The Big List: What I'd like to see improved or patched in DA:O
#26
Posté 15 novembre 2009 - 01:11
#27
Posté 15 novembre 2009 - 01:47
I soloed through the game with my AW/BM on Nightmare.
Cone of Cold shouldn't work on bosses, Mana Clash needs to be toned down, it's basically a I Win button if any of the enemies have a mana pool. I've had it hit for over 600 damage on multiple occasions.
Arcane Warriors have more defense AND armor than a fully talented sword and board Warrior with the best armor..and this is before you even consider Shimmering Shield!!
People say it doesn't matter in a single player game, but it does especially for those of us who want to play as a Mage and a Warrior on seperate walkthroughs. I did Warrior on my first plathrough and enjoyed the game so much. On my second walkthrough as a Mage, it wasn't fun at all considering it was so easy even on Nightmare. At that point, the only reason to play is for the story if the gameplay is unbalanced. And even though the story is amazing, story alone in a video game is never enough without gameplay -- otherwise I'd just read an awesome book!
#28
Posté 15 novembre 2009 - 02:10
Note that I'm not asking for any change to game mechanics. Just a slo-mo mode would be enough.
#29
Posté 15 novembre 2009 - 02:14
Can you explain this? Why should this or that spell not work on bosses? It's like saying that swords should not work on bosses... moron.
#30
Posté 15 novembre 2009 - 02:17
I only need to see Morrigan again, please Bioware, there is already a big wave of fan that's craving and yearning for more....please......
sorry if i am being a spoiler here...........
#31
Posté 15 novembre 2009 - 02:46
#32
Posté 15 novembre 2009 - 02:55
As for some of the comments about Mages and adhering to lore etc. Again, none of my suggestions are advocating Mage nerfs, they're suggestions for buffs and fundamental changes so that other classes are more viable alternatives to mages in future playthroughs.
Leaning on lore/story to validate Mages being so OP isn't a valid crutch as Bioware reps have said on numerous occasions that lore and realism concerns would not override gameplay mechanics and balance. I'll try and dig up the official quote if I can find it, pretty sure it was posted on the old site.
Modifié par chizow, 15 novembre 2009 - 02:57 .
#33
Posté 15 novembre 2009 - 03:01
1) It is in DA: Journeys so I was kind of confused it isn't in the main game, they use the same assets and story after all.
2) Deep Mushrooms restore stamina (in tiny amounts), so it would make logical sense for there to be a Stamina Potion recipe for Herbalism... You can create Mabari Crunch with them to regenerate dogs health and Stamina, so why not a potion to regenerate Stamina? How is it any more game breaking than Mana potions?
#34
Posté 15 novembre 2009 - 03:03
>AnnDeFerm wrote...
>Can already place the 'camera' wherever you wish so this did not make any sense. If you don't know you just hold in the right mouse button and move the mouse around until you're happy and then let go of the button. And zoom with the mouse wheel.
You don't seem to understand the benefit of this feature. Instead of scrolling through 20 zoom nodes to get to a certain viewpoint, I can choose between 2-3 preset zoom aspects, say, 10%, 50% and 100%. That doesn't mean you can't still use the fine-tuned intermediary controls, it just means you can get to a certain viewpoint faster, reliably. Its like hitting chapter forward on your dvd instead of hitting fast forward one second at a time....
>Zoom is already in the mouse wheel so no need. You surely don't use an old mouse without wheel? And anyway RMB is already used to move the camera where you want it so it's not possible to use RMB to zoom as well.
Again, you don't seem to understand what I'm referring to here. If you are fully zoomed out in top-down isometric, holding RMB+forward will not change your viewplane from top-down to first-person. You have to zoom in slightly first with the mouse, then move the mouse forward with RMB to drop your viewplane. All I'm asking is that if I hold RMB+move mouse forward, it automatically zooms in that 1 increment and drops the viewplane simultaneously. Its simply a redundancy/usability issue here.
>Why more mages? What a party need is two warriors, a rogue and a mage. One of the warriors are ranged specialist of corse and the other melee.
