gibbed mods 1+2: CC, inventory, maps and difficulty selection in demo
#326
Posté 01 mars 2011 - 06:23
#327
Posté 01 mars 2011 - 06:23
JohnEpler wrote...
Bear in mind, of course, that Nightmare was not balanced at the time of this build. The fact that some of you folks are taking a difficulty option that was unlocked via fan mods as 'this is how it'll be in the final game', well, I'd be careful about doing so.
Of course, the fact that assumptions are already being made suggests that my warnings will likely fall on deaf ears for some, but hey.
My thought exactly...
I'm going nightmare on my second playthrough. Hardcore first...
#328
Posté 01 mars 2011 - 06:24
JohnEpler wrote...
Bear in mind, of course, that Nightmare was not balanced at the time of this build. The fact that some of you folks are taking a difficulty option that was unlocked via fan mods as 'this is how it'll be in the final game', well, I'd be careful about doing so.
Of course, the fact that assumptions are already being made suggests that my warnings will likely fall on deaf ears for some, but hey.
Well at least most people who complained Normal was too easy seem to have become more quiet after this NightMare hack :-)
For me it's clear that I will find Hard more then hard enough
#329
Posté 01 mars 2011 - 06:24
Calla S wrote...
So it doesn't work with the Steam version?Count Viceroy wrote...
Do you have the steam version by any chance?NamiraWilhelm wrote...
Thanks Count, that allowed me extra it. But now its not working in game lol, the CC is still disabled... what a noob i am
I have no idea. I'm just problem searching.
Try putting the file in the main DA2 demo folder instead of the my documents folder if you have steam and see if that works.
Modifié par Count Viceroy, 01 mars 2011 - 06:25 .
#330
Posté 01 mars 2011 - 06:24
JohnEpler wrote...
Bear in mind, of course, that Nightmare was not balanced at the time of this build. The fact that some of you folks are taking a difficulty option that was unlocked via fan mods as 'this is how it'll be in the final game', well, I'd be careful about doing so.
Of course, the fact that assumptions are already being made suggests that my warnings will likely fall on deaf ears for some, but hey.
Will there be pink hair color in final build?
#331
Posté 01 mars 2011 - 06:25
Rimfrost wrote...
JohnEpler wrote...
Bear in mind, of course, that Nightmare was not balanced at the time of this build. The fact that some of you folks are taking a difficulty option that was unlocked via fan mods as 'this is how it'll be in the final game', well, I'd be careful about doing so.
Of course, the fact that assumptions are already being made suggests that my warnings will likely fall on deaf ears for some, but hey.
Well at least most people who complained Normal was too easy seem to have become more quiet after this NightMare hack :-)
For me it's clear that I will find Hard more then hard enough
I found it to be about as easy (compared to Normal). So I expect it to be harder in the final build.
#332
Posté 01 mars 2011 - 06:26
JohnEpler wrote...
Bear in mind, of course, that Nightmare was not balanced at the time of this build.
I thought as much. Same reason why I think it doesn't matter that the import doesn't seem to get some things right in the summary. It wasn't intended for us to see in the demo, so why polish that - or build the demo with a polished version/update it before release.
#333
Posté 01 mars 2011 - 06:26
JohnEpler wrote...
Bear in mind, of course, that Nightmare was not balanced at the time of this build. The fact that some of you folks are taking a difficulty option that was unlocked via fan mods as 'this is how it'll be in the final game', well, I'd be careful about doing so.
Of course, the fact that assumptions are already being made suggests that my warnings will likely fall on deaf ears for some, but hey.
Excellent. It's way too easy as it stands.
#334
Posté 01 mars 2011 - 06:27
JohnEpler wrote...
Bear in mind, of course, that Nightmare was not balanced at the time of this build. The fact that some of you folks are taking a difficulty option that was unlocked via fan mods as 'this is how it'll be in the final game', well, I'd be careful about doing so.
Of course, the fact that assumptions are already being made suggests that my warnings will likely fall on deaf ears for some, but hey.
I love how you always add a touch of cynicism to your posts John. Major props.
#335
Posté 01 mars 2011 - 06:30
And that is also true for several other things in the demo, doesn't matter how many times you say it people won't listenJohnEpler wrote...
Bear in mind, of course, that Nightmare was not balanced at the time of this build. The fact that some of you folks are taking a difficulty option that was unlocked via fan mods as 'this is how it'll be in the final game', well, I'd be careful about doing so.
Of course, the fact that assumptions are already being made suggests that my warnings will likely fall on deaf ears for some, but hey.
#336
Posté 01 mars 2011 - 06:33
#337
Posté 01 mars 2011 - 06:33
Modifié par NamiraWilhelm, 01 mars 2011 - 06:33 .
#338
Posté 01 mars 2011 - 06:34
Meet Rose and Hadrian.

