Patch 1.02/1.03 Gameplay Changes Discussion Thread
#226
Posté 01 juin 2011 - 04:49
now i just need to decide if i'm going to sell out and go shadow, stick to assassin/duelist, or try shadow/duelist, but I'd have to lose merrill (and her SICK cc) to pick up varric or seb, preferably seb
re: entropic cloud, i'm kinda at the point where you have all the good stuff, and you look at the skills on a level up thinking 'well, i've already got everything i need, so...'
#227
Posté 01 juin 2011 - 05:02
*Is it going to be faster to autoattack? If this is the case case we can leave the warrior out of the party. If not, include one to quickly drop the lieutenant.
Modifié par Jack-Nader, 01 juin 2011 - 05:14 .
#228
Posté 01 juin 2011 - 05:10
Any specifics on this?
#229
Posté 01 juin 2011 - 05:13
i also thought trepanner's gift was supposed to deal spirit
#230
Posté 01 juin 2011 - 05:14
#231
Posté 01 juin 2011 - 05:18
AreleX wrote...
sundering deals elec damage, but had a phys damage bonus stat...so maybe they changed it to +10% elec damage?
i also thought trepanner's gift was supposed to deal spirit
Yeah but the way it's worded it sounds like they changed the base damage, not the bonuses, that's why I ask
#232
Posté 01 juin 2011 - 05:23
Keep in mind that the duration from changing difficulties was changed, not the duration against enemies higher than normal rank.
Final Thought deals nature damage now. Its still overpriced garbage.
Modifié par rumination888, 01 juin 2011 - 05:26 .
#233
Posté 01 juin 2011 - 05:43
Luke Barrett wrote...
It was actually labeled the 'Take that, Arelex!' build but it couldn't get through cert, unfortunately.
So why are you making the game less enjoyable for the rest of us because a handfull of people (less than 1% by your own numbers) might abuse a couple of things on a mode that almost no one plays through consistantly anyway? Seems to me there were a lot more crucial and immediate things to fix.
-Polaris
#234
Posté 01 juin 2011 - 05:46
IanPolaris wrote...
Luke Barrett wrote...
It was actually labeled the 'Take that, Arelex!' build but it couldn't get through cert, unfortunately.
So why are you making the game less enjoyable for the rest of us because a handfull of people (less than 1% by your own numbers) might abuse a couple of things on a mode that almost no one plays through consistantly anyway? Seems to me there were a lot more crucial and immediate things to fix.
-Polaris
That's true, like the issue with Vigil's Keep upgrade not being recognized and Nathaniel always referring to the Architect as alive even if he was killed, which still doesn't seem to have gotten fixed.
#235
Posté 01 juin 2011 - 05:49
IanPolaris wrote...
Seems to me there were a lot more crucial and immediate things to fix.
Keep in mind that gameplay changes are independent of general bug fixes and do not alter time-frames of one another in any way.
If there are other things you think should be addressed for combat, feel free to bring them up and I'll see that someone takes a look at the idea.
Modifié par Luke Barrett, 01 juin 2011 - 05:50 .
#236
Posté 01 juin 2011 - 05:56
-Polaris
#237
Posté 01 juin 2011 - 05:56
I wonder how that would have worked, though. I play on Nightmare because Nightmare has FF, but I don't actually want a Nightmare level of difficulty. So I installed a mod that turns Nightmare difficulty down to something roughly equivalent to Normal (it removes all the bonuses and penalties). But the game still thinks I'm playing on Nightmare.Luke Barrett wrote...
I could tell you how many people have nightmare on when they finish the game (<1%) but not how many actually stuck it on Nightmare through the whole thing without changing it. We should have had that achievement like ME2 does^_^
Modifié par Sylvius the Mad, 01 juin 2011 - 05:57 .
#238
Posté 01 juin 2011 - 06:00
Now, that's not to say that it's 100% complete and perfect. We're always looking for feedback and ways to improve - I've already got a few items that I've parsed from all the responses I've read.
