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Increased Nightmare Difficulty Mod - What do you want in it?


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19 réponses à ce sujet

#1
Gage123

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So I gather that most people have an easy time on nightmare simply because of how fast enemies die due to CCC. Some solutions people posted were to increase enemy HP/Resistance. I was thinking of maybe simply nerfing the damage done by CCC to about 50% - 33% of their values. So Chain Reaction would only be 200% instead of 600%. This would alleviate the burst damage that kills mobs outright.

So for a difficulty mod I would be making, I was thinking of these changes:

- 30% Increase in Enemy HP
- Decreased CCC damage by about 33% - 66%
- Increased enemy damage by about 10% (normal) to 20% (boss)

What do you guys think?

Modifié par Gage123, 23 mars 2011 - 05:28 .


#2
Gage123

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no ideas?

#3
Sabresandiego

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dont increase boss health, as it would just be more tedious than it already is. I would rather not see an increase in health at all, on any mob. The only acceptable mobs to increase health on are normal and critters but elites already have too much health on nightmare.

What would really make nightmare harder is enemies which used dangerous abilities more often, that run faster and are harder to kite, and that hit harder. Make enemies do more damage before increasing their hp. I do think that non elites (normals and critters) could use more hp though.

Modifié par Sabresandiego, 23 mars 2011 - 09:41 .


#4
naughty99

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I don't know if this is possible in a mod, but if you can make doors lock behind you in battles it would make it more difficult to retreat to the other side of the map.

also modifying the enemy AI so that they attempt to run out of range of AoE attacks

#5
Maverick827

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I would much rather have an extensive balance patch to replace some Fake Difficulty/egregiously limiting mechanics with real challenges and more open yet balanced gameplay. Increasing numbers is fine, but I'm personally not looking for a "Dante Must Die" mode.

I second adding more abilities to enemies; it would be nice to have a dire and consistent use for Dispel, for instance.  However, in terms of toning things down,I feel the Fortitude/Knockback mechanic greatly limits builds like a Rogue Tank or a high Constitution tank (or a non-Force Mage, for that matter). Regardless of whether or not these would be particularly efficient builds, it would be nice to have them actually be possible.

I doubt it could be patched, but I really think threat needs to be reworked in Dragon Age. If my tank is standing far in front of the party, and my ranged have done absolutely nothing since combat began, then enemies should attack my tank first baring any sort of enemy redirect ability. I love the concept of threat management, but it's that initial aggro phase that is becoming more and more frustrating.

Locking doors behind you would indeed make things more difficult, but I feel that would have to be added with great care; simply placing invisible barriers at every entrance/locking every door would feel too limiting; sometimes kiting isn't entirely cheesy.

Modifié par Maverick827, 23 mars 2011 - 10:35 .


#6
Gage123

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Difficulty kiting mobs and locking the area to which you can fight in are probably great ideas, I just have to look where to edit those. In my playthrough, I usually force myself not to run out of an area and see if I can finish the encounter WITHOUT running around kiting mobs throughout the whole area lol. It just seems silly.

#7
PaulSX

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increase the health for the normal and below normal mobs. well at least double their health, they are dying too fast under CCCs

#8
Cambios

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I also think pure +hp and +dmg changes aren't really going to do the job.

I think mobs need to use more abilities and especially more buffs and debuffs to make dispelling worthwhile.

Knockback in general is totally absurd both dealing and receiving.

Does these guys play MMOs? Melee characters NEVER want to knockback their opponents.

For melee: KnockDOWN = good. KnockBACK = terrible.

#9
Snowbug

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I'd actually want bosses' HP on Nightmare reduced (to reduce the tediousness factor), and instead give them more varied abilities and better AI. Battles should have more variety and there should be different ways to approach them, not just having to deal as much damage as you can as fast as you can.

Locking the area should only happen when it makes logically sense, ie. a bandit hideout that has been rigged so that doors can be instalocked with the flip of a switch. Entirely removing the ability to use your surroundings to your advantage is not a good idea either, IMHO.

Modifié par Snowbug, 24 mars 2011 - 07:02 .


#10
Gage123

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Are bosses on nightmare really that bad? Don't rogues just...take them down with ease with all their damage? Lowering that might make rogues kill bosses in seconds.

#11
PaulSX

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Cambios wrote...

I also think pure +hp and +dmg changes aren't really going to do the job.

I think mobs need to use more abilities and especially more buffs and debuffs to make dispelling worthwhile.

Knockback in general is totally absurd both dealing and receiving.

Does these guys play MMOs? Melee characters NEVER want to knockback their opponents.

