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Why is Fireball so weak?


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#51
Fruit of the Doom

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ms_sunlight wrote...

The main advantage of fireball in DA:O was not damage; it was the fact that it knocked many enemies off their feet, interrupting their attacks and spellcasting. It was useful to stop emissaries / mages who were displaying the little timer bar that showed they were gearing up something nasty. It was also a way to disrupt things if one of your melee characters was getting hopelessly mobbed. The damage was almost irrelevant, especially later in the game.


Agreed, the problem is that in this game only humanoid enemies are affected by physical or elemental forces.  Even dogs and spiders can't be set on fire!

#52
Klystron

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I think the answer is much simpler than all that. 
Fireball was nerfed because otherwise on Nightmare Bethany would one-shot the party 30 seconds into the game  ;)

#53
Fruit of the Doom

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Nah, it would only take 20 seconds!

Her first Fireball would land 10 meters behind the incoming Hurlocks, and then she'd bomb your party the instant it cooled down.

Modifié par Fruit of the Doom, 04 avril 2011 - 07:18 .


#54
wowpwnslol

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All spells are weak without CCC. It was Bioware's way of balancing mage's utility.

Modifié par wowpwnslol, 05 avril 2011 - 02:31 .


#55
Jslk

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I noticed this too. It was like the power of the fire-based spells in origins shifted more into the lightning-based ones in this game. I just used found myself using tempest as the replacement.

#56
Zan Mura

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fn_outlaw wrote...

Origin Mage Vs. DA2 mage might be interesting to see. Difficult to implement, but an interesting idea nevertheless....


That would be a short match. Aside from a lucky break, the Origin mage is heaps more powerful than the DA2 one. Especially since the DA2 mage is artificially weak even by DA2 standards, as the game has no set level of realism in its gameplay. Enemy hp, spell power, spell selections themselves etc do not follow the same rules and logic as the player's. Also there are many other issues too, like the random spell immunities that make no sense at all. So I don't think this comparison can even be made.

Still I have to say it: Mana Clash. :)

Modifié par Zan Mura, 05 avril 2011 - 06:20 .


#57
Grumpy Old Wizard

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wowpwnslol wrote...

All spells are weak without CCC. It was Bioware's way of balancing mage's utility.


Of course warriors do CCC and AOE with every attack and both warriors and rogues can outkill mages hands down. The mage has been way over-nerfed.

Modifié par Grumpy Old Wizard, 05 avril 2011 - 10:44 .


#58
Nerivant

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Grumpy Old Wizard wrote...
The mage has been way over-nerfed.


Which was completely justified.

They're still wellsprings of mystical death.

#59
Grumpy Old Wizard

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Nerivant wrote...

Grumpy Old Wizard wrote...
The mage has been way over-nerfed.


Which was completely justified.

They're still wellsprings of mystical death.


Show videos of mages consistantly killing as fast as warriors and rogues on NM. Make your thread name something like, "Force Mage: Nightmare Mage domination."

#60
Roxlimn

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Fruit of the Doom:

In that case, most enemies in the game are resistant to most elements, not just fire. What's the point of raising that point in the first place?

Grumpy Old Wizard:

AreleX already showed you multiple videos of Merrill nuking every Staggered enemy onscreen to smithereens, vastly outdamaging his own PC-controlled Warrior.

Modifié par Roxlimn, 05 avril 2011 - 12:20 .


#61
Nerivant

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Grumpy Old Wizard wrote...

Nerivant wrote...

Grumpy Old Wizard wrote...
The mage has been way over-nerfed.


Which was completely justified.

They're still wellsprings of mystical death.


Show videos of mages consistantly killing as fast as warriors and rogues on NM. Make your thread name something like, "Force Mage: Nightmare Mage domination."


Funny, I didn't imply anything in that general direction.

If you really want to push this; warriors are powerful, rogues are powerful, and mages are powerful. They're all equally capable of contributing to a team, which makes them more or less balanced.

