What do the difficulty levels do?
#1
Posté 15 mars 2011 - 11:10
We were told that DA2 would have much more mechanical transparency than DAO, and so far I'm not seeing it. So, I'm going to ask for some, bit by bit.
I'm starting with the difficulty settings. What do the difficulty settings actually do, relative to each other?
Thanks.
#2
Posté 15 mars 2011 - 11:12
#3
Posté 15 mars 2011 - 11:18
By how much?Syonica wrote...
As in every other game, raising the difficulty increases enemy hp, and enemy damage.
And that's not all. There's a change to how Force works. But I want details.
There's also a change to loot drops (potion frequency), and some enemies get extra abilities at higher difficulties.
What are they? Surely BioWare has this all written down somewhere.
Modifié par Sylvius the Mad, 15 mars 2011 - 11:20 .
#4
Posté 15 mars 2011 - 11:22
Nightmare....is nightmarish.
#5
Posté 15 mars 2011 - 11:22
They make no sense.
The scaling is completely messed up.
I dont understand what's "Normal" about AoE spells/abilities not effecting your party members. That should have been "Casual" (btw I find it funny how they renamed "Easy" into "Casual")
Nightmare mode is... ugh. It's not difficult in a fair way like the new Ninja Gaiden games for example, it's difficult in completely cheap arbitrary ways. Party getting 1 shotted etc.
#6
Posté 15 mars 2011 - 11:27
#7
Posté 15 mars 2011 - 11:28
mmmmmmPie wrote...
Heres what the difficulty levels do.
They make no sense.
The scaling is completely messed up.
I dont understand what's "Normal" about AoE spells/abilities not effecting your party members. That should have been "Casual" (btw I find it funny how they renamed "Easy" into "Casual")
Nightmare mode is... ugh. It's not difficult in a fair way like the new Ninja Gaiden games for example, it's difficult in completely cheap arbitrary ways. Party getting 1 shotted etc.
Wasn't it called casual in Origins?
#8
Posté 15 mars 2011 - 11:30
#9
Posté 15 mars 2011 - 11:30
#10
Posté 15 mars 2011 - 11:31
JrayM16 wrote...
mmmmmmPie wrote...
Heres what the difficulty levels do.
They make no sense.
The scaling is completely messed up.
I dont understand what's "Normal" about AoE spells/abilities not effecting your party members. That should have been "Casual" (btw I find it funny how they renamed "Easy" into "Casual")
Nightmare mode is... ugh. It's not difficult in a fair way like the new Ninja Gaiden games for example, it's difficult in completely cheap arbitrary ways. Party getting 1 shotted etc.
Wasn't it called casual in Origins?
Nope it was called Easy.
It's a minor thing really but it shows where their head was at. And with Normal being what it is there's really no need for Casual Mode. Thats just one of the reasons I say they screwed up the difficulty level scaling.
And Ninja Gaiden, even on master ninja, was always fair. You either had the skill or you didnt and you could always see what you did wrong. But it was never cheap like DA2 Nightmare (and certain other encounters without spoiling too much are just cheap no matter what the difficulty level). :Lets not overlook DA2 enemies that just pop up out of tin air, Assassins, or the lightening orb spell thing.
Modifié par mmmmmmPie, 15 mars 2011 - 11:35 .
#11
Posté 15 mars 2011 - 11:33
JrayM16 wrote...
Wasn't it called casual in Origins?
Nope, it was called "easy". I think "casual" is easier than "easy" in Origins though, so renaming it makes sense.
#12
Posté 15 mars 2011 - 11:35
Characters also bleed out when below 10% HP on Nightmare. There was a thread pre-release where Peter Thomas gave us some of the details, but I'm not sure where exactly it ended up.Sylvius the Mad wrote...
By how much?Syonica wrote...
As in every other game, raising the difficulty increases enemy hp, and enemy damage.
And that's not all. There's a change to how Force works. But I want details.
There's also a change to loot drops (potion frequency), and some enemies get extra abilities at higher difficulties.
What are they? Surely BioWare has this all written down somewhere.
#13
Posté 15 mars 2011 - 11:53
I remember, but he was also only giving details for Nightmare. Not the lower levels.Vaeliorin wrote...
Characters also bleed out when below 10% HP on Nightmare. There was a thread pre-release where Peter Thomas gave us some of the details, but I'm not sure where exactly it ended up.
And even then, I'd like to know the rate of that bleeding, and whether its affected by the character's stats.
You know, maybe BioWare doesn't have this written down anywhere. I had a ton of difficulty with that first real Ogre on Hard because the only spells I had were Mind Blast, Heal, and Horror, and the Readme is very clear that Ogres are 100% resistant to Stun - so I could use my Horror spell on it. Until, on my 7th attempt, I noticed that Carver could stun the Ogre, so I tried it too and it worked and that made it easy.
Where's the mechanical transparency we were promised?
Modifié par Sylvius the Mad, 15 mars 2011 - 11:53 .
#14
Posté 16 mars 2011 - 12:00
Friendly Fire is on, both sides.
Standard Enemies now have elemental immunites. (Details are in the guide). Unless you play on nightmare assume non-bosses have no total immunities.
