The Nightmare Challenge.
#226
Posté 12 mars 2011 - 07:21
#227
Posté 13 mars 2011 - 11:50
#228
Posté 13 mars 2011 - 01:06
Koross wrote...
I have finally passed the ancient rock wraith! It took me 3 tries. On my third try, it took me one and a half hour to finish it. On the final leg, Anders died 2/3rds of the way. At that moment I felt as if all was lost but I decided to step up my game and be more aggressive while still avoiding the "tells". When it finally collapsed the feeling of victory was such that I actually whooped! I had my 2H warrior, Aveline as a SnS tank, Varic and Anders. Man that was insane.
Yup. This encounter - just this one encounter alone is reason enough to play Nightmare. A well-trained party steamrolls pretty much everything else (my Merrill alone does 2100-2200+chain lightnings on staggered targets at level 12, one\\two-shooting entire groups, depending on how many staggers my 2h warrior landed, Anders doesn't have Galvanism - he hits for 1800-ish - and that's just one example of effective class-combo).
But this one guy gave me a good run for my money. I had almost no potions on this fight, so I had to save them for when they were really, really necessary. I hear it's a lot easier with lots of potions.
Either way, great fight. This encounter alone has motivated me to explore Nightmare further.
#229
Posté 13 mars 2011 - 01:10
Nightmare is just like Mass Effect 1 Insanity. 80% patience/luck 20% skill. I don't feel ashamed.
Does the XP and mob numbers differ between difficulities?
#230
Posté 13 mars 2011 - 02:39
Khayness wrote...
I have to replay a few hours, decided to stroll it through Casual now. No way I'm going through the Deep Roads and the Rock Wraith again on Nightmare, **** that.
Nightmare is just like Mass Effect 1 Insanity. 80% patience/luck 20% skill. I don't feel ashamed.
Does the XP and mob numbers differ between difficulities?
I'm actually noticing a trend here. Both, Insanity and Nightmare tend to be very poorly balanced in Bioware games. In the beginning, it's nigh-impossible to do it "properly" - you have to rely on all kinds of tricks to survive. But past a certain point when you've built your character and your group, it becomes just as facerollable as everything else.
This "80% patience" thing is usually only true up to the first half of character development, then it's a matter of you building the group. If you get the talent synergies and stat scaling accordingly, you'll overpower almost everything just the same.
Rock Wraith was actually a pleasant surprise. You couldn't kite it, it couldn't get stuck, it had very pronounced attack signatures which were meant to be countered by certain maneuvers.
Bottomline: Dear Bioware - please start testing and balancing Nightmare\\Insanity properly. So far, it looks like you just slap extra stats on mobs and call it done.
#231
Posté 13 mars 2011 - 05:34
#232
Posté 13 mars 2011 - 10:13
Cynical_Wanderer wrote...
This "80% patience" thing is usually only true up to the first half of character development, then it's a matter of you building the group. If you get the talent synergies and stat scaling accordingly, you'll overpower almost everything just the same.
Well, you can pretty much burstfire everything into oblivion, and with small aoe attacks Friendly Fire isn't really an issue, using cross-class combos isn't vital. There are so many -x% dmg abilities (Barrier + Stone Wall + Arcane Fortress ftw) that 90% of the fights are cakewalks, thanks to the unimaginative mook wave zergrushing and the one trick pony special enemies.
The only lethal danger is the Wrath of the RNG God (few vital stun resists, out of taunt range mistakes, etc.).
Sadly, Nightmare is a fake difficulty. The bosses are awesome tho.
#233
Posté 14 mars 2011 - 07:23
That's why I don't rely on taunts :happy: Raw aggro, baby! And CC can't be resisted if you bombard them with it from several sources, then obliterate them (Merrill beat her personal chainlightning record - 4110-ish).Khayness wrote...
The only lethal danger is the Wrath of the RNG God (few vital stun resists, out of taunt range mistakes, etc.).
Sadly, Nightmare is a fake difficulty. The bosses are awesome tho.