What they could change is to let us choose what spells Morrigan and Wynne start with when they yoin the party. End of problem.
And anyway most of us want to make our own mages so then there would be three mages in the party... Can't see the need tough.
You seem to have completely missed the point. Wiping Morrigan and Wynne's starting points doesn't solve anything, as you'll still be playing with those same two mages for the majority of your playthroughs meaning your game experience (and player interactions) will largely be the same from playthru to playthru.....
>Why stamina potions? Rogues can already solo the game on normal difficulty (going bard and ranger) so they are already overpowered, I think. Stamina potions would make them invincible! The inclusion of stamina potion would lead to an immortal char who always win - and that would be boring.
You mean like mages now? Except mages can also heal, CC, and buff/debuff along with their ability to deal massive direct and AoE dps. Again, stamina potions are a simple fix to address a glaring disparity between mages and physical dmg characters, and they wouldn't even address the major disparity in capabilities, stamina pots would simply allow melee to continue using abilities for as long as mages can spam spells with mana pots.
> Again this would lead to the party by default always winning any fight. Boring.
And again, it'd be no different than stacking the party full of mages, except, you might be able to actually play the game without stacking the party full of mages. Less boring. Than stacking the group. Full of mages.
> Unless you solo there should be a mage in the party and they usually have the heal skill. Just buy bottles and make them!
A single mage typically isn't enough to heal 3 other melee, especially given you're losing CC by removing a mage and replacing with a melee/ranged character. Cheaper, more effective pots would reduce this reliance on mages further so that a single mage might be sufficient for most party builds.
> I must strongly protest! Making potions are a mages responsibility so it makes sense to depend on magic for it. The game's made for party play not solo so let a mage join.
Making potions has nothing to do with a mage's responsibility, nor should Magic be some global modifier for determining the effectiveness of non-magic related potions, which is my point.
> Not really. As we solve problems when gathering the army there should be a decrease in number of enemies. Also as one get more powerful (and thus famous all over Ferelden) it would make sense that possible enemies don't dare cross the party. From a roleplay perspective it makes sense that there's fewer encounters.
That's interesting, how is it then that Denerim and Fort Drakon are completely overrun by Darkspawn, yet you can venture in and around town without any harassment? Not to mention the whole bit at Redcliffe where they specifically refer to intercepting some massive swath of Darkspawn etc.
There's actually a few random encounters that directly try to simulate this, with the various factions offering resistance forces against Darkspawn as you rally them to your cause. I would've expected at the very least, these encounters to continue.
>I think you guys are too preoccupied with leveling up rather than being the people in it. After all as mobs are scaled the whole level up thing loose its charm and point. Could just as well have stayed at lvl 1 throughtout the game. A skill system as in ultima Online would actually have made a better sense for this game rather than the level system of D&D. But too late to change things.
No I think many people are disappointed with the fact they're funneled to the end-game conclusion without any option to quest and adventure with random encounters after completing the various plot threads.
Modifié par chizow, 15 novembre 2009 - 03:06 .
#35
Posté 16 novembre 2009 - 06:49
If any modders see this, I'd be interested if a simple mod to increase the stamina gain from Deep Mushrooms is possible. I looked in the toolset a bit myself but didn't see any value for the amount restored. Thanks!
#36
Posté 16 novembre 2009 - 08:38
#37
Posté 16 novembre 2009 - 09:04
#38
Posté 16 novembre 2009 - 09:15
* The dialog camera needs to be changed to accommodate the large armors. As it is now the person you're talking to is often blocked from view by your armor.
* I'd like to see the status effects that are currently shown above the hotbar be moved to near their portraits so I can see at a glance who is affected by what.
* The barking needs to be toned way down while having conversations in camp.
#39
Posté 16 novembre 2009 - 09:19
The basic premise are, Warriors take most of the CC away from the other classes, increase their abilitiy use and decrease their damage. Rogue's damage goes up and skill useage goes up, but CC goes down. Mages cooldowns og up , gain cast times to most powerful spells, and have more compelling arcane warriors spells.
