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24 issues as of the end of Act 1.


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#26
Guest_Puddi III_*

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I usually got one shotted by those abilities when I was waiting in the previous room for them to come to me and they just cast it through a wall. Convenient for them, it's like the kind of cheese the Warden could do, only in reverse. (it seems all PC mage abilities in DA2 require line of sight now)

#27
Aledeth

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Malja wrote...

Darkhour wrote...

25. Everybody in Kirkwall is a freakin ninja and/or vampire.

The only enemies that should be popping out of thin air are Shades and rage demons. And even then with the animation.

And enemies jumping down from buildings? The death animation should be hawke staking them through the heart because even ninjas can't jump down from on top of a building without breaking their ankles. Obvious vampires are obvious.


It's one of the better means of having new waves appear. If that means being a rogue/vampire to you, sure.

Darkhour wrote...

26. NPC mages can teleport. 


I suspect it's not that simple. Block the mage and they go nowhere at all.


Funniest part about teleporting mages is there's a codex entry in the game that says teleportation is fundamentally impossible. Kinda sad they put that in and forgot to check what abilites the enemies had. More polish issues there.

#28
Akron1983

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The Hold function is problematic... The distance you can move without your party members starts to follow you despite your orders i fairly short. It was longer in DA::o. In DA:O on the other hand they magically teleported to you when you got too far away.

But if I had to choose I would take the teleport thing with a longer hold distance :P

#29
Darkhour

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Malja wrote...

Darkhour wrote...

25. Everybody in Kirkwall is a freakin ninja and/or vampire.

The only enemies that should be popping out of thin air are Shades and rage demons. And even then with the animation.

And enemies jumping down from buildings? The death animation should be hawke staking them through the heart because even ninjas can't jump down from on top of a building without breaking their ankles. Obvious vampires are obvious.


It's one of the better means of having new waves appear. If that means being a rogue/vampire to you, sure.

Darkhour wrote...

26. NPC mages can teleport. 


I suspect it's not that simple. Block the mage and they go nowhere at all.


Apearing literally out of nowhere is isn't good. Enemies actually running over is fine, but there needs to be some warning. With the limited camera some mage can teleport in and unleash an AOE that kills off your entire party in 3s. Or enemies appearing right next to squishier companions. If I'm in the middle of dealing with one issue I shouldn't have to worry about the Starship Enterprise beaming down reinforcments from orbit.

27. Tab not allowing us to see enemies.

Only way to see what's going on on the battlefield is to physically place the cursor on an enemy. So new foes go unnoticed or hide behind others.

#30
Darkhour

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lx_theo wrote...

You know, you'll always dislike a game if you TRY to make it bad. And you seem to really be trying.


Who said anything about disliking it.  These are areas to improve upon.

#31
Darkhour

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Retserof wrote...

OP made genuinely meaningful critiques without saying "teh game sux," which is refreshing. I generally agree with all of them, outside of 9 and 17.

9. -- Duel wield rogue is rather effective with backstab (among other skills of course) at taking down single opponents, while being able to avoid damage almost entirely. A total boss destroyer if you've rolled it right.

17. -- Didn't have much trouble with the mages after I learned the tells for the AOE spells they used. Dispel magic is your friend indeed. Adds some excitement to the game for me, knowing that a mage can easily take me down if I'm not on my toes. I can see your point of view though.


Bow and arrow is effective at taking down single or multiple targets in the same timeframe from a distance.  What exactly makes dual wield any better at avoiding damage? Archer does that by constantly causing knockback and knockdown and felling foes before they can reach him., if not 1-shoting them outright with auto-attack.

The problem with the mages is that now that you know to kill mage first, it renders the encounter easy. I.e. there is no actual difficulty. The problem is when the mage is not there in the beginning but magically appears out of thin air somewhere across the field (unbeknowst to you) and fires off an AOE while your occupied with other enemies.

"We're winning, guys!! Press fowar.... Aghhh" (1s)
"Everyones hitpoints are taking a **** dive!!!" (2s)
"Must be a mage! Look arou...(3s)
"- party dead -" (4s)

Kinda like hurlock snipers and rain of arrows in Awakening. But at least the next time you can be sure to spot them out and kill them quick. Imagine if they could just appear out of thin air and do rain of arrows. 

#32
Darkhour

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Akron1983 wrote...

The Hold function is problematic... The distance you can move without your party members starts to follow you despite your orders i fairly short. It was longer in DA::o. In DA:O on the other hand they magically teleported to you when you got too far away.

But if I had to choose I would take the teleport thing with a longer hold distance :P


I liked being able to split up and cover more ground, or be able to travel to one side of a zone and leave someone behind for instant travel back.

#33
AlainNagel

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Akron1983 wrote...

