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DW rogues and knockbacks


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15 réponses à ce sujet

#1
Jarys

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Has anyone else noticed that once you hit level 8 or so, every single npc in the game has a stagger effect (anything without the tiny hp bar at least, and some of those with it!)? As in if you misstep once and get hit, a single mob can lock you down (cant get a single cast off, cant stealth, cant backstab, cant even move in between hits). I've found this is most annoying with dw human npcs and spiders, though almost everything in melee does it (also, hate those poison spiders >.<)

#2
KallDay

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Yeah, I recently started stacking some +Fortitude and +Health items on Isabella to try and lessen the knockbacks. Ranged characters, however, should be managed so as to not get singled out and pummeled on.

#3
happydictates

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It is extremely annoying, yes. Often times it seems all an enemy needs to do to shut down my rogue is turn around and thwack him, give me a second to almost catch his balance and then thwack him again. If a group of enemies spawns right on top of my rogue (has happened) or a newly spawned group of archers decides to target the rogue first, he's locked down until death.

This is one of my few annoyances with the combat so far, but it's a big one. I really hope it's changed.

Edit: Just finished fighting the Varterral. It's amongst the creatures that trip up your character because he walked too close. Twice I put both Petrify with Brittle and Mark of Death on the Varterral. Both times my character was commanded to use Assassinate and both times he spent the entire duration of Petrify bouncing off the creature. The thing was frozen in place, not moving, or attacking, or anything and my attacks were still being interrupted because of that stupid wobble. Extremely annoying.

Modifié par happydictates, 11 mars 2011 - 08:53 .


#4
Taritu

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Yes, as you have no knockback resistance, a massive issue. I tend to try and make sure I'm fighting only one mob at a time, and hit it with special move after special move, so it's the one stunned or knocked back. Stamina is king for dual wield rogues. OTOH, with the right abilities, you get to the point where as long as stamina does hold out, you can take out mobs ridiculously fast.

This is as a pc, I've found Isabella has massive issues, since she doesn't have as good a gear, or the extra stat points and talents.

You can have very high defense, but special abilities auto-hit, so defense doesn't matter. It's intensely irritating.

Only exacerbated by the insanely stupid spawning, where you can be fine and three enemies can spawn right on top of you.

#5
KitsuneEclipse

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I've definitely noticed this as well. However, I got to a point with my Cunning where even bosses had a hard time hitting me (40%) not to mention the items I had that increased my defense.

However, I've found I can still deal quite a bit of massive damage as long as I save up some gold for the Ring of No Wishes. It doesn't optimize DPS (or does it?) but it gives immunity to critical and immunity to stun, which I've found out also includes most knockbacks (sometimes the 'knockback' is more of a fling you across the screen skill) but after I equipped this ring, I had absolutely no problem with survivability, as the only reason they could kill me previously was stunning/knocking me around enough with a lucky crit to finish me.

I love this ring on my rogue, haha, solved all my wobble stagger stun and so on problems. Still annoying to have to use an item to fix it.

Yes, it does seem irritating to not equip such a ring on a tanking warrior instead. In my setup, though, my rogue was tanking, and this helped make her nearly unkillable and deal insane amounts of damage.

Modifié par KitsuneEclipse, 11 mars 2011 - 10:22 .


#6
Ke11iente

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This was never a problem for me. I also had really high cunning (40 at the end, but it wasn't a problem throughout the game).

#7
rumination888

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I believe there's some sort of relationship between damage and knockback, not just fortitude. I noticed that at the start of every chapter, enemies tend to knock me around until I upgrade my armor and lessen the damage intake.

#8
happydictates

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Taritu wrote...

Only exacerbated by the insanely stupid spawning, where you can be fine and three enemies can spawn right on top of you.


This is also really annoying. Often when I reload its because a group of enemies teleport on top of my mage, who can then do absolutely nothing because he's stunlocked by the wobble. I know where the enemies will magically appear after reloading (like from that completey empty room I cleared 3s earlier with no other entrance), so I have no trouble with the fight the second time, but it sometimes feels I need to lose in order to win.

