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Nightmare Breaks Dragon Age 2


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#26
SuicidalBaby

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lol, man you are trying way to hard

oh please stop, I dont know if I can laugh anymore

Modifié par SuicidialBaby, 29 avril 2011 - 08:41 .


#27
Mind_Games

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SuicidialBaby wrote...

lol, man you are trying way to hard

oh please stop, I dont know if I can laugh anymore


whatever makes you sleep at night

loser...

#28
Jack-Nader

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There is a valuable life lesson we can all learn from this thread :innocent:

#29
Mind_Games

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Jack-Nader wrote...

There is a valuable life lesson we can all learn from this thread :innocent:


You're right. I shouldn't get carried away and argue against a person as oppose to the point.

I apologize.

My stance is that nightmare mode cuts off a lot of party combinations. Either tweak//add abilities or increase varity in items be it in shops or loot (i.e. more fort+ /// magic resit access early game, not overly powerful like +100 fort but perhaps a ring or two to accommodate sailor's sash; which is a plus fort belt for people that are wondering)

Just more alternatives. Difficulty is fine, I wouldn't even mind it being harder; but allow for more ways other then standard 3 range 1 melee parties

My opinion is out there, whether or not people agree is, subjective.

Modifié par Mind_Games, 29 avril 2011 - 09:15 .


#30
Sabotin

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The game was balanced for normal difficulty, so of course nighmare breaks it. Peter Thomas said, that for Nightmare the only criteria was to be able to complete it. The game was not designed to have friendly fire, they just put it in nightmare because it's possible to manage it and because rabid fans would eat them alive otherwise (they still did because there's no FF options for other difficulties).
The issue is that mobs and players are not on the same ground, you have high damage/low hp characters and low damage/high hp mobs. So yeah, friendly fire is an issue if you don't handle it right. As I said, the game was not designed for it.

And I'm pretty sure that Walking bomb deserves to have the whole party adapted to it, since it has an insane damage potential. Same with 2h warriors.

Obviously as you increase difficulty and make battle conditions more specific some spells and abilities will be less used/ignored, since you have to play the game optimally. This game is not a fighter game where every move has to be balanced according to damage, length of combo, difficulty of execution, speed and even animation frames.

Every rpg out there has some abilities you never ever use, either because they're weak or because they require too much work to make them work. It's the same with DA2. How many people use dispel, tremor, aura of pain, lacerate, rush, power, entropic cloud, ...? Sure there are some, but these abilities are largely ignored I think, just there as prerequisites for stronger skills (I may be wrong). And it's obvious some skills should be stronger/more useul as they require more investment.

You can play the game however you want, if in your opinion one strategy is more useful/stronger than another, than, by all means, go for it. I'm sure everyone is trying to make their character the strongest possible, with regards to invested time. Sadly you have to adapt to the game, more than the game adapts to you in this case.

P.S. Don't learn giant's reach?
P.P.S. Currently playing with me (s&s, vanguard, reaver, zerker), Aveline (s&s, vanguard, battlemaster, guardian), Isabela (duals, sabotage, scoundrel, swashbuckler), Anders (standard). Only times FF is a real issue is when I use assault or when aveline uses retaliation (nice for lowering my hp though). All 3 can hit melee side by side, if I hit them every now and then it's not a problem either.

Modifié par Sabotin, 29 avril 2011 - 09:21 .


#31
Mind_Games

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Sabotin wrote...
P.S. Don't learn giant's reach?



NO, THAT IS NOT POSSIBLE, COMPLETELY IMPOSSIBLE!!!

Edit: In all seriousness, yes, that is a solution. I was also thinking of giving Anders barrier and casting it on Isabella for the 100% or at least 50% immunity during haste+blood frenzy. Another thing that I wanted to add is that Giant's Reach is sort of what makes TH warriors, of course this again is subjective and you are right in saying adapt to the game instead of the game adapts to u.

Modifié par Mind_Games, 29 avril 2011 - 09:28 .


#32
Sabotin

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Uhh, what? That's the thing that's bothering you the most, no?

#33
mangiraffe dog000

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I've come to warn you about MAN-GIRAFFE-DOG!! It's the single greatest threat to humanity!! RUN AWAY!!

Posted Image

I'm still more Serial than ever guys.

#34
Iyashi

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mangiraffe dog000 wrote...

I've come to warn you about MAN-GIRAFFE-DOG!! It's the single greatest threat to humanity!! RUN AWAY!!

Posted Image

I'm still more Serial than ever guys.


WTF I see you in every thread I clicked on so far.

#35
mangiraffe dog000

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[post de-giraffed due to spam :ph34r:]

Modifié par Luke Barrett, 10 mai 2011 - 06:11 .


#36
SuicidalBaby

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finally, a post this thread deserves

#37
DA Trap Star

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i agree with TS's point , with the way FF is designed on nightmare.
Its impossible to carry Isabella in your party if your a 2H warrior, because you kill her before enemies do.