For melee: KnockDOWN = good. KnockBACK = terrible.


I agree with this. I think should give mage type enemies more control or crowd control abilities, like hex, crushing prison, especially the spells similar to blood wounds in DAO for blood mages and also make them able to cast spells while in the protection field (I always feel weird why they do not cast spells when they are in those protection fields). as for the melee mobs, just increase their resistance and health. really they should make mages more powerful in nightmare, this is the best way to increase the difficulty. 

Modifié par suntzuxi, 24 mars 2011 - 09:48 .


#12
Besetment

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Nightmare right now is not so much difficult as it is frustrating. I think that giving enemies more hitpoints would just make fighting even more of a grind.

So I'm thinking of a "sudden death" type mode. Where everything can be killed much more quickly but where they can kill you just as quickly. Friendly fire is already a big deal in Nightmare as is, so this would make it absolutely critical to be aware of.

It would also take the sting out of boss battles which can take ages because its all about hitting and running with hold position on and general AI exploits (i.e. running away so that Xebenkeck, abominations and rage demons all get separated due to different movement speed. They break off aggro at different points leaving you to kill them all separately).

#13
daywalker03

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Besetment wrote...


It would also take the sting out of boss battles which can take ages because its all about hitting and running with hold position on and general AI exploits (i.e. running away so that Xebenkeck, abominations and rage demons all get separated due to different movement speed. They break off aggro at different points leaving you to kill them all separately).



You sound like someone that's never heard the phrase "divide and conquer"; what that means is that you should be trying to break the fight down into more manageable pieces, instead of taking everyone on at once.

#14
mesmerizedish

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daywalker03 wrote...

You sound like someone that's never heard the phrase "divide and conquer"; what that means is that you should be trying to break the fight down into more manageable pieces, instead of taking everyone on at once.


What? You're saying that combat can be... TACTICAL?!

Well, **** me twice and call it a Sunday.

#15
Besetment

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"Dividing and conquering" is exactly what I did on Xebenkeck and many other fights at nightmare difficulty. You even quoted me saying it. :confused:

#16
daywalker03

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Besetment wrote...

"Dividing and conquering" is exactly what I did on Xebenkeck and many other fights at nightmare difficulty. You even quoted me saying it. :confused:


It seems as though you are objecting to doing the right thing, tactically, by saying it should be harder to do.

#17
HyperLimited

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Relative to the Nightmare setting:

- Enemies move 50% faster
- Enemy attacks 50% stronger
- Player and party do 50% of normal damage
- Bosses do 100% more damage
- Player and party cooldowns have 50% increase in cooldown time
- All assassin enemies deal 100% more backstab damage
- Player and party healing abilities/potions heal for 50% less and have 50% increase in cooldown time
- All actions of friendly fire deal full damage

You know what, forget all that. No reviving dead party members, no healing, and every enemy attack and ability kills any party member instantly. That's what I want.
:lol:

#18
Cambios

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HyperLimited wrote...

- Enemies move 50% faster
- Player and party cooldowns have 50% increase in cooldown time
- All actions of friendly fire deal full damage


Those don't sound like a difficulty increase, they just sound like a way to make the game miserable, crappy, and no fun.

Friendly fire is stupid and shouldn't even be a part of difficulty. That's a gameplay preference.

Cooldown increases? Ugh. Cooldown are already INSANELY long in this game for supposedly being more "action" oriented.

Faster moving enemies seems kinda silly.

Some of the others were fine, but still boring. More damage for them, less for us is so boring. Better tactics, more abilities to counter, that's where actually fun difficulty comes from.

#19
Ci7rus

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I think the only thing that really needs tweaking on nightmare is the AI. Having enemies use more/varied abilities would make fights a lot more interesting, and has already been pointed out mage AI needs a lot of help. Right now most mage types just stand in a bubble in a corner waiting to get killed.

#20
Cambios

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HooDooMagics wrote...

I think the only thing that really needs tweaking on nightmare is the AI. Having enemies use more/varied abilities would make fights a lot more interesting, and has already been pointed out mage AI needs a lot of help. Right now most mage types just stand in a bubble in a corner waiting to get killed.


Agreed. That's the biggest problem right now - mobs not using any abilities.

They are just a bunch of auto-attacking health bags, with the exception of a few fun bosses.

The assasins are the only mobs that do ANYTHING ability wise, and they do it via the cheap tactic of being invis/unattackable half the time.

Mages need to use spells - especially buffs and debuffs that make dispelling viable.

Warriors need to use their various attacks and debuffs.