Yeah, OP pretty much summs it up. Either concetrate fire on a rogue and kill other stuff after, or run away, concentrate fire on a rogue and kill other stuff after. A powerful 2H warrior, however, can break that cycle, if you manually order him and some spells (Haste/Petrify/Hemmorhage) around.
Best strategy always same?
Débuté par
Att3r0
, mars 26 2011 11:54
#26
Posté 26 mars 2011 - 10:15
#27
Posté 28 mars 2011 - 02:56
I'm glad I'm not the only one with this issue. I'm playing through on hard at the moment and just about every fight I end up with the Benny Hill chase music going through my head because of all the running around.
#28
Posté 28 mars 2011 - 07:24
[quote]TcheQ wrote...
[quote]Eudaemonium wrote...
Silly Bioware, hire someone who can actually write AI (like me >.>). I don't write, i design., and I expect a 40hr week kthxbai
/submit resume[/quote]
and me.. i dont know a thing about ai, but i am a business development manager and by the makes, bioware needs some good new ones of those because the direction this company is going is just wrong wrong wrong. tell you what bioware. I do bus dev job for you 20 hrs a week for free, if you promise to get rid of the stupid wheel and stop dumbing down games
[quote]Eudaemonium wrote...
Silly Bioware, hire someone who can actually write AI (like me >.>). I don't write, i design., and I expect a 40hr week kthxbai
/submit resume[/quote]
and me.. i dont know a thing about ai, but i am a business development manager and by the makes, bioware needs some good new ones of those because the direction this company is going is just wrong wrong wrong. tell you what bioware. I do bus dev job for you 20 hrs a week for free, if you promise to get rid of the stupid wheel and stop dumbing down games
#29
Posté 28 mars 2011 - 07:25
oops sorry the quoting didnt quite work.
#30
Posté 28 mars 2011 - 08:26
So, if you're ambushed you can just leave? Who'da'thunk?
#31
Posté 28 mars 2011 - 10:38
Kaoschizm wrote...
I'm glad I'm not the only one with this issue. I'm playing through on hard at the moment and just about every fight I end up with the Benny Hill chase music going through my head because of all the running around.
On hard?! Really?!
I agree with the others who say that DA 2 AI is FAR better than DA:O AI
And if you burst (with cross class combos), control, and/or tank/heal well enough, you never have to run away. The most annoying enemies are assasins. The moment you see one, burst him down or crowd control him. If he vanished, heal up your party member with the lowest hp and drop an AoE around them. DA 2 requires FAR more strategy than DA:O
It might be more accurate for the OP and others to say, "I'm having trouble with DA 2 combat. I've only found one strategy that works and it involves a lot of running away."
Then others could help you develop new, more interesting strategies.
#32
Posté 29 mars 2011 - 01:06
Kaoschizm wrote...
I'm glad I'm not the only one with this issue. I'm playing through on hard at the moment and just about every fight I end up with the Benny Hill chase music going through my head because of all the running around.
There are so many abilities in this game that allow rogues and mages to drop threat or transfer it to your tank. Practice using these abilities and you wont need to run your units in circles.
#33
Posté 29 mars 2011 - 05:08
The best strategy is indeed to run from the spawn center, find a choke poke, put warriors in front, etc. I still wonder what the game's designers were thinking when they designed the encounters. Their play testers had to also be running out of spawn zones from the get go and how they think that is fun is beyond me.
Still, I find that on my second+ play throughs, I challenge myself to try and stay in the spawn zone as much as possible. Knowing what is coming at least gives me a chance to overcome it.
Still, I find that on my second+ play throughs, I challenge myself to try and stay in the spawn zone as much as possible. Knowing what is coming at least gives me a chance to overcome it.
#34
Posté 29 mars 2011 - 06:15
I agree with the OP that running away, or repositioning as I prefer to call it, is often the best strategy to avoid being overwhelmed. You can always expect more waves of enemies, so to avoid wasting time with reloads, it's a lot faster to pull some enemies and whittle away at them, and then return for more. It's definitely a good strategy to use on the common enemies that spawn as "random" encounters, since it becomes an annoyance to have to concentrate to beat every encounter that you run into, especially when they contain rogues.
This strategy works on just about every encounter except for the ones that seal you into a room. That's when things get fun.
Also, mages were rarely a problem for me, since they would usually just cast that Defensive Sphere spell on theirself instead of actually attacking. The Saarebas and the Blood Mages in Act 3 where the only ones who seemed to actually cast offensive spells. Although there were a couple of Force Mages who would cast some sort of exploding gravity sphere from time to time.
This strategy works on just about every encounter except for the ones that seal you into a room. That's when things get fun.
Also, mages were rarely a problem for me, since they would usually just cast that Defensive Sphere spell on theirself instead of actually attacking. The Saarebas and the Blood Mages in Act 3 where the only ones who seemed to actually cast offensive spells. Although there were a couple of Force Mages who would cast some sort of exploding gravity sphere from time to time.
#35
Posté 29 mars 2011 - 06:44
No, same strat for every fight - including ARW and High dragon. Burn burn burn as fast as possible, focus fire everything.