#339
Posté 01 mars 2011 - 06:34
#340
Posté 01 mars 2011 - 06:34
NamiraWilhelm wrote...
Okay it was working! then it crashed lol thanks guys!
Glad to hear it.
#341
Posté 01 mars 2011 - 06:35

[/quote]Nice models I like LADY HAWKE AND MISTER HAWKE
#342
Posté 01 mars 2011 - 06:35
#343
Posté 01 mars 2011 - 06:36
PrinceOfFallout13 wrote...
awesome lookingPhrosniteAgainROFL wrote...
http://media.giantbo...awke_family.png
http://media.giantbo...5-da2_amy_r.png
My Lady Hawke![]()
I'de hit it...
WITH A THOUSAND SLEDGE HAMMERS
#344
Posté 01 mars 2011 - 06:37
Modifié par NamiraWilhelm, 01 mars 2011 - 06:38 .
#345
Guest_m14567_*
Posté 01 mars 2011 - 06:39
Guest_m14567_*
As for nightmare, it is pretty good. My character died three times, once via fireball from Bethany and once, I think from Carver's mighty strike. The third time was against Hayder. I had no problem with the ogre.
Against Hayder, something happened at the start that instantly killed Aveline, I think it was one of Isabela's attacks? After that it was just grinding down my health from Hayder. Based on the demo, it looks to me that cun is better than con for 2 handers on nightmare.
Modifié par m14567, 01 mars 2011 - 06:41 .
#346
Posté 01 mars 2011 - 06:40
#347
Posté 01 mars 2011 - 06:40


This is a really great mod, I still don't understand why Bioware didn't unlock the CC, even if it's an eariler build I'm still having fun with it....
#348
Posté 01 mars 2011 - 06:41
Herr Uhl wrote...
When I played a mage, keeping the ogre on Aveline and killing all the mobs with Carver and Mage worked like a charm. Think I gave Carver one potion.
That's what I was doing though? I tried speccing her into cunning instead of stamina since you dodge more attacks that way. At that level you can dodge like 10% of boss attacks, and like 30% of enemy attacks, so it's pretty decent.
Anyways I think heals need a little bit of a buff.
Heals tend to top, or close to, a character off. However, you have one heal on a 1 minute cooldown. As a healer spec, this is more of an "oh ****" button rather than something integral.
In the creation tree, there is an item to improve the heal, by increasing health regen by 20%.Now, if this is 20% on TOP of what it does for base healing, this is rather weak for a 60s cooldown, since even unspec'd the Heal spell fills mostly all of the bar (it feels like it does anyways). Here are some thing I feel would be a better replacement (in case any devs read this, I really wish they would)
One of these to replace the Heal spell upgrade
- reduce the cooldown by 20 seconds, increase the mana cost of Heal by 20%.
- heal the lowest party member by 50% of the total heal on the target (in this case, it would be 40% of a dude's hp, so say 20% of whoever you're healing is done to the lowest HP party member
- for the next 10 seconds, the person healed is also healed for 10% of their HP once every ten seconds, for 20 seconds.
This is still in line with what they originally wanted, but gives the Creation tree a bit more needed utility, and helps to allieviate the "okay so I dropped a heal, someone else needs some heals buuuut i can't and im just sorta sitting around on my laurels waiting for mind blast to finish cooldown while I do barely any damage to mobs with auto attack.
#349
Posté 01 mars 2011 - 06:41
JohnEpler wrote...
Bear in mind, of course, that Nightmare was not balanced at the time of this build. The fact that some of you folks are taking a difficulty option that was unlocked via fan mods as 'this is how it'll be in the final game', well, I'd be careful about doing so.
Of course, the fact that assumptions are already being made suggests that my warnings will likely fall on deaf ears for some, but hey.
For me, it turned out that nightmare WASN'T working half the time, despite setting it to nightmare difficulty. Hence my confusion when I beat the demo without leveling up or using potions. All's good
#350
Posté 01 mars 2011 - 06:44
Also...





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