well, the final switch puzzle is letter coded. the other switches, while not letter coded, are much easier to get through regardless of color.Darth Drago wrote...
Tirronan wrote...
It is a nice DLC for $5 and I sure am not going to argue its value. The one disappointment for me is that I am not having much luck with the puzzle/switches then I find out some are purple and some are blue. I am color blind and never knew there was a difference which has made for a rather interesting/frustrating experience to say the least. Hey Bioware, love ya but 25% of the male population is red/green color blind, help us out just a bit with a symbol thrown in here or there to show a delta?You were not the first to have an issue with it or notice the problem. Not having some sort of system like a symbol on the doors/chests or something just seems like weak planning. Kind of like the lack of language support again for Russian or Polish.Zhadow wrote...
Just wanted to make a comment, if you are color blind the color based puzzles are going to frustrate the heck out of you.
Golems of Amgarrak Release!
#251
Posté 11 août 2010 - 03:33
#252
Posté 11 août 2010 - 03:33
Not that I am complaining about DA:O DLC, but what is the reason behind not doing the same with DA:O to DA:2?
#253
Posté 11 août 2010 - 03:35
#254
Posté 11 août 2010 - 03:36
mind you, i have not played mass effect 1 or 2, but my guess is it has to do with me3 continuing the story with sheppard while da2 is an entirely new character.Phaelducan wrote...
Just as a point of reference... it appears that there is at least a goal with ME2 to include integral plot content that is supposed to bridge the gap from ME2 to ME3 (at least I remember that being a stated goal in an official Bioware statement).
Not that I am complaining about DA:O DLC, but what is the reason behind not doing the same with DA:O to DA:2?
#255
Posté 11 août 2010 - 03:37
I cross my fingers the next will be more roleplay orientated, with perhaps some closure to the warden, before this Hawke fellow takes over.
*very slight spoiler*
I noticed the crows hadn't stolen Vigilance yet...
*end spoiler*
#256
Posté 11 août 2010 - 03:39
MKDAWUSS wrote...
GreyWarden36 wrote...
Awesome DLC
kinda short though
I don't mean to brag but wow i pwwnned that Harvester on Nightmare with my DW rogue
all my party members died so i was left to kill the Harvester my self
Heres a tip for those whos having trouble killing the Harvester :
Storm of the Century + Spell Shield/Shimmering Shield
works everytime with any boss in Nightmare Mode especially Gaxxang
... and if our Warden isn't a mage, we can count that out as an option.
If a rogue: use Archery to good use like arrow time
have Legoinare scout as a specialization very good defense
use stealth/feign death when low in health make sure to equip things that has high health
regenration like Spellward or natures blessing
make sure you use poisons/grenades/traps such as quieth death/elemental grenade/lure traps
Flicker is a good talent if you have it use only when surrounded by enemies make sure to stealth
first before doing so for more damage
i pwnned the Harvester this way:D
If a warrior: be sure to equip items that have high reneration to stamina/ and health such as natures
blessing
Make us of Poisons and grenades not traps very useless and takes so much time only good for
rogues because they have stealth
Have crowd control abilities such as War Cry/Massacre/Holy Smite/Fade Burst/
Make sure to stack on Swift salve a must for 2h warriors
Grab your Weapon and hope for the best:alien:
if a mage: Storm of the Century + Spell Shield/Shimmering Shield:wizard:
#257
Posté 11 août 2010 - 04:07
#258
Posté 11 août 2010 - 04:42
The atmosphere was certainly well done, unfortunately the companions were not. I'm glad my warden was a tank and fairly well equipped or else I would never have managed with wimpy Brogan tanking, he had problems taking out a white skeleton on his own. Jerrik was better but for some weird reason they both lacked dwarf racial resistance. The golem was a bit of a joke, the aura was helpful but the heal spell was too weak and the reset time too long. All of its offensive skills were AOE and therefore friendly fire, not very useful on hard or above. They were relatively weak as well, a spell doing 8 or 16 damage doesn't really cut it against a boss that can hit for over 200. My worst gripe with it is the inability to use any potions. And why did he even have 2 upgrade slots if there was nothing in the DLC that he could equip? Unless Shale's crystals would have worked, didn't have any from my Awakening save for obvious reasons. Could have used some more upgrade runes as well, didn't bring any in my DAOA epilogue save so the party member weapons and armor were barely upgraded.
Having said that, it was enjoyable playing through it once and the end fights certainly gave a sense of accomplishment when I finally managed to get the grim reaper achievement. The items are fairly good, particularly the amulet which is the easiest to get, too. The cudgel should have been a sword or dagger instead or at least have a comparable damage rating, maces are the weakest weapons in DAO, by far.
There is one big problem however, the one this DLC shares with all the recent ones: zero replayability. Why would anyone want to play it again once the items are unlocked? DLC that ties into DOA is infinitely better in that regard as it can be experienced over and over again with new characters and expand the gameplay experience by being a part of it, not apart from it...
#259
Posté 11 août 2010 - 04:50
i was expecting like 10 re-tries lol
EDIT: Gods sake, why does the mace look like an iron mace in origins? it looked awesome in GOA
Modifié par Matt4045, 11 août 2010 - 04:54 .