#62
Guest_Alistairlover94_*

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Warheadz wrote...

You know, it would have been awesome if you could have summoned a pink unicorn which you could ride. And when it moves everything will turn into rabbits, rainbows and lollipops. Pink rabbits, rainbows and lollipops.


Final Fantasy XIII?

#63
Grumpy Old Wizard

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Roxlimn wrote...

Grumpy Old Wizard:

AreleX already showed you multiple videos of Merrill nuking every Staggered enemy onscreen to smithereens, vastly outdamaging his own PC-controlled Warrior.


Sorry, but there are in fact no videos that show Mage Hawke consistantly killing as fast was Warrior Hawke. Sure, once every 20 seconds a mage can cast a chain lightning which, if the enemies are grouped just right and the warrior has staggered them and the mage is not having to tun his butt off and the the timing is perfect (staggered effect is very brief on NM) the mage can cast chain lightning on a small group of enemies and possibly (but no guarentee) kill them IF they are not totally immune to the spell.

#64
Nerivant

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Grumpy Old Wizard wrote...

Sorry, but there are in fact no videos that show Mage Hawke consistantly killing as fast was Warrior Hawke. Sure, once every 20 seconds a mage can cast a chain lightning which, if the enemies are grouped just right and the warrior has staggered them and the mage is not having to tun his butt off and the the timing is perfect (staggered effect is very brief on NM) the mage can cast chain lightning on a small group of enemies and possibly (but no guarentee) kill them IF they are not totally immune to the spell.


Why would you cast any spell on a mob you know is immune to that element? 

Killiness isn't the only measure of power, by the way.

#65
Grumpy Old Wizard

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Nerivant wrote...

Why would you cast any spell on a mob you know is immune to that element? 

Killiness isn't the only measure of power, by the way.


I would not cast a spell on an immune enemy. I was pointing out that there are quite a few conditions that are needed for a mage to take advantage of the staggered condition. Lightning on staggered enemies are also not an automatic kill.

Killing is a very good measure of power in a game like DA2. The mage is well behind the other classes.

#66
Nerivant

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Grumpy Old Wizard wrote...

Killing is a very good measure of power in a game like DA2. The mage is well behind the other classes.


Then all those CC spells that blow away the capabilities of the other classes count for nothing?

#67
Roxlimn

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Grumpy Old Wizard wrote...

Roxlimn wrote...

Grumpy Old Wizard:

AreleX already showed you multiple videos of Merrill nuking every Staggered enemy onscreen to smithereens, vastly outdamaging his own PC-controlled Warrior.

Sorry, but there are in fact no videos that show Mage Hawke consistantly killing as fast was Warrior Hawke. Sure, once every 20 seconds a mage can cast a chain lightning which, if the enemies are grouped just right and the warrior has staggered them and the mage is not having to tun his butt off and the the timing is perfect (staggered effect is very brief on NM) the mage can cast chain lightning on a small group of enemies and possibly (but no guarentee) kill them IF they are not totally immune to the spell.


There are vids of Merrill.  There is no reason Hawke can't do better, since he can get the same spell and he can acquire more elemental boosters.

The conditions to set up Chain LIghtning are easy to set up.  It doesn't matter that there are a number of conditions to meet.

A small amount of enemies are immune to LIghtning.  In those battles, Warrior Hawke will probably outdamage a Lightning Hawke, if Hawke doesn't take additional CCC options and/or doesn't take advantage of elemental multipliers and weaknesses.  Maker's Hammer will hit every 10 seconds in addition to Chain Lightning, and it does a comparable amount of damage.

If you don't like those two options, you can also use Hemorrhage on Staggers, or combo Walking Bomb with elemental resistances on companions.

We already hashed this out on the other thread.  We presented facts, you put your fingers in your ears.  Don't pollute this one with your nonsense.

Modifié par Roxlimn, 05 avril 2011 - 12:45 .


#68
Grumpy Old Wizard

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Roxlimn wrote...

