The Nightmare Challenge.
#151
Posté 08 mars 2011 - 05:21
#152
Posté 08 mars 2011 - 05:25
#153
Posté 08 mars 2011 - 05:32
Travie wrote...
Nightmare is quite a bit easier then it was in DA:O so far.
You kidding? DAO\\A Nightmare was a wet dream compared to (at least low-level when you don't have the right amount of tools) DA II nightmare.
You could just arrange an MMO-model group (maximum mitigation tank, min-maxed DPS, healer\\CC) and micromanage your way to victory without any trouble. At higher levels, when your group has all the skills they need and are decked out in tier 6-7 you can go blindfolded.
#154
Posté 08 mars 2011 - 05:33
#155
Posté 08 mars 2011 - 05:35
CHALLENGE ACCEPTED
EDIT: Oh wow... just played the demo part (against Ogre) and I had to retry it 4 times until I had the right strategie. Was quite hard until I used the surroundings to my advantages: lured all Darksqawn in a narraow passage and then used AoE attacks. Will continue. Much fun!
Modifié par masterkajo, 08 mars 2011 - 07:26 .
#156
Posté 08 mars 2011 - 05:46
So Nightmare it is.
Alodar
#157
Posté 08 mars 2011 - 10:25
#158
Posté 08 mars 2011 - 11:13
- Nightmare difficulty adds several effects that are not described
in-game, including the following:
1) Attacks from party members that hit more than a single target
(including attacks from a two-handed warrior or a
weapon-and-shield warrior) are capable of harming fellow party
members as well as enemies.
2) Enemy assassins have a chance to steal potions.
3) When enemy assassins strike from stealth, they bypass the
victim's armor.
4) Enemy commanders are able to taunt their allies into attacking
a single member of the player's party en masse.
5) When party members fall below 10% health, they suffer bleeding
damage that will further erode their health unless they are
healed.
6) Various enemies become completely immune to certain types of
damage; for example, dragons become immune to fire damage.
#159
Posté 09 mars 2011 - 06:09
ACCEPTED
#160
Posté 09 mars 2011 - 06:15
#161
Posté 09 mars 2011 - 12:03
Naitaka wrote...
Progress report! Just took down the Rock Wraith on nightmare with a Two-handed Hawke, Bethany, Ander and Varric. This fight strongly favors range combatants and takes a long time even with my party set-up. Took me 2 tries to get it right.
I also go without sword and board warrior. 2h warriors have ridiculous aggro in heavy armour *and* they have a lot of CC. You don't even need to tank stuff per say - you just need to get initial aggro, gather them up, and unload huge AoE burst, then just kite them and let ranged take care of everything.
#162
Posté 09 mars 2011 - 12:06
Cynical_Wanderer wrote...
Naitaka wrote...
Progress report! Just took down the Rock Wraith on nightmare with a Two-handed Hawke, Bethany, Ander and Varric. This fight strongly favors range combatants and takes a long time even with my party set-up. Took me 2 tries to get it right.
I also go without sword and board warrior. 2h warriors have ridiculous aggro in heavy armour *and* they have a lot of CC. You don't even need to tank stuff per say - you just need to get initial aggro, gather them up, and unload huge AoE burst, then just kite them and let ranged take care of everything.
Yah, Stonewall is a godsend with its 100% damage reduction. Friendly fire be damned I say!
#163
Posté 09 mars 2011 - 12:13
Does anyone know anything else about Nightmare ? Are there any damage modifiers, AI behavious, larger health etc ?
EDIT: Just saw the above post, now I know. Very nice those are some clever and challenging changes I'm looking forward to them, especially the commander one.
Thanks.
Modifié par ushae, 09 mars 2011 - 12:17 .
#164
Posté 09 mars 2011 - 01:11
Haven't picked Bulwark up yet, as the only damage sources I've seen not popping immune (or random 1-7 damage) has been assassin backstabs. Currently running Turn the Blade, with GR'ed Mighty Blow and Reaver passive for damage.
It is fun to pop stonewall with a fireball and burst shot incoming though. ^.^ Add Chain Lightning, and when the smoke clears, almost the whole mob around Hawke is gone lol.
#165
Posté 09 mars 2011 - 01:16
Of course, I want be playing at all until I finish my current DA:O, DA:AWK, and DA:WH playthroughs. Hopefully the game is fixed by then. :3
#166
Posté 10 mars 2011 - 08:13
Zhel_Ryn wrote...
@Progress report!: Still running errands in town before the expedition. Same group as Naitaka, with a 2h Cun/Con tank (21 Str/Cun/Con each; level 7 w/gear). Loving being able to tank toe to toe with the mass fodders, most lieutenants included. The Mature Dragon had me circle strafing partway in due to potions/CDs not going to last through that health bar.
Haven't picked Bulwark up yet, as the only damage sources I've seen not popping immune (or random 1-7 damage) has been assassin backstabs. Currently running Turn the Blade, with GR'ed Mighty Blow and Reaver passive for damage.
It is fun to pop stonewall with a fireball and burst shot incoming though. ^.^ Add Chain Lightning, and when the smoke clears, almost the whole mob around Hawke is gone lol.