I also want to see if I can rebalance the prestige classes (like ranger and arcane warrior), and possibly move a few around.
I'm also wondering if there's a way to implement an arcane trixter concept, and possibly move shapeshifting into warrior, and move the ranger summons into mage (or possibly make a new summoner prestige). I haven't delved far enough in to see if that's possible
#40
Posté 16 novembre 2009 - 09:32
#41
Posté 16 novembre 2009 - 10:22
I'm having some difficulty when using my spellcaster (I already have it expanded as far as it can go horizontally)
That is if it isn't already possible...is it? (scanned the manual, didn't seem to mention anything like it)
#42
Posté 16 novembre 2009 - 10:31
#43
Posté 16 novembre 2009 - 11:02
That sounds great, definitely keep us updated!Project Mercy wrote...
I agree with most of your points. I'm working on requirements right now to rebalance the classes to try to make the game less tedious and mage-centric and turn combat into something other than "how am I going to AE the horde of enemy archers" in between boss fights. I also want to see rogues being both more deadly and more sneaky. Something other than annoying stun machines.
The basic premise are, Warriors take most of the CC away from the other classes, increase their abilitiy use and decrease their damage. Rogue's damage goes up and skill useage goes up, but CC goes down. Mages cooldowns og up , gain cast times to most powerful spells, and have more compelling arcane warriors spells.
I also want to see if I can rebalance the prestige classes (like ranger and arcane warrior), and possibly move a few around.
I'm also wondering if there's a way to implement an arcane trixter concept, and possibly move shapeshifting into warrior, and move the ranger summons into mage (or possibly make a new summoner prestige). I haven't delved far enough in to see if that's possible
#44
Posté 16 novembre 2009 - 11:09
Yeah the problem right now with Deep Mushrooms is they only restore ~10 points of Stamina, so even if they were changed to benefit from a STR or CON modifier, the benefit would be very little for a much more complicated change.TSAdmiral wrote...
Actually, ignore what I said earlier. Tying Deep Mushrooms to CON is a stupid idea. We essentially have stamina potions in the game right now in the form of Deep Mushrooms, they just need to be buffed and tied to the STR attribute. I'm guessing that's a lot easier to develop compared to implementing new recipes.
I believe the current scaling from +Magic for Health and Mana is .5 per point, so you may get something like....25-30 points of additional Stamina with a base of 30-40 STR. I'd be more in favor of a simple mod that changes the 10 Stamina value on Mushrooms to ~50 for starters just to get an idea of how a simple change of removing the Stamina bottleneck on physical characters could improve gameplay and alternative playstyles.
Anyways, I'm not going to put too much effort into revising the OP, each time I hit edit these forums add 1-4 lines between bulletpoints so its just too time consuming, but keep the suggestions coming. Ideally devs take some of these suggestions to heart to help improve the game for everyone, but efforts from enterprising modders like Project Mercy are also certainly welcome.
I'd look into changing the Mushroom Stamina value a bit more, but MW2 finally arrived from Amazon so I may be preoccupied over the next few days lol.
#45
Posté 16 novembre 2009 - 11:09
Don't think you mentioned this (I just may have missed it) but combat training skill.. As it stands for rogue or warrior you must get this skill.. It opens up the weapon skill teirs.. Meaning to have weapon skill tier 4 abilities you need to have maxed out combat training.. The mage has none such problem with this.. So if you make a warrior and rogue you automatically have to put 4 points into a skill because you have no choice around it.
Modifié par Skemte, 16 novembre 2009 - 11:11 .
#46
Posté 16 novembre 2009 - 11:39
A. UI and Camera Controls
- 1. Combat Chat Log: I think many are wondering why we don't have this as a feature or at the very least, a command console option to enable this. I firmly believe many of the bugs regarding damage and status/item modifiers slipped through QA simply because this was not a feature in the game that would allow testers to confirm and verify features as working as intended or broken as they appear in game.