We already hashed this out on the other thread.  We presented facts, you put your fingers in your ears.  Don't pollute this one with your nonsense.


Dude, it is only a game. There is no reason to lie about me unless Bioware is paying you to attack people who say the game could use some balancing. I don't really think that is the case but sometimes I wonder about you since you did the exact same thing on the ME2 boards.

It it were possible for Mage Hawke to kill as fast as Warrior Hawke there would already be vids showing this in light of the way fanbois like to insult anyone who says the word "balance."

The only one polluting anything is YOU because you are chosing to insult people who disagree with you. Get a grip and try to debate like an adult rather than like a 5 year old.

By the way, there are LOTS of people who have complainedf about the mage being too weak, not just me.

If you don't like those two options, you can also use Hemorrhage on
Staggers, or combo Walking Bomb with elemental resistances on
companions.


Speaking of Hemmorage, it is a spell that takes 6 picks and is on a 30 second timer. And no, it is not nearly that awesome. ALL 3  of the mage specialities are pretty poor. Walking bomb pretty mjuch sucks on NM. It has a small explosion radius, is not party friendly, and is difficult to use.

On my second NM mage I got walking bomb pretty early (after I got chain lightning and spirit bolt) and have been doing all sorts of experimentation to try to make it work. But sadly, it is seldom realisticly usable.

I think you meant "disorient" for the other effect. Sure, stone fist can take advantage of disorient, as can spirit bolt. One target at a time, again, if the timing is perfect.

Then all those CC spells that blow away the capabilities of the other classes count for nothing?


Warriors do crowd control while they are killing (and have others like tremor) and rogues have crowd control too, as well as the ability to hide in combat. Nah, Warriors and rogues are more powerful than mages.

#69
ms_sunlight

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Nerivant wrote...

Why would you cast any spell on a mob you know is immune to that element? 

Killiness isn't the only measure of power, by the way.


Agree.  Mages are fantastically useful because you can use them to control the entire battlefield and freeze / petrify difficult enemies to make mobs more manageable, as well as offering serious buffs and heals to your melee characters.  (Arcane Wall plus elemental weapons anyone?)  Rogues are useful because you can use them to quickly take out the most dangerous enemies such as enemy spellcasters and quickly interupt attacks / spells.  Warriors are useful to tank or to damage, and that's without even going into the Battlemaster skill tree.  The whole point is you use a combination of classes working as a team to win.

There is only the one individual duel in DA2, and that's optional.  With games like this, I enjoy building characters in different ways and finding different effective combinations, it's a major part of the gameplay for me.

#70
Roxlimn

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Grumpy Old Wizard:

Each person who's complained about Mages being weak either explicitly wanted OP Mages, or weren't optimizing for the results they wanted.

There were plenty of threads in the ME2 boards showing vids of peeps using both Pull and Throw to fantastic effect. You chose to ignore them the same way you are ignoring AreleX's vids.

Mage Hawke can kill faster than Merrill can (and she already kills plenty fast with lots of spike damage), but since the fighter AI is brain dead, you have to manually pilot Fenris or Aveline in addition to Mage Hawke, which means lots of pausing, which most vid-happy guys don't like doing.

This thread is about Fireball. Talk about that.

#71
Zan Mura

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Roxlimn wrote...

AreleX already showed you multiple videos of Merrill nuking every Staggered enemy onscreen to smithereens, vastly outdamaging his own PC-controlled Warrior.

The problem is that you have a condition here. The warrior doesn't need any. To a warrior, BRITTLE or DISORIENT is a bonus, by no means a prerequisite. A 2h will tear through mobs like no tomorrow without needing *any* assistance from their teammates at all. A mage can't do that since, as you pointed out, they need help.

Nerivant wrote...

Why would you cast any spell on a mob you know is immune to that element?

That's not the point, the point is that the game has ridiculous immunities that make no sense whatsoever on top of the general mage nerf. Which was PARTLY needed, not to this extent. I would cast fire / ice on mercenaries because it makes no damn sense at all that they would be completely immune to those effects. They weren't in DAO. Or the Qunari lightning immunity, what are they descendants of Zeus or something? What explains those magical immunities that common mobs have, other than an arbitary random "let's amp up the difficulty with something that makes no sense, because it adds to the balance"?

