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.