What *is* annoying, however, is still your group. If you forget to put them on hold, they stand just about everywhere they're not supposed to be standing (telling Varric to get away, then pressing Whirlwind that crits for huge damage, only to see him running back *towards* the warrior for some reason unknown, getting one-shot by him). If you put them on hold, you have to control their every sneeze even on trivial encounters.
#234
Posté 14 mars 2011 - 08:04
#235
Posté 16 mars 2011 - 06:34
Or was it Act 2? I can never tell... This one involved a one-on-one battle in the end.
Modifié par Cynical_Wanderer, 16 mars 2011 - 06:36 .
#236
Posté 16 mars 2011 - 06:39
#237
Guest_distinguetraces_*
Posté 16 mars 2011 - 07:06
Guest_distinguetraces_*
Cynical_Wanderer wrote...
Rock Wraith was actually a pleasant surprise. You couldn't kite it,
There are a lot of enemies you can't kite. Anything with a rapid ranged attack, for one. Anything that self-heals.
I'm getting the impression that the people who declare a day after release "I've finished the game and you can kite every boss on Nightmare" had in fact simply kited the prologue Ogre.
#238
Posté 16 mars 2011 - 07:13
distinguetraces wrote...
Cynical_Wanderer wrote...
Rock Wraith was actually a pleasant surprise. You couldn't kite it,
There are a lot of enemies you can't kite. Anything with a rapid ranged attack, for one. Anything that self-heals.
I'm getting the impression that the people who declare a day after release "I've finished the game and you can kite every boss on Nightmare" had in fact simply kited the prologue Ogre.
You can kite nearly everything in the game without exception, actually.
it's a tremendous flaw in the system IMO. If you are kiting through nightmare, I really don;'t care what you accomplish as a blind chimp can do that. It's the entire reason i made a whole set of "kite limiting" rules to play by.
http://social.biowar...66584/1#6582090
Oh noez, this fight is really hard! I know. I'll kist run around and kite the NPC until they die! Pfft. Lame.
Modifié par vhatever, 16 mars 2011 - 07:16 .
#239
Posté 16 mars 2011 - 07:46
vhatever wrote...
You can kite nearly everything in the game without exception, actually.
it's a tremendous flaw in the system IMO. If you are kiting through nightmare, I really don;'t care what you accomplish as a blind chimp can do that. It's the entire reason i made a whole set of "kite limiting" rules to play by.
http://social.biowar...66584/1#6582090
Oh noez, this fight is really hard! I know. I'll kist run around and kite the NPC until they die! Pfft. Lame.
This would be a fair point if the encounters were beatable "normally". Much of the heavy-hitting stuff like huge dragons, Rock Wraith, Big Horned Guy in the end of Act2 aren't tankable, nor they are CCable. No matter how well-equipped and well-built your tank is, they'll chew through them faster than you can heal them - unless you like running around with 99 health potions and chugging them at every turn. It has nothing to do with "being hard".
It's either kiting, or aggro ping-pong. Both are cheap, but I see no valid alternatives.
As I mentioned earlier in this thread, Nightmare is poorly balanced and it does not look like it was tested at all. Plus, some fights were *intended* to be kited.
Modifié par Cynical_Wanderer, 16 mars 2011 - 08:08 .
#240
Posté 16 mars 2011 - 08:00
Modifié par Cynical_Wanderer, 16 mars 2011 - 08:08 .
#241
Posté 16 mars 2011 - 09:38
Doing it on hard on my mage.
I'll make a rogue now, on nightmare
The boss in the deep roads is gonna be such a pain in the ass -.- ( I don't believe in kiting ) If 1 of my characters die in a battle, I reload, and don't do the mistake I did letting him die
HUSSAH
Modifié par Robbero90, 16 mars 2011 - 09:39 .
#242
Posté 17 mars 2011 - 10:17
Slightly disappointed, to be honest. Nightmare appears to be balanced very, very poorly. But it was interesting, and somewhat challenging (especially in the beginning, when I was getting the hang of game mechanics, and my characters didn't have enough talents for super-efficient synergy), nonetheless. I also loved the "MMO-ish" touch on some bosses. Multi-phase boss fights like High Dragon and (to a degree) Rock Wraith were really refreshing, compared to DA I.