Killiness isn't the only measure of power, by the way.

This is true. And mages are absolutely needed, and powerful. It's just the manner in which they're needed that's a problem. It's the one class that is MOST deserving of having immense solo power. Yet it's the one least capable of it.

If DA2 were the first Dragon Age game, and if the lore didn't claim magic was all-powerful and extremely dangerous, then I'd have no problem. But what we have is an established lore, and the experience we got from DAO. And of course, we have enemies even in DA2 whose magics are on a whole different level compared to what the player has available. This creates an inconsistency, it basically provides us with a mirror that tells us how powerful magic is *supposed* to be, yet when we play the game all we see is the complete opposite of what we're being told.

It's kinda like your Superman game where supes gets damaged by regular bullets with no explanation, when we all know that it makes no sense. Or a Star Wars game where a Jedi collects powerups to get more Force, which again makes no sense at all. Or Xenogears, where the progatonist is supposed to be the power of the God. Yet he's no different from anyone else even after supposedly becoming even MORE powerful than he ever was before. Why even make such claims if clearly it has no basis on reality? Why make a story and lore if you cannot provide an experience to match it?

I realise BW's stand on this, I've read enough of their posts about how gameplay and balance will *always* overrule any kind of realism and logic. And I even agree, to a point. But the effort MUST be made to at least offer an explanation, or to do it in a manner that doesn't disappoint in gameplay. Because there is this thing called world specific realism, and it cannot just be broken without consequences.

As it is, the weakness of some of the magic and those random immunities make about as much sense as if suddenly while playing DA2, you saw a pink Hippo dancing over rainbows, who claimed to be your father coming from the future and then beamed you up on his spaceship to travel into Sirius (with some mild over exaggaration, obviously). It just doesn't WORK, that stuff has no place in DA, it is not realistic at all in terms of DA's world specific realism. Some of us don't find a problem, apparently. People like you. But some of us can't stand it. People like me.

Now I'm sure most people don't care about this stuff. And BW has no reason to care what the rare few like me and Grumpy feel. But I want to raise a point here that I feel is important: Most people do not read codecs or do not care or ever learn the underlying intricacies of politics, or even notice those nice details in graphics, writing or soundtrack.... yet usually when these little details are lacking, it gets noticed in review scores and sales. People may not consciously notice a lot of the things that they actually want to be there. I believe this consistency between world specific realism and gameplay is a similar issue. A lot of people may not seem to notice it, but completely disregarding it WILL have consequences. On an almost subconsicous level, people will feel that the game is more "game", and less an involving and memorable experience. Personally I truly believe that a lot of the negative feedback on combat for instance has these inconsistencies at their core, not just the weird 360 degree spawning mob waves.

#72
Roxlimn

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Zan Mura:

You're mistaken. AreleX himself will tell you that the bulk of his Hawke Warrior ripping through mobs is largely through the support and nuke capabilities of his TWO Mage team mates. His Warrior Hawke isn't doing it alone. He needs help, too.

As for narrative consistency, you can turn the diff setting to Normal and have all the solo blasty goodness from the Mage that you want.

#73
Zan Mura

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Roxlimn wrote...

Each person who's complained about Mages being weak either explicitly wanted OP Mages, or weren't optimizing for the results they wanted.

There were plenty of threads in the ME2 boards showing vids of peeps using both Pull and Throw to fantastic effect. You chose to ignore them the same way you are ignoring AreleX's vids.

You also show a similar pattern of ignorance, considering ME2 has a similar situation to this DA2 mage issue. Soldier / Vanguard classes do not need the hassling around that a Biotic does, just the same as here a warrior doesn't need the prerequisite conditions and tactics a mage does. Simply put, they achieve superior power with less effort. And that's what this is all about.

