druplesnubb wrote...
Also on FF: Why was it removed from all difficulties except nightmare?
Excellent question! Why, Peter?
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druplesnubb wrote...
Also on FF: Why was it removed from all difficulties except nightmare?
Nighteye2 wrote...
That would work if all enemies came from the front. But with the more horizontal problem you also have enemies coming from behind the spot where your camera is viewing from. Unlike the isometric birds-eye-view, where you can keep an eye on all directions at once, not just what's in front of you.
Even in the short demo, I seldom had all my party members on-screen. I don't mind assassin-type enemies going after my mage, but I do want it to happen on-screen so that I can at least respond to it and try to save her - instead of her getting killed off-screen because of the camera angle.
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No friendly fire makes AoE effects easier to balance, as you have only to take into account radius size and damage.distinguetraces wrote...
Excellent question! Why, Peter?druplesnubb wrote...
Also on FF: Why was it removed from all difficulties except nightmare?
Modifié par Adhin, 28 février 2011 - 12:31 .
Xewaka wrote...
No friendly fire makes AoE effects easier to balance, as you have only to take into account radius size and damage.distinguetraces wrote...
Excellent question! Why, Peter?druplesnubb wrote...
Also on FF: Why was it removed from all difficulties except nightmare?
Modifié par druplesnubb, 28 février 2011 - 12:34 .
Guest_distinguetraces_*
Xewaka wrote...
easierdistinguetraces wrote...
Excellent question! Why, Peter?druplesnubb wrote...
Also on FF: Why was it removed from all difficulties except nightmare?
distinguetraces wrote...
Xewaka wrote...
easierdistinguetraces wrote...
Excellent question! Why, Peter?druplesnubb wrote...
Also on FF: Why was it removed from all difficulties except nightmare?
I see.
Guest_distinguetraces_*
druplesnubb wrote...
distinguetraces wrote...
Xewaka wrote...
easierdistinguetraces wrote...
Excellent question! Why, Peter?druplesnubb wrote...
Also on FF: Why was it removed from all difficulties except nightmare?
I see.
word
Guest_distinguetraces_*
Adhin wrote...
Nice partial quote. It's 'easier to balance'... big difference.
Modifié par bunny-gypsy, 28 février 2011 - 01:19 .
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We'll see. I'm having too much fun with Smoking Arrows at the moment.Adhin wrote...
-edit-
iOnlySignIn: May want to take stealth anyways for your Archer. It's basically an instant aggro dump like rank 3 was in DAO. Short duration though, but would definitely be useful even in its base form. Plus you can get that passive for auto-crits out of Stealth
Modifié par Sabresandiego, 28 février 2011 - 04:15 .
iOnlySignIn wrote...
We'll see. I'm having too much fun with Smoking Arrows at the moment.Adhin wrote...
-edit-
iOnlySignIn: May want to take stealth anyways for your Archer. It's basically an instant aggro dump like rank 3 was in DAO. Short duration though, but would definitely be useful even in its base form. Plus you can get that passive for auto-crits out of Stealth
But anyways, an Archer Rogue will probably have too many talent points to spend, unlike any other class. I'm really torn between the Kung Fu Archer and the DW Assassin at the moment.
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I agree.Stardusk78 wrote...
Since you are new to DA, go for a DW assassin; as I said, imo intense specialisation (provided it is done well) always wins out in a few points here and there....then you can try a mage and then you can try an archer...
Modifié par iOnlySignIn, 28 février 2011 - 07:10 .
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Have you considered using Isabella with Back-to-Back as a protector of your Artillery and Healer? That is a talent I'm definitely planning on getting for my DW Rogue. It would not only allow the Rogue to instantly offer support, but also allows the Rogue to escape from possibly hordes of melee attackers (It's like using Charge to escape as a ME2 Vanguard). Moreover, it has great synergy with Blindside as the enemies attacking your Healer/Archer will not turn their attention to the DW Rogue immediately. Finally, Back-to-Back leads to Follow-Through, a Rogue's Bolster.Sabresandiego wrote...
Is the tactics system good enough to be able to setup rogues to use armistice and goad effectively? I am thinking of taking these abilities to protect my healer, but I do not want to have to pause the game and issue the orders in order to use them.
For armistice it says radius is 10m. Is that around the rogue or around the ally you are trying to protect?
For goad it says radius is 6m. Is that around the rogue? Can you tell the tactics system which companion you want goad to transfer threat to?
Modifié par iOnlySignIn, 28 février 2011 - 07:20 .
Actually, that is not the correct usage of "Goto" action. Tactic always reads from top to bottom, if a condition returns false it'll check the next condition instead. So for you example, regardless of whether 1 returns true or false, 2 will always be checked.Ultimecia wrote...
As far as I know you should be able to Sabre. The tactics logic operate very similar to compiler style logic. As long as you use Goto tactic nr [whatever], you can make nested if's. That should be enough for important skills to work intelligently (and makes you respect properly coded AI)
If you make the tactic
1 Enemy: Attacking Bethany > Goto 2
2 Ally: Aveline > Goad
I'm not an expert on rogues though so I don't know the exact mechanics on their talents but something like the above should give you an idea
This way, 3 will only be checked when 1 returns true, hope this help clear it up.1. Enemy: Attack Bethany > Goto 3
2. Self: Any > Goto 4
3. Ally: Aveline > Goad
4. (Continue your tactic here...)
Modifié par Naitaka, 28 février 2011 - 09:19 .