- 2. Toggle option for "Highlight Objects", default [Tab]: Would be nice to allow this to always be on so that object and character names are always shown. At the very least, an option to allow this to toggle on/off like a light switch so that we don't have to constantly hold the button while running around.
- 7. "Item Received": Simply poorly conceived and implemented as seen in production. A chat log would largely take care of this, but having the item text string displayed in the lower left would be ideal. Its done for money received, really no reason it couldn't be done for items. You can choose to sort by Newest in the inventory screen, but that's not fully accurate either as stackable items will still be obscured. The other option would be to always show the newest item at the top or bottom until the list is manually sorted.
- 9. Sustained abilities remain toggled on after zoning, cut-scenes. (Lisst) Current implementation is inconsistent and buggy. Some abilities do not stay toggled on between zoning or after cut-scenes (Miasma, Rally, Berserk, Blood Thirst), while others do. Also, some effects show that they're on but the effects aren't working (Cleansing Aura). Just needs to be cleaned up and made consistent.
- 12. Option to hide helmets (Devil_Lucifer and Cornhorse).
- 13. Increased quick bar. Allow us to either increase the quick bar vertically or to rotate between a few ones.
- 14. Hold position command for each character. Right now we can tell the entire party to stand still, but often I would like the mage to hold position while allowing the warrior to move freely. Having the ability to tell a single character to stay in position would be rather nice.
B. Gameplay and Balance
- a. STR or CON determines Stamina. Right now Willpower as a modifier for both Stamina and Mana. This should be an obvious disparity, as a Mage only need concern themselves with 2 major modifiers: Willpower and Magic. A well-balanced physical damage character needs to be concerned with STR/DEX and possibly CON, along with WIL. A rogue would also need some points in CUN. There's clearly a disparity here in that physical characters will be spread thinner by default in order to be effective.
- b. STR reduces fatigue. Again, makes perfect sense for lore purists or pseudo-realists. The fact physical characters are basically forced to use heavier armor that further compounds their stamina issues without any benefit from an attribute that would feasibly reduce that penalty just leads to further imbalance.
- c. Reduce Stamina cost for sustained abilities. Again, can tie this into STR reducing fatigue. The fact remains a physical dmg build character relies much more heavily on their sustained abilities in order to be effective. Not only are these sustained abilities deeply integrated into the various skill-trees, they're expensive in terms of skill points invested, so having them constantly on is a necessity to make full use of their various synergies. The use of multiple sustained abilities is once again compounded by the fact physical characters sacrifice more to build up Stamina via Willpower and also suffer greater penalties due to fatigue.
- b. Rebalance Physical damage Talent trees. It should be clearly obvious that current trees are imbalanced in favor of mages. Mages can basically pick and choose the most appealing "branch" in each talent "tree" without any penalty. For example, a mage would never need to max out the entire Primal spell tree, they can just as easily cap out the Cold or Lightning branch and basically get all the benefits, including Storm of the Century. As a physical character however, you are basically forced to max out a single Weapon's talent tree due to the vertical and horizontal dependencies and synergies. For example, you might need to go 3-4 points deep into a branch for Shield, but a major bonus of that branch relies on a 4 point passive in the branch below it, meaning you may need to invest 6-8 points just to fully benefit from that weapon. Realistically, you need to max out entire weapon trees, which limits flexibility and utility greatly, especially in comparison to magic users.
- c. Offer better, more reliable heal option or dmg mitigation/ignore options. If physical classes could heal themselves or become immune to damage more reliably, this would reduce their dependency on mages or heal pots for heals.
- d. Make Health potions cheaper to make and/or change their stat dependency. The first two Health potions are priced reasonably, about 2s and 20s, but they spike up in price greatly after that up to ~1 gold and 1.5 gold each. Also, potion effectiveness is currently set to depend on Magic rating, which again, would never be increased on a physical damage character. It would make much more sense to change this modifier to CON, where physical dmg types would benefit more. While its certainly possible to play the game by literally burning through gold by chugging pots, its clearly an inferior, less enjoyable option than simply maintaining a stable of mages to heal, nuke, and CC your way to victory.