And you see too much people saying the best party is 3 ranged and one melee, just because 2 melee fighters kil each other with their AOE skills.
The only Melee fighter I can use with my 2H warrior is Aveline because her armor is so high that its hard to one hit kill her if you mistakenly use a AOE ability too close to her.

Also nightmare makes most of the Archer skills useless,
What use is the burst of arrows upgrade to make your allies obscure when the fire damage from burst of arrows kills your companions before their obscure lol.

Modifié par DA Trap Star, 29 avril 2011 - 04:33 .


#38
Peter Thomas

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DA Trap Star wrote...

Also nightmare makes most of the Archer skills useless,
What use is the burst of arrows upgrade to make your allies obscure when the fire damage from burst of arrows kills your companions before their obscure lol.


That upgrade generates a cloud which lasts for 10 seconds after the explosion. Walking through that cloud anywhere within that period will obscure you.

#39
Nasabe

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Peter Thomas wrote...

DA Trap Star wrote...

Also nightmare makes most of the Archer skills useless,
What use is the burst of arrows upgrade to make your allies obscure when the fire damage from burst of arrows kills your companions before their obscure lol.


That upgrade generates a cloud which lasts for 10 seconds after the explosion. Walking through that cloud anywhere within that period will obscure you.



That is very interesting indeed, I didn't know that.

On that note, I think many of the abilities and attributes could use a better tooltip. For example:

- I didn't know defense capped at 80% and still can't tell if Throwing Gauntlet completes that 20% gap in-between,

-or Shadow Veil's obscure bonus did not apply to Disorienting Criticals,

-or There are 4 different levels of reaction to an applied physical force and that is determined by not only Fortitude but also health pool

These are just a few I learned about, and I'm sure there are many many more of them I don't even know about yet.

I can understand if enemy resistance types and damage types are not revealed because the developers want players to experiment and learn them by themselves, thus getting involved more and more. But I can't understand why the combat mechanics, ability and attribute tooltips are so vague.

Modifié par Nasabe, 30 avril 2011 - 01:49 .


#40
Mind_Games

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DA Trap Star wrote...

Its impossible to carry Isabella in your party if your a 2H warrior, because you kill her before enemies do.


I'm currently doing it.
It requires a lot of unnessary micro though so that's why I made this post in the first place.

the main problem is that defense (evasion) doesn't mitagate FF Giant's Reach, at least not to my knowledge

Good news is that it you can do it if you really want to, u just have to have Isabella on the opposite side of the same opponent (backstab IF they are facing ur Hawke) or right beside Hawke (trickier as you have to be nearly ontop of him//her)

I am also thinking about the mage barrier strategy but... nightmare mind blast is a bad investment imo...
Higher armor stats isn't rogues strong point either... I am currently getting along fine, just not as efficent as I would like because Isabella's biggest threat is Hawke...

Modifié par Mind_Games, 30 avril 2011 - 02:03 .


#41
Guilebrush

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Alternatively you could, if you really wanted to, set up Isabella with heavy fire resistance and have your 2 handed warrior using the Anderfel cleaver. Once the other elemental weapons become available in Act 3 just switch her resistance rune to whichever matches up with your default elemental 2 hander and you should be good to go.

#42
Nerdage

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I usually only try the hardest difficulty after I've finished the game on normal (since I assume that's the difficulty it's 'meant' to be played on, if that makes sense), but after my first playthrough (which was on hard, as were all subsequent runs) -- when it came time to start my second playthough -- I literally laughed aloud at the idea of playing with friendly fire on, remembering how many times enemies inexplicably spawned behind me (or more importantly when I leave a cutscene surrounded by enemies), I really don't think this game was designed for friendly fire.

So my advice? Just play on hard. I know, I know, it damaged my e-peen at first, too, but if friendly fire is such a burden to manage then how is it worth playing nightmare? So you can tell all your friends you only play nightmare? I've seen people try to brag about it, it does them more harm than good.

Modifié par nerdage, 02 mai 2011 - 12:22 .


#43
Mind_Games

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nerdage wrote...

if friendly fire is such a burden to manage then how is it worth playing nightmare? .



It's generally not unless u want to two-hand Giants Reach with DW Rogues

Runes are also limited for the PC cause it doesn't scale as well as companion runes so u'd need more and u also need equipment that provides rune slots. Not very common in early game

#44
bossk-office

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Why would you set off a bomb next to your companions? Walking bomb is fine the way it is! Does everything have to be risk-free and perfect and win the encounter every time?

It’s fun to have different spells and abilities and to be able to vanquish enemies in different ways. It can’t be all about maxing damage to the theoretical limit every second of every fight, it has to be about fun ...

#45
Apathy1989

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hm I would agree that the difference between NPC and companion damage from FF is rather broken. FF should be 20% rather than full as it is now, to suit the fact that NPCs have 5 times the health that a player will have - or quite often more.

I personally have ended up dropping to hard mode after half a dozen run throughs on nightmare. Its just not an enjoyable mode to play when you have to pause the game every second. FF should feature on hard though in some fashion, at least a little. Its a rather harsh difference between hard and nightmare.