Lumikki wrote...
Now depending how much micro-management you want to do or are you little lazy, this can affect alot of skills what you choose for companions. If you are more lazy, you keep you dangerous skills on your self and your companions are more support with safer skills. Other way is control every aspect in every battle. What means plan everyting what you do manually. This is very slow way to handle combat, alot of pause and decissions and jumping between charcaters, but also you can use more dangerous spells from all you characters.
If the option is between microing every single action and choosing & using friendly fire friendly abilities I choose to be lazy! Not using 'dangerous' abilities doesn't necessarily reduce the effectiveness of your party - In terms of mages this means that the lightning spells and single target attacks and debuffs are their main repertoire. But chain lightning's effectiveness at CCCs means that it is probably even better than fireballs etc. damage-wise as long as there's a warrior available to set the staggers up. In terms of warriors, not using fenris or just avoiding his 2h tree usually keeps most of your companions safe without sacrificing that much damage potential. Given the frequency of fights I would strongly recommend not having to pause and micro each and every battle - after some initial microing/killing assassins etc. been able to sit back and trust your companions to not do anything suicidal makes the whole process so much less tedious.
Lumikki wrote...
Also there is little more knock backs than before, but it's not really much issue, you got allready taste that little bit in hard difficulty. Now if you are weaker range attacker, you need to avoid been hit by any enemy. This means running away, going behind corners or what ever. Archers will knock back and interrupt you spell casting. Melees will knock back you. If two melee knock back weaker character agaist wall, you are pretty much dead, because you are never able to do any action.
I'm not sure how it works, but according to an old thread I found, the damage of the attack taken in proportion to total health pool (after subtracting the fortitude rating from it) determines whether there is a knockback (11-20%) or knockdown (21+%).
So either the increased damage from enemies or the action of some other weird nightmare mechanic means that my rogue (who has absolutely no consitiution or strength) gets knockdown-locked by the most basic of enemies. It's a bit lame to watch a dagger-stab send you hurtling backwards. This never happened to me on lower difficulties. However there's no real need to panic when it happens, just get your companions to rescue you (like cast horror or run over and hit the offending enemy) - unless they're too far away or getting some knock-back action of their own, in which case you're screwed haha. I think the best fix to this problem is to get an immunity to knock-back item like the etched ring of the twins. It's a pity how it costs so much since I burned all my money on tomes. Now I have to go money gathering while getting knocked around all the time. Not fun.
I think I'm going to try inconspicuous (shadow ability) which is meant to remove all your threat. Hopefully it'll mean that the people trying to attack me will leave me alone and go bother aveline or something.
Modifié par mr_afk, 12 avril 2011 - 01:04 .





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