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Journeys as measure


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6 réponses à ce sujet

#1
ehcaba

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Playing through Journeys was a a disapointemnt in some ares but great in others. I wonder how close the retail game and the flash game will match up. Even if the game is not a perfect match to Journeys, these are the impressions it built.

The things thst i disliked:

Heal bots:  Be preparded to take Wynn in your party since boss fights and certain mobs become impossible without a dedicated healer. The trend in RPGs is to remove the healer class alltogether. Most notably in Mass Effect and Jade Empire and it has increased the tactical variation one can take in a fight. It is a big improvement in game play.

Archery: Absolutely dreadfully broken. Hopefully the game will change in a patch. The fact that taking a shot takes stamina while the damage is often in the 1 to 9 range is obscene. Mages' staff attack do more than double the damage at range with no mana cost and scales well with leveling. The talents available in game are less effective than others. Compare Supressing Fire to War Cry: Supressing Fire is situational and has a shorter duration while War Cry is something to be used and every fight and has a long duration.

Primal: Fire: Meh. Lightning seems better right out of the gate. The first tier fire spell is hard to line up, but that may be an limitation of the flash game.

The good

Crowd control in the game is very powerful but has nice trade offs. Mind Blast and Force Cage can be used every round but mana cost is higher for Mind Blast since it does damage and allows the target to be attacked. the bards Distractin talent has long duration but breaks on  attack. It also only works on sentient creature (the spiders in the game seem immune). 

Mind Blast is overpowered in Jouneys but that may be because of the game. One can chain stun (with nice damage) the Emissary while the other party members beat him down without threat of damage.

Fighters: All melee configurations (dual wield, two handed, shield) worked well and had balanced trade offs.

Rogues: Looks like there will be alot of possible variation in game. easily no two rogues will be alike, but always I have the same complaint. The *&^%#@$ need to have a chest opener in the game. This is one area where the flash game is better. Mass Effect handled this better: play the mini-game or use omnigel.

Modifié par ehcaba, 27 octobre 2009 - 07:40 .


#2
MrGOH

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Um, the devs have said that Journeys isn't really all that much like the full game. The spells and talents are mostly different, it's turn-based and, well, it's a simple flash game.

I think your concern about healing bots is the only one that may apply to the main game, although DA:O is reportedly balanced such that mages aren't dedicated healers but damage dealers who also can heal; they're not like DnD clerics (well, I'm sure you can spec a mage so that s/he mostly does buffs and healing, but it's not required) or healing classes in party MMO's. I am almost certain that regular archery shots are more effective than the mage bolt in-game because the mage bolt looks incredibly weak in the gameplay footage released so far. I'm also certain that regular shots won't take stamina - this was probably a balancing issue specific to Journeys' turn based style.

Rogues in DA:O are not just chest openers, but massive tactical damage-dealers, although they're still a skill-heavy class.

Edit: Oh, and I'm not sure this qualifies as spoiler forum material - there's no story spoilage going on. But I think it's a discussion worth having and I think you've articulated your reactions better than some of teh folks posting the other DA:J threads.

Modifié par MrGOH, 27 octobre 2009 - 06:00 .


#3
Shillelagh Law

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You are 100% correct about archery in Journeys. I'm hoping the real thing is improved because I was extremely letdown by archery. I enjoyed Journeys a lot once I stopped trying to use the bow.  Still looking forward to trying out Orgins as an archer though.

Modifié par Shillelagh Law, 27 octobre 2009 - 06:15 .


#4
Dr. Explosion

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Am I the only one who realized why archery was worse in Journeys?; bows with visible bowstings are obiously inferior to bows with invisible bowstings

On a more serious note, Journeys actually made archery interesting to me; Pinning shot was one of the talents I liked to use to make harder battles, (ogres, those GD spiders), a lot easier. I never actually specialized in archery, 'cuz melee and magics interest me more, but because of Journeys, and it's archery "preview", I think I'll make Leliana an archer

#5
ehcaba

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MrGOH wrote...
Rogues in DA:O are not just chest openers, but massive tactical damage-dealers, although they're still a skill-heavy class.


But to open those chests (with all the items intact) then a rogue in the party wtith those skills is a requirement. Traps I do not mind, that is a strategic decision I make to sacrifice those talents (or class) to improve others, but not having lock pick cuts off a party from gear and money. It makes a three mage and tank party, three fighters and a mage or all single class less effective then any combination that includes a rogue with lock pick.*

*Given the listed NPC's an all one class party may not be possible.

#6
sydd55

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i think they did that so you had to think about balance in a team and make you have to make strategic decision more then just hack n slash with 2 or 3 warrior and heal with 1 or 2 mage..

Modifié par sydd55, 28 octobre 2009 - 03:20 .


#7
jrastaban

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Thanks ehcaba for this thread, I was hoping someone would put together a well thought out analyses.



Some other things that came to mind. Flanking is very powerful, and since you often face more than one enemy I found you were best off with at least 1 person with a shield and the talent that removes flanking. In DAO you could be up against even more characters at one time (fights with 60 people possibly) this could increase that value even more.



Death magic made me question the viability of the spells that feed off corpses. I wonder how they scale, and if there is a cap. If it scaled linearly it would be of great use in the large battles where you may have 30 corpses, but on boss fights where you may have only a couple it would be a waste.



The party wide buffs were really worth it, I am excited to try them in DA:O to see if it remains that way. flaming weapons quickly turned into a must have.



There were very few enemy casters in journeys, which may be why it also felt less effective. Archery appears to work best vs mages (low armor) where they can be pinned and then slaughtered. Journeys, and to a lesser extent DA:O seems to work on a Rock Paper Scissors setup. it seems Rogue > Mage > Warrior > Rogue. In journey's without a strong enemy mage influence, rogues had to function more like warriors to be effective.



Well DA:J did what it was suppose to, make me want DA:O even more.