Assasins can steal potions, and commanders can order troops to make coordinated attacks.
That's about it.
#15
Posté 16 mars 2011 - 12:10
#16
Posté 16 mars 2011 - 12:17
No idea what the number scales are though.
#17
Posté 16 mars 2011 - 12:21
Modifié par Mx_CN3, 16 mars 2011 - 12:22 .
#18
Posté 16 mars 2011 - 12:31
Sylvius the Mad wrote...
You know, maybe BioWare doesn't have this written down anywhere. I had a ton of difficulty with that first real Ogre on Hard because the only spells I had were Mind Blast, Heal, and Horror, and the Readme is very clear that Ogres are 100% resistant to Stun - so I could use my Horror spell on it. Until, on my 7th attempt, I noticed that Carver could stun the Ogre, so I tried it too and it worked and that made it easy.
Where's the mechanical transparency we were promised?
That right there and the inconsistencies in their own mechanics is why they are not being forthcoming with any sort of information in regards to pretty much anything about the game. They cant explain what makes no sense.
There's a lot of areas about the DA2 release where transparency would have been nice. Instead all I see are lies, silence, and attempts at censorship.
#19
Posté 16 mars 2011 - 01:12
1- enemy health increased as is damage output
2-enemy immunities to different damage type increased, ie on nightmare humans are often immune to both cold damage and fire ( i think its fire, might have been electricity, will get back to you).
3- friendly fire, this for me and playing as a mage became game breaking for one very simple point. the game has a odd health and damage balance where player characters (your party included) have significantly less health and do significantly more damage the NPC opponents. meaning that if you were to cast any aoe affect that happens to touch one of your party members, more often then not your party member is dead.
The friendly fire mechanic pretty much rules out half the mage and warrior arsenal and makes encounters where lots of adds gets beamed down quite frustrating.
#20
Posté 16 mars 2011 - 01:28
Ahhhh! That's what that is! I could not for the life of me figure out what was killing my party members sometimes! Cool.
Do injuries work the same on easier difficulties? On Nightmare I know they lower your max HP by 20% per injury.
I disagree completely with the idea that friendly fire makes mages or some fighter skills impossible to use. Mages and fighter skills are imperative on nightmare... you just can't have the computer do it for you. You have to micro them. I love it. Not so much when idiot Isabela runs right up next to Carver when I've just ordered him to do a whirlwind attack, but most of the time.
I do wish we had a complete list of the differences, though, because as I said I couldn't figure out what was damaging my injured characters.
#21
Posté 16 mars 2011 - 01:30
I've only played on nightmare but I can't imagine the game isn't trivial on lower difficulties. Just off the top of my head it seems like the contagious walking bomb would wipe most enemies almost instantly. Can't do that on nightmare since your whole party will probably go up too, but on anything else you could just go nuts.
#22
Posté 16 mars 2011 - 01:31
Modifié par AgenTBC, 16 mars 2011 - 01:32 .
#23
Posté 16 mars 2011 - 02:22
YohkoOhno wrote...
and commanders can order troops to make coordinated attacks.
"Kill the fiend!"
Bloody templars.
#24
Posté 16 mars 2011 - 02:39
I totally agree that there should be more explanation of how things work than there is. It's better than Origins was in that regard, which gave very little information and was almost always incorrect or contradictory, but it's still too basic. I mean, JRPGs give far more information about the enemies and battle systems than Bioware games have post-NWN. I actually bought the Origins official guide for this kind of info, particularly on spells, but it was a pretty poor guide to be honest. It was more like a tourist brochure for Ferelden than a detailed game guide. The DA2 guide is far, far better. It's made by Piggyback who've made the best guides I've ever seen - the FFXII and DQVIII ones - so I was expecting something good to begin with.Sylvius the Mad wrote...
You know, maybe BioWare doesn't have this written down anywhere. I had a ton of difficulty with that first real Ogre on Hard because the only spells I had were Mind Blast, Heal, and Horror, and the Readme is very clear that Ogres are 100% resistant to Stun - so I could use my Horror spell on it. Until, on my 7th attempt, I noticed that Carver could stun the Ogre, so I tried it too and it worked and that made it easy.
Where's the mechanical transparency we were promised?
As for the Ogre, that sounds like an error in the readme. The guide says it's immune to Slow, not Stun.
#25
Posté 16 mars 2011 - 02:42
Peter Thomas wrote...
Enemy health is increased. Enemy damage is increased. Enemy force is increased. Enemy cooldowns are decreased. Hostile effect durations on enemies are decreased. Less health potions drop. Enemies heal themselves more often. Party members can have more injuries. Some enemies have additional effects on their abilities (dispel, bypass damage resistance, steal health potions, etc) as well as some miscellaneous things (like the combat cooldown reset not being present). There may be others.
Peter Thomas wrote...
JSLfromBx wrote...
that's great of new information, thanks a lot. Would you by any chance be willing to do the same for the Hard difficulty setting? what's the difference betwen hard and normal?
The adjustments from Normal to Hard are similar to, but less than, Nightmare. The extra stuff like additional abilities/effects and friendly fire are Nightmare only.





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