Heya, I finally got around to installing that patch the launcher kept nagging me about and well...has there been a drastic combat overhaul? Now I normally play on Hard and occasionally NM when my self-inflicted pain urge kicks in. I rolled a rogue again this time with the intent of trying out the Shadow tree and noticed that I was being knocked back to oblivion.
I have quickloaded more times in Act 1 than every last one of my playthroughs combined - on all classes. My deaths aren't because I'm standing in glowy circles or trying to tank bosses but from being knockback chained. I died to one of the minor trash bandits in Kirkwall simply because I couldn't do a damn thing - every time I regained footing, Hawke got poked with a dagger again and went staggering backwards like a drunken obese man on a unicycle. Has this always been around? It certainly was never an issue before...maybe I just used up the next few decades' ration of luck those times. I've temporarily given up on Hawke and have been controlling Varric since he's not staggering around like a ****. I know you get an immunity ring in Act 2 but is this something everybody else is experiencing? Or has something wonky happened to the game file?
Re: Recent patching
Débuté par
Toastedsnow
, avril 15 2011 01:00
#1
Posté 15 avril 2011 - 01:00
#2
Posté 15 avril 2011 - 01:32
That has always been my experience from 1.00 as a rogue on nightmare difficulty I'm afraid. Knockback/Knockdown is easily the most imbalanced mechanic in the game since it heavily favors warriors, the only class that gets damage and chance to hit from strength on top of getting immunity to this obnoxiousness. The 'immunity ring' you mention, the etched ring of the twins, doesn't stop knockdown either, only knockback, and by act II pretty much everything triggers knockdown, not knockback, anyway.
Modifié par tetracycloide, 15 avril 2011 - 01:33 .
#3
Posté 15 avril 2011 - 01:49
Eh, well knockdown is sort of avoidable in most cases since the "winding up" is usually identifiable. It's just that knockback seems to have become more of an issue - much more so than when I was playing pre-patching. I guess I just got lucky...oh well
#4
Posté 15 avril 2011 - 02:10
I don't recall the exact numbers but I believe knockbacks occur when you get hit for more than 11% of your total health, so it helps to boost your Con for all party members.
Also, apart from the Act 2 ring, there is a dagger in Act 3 (Carta's Left Hand) that gives you knockback immunity.
The best strategy that works for me so far for rogue Hawke at lower levels is to have a 2H warrior tank (Fenris) and one or two mages with me at all times with various interrupt/immobilizing spells (e.g., Paralysis, Stonefist, Petrify, Gravitic Ring, Horror). Retreat far away to a distant chokepoint at the start of every battle, have the mage cast gravitic ring or glyph of paralysis in the chokepoint and keep your tank in between enemies and the rest of the party.
When one of your squishies is getting knockback locked - any of your other party members can rescue him, for example, a mage can use stonefist to knock back the enemy, a rogue can use Rush, or your warrior can usually interrupt with some 2H auto attacks or special talents.
And don't be afraid to use your bow once in a while - I started out exclusively DW, but I learned that even if you don't put any talent points into archery, every single rogue can do serious ranged damage with bows.
Also, apart from the Act 2 ring, there is a dagger in Act 3 (Carta's Left Hand) that gives you knockback immunity.
The best strategy that works for me so far for rogue Hawke at lower levels is to have a 2H warrior tank (Fenris) and one or two mages with me at all times with various interrupt/immobilizing spells (e.g., Paralysis, Stonefist, Petrify, Gravitic Ring, Horror). Retreat far away to a distant chokepoint at the start of every battle, have the mage cast gravitic ring or glyph of paralysis in the chokepoint and keep your tank in between enemies and the rest of the party.
When one of your squishies is getting knockback locked - any of your other party members can rescue him, for example, a mage can use stonefist to knock back the enemy, a rogue can use Rush, or your warrior can usually interrupt with some 2H auto attacks or special talents.
And don't be afraid to use your bow once in a while - I started out exclusively DW, but I learned that even if you don't put any talent points into archery, every single rogue can do serious ranged damage with bows.
Modifié par naughty99, 15 avril 2011 - 02:13 .
#5
Posté 15 avril 2011 - 11:35
You get a ring in act 2 which provides immunity to knockback? And a dagger in Act 3?
I got used to this idea after a bit. I think naughty's got my approach covered. Also, when mage/rogue is approached, reposition them. I like to keep them in the open so there is room to move. If they are being chased or knocked back, get someone else to rescue them.
I got used to this idea after a bit. I think naughty's got my approach covered. Also, when mage/rogue is approached, reposition them. I like to keep them in the open so there is room to move. If they are being chased or knocked back, get someone else to rescue them.





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