#239
Posté 01 juin 2011 - 06:05
I've totally got plans to boost the blood magic stat, to .5 mana/health at least, if not back to 1.
#240
Posté 01 juin 2011 - 06:08
To me, the idea behind the patch was commendable; make the game a more balanced, exciting experience, combat-wise. However, in practice, it feels needlessly contrived and convoluted, when I'm doing even better than I was before, with a few minor changes to HOW I do it here and there.
#241
Posté 01 juin 2011 - 06:09
Luke Barrett wrote...
Basically, we felt it was too easy and was robbing you of an overall better enjoyment of combat. If you prefer to just instant kill every encounter that's completely different. We're aware that noone likes nerfs to things they love but we feel that in time you'll agree that the entire system works better overall.
Now, that's not to say that it's 100% complete and perfect. We're always looking for feedback and ways to improve - I've already got a few items that I've parsed from all the responses I've read.
You are assuming that I am playing it for the combat. I am not. I think it's safe to say that a LOT of people that play Dragon Age play it (or I should say played in the past tense) for the immersion and roleplaying experience. In such a case is strict "combat balance" really so important, or in other words, so what if some combos are "too easy" for some optimizers here? It isn't like this is a multiplayer game or a table-top game where you need to balnace things out between players after all, and I was under the impression that Dragon Age was supposed to be a Roleplaying series and not a tactical simulation....but I guess I was mistaken.
-Polaris
#242
Posté 01 juin 2011 - 06:09
Though sometimes the patches bake the change righit into the engine, so we can't fix them. like how patch 1.03 for DAO made lieutenants unshatterable - that was bad. I still haven't installed DAO 1.03 for exactly that reason.
#243
Posté 01 juin 2011 - 06:11
AreleX wrote...
Having played for a bit, my biggest issue with the patch is that it feels totally unnecessary. Things have actually gotten EASIER (at least, thus far as a Rogue), and encounters are going FASTER, albeit in a slightly different way.
We might not agree on many things, but I actually think I agree with you here abeit coming from a different direction and path. It does seem unnecessary (at best).
-Polaris
#244
Posté 01 juin 2011 - 06:15
#245
Posté 01 juin 2011 - 06:19
AreleX wrote...
Having played for a bit, my biggest issue with the patch is that it feels totally unnecessary. Things have actually gotten EASIER (at least, thus far as a Rogue), and encounters are going FASTER, albeit in a slightly different way.
To me, the idea behind the patch was commendable; make the game a more balanced, exciting experience, combat-wise. However, in practice, it feels needlessly contrived and convoluted, when I'm doing even better than I was before, with a few minor changes to HOW I do it here and there.
The reason they made it easier and quicker is due to all the whining people have about "long, drawn out fights". There have been various complaints throughout the forums about battles taking too long. Heck, a look back through this thread has people complaining, wrongly, that this patch would somehow make battles longer.
I totally understand how you feel though, because I feel the same way. But the people that can turn a 3 minute fight into a 30 second fight like us are a minority.
#246
Posté 01 juin 2011 - 06:21
That's not entirely fair. I don't play for the combat, but the combat is an important aspect of the world, and the world is relevant to roleplaying.ishmaeltheforsaken wrote...
If IanPolaris is worried about the game being too hard for poor little him, maybe he should be playing on Easy. After all, he doesn't play for the combat. Right?
I played DAO on Hard not because I wanted hard combat, but because I wanted friendly fire that made sense within the setting.
DA2 didn't offer a difficultly level I liked, so I used mods to fix that.
I would encourage Polaris to do the same. If these mods are eliminating some aspect of combat you like, change it.
#247
Guest_Puddi III_*
Posté 01 juin 2011 - 06:21
Guest_Puddi III_*
So you were complaining how all abilities got nerfed and it was going to be too hard, but now that it's actually easier you're still complaining...IanPolaris wrote...
AreleX wrote...
Having played for a bit, my biggest issue with the patch is that it feels totally unnecessary. