What do the difficulty levels do?
#26
Posté 16 mars 2011 - 02:42
#27
Posté 16 mars 2011 - 03:05
You bleed health when under 10%
Friendly fire
Assassins can steal certain items from you
Physical force and elemental force in enemy attacks is increased
Commanders can direct concentrated assaults
Enemies do more damage and have more health
Most enemies are immune to at least one element
The knock-on effect of all that is placement is far more important as is controlling the enemies with Force spells and Slow effects. Things like Mind Blast can no longer really be depended on in the same way since it'll also hit your allies so mages require more looking after. Potions (and maybe the bomb items?) are a lot more important now, beyond the typical HP, MP/ST ones.
#28
Posté 16 mars 2011 - 03:15
AgenTBC wrote...
Oh, the solution to your AOE spells one-shotting your party members sometimes if you hit one of them is to not hit your party members. .
lol, lot of thoght went into that one right. Unless your using an all ranged then this is not really an option. The only aoe spells that a mage can cast that wont do friendly fire is chain lightning and tempest. While these two spells are good it doesn’t do much when you’re up against enemy’s immune to lightning or when they are on cd. As far a warrior, well seeing most of their spells are aoe your only option is to run them to a corner and only have ranged single target ff the group.
While sure it can be done it’s not really, IMO what friendly fire should be all about. Friendly fire should be about weighing the potential benefit the aoe provides against the damage it will inevitably do to the group and more importantly your tank. When you know that any AOE cast that touches one of your party members is going to cause a death then there really is no potential benefit.
Avoiding hitting your own party is just as frustrating, even with micromanagement the yellow target
markers are often misleading and several times hit party members that appear to be nowhere near my targets. Oh and don’t get me started on the shemozzle that was my trials with walking bomb.
Sum up, in theory I liked the idea of nightmares friendly fire, in practice however I believe it takes away more from the game then it adds and would like to see it rebalanced to be more like the friendly fire that was used in DAO.
Modifié par cpz01, 16 mars 2011 - 03:18 .
#29
Posté 16 mars 2011 - 03:22
#30
Posté 16 mars 2011 - 03:29
mmmmmmPie wrote...
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.
What? It is called casual. Maker! You're so annoying! I just checked. Shut-up already.
#31
Posté 16 mars 2011 - 05:24
Hell, rogues are well suited to combining with AoE spells. I talked about this in another post. You can pause the game, target an AoE spell near a rogue with the mage and tell the rogue to use the Evasion skill (evade? whatever, the one which does the backflip). Unpause and WHAM your rogue backflips out of the way a split second before the AoE spell goes off.
It's pretty cool.
#32
Posté 16 mars 2011 - 05:59
Jamesnew2 wrote...
Casual took me 32.5 hours doing everything.... Nightmare took me 72 hours.... thats doing everything in the game btw.
Nightmare....is nightmarish.
same here I took 73 hours on my firsy playthrough on Nightmare. Really fun!
#33
Posté 16 mars 2011 - 06:28
Having consumers fill in the blanks is fine in certain instances but this is something that Bioware should have clarified from the start since they did claim we would get it.
#34
Posté 16 mars 2011 - 06:31
mmmmmmPie wrote...
(btw I find it funny how they renamed "Easy" into "Casual")
Don't wanna make people feel bad about their noobish incompetence, I suppose
Long gone, anyways, are the days of Castle Wolfenstein 3D with the easy mode being his face with a bonnet and pacifier, called "Don't hurt me, Daddy!"
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.
The boss rogues are particularly irritating, with their ability to just disappear then reappear and super-stab you. Squishies are 1-shotted, while melee are half-shotted.
As it takes a while to chew them down, especially with waves of yard trash and another boss floating around, it's damned near impossible since it amounts to a war of attrition where your party of 2 mages and 2 melee (say) is only 6 hide-appear-backstab cycles away from death, so that's how long you get to deal with him, end of story.
Modifié par Nug Pie, 16 mars 2011 - 06:31 .
#35
Posté 16 mars 2011 - 06:31
Valus wrote...
I think the point OP is making is that the mechanics are not clearly specified and that they should be.
Having consumers fill in the blanks is fine in certain instances but this is something that Bioware should have clarified from the start since they did claim we would get it.
They did begin to specify how some of the differences work here in this forum, you might have to go back a page, look for the post "Damage Calculations". We should get more specific information tomorrow.
Agreed though better in game or even in manual descriptions would have been ideal.
#36
Posté 16 mars 2011 - 06:35
HawXV2 wrote...
mmmmmmPie wrote...
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.
What? It is called casual. Maker! You're so annoying! I just checked. Shut-up already.
Oh boy LOL! Not much gets a laugh like a troll being wrong. And you say you checked! Oh wow, thank you troll for the laugh.
DAO had "Easy". DA2 has "Casual". Other people in this thread confirm. But you checked and are wrong. Oh wow, let me know where to mail the medical bill because my sides are splitting! Such a funny troll you are.
#37
Posté 16 mars 2011 - 06:35
YohkoOhno wrote...
According to the DA2 Collectors Edition Strategy Guide, Nightmare makes the following changes.
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.
WTH! I thought I was imagining things. I'm like, I know I started this battle with 3 heals, why do I have 0 now? I thought it was bug!
Though you do get them back from his stinkin' dead body at the end!
Modifié par Nug Pie, 16 mars 2011 - 06:36 .
#38
Posté 16 mars 2011 - 06:36
mmmmmmPie wrote...
They did begin to specify how some of the differences work here in this forum, you might have to go back a page, look for the post "Damage Calculations". We should get more specific information tomorrow.
Agreed though better in game or even in manual descriptions would have been ideal.
Yeah, I saw that, it's fine. But putting out bits of info after the game is released based upon an 'as requested' basis is just another example of how rushed this product was.
I just try not to think about it too much.





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