Will definitely play on Nightmare on my subsequent playthroughs, but I'll be somewhat more lax - I'll be using some DLC equipment to save me some pain, and will be less stingy on potions (so far, I used them only when absolutely necessary, not as "regular" heals.
#243
Posté 17 mars 2011 - 11:36
#244
Posté 17 mars 2011 - 01:17
SphereofSilence wrote...
So what's the verdict guys, is the Nightmare in DA2 harder and funner than it was in Origins?
It definitely is. In Origins you could practically go blindfolded on AI autopilot once you've built and equipped your group (usually after around 1\\3rd of the game, or even earlier. Gets easier as you progress). Here, you can still lose people to trash (well, powerful "trash", like blood mage\\mercenary groups with elite assassins ambushes) with an already developed group if you go "lazy mode".
The bosses are also a lot less "tank and spank" and more multi-plase "get out of the fire\\cleave\\tankand AoE adds", etc.
If DA2 nightmare was tested and balanced a bit better, I could almost call it "orgasmic".
Modifié par Cynical_Wanderer, 17 mars 2011 - 01:22 .
#245
Posté 17 mars 2011 - 07:07
Is Nightmare Mode more tactical than say in Origins as well? I hear lots of reviews mentioning that the game is less tactical. I wonder if it that has more to do with the dumbed down difficulty of normal mode rather than it being actually less tactical.
#246
Guest_Lemarcheur_*
Posté 17 mars 2011 - 07:23
Guest_Lemarcheur_*
#247
Posté 17 mars 2011 - 07:27
#248
Guest_distinguetraces_*
Posté 17 mars 2011 - 07:50
Guest_distinguetraces_*
vhatever wrote...
distinguetraces wrote...
Cynical_Wanderer wrote...
Rock Wraith was actually a pleasant surprise. You couldn't kite it,
There are a lot of enemies you can't kite. Anything with a rapid ranged attack, for one. Anything that self-heals.
You can kite nearly everything in the game without exception, actually.
Er ... okay. Maybe I'm just bad at kiting.
How do you kite the many enemies that switch to a ranged weapon as soon as you step out of melee range and are just as able to chug potions as you are? I would like to know, because they keep on killing me.
#249
Posté 18 mars 2011 - 07:46
SphereofSilence wrote...
That's very nice to hear mate. Looking forward to playing it soon.
Is Nightmare Mode more tactical than say in Origins as well? I hear lots of reviews mentioning that the game is less tactical. I wonder if it that has more to do with the dumbed down difficulty of normal mode rather than it being actually less tactical.
The way I see it, it's no less tactical. Practically, the actual "tactical" part in Origins goes straight out of the window when your group starts steamrolling everything in its wake. Here, you have to stay on your toes even when you're on a stroll through Kirkwall during night-time. Not paying attention=revisitting the estate to heal injuries.
Combat is a lot more chaotic, yes. But there is a method to the madness. Aggro is not just two-dimentional - armour and damage. Range appears to play a good part in aggro generation, as do sustainable effects (? Anders didn't cast much at all - including healing, but he had a several sustainables active - and he constantly drew aggro over Merrill when she didn't unleash *too* much hell - she had only elemental weapons and rock armour). Enemies also dump aggro a lot more - with either stuns, commands from their officer, or whatever else.
In Origins, battles were much more predictable and slower-paced.
#250
Posté 18 mars 2011 - 07:59
distinguetraces wrote...
vhatever wrote...
distinguetraces wrote...
Cynical_Wanderer wrote...
Rock Wraith was actually a pleasant surprise. You couldn't kite it,
There are a lot of enemies you can't kite. Anything with a rapid ranged attack, for one. Anything that self-heals.
You can kite nearly everything in the game without exception, actually.
Er ... okay. Maybe I'm just bad at kiting.
How do you kite the many enemies that switch to a ranged weapon as soon as you step out of melee range and are just as able to chug potions as you are? I would like to know, because they keep on killing me.
Potion chugging ranged attackers? There might be some bosses that fall into that category, but I don't recall see any charaacters even remotely close to what you are describing. You kite them by spamming all your damage abilities on cooldown and then you just run away until they recharge.





Retour en haut