Don't think Cunning works well for tanks. The stuff that really hurts - bosses and rogues are all Lieutenant and above, and they have a huge advantage overcoming your defense (doubt that you'll get more than 10% avoidance against bosses\\lieutenants). The rest is very susceptable to CC and overkill. From personal experience, safest bet is raw mitigation from talents and skills, well-timed Stonewalls and simple movement.
The safest bet is investing into Strength and Constitution and building talents for mitigation.
Modifié par Cynical_Wanderer, 10 mars 2011 - 08:16 .
#167
Posté 10 mars 2011 - 08:29
Yes everything will hurt even normal slashes with the great sword^^Maro wrote...
Are spell AoE damage and effects the only form of FF taken; or do weapon attacks, like Whirlwind+Giant's Reach, also hurt and/or knockdown your teammates as well?
#168
Posté 10 mars 2011 - 08:45
#169
Posté 10 mars 2011 - 08:59
Cynical_Wanderer wrote...
Right now, I'm doing the Kirkwall Guard quest (bandit ambush) - those assassins are a pain in the behind. By logic, they should be agile and nasty, but squishy. Those sons of darkspawn have a ton of HP, some ridiculous defense and the capability of two-shooting a tank with shield defense on. Can't just stunlock and burn them down, can't control their aggro, can't just focus fire them with raw DPS... It's not "nightmare". It's poor balance.
I really wish there was some kind of counterplay to stealth. I read somewhere that AOE damage is supposed to break stealth, but this is not the case. On nightmare the rogue enemies (whixh are often mini bosses themselves)
can 1 shot mages/rogues and 2 shot tanks. You have to pray that when they are in stealth they go for your tank so you can just sheildwall the damage. They are often hard to burst down between stealths with adds around as the minibosses drink potions that refill 40% of their HP bar. Just very irritating to deal with and often is a lot of luck.
Theres even a quest where you have to fight 2!!! rogue minibosses at the same time. Got very lucky beating that.
Modifié par corksacker, 10 mars 2011 - 09:03 .
#170
Posté 10 mars 2011 - 09:12
#171
Posté 10 mars 2011 - 09:15
corksacker wrote...
I really wish there was some kind of counterplay to stealth. I read somewhere that AOE damage is supposed to break stealth, but this is not the case. On nightmare the rogue enemies (whixh are often mini bosses themselves)
can 1 shot mages/rogues and 2 shot tanks. You have to pray that when they are in stealth they go for your tank so you can just sheildwall the damage. They are often hard to burst down between stealths with adds around as the minibosses drink potions that refill 40% of their HP bar. Just very irritating to deal with and often is a lot of luck.
Theres even a quest where you have to fight 2!!! rogue minibosses at the same time. Got very lucky beating that.
When it comes to the rogues/assassins, I try to target and burn them down fastquick, but when there is no time or they stealth before it happens, I strategically retreat if I am able so they're forced out of stealth by duration. Later on, though, there's a fight where there are honestly like five of the buggers streaming in with waves and waves and waves of archer support. That fight was NOT fun. Good thing I have a hardon for firebombs.
#172
Posté 10 mars 2011 - 09:19
#173
Posté 10 mars 2011 - 09:36
Noes! Don't give up! I know I won't!Naitaka wrote...
Guys, I'm officially giving up on Nightmare for the PC version, lack of detachable camera for aimming AOE is too much...gg Bioware.
But yeah - AoE targetting is nigh-impossible in some cases. Looks like the entire game was balanced for buttonsmashers - no friendly fire (on non-nightmare settings) with tons of player AoE, simplified classes\\skills\\gear - Nightmare looks like it hasn't been tested at all. Some encounters are too easy, others are impossible to beat "properly" - without kiting\\aggro-snap exploits.
Eberict wrote...
When
it comes to the rogues/assassins, I try to target and burn them down
fastquick, but when there is no time or they stealth before it happens, I
strategically retreat if I am able so they're forced out of stealth by
duration. Later on, though, there's a fight where there are honestly
like five of the buggers streaming in with waves and waves and waves of
archer support. That fight was NOT fun. Good thing I have a hardon for
firebombs.
The fact that you can't knock them out of stealth is ridiculous. My latest strategy is grab a ton of aggro with a 2h warrior on all enemies, and 2-3 seconds after he stealths, I just use Stonewall and eat his ambush, then proceed stunlocking and murdering him with class combos while CCing off the adds. Doesn't always work properly - I have force field to eat the next ambush - the rogue is generally dead by that time if he doesn't steal and drink one of my potions.
Last resort solution - just kite that SoB around with a warrior, periodically charging him to keep the aggro, waiting for cooldowns to line-up for a murder-burst.
Modifié par Cynical_Wanderer, 10 mars 2011 - 10:20 .
#174
Posté 10 mars 2011 - 10:01
Modifié par follis2, 10 mars 2011 - 10:02 .
#175
Posté 10 mars 2011 - 11:34
Anyways, I've come to this conclusion whilst playing Nightmare... the
game wasn't designed for it. It's like there was barely any playtesting
in this difficulty. I'm not saying it's impossible (I haven't come up against anything I couldn't beat yet), but most of the time I feel like I'm battling terrible game mechanics rather than a tactically difficult situation.
Also, "Nightmare" essentially describes how awful it is trying to place AoE spells/abilities in this game. Someone please explain to me why (a) we don't have a top-down view to aid in placing AoE or (





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