even at lower difficulties (you don't take damage though). Doesn't make it any less useful if you position yourself carefully or are willing to take the chance
#15
Posté 17 novembre 2009 - 06:24
#16
Posté 17 novembre 2009 - 06:31
That said, I forget to cast CoC since my PC is warrior, and I don't have a tactics set for it. Whenever I remember to cast it, yellows go down in seconds.
Seems like whenever I switch to morrigan the game becomes much easier. I just usually let her auto pilot tho
#17
Posté 17 novembre 2009 - 06:32
#18
Posté 17 novembre 2009 - 06:46
- Be careful not to apply straight MMO logic to a CRPG. Things get lost in translation.
- Perhaps increase difficulty. I suspect Nightmare will chuckle at Easy mode tactics, then proceed to feed leftover scraps of your Mabari to the dragonlings.
- A Mage is kinda supposed to be one shot, one kill with the right spell or tactic for encounter. Either you die or they die.
- Don't use "op" spells use like, Magic Missile?
I expect to annihilate enemies when I reach a certain level or learn a certain spell. Trivialize? Hmmph. Is that not the purpose of a mage?
(I don't have CoC, went full Entropy.) One of my favorite clustermob combo's: Affliction > Grease > Death Cloud > let 'em simmer and finish with a Fireball. Want to try full Elementalist with Spirit next.
#19
Posté 17 novembre 2009 - 06:48
#20
Posté 17 novembre 2009 - 06:50
T0rin3 wrote...
Schyzm: Please troll somewhere else, your attitude is a continued complete lack of contribution to every thread you post in.
really because I'm basically agreeing with the entire point of the thread. how is that even trolling? the people in this thread are right, cone of cold is an "i win" button. along with a bunch of other mage abilties. how is that trolling? that is agreeing.
#21
Posté 17 novembre 2009 - 06:52
Yeah, that's not a troll. I'm sorry, I must have missed where everyone in the thread was saying the combat system was a joke and the game developers are failures.
#22
Posté 17 novembre 2009 - 06:55
This allows you to keep at least 5 enemies completely disabled while you can cast other spells in the meantime.
I actually expect a nerf to CoC in
1) Dont let the duration scale with magic, maybe increase the damage scaling to compensate
2) Increase the cooldown a bit or reduce the freeze time. To compensate an increase in damage would be ok i guess.
All in all it should be more of a damage spell and not a CC being in the middle of a damage/elemental line.
#23
Posté 17 novembre 2009 - 06:55
#24
Posté 17 novembre 2009 - 06:56
T0rin3 wrote...
"yah the entire combat system is a running joke. they should just remove combat from the game because the ppl who designed it are failures."
Yeah, that's not a troll. I'm sorry, I must have missed where everyone in the thread was saying the combat system was a joke and the game developers are failures.
its the logical extension of the accumulation of threads exactly like this. tons of people's combat experiences are being ruined because they stumbled on forcefield or cone of cold or any of the numerous other spells the abortion that is combat design in this game allows you to have.
maybe you should stop trolling me, since I was at all times responding to the content of the thread.
#25
Posté 17 novembre 2009 - 06:59
Yes, this is the core of the issue with Cone of Cold. This spell scales a bit too well.One of the problems is that cone of cold DURATION seems to scale with the magic attribute making the duration LONGER than the cooldown once you hit around 45 magic or so (dont have the exact numbers).
This allows you to keep at least 5 enemies completely disabled while you can cast other spells in the meantime.





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