The Hold function is problematic... The distance you can move without your party members starts to follow you despite your orders i fairly short. It was longer in DA::o. In DA:O on the other hand they magically teleported to you when you got too far away.

But if I had to choose I would take the teleport thing with a longer hold distance :P

It has become a bit more problematic by party members also not holding their fire anymore. There was a fight that I felt had nothing to do with me and let both parties attack eachother and staying at a distance with the party at hold.

But then Varric and Anders found out that they could still shoot at them. My throat is still sore from yelling at them.

#34
Darkhour

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AlainNagel wrote...

Akron1983 wrote...

The Hold function is problematic... The distance you can move without your party members starts to follow you despite your orders i fairly short. It was longer in DA::o. In DA:O on the other hand they magically teleported to you when you got too far away.

But if I had to choose I would take the teleport thing with a longer hold distance :P

It has become a bit more problematic by party members also not holding their fire anymore. There was a fight that I felt had nothing to do with me and let both parties attack eachother and staying at a distance with the party at hold.

But then Varric and Anders found out that they could still shoot at them. My throat is still sore from yelling at them.


That's #28. Not being able to keep your companions from attacking. Good one.

#35
wyandell26

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lx_theo wrote...

You know, you'll always dislike a game if you TRY to make it bad. And you seem to really be trying.


BS I know about 10 people who were in love with DA:O who think this game is turrible and took it back after one playthrough

#36
Malja

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wyandell26 wrote...

lx_theo wrote...

You know, you'll always dislike a game if you TRY to make it bad. And you seem to really be trying.


BS I know about 10 people who were in love with DA:O who think this game is turrible and took it back after one playthrough


That wasn't their point. It doesn't speak for whether or not the game is likeable/unlikeable, they just believed the OP was playing the game looking for reasons to dislike it by searching for issues.

#37
Guest_Puddi III_*

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Just because a person has a laundry list of issues with the game doesn't mean they dislike it overall.

#38
Malja

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Filament wrote...

Just because a person has a laundry list of issues with the game doesn't mean they dislike it overall.


I didn't receive that impression either.

#39
Retserof

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[quote]Darkhour wrote...

Bow and arrow is effective at taking down single or multiple targets in the same timeframe from a distance.  What exactly makes dual wield any better at avoiding damage? Archer does that by constantly causing knockback and knockdown and felling foes before they can reach him., if not 1-shoting them outright with auto-attack.

[/quote]
We would need to go into statistical anaylasis to prove points, I suppose. It seems to me that damage output in general is higher target per target than bow, and vs. bosses the archer is much weaker as it's primary side effects such as knockback become useless (whilst dual wield still allows for evasive action, higher crits and damage chains).

[quote]Darkhour wrote...
The problem is when the mage is not there in the beginning but magically appears out of thin air somewhere across the field (unbeknowst to you) and fires off an AOE while your occupied with other enemies.
[/quote]
Dispel magic immediately stops whatever ability is going on within its area, offensive AOE or staus effects on characters (and at it's second level, even heals party members). Usually there's at least one mage in your party at a time, so it should go more like this (if you've sunk the single necessary skill point into it):

"We're winning, guys!! Press fowar.... Aghhh" (1s)
"Everyones hitpoints are taking a **** dive!!!" (2s)
*PAUSE THE GAME*
"Must be a mage! Cast dispel magic!" (3s)
"- mage is stopped, AOE is gone, effects are gone, party is partially healed (if 2nd level) -" (4s)

I haven't had a problem with mages, only without dispel magic was there any trouble at all (and even then, easy enough to pause and target mages).[/quote]

Modifié par Retserof, 22 mars 2011 - 03:44 .


#40
Kenshen

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Darkhour wrote...

9. class imbalance.
Normally this isn’t an issue in a single player game and maybe it isn’t here either depending on your point of view, but duel wield rogue is pointless. Not only does archery do more damage, but it does it at range, has more AOE talents and no close range penalty. When the enemies do close the archery can fight at melee range just as well as a duel wielder.


I do not agree with this one.  My duel wieding rogue can put out the hurt and quickly.  I have yet to see anyone else get a hit in that was over 1000.  On my rogue I have seen hits that are well over 2k.  Granted I am not done with my archer yet but even now I know my other rogue was a better dpser but I do die more.  Now the one thing I don't like with a melee rogue is no aoe.

#41
Morroian

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[quote]Retserof wrote...

"We're winning, guys!! Press fowar.... Aghhh" (1s)
"Everyones hitpoints are taking a **** dive!!!" (2s)
*PAUSE THE GAME*
"Must be a mage! Cast dispel magic!" (3s)
"- mage is stopped, AOE is gone, effects are gone, party is partially healed (if 2nd level) -" (4s)

I haven't had a problem with mages, only without dispel magic was there any trouble at all (and even then, easy enough to pause and target mages).[/quote]
[/quote]

I agree, like with the waves once I knew what might happen in most fights I'm able to get the jump on almost any mage. 