#260
Posté 11 août 2010 - 04:52
#261
Posté 11 août 2010 - 04:57
AloraKast wrote...
Like I said, the story itself was pretty amazing and kudos to the writers. I believe making an effort into integrating this DLC into the events of DA:O would go a long way into making it a wonderful addition to the DA:O experience.
"Kill the evil imprisoned thing" is imo not an amazing story in any kind of meaning.
#262
Posté 11 août 2010 - 05:00
It might have something to do with Dragon Age being the only game I play... And the only one I've played multiple times through, and still feel the compulsion to start again. Just for the amount of hours I've put into it, this game is the best. I think it's finally passed how much I played Morrowind, and most of Morrowind was running around in the wilderness, this is just straight story/fighting.
Modifié par night0205, 11 août 2010 - 05:01 .
#263
Posté 11 août 2010 - 05:01
SnakDok wrote...
AngryFrozenWater wrote...
What a terrible DLC! Yet another hack and slash thingy. It's not even worth 160 BW points. This will be my last DLC for DAO unless things improve significantly. No character development. Your regular party removed because development is cheaper that way. Some party members don't even have a dialog. Of course like the other campaign thingies you will be stripped from gear you got in other DLCs.
Another huge disappointment.
Cry some more
At least most people in this thread have explained themselves which ever side they take. You sir took the low road. The troll road. Good job. You get a cooke for being an idiot.
#264
Posté 11 août 2010 - 05:04
Querne wrote...
AloraKast wrote...
Like I said, the story itself was pretty amazing and kudos to the writers. I believe making an effort into integrating this DLC into the events of DA:O would go a long way into making it a wonderful addition to the DA:O experience.
"Kill the evil imprisoned thing" is imo not an amazing story in any kind of meaning.
There is nothing new under the sun. But it was more then just a trapped monster, it was the dwarves desperation in order to find a power to help them survive against the darkspawn. I completely understand, considering the life the dwarfs come from...
#265
Posté 11 août 2010 - 05:07
#266
Posté 11 août 2010 - 05:08
Might try solo nightmare someday, my super dex rogue got barely hit by Harveste, had to beat second form all alone on it as everyone else died.
#267
Posté 11 août 2010 - 05:11
Feogrisha wrote...
Is it true that The Reaper's Cudgel is insanely overpriced in Origins and Awakening?
Yeah, I only tried selling it in origins at the camp but I could get 339 gold for it I think. The item isn't even that great, it's basically nothing more than a gold cheat.
#268
Posté 11 août 2010 - 05:12
#269
Posté 11 août 2010 - 05:15
#270
Posté 11 août 2010 - 05:18
kingjezza wrote...
Can some one confirm to me that the achievements/rewards you get for completing gollums on hard is the same as you get for completing it on nightmare?
Yes, they are.
#271
Posté 11 août 2010 - 05:22
Jeremias wrote...
kingjezza wrote...
Can some one confirm to me that the achievements/rewards you get for completing gollums on hard is the same as you get for completing it on nightmare?
Yes, they are.
God damn I wish i had known that before I almost went mad trying to kill that bloody harvester
#272
Posté 11 août 2010 - 05:40
#273
Posté 11 août 2010 - 05:42
ICek81 wrote...
Could be a lot better.
Okay, Sten! Maybe give more details next time . . .
TBH, I'm kinda on the fence now after reading the positive and negative reviews. I was gungho about getting this DLC but since I've come to hear a lot of things missing, I'm having doubts now.
Downside:
1 > No level upgrade beyond level 35 - my Wardens are usually maxed at level 35 from Awakening so no gaining xps there.
2 > No Campaign-impacting decisions - these were evident in Origins and Awakening. Since there are no game-changing decisions, this DLC really is a standalone. The only saving grace is that you will be able to keep your new items but only IF the GoA save file can be uploaded to future DLC's.
3 > No interaction with previous companions - although I did not expect there to be any of this, it would have been a very pleasant surprise if there was a cameo or even a letter. I guess there was no pony express in Ferelden - oh yeah, I forget, they don't have horses in Ferelden! A griffon express - oh, they're extinct - bummer!
4 > Rehashing old locations - this doesn't really bother me as much as it seems to bother so many other people. It may be the same sort of location (with minor alterations) but the circumstances are different. Place yourself in the story and not be so concerned about local surroundings. I know it's a cost-saving. Really - would you pay $30 for a 2-3 hrs DLC just to have new locations? Look past the superficial.
Upside:
1 > Tough boss and tougher fights - makes things more interesting for any of my level 35 Wardens
2 > New items for all Wardens - big plus here as well as the uber-item cash-cow. Can finally start with good gear.
In the End: I'll probably still buy it. I spend more than $5 on coffee in a day. Let's keep it in perspective. Will it improve my DA gaming experience - YES!
#274
Posté 11 août 2010 - 05:43
There are 6 in total.Inzhuna wrote...
Can someone tell how many research notes are there? I've only found two! :-( Thanks
#275
Posté 11 août 2010 - 06:05
Also i hope that this... suprising ending will have influence in the future... i mean... there's so much potential!
Modifié par Feogrisha, 11 août 2010 - 06:14 .





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