WoW does that crap. Bosses require a specific way of fighting them, so unless you know exactly how to proceed, you're screwed. Once you do know what to do, the fight is extremely easy.


KitsuneEclipse wrote...

However, I've found I can still deal quite a bit of massive damage as long as I save up some gold for
the Ring of No Wishes. It doesn't optimize DPS (or does it?) but it gives immunity to critical and immunity to stun, which I've found out also includes most knockbacks.


Ooo! Gonna have to find this.

Modifié par happydictates, 11 mars 2011 - 07:56 .


#9
Taritu

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Where is the ring of no wishes? I don't recall seeing it.

#10
Cyocide

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Yeah that ring sounds like a dream come true, my gawd. Any non spoiler hints just so I know I haven't missed it yet?

#11
naughty99

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This really affects my mages on Nightmare and Hard. (I'm at level 6 or 7 I believe)

But I love it because it makes the combat a lot more challenging and fun. I'm having to think so much more tactically while micromanaging each character action.

You have to use your other characters to save the one being overwhelmed or they will die. (For example, have another character use a knockdown attack or spell with knockdown/similar effect on the enemy.)

In DAO all I had to do was spam potions and I could get through anything.

#12
nicethugbert

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You should hear what the monsters are saying about evade and miasmic flask.

#13
Squeezit

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isnt that ring in the black market? i can't recall

#14
KitsuneEclipse

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Whoops! Sorry I became busy, hope I'm not reviving anything too beyond the grave, but...

If I remember correctly, there were 3 main markets I checked repeatedly.. the recently opened cave with the golem market inside, this is found north of the Dalish camp, directly left of the "Leave Area" exit, it has a few tough fights (semi-tough?) and allows access to a pretty good shop, imo. The second one I checked very very often was indeed the market in the Docks Underpassage area.. when you enter the docks, the Qunari area is on the left, if you instead take an immediate right, there will be a sewer grate leading to this shop, he's got some really nice items. The last shop I checked frequently was The Black Emporium.. it occasionally had some also nice items.

Hehe, those are where I got the majority of really nice items (not just for Rogues, either.) I honestly cannot remember right now which market had that ring (I do believe it was the black market in the underpassage at the docks, or the shady dealer at the docks), but I'm pretty sure it was one of those. If you're trying to make your Rogue into a killing machine that also becomes nearly unkillable (that ring + a fell poison applied to your blade which gives lifesteal per attack) you will want to check in at those shops often, if you can. (By often, I mostly mean in each act you should glance them over.. sometimes I'd visit them and a minor item or two changed, but the big, awesome items never seemed to)

Modifié par KitsuneEclipse, 12 mars 2011 - 07:31 .


#15
Boss Fog

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Yeah... I really am digging DA2 but the whole knockback/knockdown thing is REALLY discouraging while playing my assassin. The way I look at it though, you may be able to stunlock me if you're lucky, but I can 2 shot you with backstab and assassinate, hehehe.

The knockback/down thing is ridiculous though because most people aren't going to pump their rogues or mages full of strength. I have found though that you don't necessarily NEED strength/fort to resist knockbacks. I built Merril as a blood mage (jacked up her const) and she never gets stunlocked. Throw in rock armor + galvanization + arcane barrier and she can basically off tank believe it or not. I think that an enemies damage relative to your health determines whether or not you will be knocked down/back; not just your strength/fort score.

#16
KallDay

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For reference (from memory):

If Damage of attack:

0-10% of total health pool - animation but no knockback
11-20% - knockback
21+% - knockdown

Incoming Damage is mitigated by any resistances, and then Fortitude rating is subtracted before checking the formula. That's why mages in Rock Armor are so knockdown resistant: all incoming physical damage is reduced by a quarter before checking the formula.

Modifié par KallDay, 12 mars 2011 - 08:17 .