#42
Akron1983

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Darkhour wrote...

AlainNagel wrote...

Akron1983 wrote...

The Hold function is problematic... The distance you can move without your party members starts to follow you despite your orders i fairly short. It was longer in DA::o. In DA:O on the other hand they magically teleported to you when you got too far away.

But if I had to choose I would take the teleport thing with a longer hold distance :P

It has become a bit more problematic by party members also not holding their fire anymore. There was a fight that I felt had nothing to do with me and let both parties attack eachother and staying at a distance with the party at hold.

But then Varric and Anders found out that they could still shoot at them. My throat is still sore from yelling at them.


That's #28. Not being able to keep your companions from attacking. Good one.


You can keep them from attacking. Tactic, passive should do this for you

#43
NRO TYN

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OP is the bomb lol

#44
Archer zr0

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Ha DW rogues are different then archery but i would put them head and shoulders ahead for dps. Yes bow shots take out scrubs but against the real meat and potatoes i put my archery rogue out of business and if you want to live take inconspicious no agro upgraded lets me go buck wild, i barely die.

#45
Talladarr

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I know what your problem is.....

You're playing on the computer, I only exprerience 2 or 3 of those problem,s, the rest are console specific., I thought it was just fine on the PS3

#46
Akron1983

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Talladarr wrote...

I know what your problem is.....

You're playing on the computer, I only exprerience 2 or 3 of those problem,s, the rest are console specific., I thought it was just fine on the PS3


It might be our roblem that the game doesnt work on PC but hell if it is our problem that we play on PC. If BioWare/EA realease a game on all platforms I sure as hell expect them to work equally well on all platforms.

#47
Malja

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Akron1983 wrote...

Talladarr wrote...

I know what your problem is.....

You're playing on the computer, I only exprerience 2 or 3 of those problem,s, the rest are console specific., I thought it was just fine on the PS3


It might be our roblem that the game doesnt work on PC but hell if it is our problem that we play on PC. If BioWare/EA realease a game on all platforms I sure as hell expect them to work equally well on all platforms.


This.

What're the problems you suffer from on this list, Talladarr?

#48
Elenaxrose

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ironic_lettuce wrote...

Altima Darkspells wrote...

Yeah, your allies tend to follow you after a while as you get further away from them. Staying close or in battle seems to work.

I don't know, maybe it was intentional to keep people from stealthing through the dungeon or something?

It's really annoying when your allies walk into those blasted environmental traps. "Hmm, a buzz saw, that looks inviting, Hawke." "No, stay back!" "I...I can't! I just love you too much! *Bzzzt* Oh, god, it hurts, give me your last injury kit!"


Haha!! The worst one I had was a poison trap that went off, killing Fenris over and over because the fight had finished but the poison hadn't disippated, so every time he got up it killed him again straight away!! Eejit. :lol:




Traps make me lul.
Varric: Watch your step ( or some trap warning)
I stop to see where it is but Varric keeps walking and set it off -_- I mean wut?!

#49
Aurica

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I have to agree on some of the points that OP made.  The random enemies that appear out of nothing is one issue.
I'm also baffled by the design idea of getting loot I cant use.  I mean I can only equip Hawke, so why is the game giving me tons of armor that I can't wear and I can't equip my companions with the loot either. 

Oh well maybe they are meant to be sold as junk items...

In DAO you get so many different sets of equipment throughout the game.  For massive plate alone there are at least 4 sets not counting DLC items. Legion of the Dead, Effort Set, Juggernaut, Wade's Dragonplate...  In DA2, there is only 3 sets.  Fallen, Stonehammer & Champion.  (for warriors)

Anyway, I can live with all those above & still enjoy the game.  My main disappointment is the ability trees in DA2.  In DAO / DAA I could make an armored mage by going Spirit Warrior route or have a dual wielding warrior or a rogue archer in heavy armor.  I can't do this anymore in DA2.   

Modifié par Aurica, 22 mars 2011 - 10:07 .


#50
FrozenDawn

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very good post, details pretty well why DA2 feels a little "cheap".
About the combat I wanted to say that it seems bugged, with certain skills if u activate them, then they automatically chose another target than the current one.
That is SO irritating. also the casting times of the rogue are so much longer than those of the mages, making his skill fail so often cause of interrupts...
I would also like to add that the dialogues have been totally dumbed down to total predictability + the different lines u chose often give the same answers, stolen from ME 2 but feels even worse in DA2.

Oh and lets not forget all the bugs, makers sigh, isabella sebastion skills, many rogue skill....

Modifié par FrozenDawn, 22 mars 2011 - 02:21 .