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WTB Saarebas' spells ><


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#26
Amioran

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LeviathanZero wrote...

Seriously.. what the hell?

I've had a couple of encounters with these monsters, and all I can say is that my puny little HawkMage is supremely jelous >< 


You shouldn't be. The spell does really not so much damage. Party mages have much more damaging spells than even the stronger enemy spell (for example the Blood mage spell of Huon that seems to do so much damage in reality does neither 40% of the damage of Hemorrage).

It is only that the party health is much lower than enemies health, so, in proportion, it seems Saarebas do a lot of damage.

It is the same as the way friendly fire works in nightmare in confront to, for example, how FF worked in DAO. Since in DAO enemies and party members had relatively comparable amounts of HPs (apart meaningful exceptions) and the talents were tailored with those parameters in mind, FF did a lot less damage proportionally than it does in DA2 (at last on PC, on console the FF is less).

To reach the same proportion of FF has you had in DAO in PC you should change FF of DA2 to about 20%-30% of what it does now. However DA2 has many more ways to get resistances to elements.

Modifié par Amioran, 07 mai 2011 - 07:01 .


#27
tonnactus

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mcsupersport wrote...
  They said we want flashy spells and big numbers thrown around but don't want to have enemies die real quick so we will just give them HUGE hp to compensate, so the average thug has 5x the hp of Hawk the susposed Champion of Kirkwall, a susposed real tough hombre.


Its far more then that.An abomination,a normal rank enemy,has like 4000 hitpoints.

#28
Waltzingbear

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LeviathanZero wrote...

Seriously.. what the hell?

I've had a couple of encounters with these monsters, and all I can say is that my puny little HawkMage is supremely jelous ><

Apparently you're misjudging the amount of health you got compared to the amount of health your enemies have.
You're doing a lot more damage than they are. Try to cast an offensive spell with friendly fire on one of your allies and see that you're killing them faster.
You're just more squishy than you think.

#29
Guest_Puddi III_*

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Amioran wrote...

LeviathanZero wrote...

Seriously.. what the hell?

I've had a couple of encounters with these monsters, and all I can say is that my puny little HawkMage is supremely jelous >< 


You shouldn't be. The spell does really not so much damage. Party mages have much more damaging spells than even the stronger enemy spell (for example the Blood mage spell of Huon that seems to do so much damage in reality does neither 40% of the damage of Hemorrage).

It is only that the party health is much lower than enemies health, so, in proportion, it seems Saarebas do a lot of damage.


It's still possible to be jealous in a relative sense. PC mage spells (versus non-trash, without CCC) aren't nearly as devastating to enemy health pools as some enemy mage spells can be to the PC's and companions' health pools.

#30
HTTP 404

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mcsupersport wrote...

Dlokir wrote...

Zan Mura wrote...

Yes this is one of my main beefs in this game, as I've made quite apparent across multiple threads. The enemies work under a completely different ruleset from the players...

I won't argue about DA2 but about this argument. For me it's the reverse, I can't count the games that had in goal to make enemies use same fight elements than the player and it's a limit, wrong for diversity, wrong for the sake of fights design.

this approach is a huge fight design limit. The requirement and constraints of each are hugely different. The player has only few units, players units are controled by a human. At opposite enemies are managed by a moderate AI, and it's not good to involve a strong limit on their number.

Also a game isn't a multiplayer simulator hence have enemy AI "as smart" than a human will just generate fights always similar looking like multiplayer fights, boring and repetitive rather fast, multiplayer is for human vs human and is poor fun in another way.


It isn't a fight limit, it is smart game design.  Having lore that you can't teleport with magic, and then watching an enemy teleport with magic isn't good design, it breaks the game.  If you can't design an effective attack scheme with AI using current in game abilities as rich as DA:O and DA2 then you are either incompentent or lazy.  I don't mind a boss having a special attack, but when the average mook pulls special moves everywhere that are "impossible" by in game lore, it just breaks the "immersion" for lack of a better word. 

If they realized that the player spells were too powerful to be given to the enemies, then they missed something in the balance end of the game.  Bioware got lazy in the balance of this game, end of the line, fact.  They said we want flashy spells and big numbers thrown around but don't want to have enemies die real quick so we will just give them HUGE hp to compensate, so the average thug has 5x the hp of Hawk the susposed Champion of Kirkwall, a susposed real tough hombre.


the amount of HP enemies have irritates me.  I don't mind enemies that can do a lot of damage though, makes certain ones a priorty.  The assassins irritate me, not because they cloak and back stab (i actually think thats cool) but the fact they also double as tanks bother me.

#31
tonnactus

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Enemy assassins are actually the only enemies that could be called "cheaters".My party rogues couldnt steal health potions from enemies,couldnt go invisble every 3 seconds(since when a evade backflip make invisible by the way???) and could only dream to have even 10 percent of their health.
And neither stealth or evade make them invulnerable for a short time and let them escape even spells and talents.

#32
Halley Comet

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I have to say, on my first playthrough the qunari mages were definitely dominating the battlefield. My other playthroughs though have proven more successful. Usually, if I see one, I'll take it out first.

I like the idea of enemies having different spells though. Especially the qunari. I mean, they're a different species and maybe they have abilities that allow them to tap into other schools of magic that the circle doesn't know about. It's not like qunari are friendly and willing to share their knowledge of magic.

#33
Halley Comet

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I have to say, on my first playthrough the qunari mages were definitely dominating the battlefield. My other playthroughs though have proven more successful. Usually, if I see one, I'll take it out first.

I like the idea of enemies having different spells though. Especially the qunari. I mean, they're a different species and maybe they have abilities that allow them to tap into other schools of magic that the circle doesn't know about. It's not like qunari are friendly and willing to share their knowledge of magic.