E. AI and Tactics
- 2. Tactics secondary condition. Allow a 2nd modifier, like Mana or Health % so that a spell or ability is only used if mana or stamina is a certain % or higher/lower. You can currently do this by using 2 tactic slots, but it would be a lot more flexible if a 2ndary condition could be set for each tactic.
- 3. Add a Tactics for after the battle is over. It's annoying to manually have to turn off modes after each battle when that could have been set automatically.
4. Add more conditions. We need a "Enemy under 'ability'" condition, with, for example, "Enemy Petridied", "Enemy hexed with Horror", "Enemy under Force Field", etc.
F. Community
- 1. Keep the old forum open. It was far better than this one.
- 2. Fire Stanley "Stupid Ninjas" Woo. Bioware needs better employers to be its face for the community.
Modifié par Erasculio, 16 novembre 2009 - 11:46 .
#47
Posté 16 novembre 2009 - 11:52
I’d also like to add to the list (if not in there already):
Camera:
1) Remove the “J-camera”, because the setting I want it in is in the area where the camera keeps switching between top-down and 3rd-person view. Have a single camera, with all the options of rotation and zoom, with a toggle of locked on selected character or not locked on a character. How about using MMB (click the mouse wheel button) to lock/unlock camera on a character?
2) The ability to zoom the camera in until 1st person view. Why can’t we see the impressive monsters in the game as seen in screenshots of this game? It’s sad that we cannot fully appreciate the work of the artists of this game.
3) Making the camera rotate should be based on how long RMB is held down, not a dx, dy threshold. Sometimes I just want to rotate the camera slightly, but I have to jerk the mouse in order to “unsnap” the camera’s view.
During battle:
1) The ability to see the list of debuffs placed on the selected enemy. Trying to see the zzz (sleep effect) on the enemies are really hard when lots of spells are flying about (and again, the camera doesn’t help to see it).
2) Cancel current action. If implementing queuing actions is infeasible in this game, then the ability to stop the current action would be nice (especially when you accidentally move a character, and don’t want to move).
3) Button on the screen to enable/disable all tactics on everyone like in its successor. Sometimes I use the tactics, sometimes I don’t.
Cutscene:
1) LMB to skip cutscene dialogue. Why is escape the only key that skips it?
2) The ability to view previous dialogue on the cutscene, via the mouse wheel and/or click an up/down button during a cutscene (during the part where you choose the PC’s choice of dialogue).
3) Cutscene dialogue subtitles on the bottom of the screen. Why go against what everyone else has done?
Modifié par Blue Soul, 16 novembre 2009 - 11:54 .
#48
Posté 17 novembre 2009 - 12:07
Cutscene:
1) LMB to skip cutscene dialogue. Why is escape the only key that skips it?
2) The ability to view previous dialogue on the cutscene, via the mouse wheel and/or click an up/down button during a cutscene (during the part where you choose the PC’s choice of dialogue).
3) Cutscene dialogue subtitles on the bottom of the screen. Why go against what everyone else has done?
I agree w/ #2 only.
#1: I prefer Esc as the default key for that. Maybe make it bindable, but not LMB by default (as it may cause 'accidental' skipping...easier to make a mistake pressing down the LMB than the Esc key)
#3: IMHO, it's ok as it is ('subs' on top, then dialogue options down). Even if you're #2 is implemented, I'd like to see the previous dialogue's text on the place of the current subtitles. If anything, as a 'compromise', maybe it'd be better to ask for an option that allows a player to choose where his subtitles will appear.
#49
Posté 17 novembre 2009 - 12:09
#50
Posté 17 novembre 2009 - 12:17
Swords don't turn every fight against a single opponent into an auto-win.AnnDeFerm wrote...
> Cone of Cold shouldn't work on bosses
Can you explain this? Why should this or that spell not work on bosses? It's like saying that swords should not work on bosses... moron.
Anyway, I really like the idea of having more quickbar slots. It confused me that I didn't - I was expecting two rows, in the style of most MMO's I've seen.





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