This thread is about Fireball. Talk about that.

The reason for Fireballs' weakness is what we've been talking here: That all magic is weaker compared to DAO. While I absolutely agree that some decent nerfing was required for the DAO mage, that has nothing to do with the fact that the mage balance is at the very core of the answer to this topic. Therefore, it's not offtopic at all. Though I realise it makes for a great argument to basically tell your opposition "shut up", instead of dealing with what they have to say. :)

Granted, that was a low blow. But it's not entirely incorrect either.

#74
Zan Mura

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Roxlimn wrote...

Zan Mura:

You're mistaken. AreleX himself will tell you that the bulk of his Hawke Warrior ripping through mobs is largely through the support and nuke capabilities of his TWO Mage team mates. His Warrior Hawke isn't doing it alone. He needs help, too.

As for narrative consistency, you can turn the diff setting to Normal and have all the solo blasty goodness from the Mage that you want.


What do I need AreleX for? The guy's gotta great way with words and his vids are fun, but I don't need someone else to tell me what I've done in my own game. My Fenris certainly didn't need any backing most of the time. Obviously when things got tough with enemy mages and assassins, he did. But my basic tactic on Nightmare with my rogueHawke was to just leave Aveline, Hawke and Anders on HOLD and go solo by manually controlling Fenris. Most random merc / trash insect fights etc required no help at all, save for maybe one heal / potion near the end. I know for a fact that warHawke is even more powerful, so I can only imagine how far you get there. I'm only midway through with my warHawke though and am intending to start over soon.

And the normal diff argument has been done to death. It won't change anything at all, because the relative differences between the classes will remain the same. At that difficulty, the 2h warrior can literally solo through pretty much anything. So no, it won't really help with "narrative consistency" at all. If anything, it'll make it even worse.

For the last time, I'm not saying a nerf from DAO wasn't needed. It was *badly* needed. And I'm not saying that playing a mage isn't fun. It's heaps of fun, helluva lot more fun than the 2h warrior I keep talking about who's basically so simple I get bored in an instant. I'm just saying that to me it doesn't make sense that the feared and revered mage, those creatures that are basically sitting at the height of power and the only thing keeping them from taking over the world is the chantry and the templars... those things that indeed in DAO were more powerful than the other 3 groupmates combined... are basically just support and backup tools with nowhere near the power they're claimed to have, in DA2. There should be a way to build your mage to be a 1-man weapon of mass destruction. Even if at a cost. There should be a way to rise above utility, and let the mage feel like that mystical thing that demands fear and respect. There should be a way to create a mage that from the enemy's point of view, would create that same sense of dread and imminent death as that 2h warrior that just activated his cleave and started running at you.

As it is, there isn't.

#75
Grumpy Old Wizard

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Roxlimn wrote...

Grumpy Old Wizard:

Each person who's complained about Mages being weak either explicitly wanted OP Mages, or weren't optimizing for the results they wanted.


Please stop lying about people.

Fireball is one of the weak mage spells, yes.

You're mistaken. AreleX himself will tell you that the bulk of his
Hawke Warrior ripping through mobs is largely through the support and
nuke capabilities of his TWO Mage team mates. His Warrior Hawke isn't
doing it alone. He needs help, too.

As for narrative
consistency, you can turn the diff setting to Normal and have all the
solo blasty goodness from the Mage that you want.


You've admitted you haven't played through the game on NM, only playing through some battles on NM mode.

I can take Fenris along in my party and he will outkill Hawke mage even without buffs. Warriors have cleave, assail, ect, that let them boost their kiling power and all attacks by warriors hit multiple enemies.

That is exactly what you said in ME2. "If you want biotics to be effective turn down the difficulty level." I would not be surprised if  you also did not play thorugh ME 2 on Insanity level either. I prefer a more balanced game rather than telling people that want to play a mage that is just as powerful as warriors and rogues to turn down the difficulty level.

Modifié par Grumpy Old Wizard, 05 avril 2011 - 02:18 .