Aller au contenu

Photo

So far, Hard is the way to play on the PC for me.


33 réponses à ce sujet

#26
Littlemad

Littlemad
  • Members
  • 61 messages
I was just thinking that having a kind of better training ground, instead to be thrown in a fight, would be much nicer, especially because we need a better introduction to the tactics menu, that it is not just a text telling you "tactics menu available".

You start overpowered on normal, and than I pick hard as difficulty with a real version of my character. But I do not have really time to attune to the fight or find my balance, up to the point that I met the ogre, with tons of darkspawn surrounding me. I do not even have the time to enjoy and looks at the combats.

Anyway I like it tough, I do not mean as complaint, but as potential improvement.

Only one thing I really need, and it is the Tactical overview to play for my mage to save asses, otherwise mass effect spell are bit useless.

Modifié par Littlemad, 10 mars 2011 - 01:11 .


#27
sevenplusone

sevenplusone
  • Members
  • 191 messages

Nightmare is essentially impossible at the beginning, when you have very limited options in terms of equipment and abilities. Maybe it will change later in the game, but nightmare in the first few hours is impossible without resorting to cheap AI exploits like kiting.


Nightmare is completely possible at the start without kiting, I don't know where you get the idea that you have to kite in order to get past the start. For the ogre fight at the start you just have everyone run straight down to the middle ditch thing where some of the darkspawn... spawn. Have your tank tank the ogre at the top of the hill, have your ranged get far down the hole...hill thing, click your group select hotkey, and focus fire down the little darkspawn. Once all adds are dead the ogre is easy.

It's like that for a good portion of the game on Nightmare. Pick a decent choke point(Ie any area that has a wall that forces enemies to run around it in order to hit you, but a good distance away from the original fight so you don't get swarmed), focus fire, run(not kite) and pull into choke point if it's an absurd amount of enemies, win. You really cant lose any fight that way, but it's tedious and repetitive.

#28
x-president

x-president
  • Members
  • 1 327 messages

soteria wrote...

Here's a tip: if you're having trouble winning a fight with multiple waves, figure out what the trigger is for the next wave, and don't trip it. For example, I fought a Revenant yesterday, and was having trouble bringing him down because of three wraiths that would spawn and kick my butt. I figured out that they only spawned after all his original mooks died, so I kept one alive. Bingo.

I can't agree that waves remove tactical depth, even though they annoy me at times. You just have to think. And just to clarify on what that Bioware employee said, he put cheesy in quotes because it was the word you used, and added that he thinks tank and spank is cheesy... so YMMV and all that.


My non-kiting method of destruction:

Or what I like doing is setting everyone to "hold" outside the trigger zone in a nearby area.  Then I run in and trigger and run out to my group.  As the enemies funnel into my killzone, I just mow them down.

Hey if they wanna surprise attack me, I'm gonna surprise attack them right back.  :happy:


Also I don't even have to use any special moves right away.  I control every memeber have them attack the same enemy until dead.  You will just breeze through lower level bad guys.  Then if someone harder strolls in, they get the hard treatment.


This worked out really good during the mission where you go into the cave to get the Magistrates son.  All the spiders and undead come out of the wood work.  The hallways create and beautifull funnel through doorways.  Then it gives mages the perfect chance to drop soem AoE at doorways or send in a fireball when they group up preventing FF on the group.

Modifié par x-president, 10 mars 2011 - 03:21 .


#29
soteria

soteria
  • Members
  • 3 307 messages
I do much the same thing, x-president. Works like a charm, and it's so satisfying to obliterate whole crowds at once with my warrior.

#30
Rimfrost

Rimfrost
  • Members
  • 731 messages
I like the hard difficulty. It keeps me on edge and honest but I don't have to game the system for normal fights. I died in the intro section when I spawned to many darkspawn swarms at once and in general was playing nonchalantly. I did barely survive the Ogre with only my mage standing in the end and I had to run around for quite some time to get him.

I think Hard seem pretty balanced for people who are used to the combat style from DA:O even if DA2 is a lot different.

I prefer DA2's combat as it's more chaotic and less grinding. You have to hold back some resources as you never know if there will be more waves of enemies. Longer heal cool downs are also interesting but seem to work for mee

#31
StingingVelvet

StingingVelvet
  • Members
  • 1 116 messages

x-president wrote...

This worked out really good during the mission where you go into the cave to get the Magistrates son.  All the spiders and undead come out of the wood work.  The hallways create and beautifull funnel through doorways.  Then it gives mages the perfect chance to drop soem AoE at doorways or send in a fireball when they group up preventing FF on the group.


I just did that mission and the hallways made it so much easier.  I wish every fight took place in a hallway!

#32
Kilshrek

Kilshrek
  • Members
  • 4 134 messages
Hard is good enough I suppose, but even on hard the Revenant I encountered was pretty soft compared to those you fight in Origins.

So far I've only lost the whole party to that crazy (wounded coast) Qunari mage ball lightning/black hole thing that takes chunks of health out of my whole party. And the rat illegitimate son can also teleport. Wtf man. I run to close, he launches black hole of doom and ports away. Bioware created a great troll of an enemy.

#33
x-president

x-president
  • Members
  • 1 327 messages

Kilshrek wrote...

Hard is good enough I suppose, but even on hard the Revenant I encountered was pretty soft compared to those you fight in Origins.

So far I've only lost the whole party to that crazy (wounded coast) Qunari mage ball lightning/black hole thing that takes chunks of health out of my whole party. And the rat illegitimate son can also teleport. Wtf man. I run to close, he launches black hole of doom and ports away. Bioware created a great troll of an enemy.


Yea the Revenants were beast in Origins.  Now they are like any other boss.

#34
Kilshrek

Kilshrek
  • Members
  • 4 134 messages

x-president wrote...

Yea the Revenants were beast in Origins.  Now they are like any other boss.


Heh, and any other boss is just a step up from cannon fodder in DA 2. From my experience so far that is.