#36
Posté 29 mars 2011 - 09:36
I didnt complain about AI nor if the game is too hard/easy.
for me its design flaw that fights are so simple and only challange you with amount / health of your enemies.
i will give you some examples of things you dont see in this game.
Enemy never calls/runs for help or run to heal - at most they will gulp a potion and in case of archers they will stun and run a bit back to shot you nothing more.
enemies are not linked - if its supossed to be and encounter with weaves of enemies they should immedietly run for you when they spawn.
enemy never use CC on your fellas - i have not seen my guys being feared or petriefied etc. Apart from knockbacks and stuns there is no CC.
you dont get slowed , receiving damage can interrupt your run but apart of that you can kite to your likening. You are always the fastest (dont count those big bosses)
There are no healers - part healing aura leaders that you dispell or just overpower there is no mage-healers that would stay away from figth and heal its mates.
Enemy mages dont do anything for most of the time - that bubble you can dispell it but why do that if you can just focus on killing other stuff?
and so on...
for me its design flaw that fights are so simple and only challange you with amount / health of your enemies.
i will give you some examples of things you dont see in this game.
Enemy never calls/runs for help or run to heal - at most they will gulp a potion and in case of archers they will stun and run a bit back to shot you nothing more.
enemies are not linked - if its supossed to be and encounter with weaves of enemies they should immedietly run for you when they spawn.
enemy never use CC on your fellas - i have not seen my guys being feared or petriefied etc. Apart from knockbacks and stuns there is no CC.
you dont get slowed , receiving damage can interrupt your run but apart of that you can kite to your likening. You are always the fastest (dont count those big bosses)
There are no healers - part healing aura leaders that you dispell or just overpower there is no mage-healers that would stay away from figth and heal its mates.
Enemy mages dont do anything for most of the time - that bubble you can dispell it but why do that if you can just focus on killing other stuff?
and so on...
#37
Posté 02 avril 2011 - 11:48
I haven't noticed any significant difference at all in the AI playing on Nightmare.
Stealing potions is automatic whenever one of your characters is backstabbed, and has nothing at all to do with AI - so don't bother mentioning that.
Basically, enemies attack whichever of my party members has the aggro (most of the time, Aveline), which is no different to Normal. Enemy archers do not specifically go for my mages or rogues anymore than they did on Normal. They simply start firing at my mages when they do something to generate a lot of aggro (e.g. chain lightning or tempest).
I'm generally finding Nightmare to be quite broken so far (I'm about 3/4 through Act 2). Most of the fights in the game seem to more or less require you to run away and lure the waves one at a time. With some serious micromanagement (i.e. serious kiting) a lot of them aren't that bad - but actually getting aggro with Aveline then running around in circles for 20 minutes while my ranged characters kill everything is about as underwhelming as running away and drawing the waves one at a time.
Stealing potions is automatic whenever one of your characters is backstabbed, and has nothing at all to do with AI - so don't bother mentioning that.
Basically, enemies attack whichever of my party members has the aggro (most of the time, Aveline), which is no different to Normal. Enemy archers do not specifically go for my mages or rogues anymore than they did on Normal. They simply start firing at my mages when they do something to generate a lot of aggro (e.g. chain lightning or tempest).
I'm generally finding Nightmare to be quite broken so far (I'm about 3/4 through Act 2). Most of the fights in the game seem to more or less require you to run away and lure the waves one at a time. With some serious micromanagement (i.e. serious kiting) a lot of them aren't that bad - but actually getting aggro with Aveline then running around in circles for 20 minutes while my ranged characters kill everything is about as underwhelming as running away and drawing the waves one at a time.
#38
Posté 03 avril 2011 - 02:18
Given the state of threads like: Anders Always Loved You! or The Official Fenris Discussion thread, it is clear where the priorities are and it is not AI. I could rant about the state of AI in DA2 or/and games in general, which is pitiful, but nobody cares and it would not change anything.
Related read:
The Rise Of Dragon Age II
[snip]
In this interview, lead designer Mike Laidlaw discusses how the team arrived at the decision to change core elements of the game, including a controversial evolution of the game's combat system.
[snip]
So Peter Molyneux got up on stage at GDC last year and said, "Our mandate for Fable III is to sell five million copies this time, and that's why we are making specific streamlining decisions." Have you had any mandate? "We want a bump. We want to reach out to more people. We want more people to like Dragon Age II than Dragon Age Origins."
[snip]
www.gamasutra.com/view/feature/6297/the_rise_of_dragon_age_ii.php
Related read:
The Rise Of Dragon Age II
[snip]
In this interview, lead designer Mike Laidlaw discusses how the team arrived at the decision to change core elements of the game, including a controversial evolution of the game's combat system.
[snip]
So Peter Molyneux got up on stage at GDC last year and said, "Our mandate for Fable III is to sell five million copies this time, and that's why we are making specific streamlining decisions." Have you had any mandate? "We want a bump. We want to reach out to more people. We want more people to like Dragon Age II than Dragon Age Origins."
[snip]
www.gamasutra.com/view/feature/6297/the_rise_of_dragon_age_ii.php
Modifié par knownastherat, 03 avril 2011 - 02:21 .





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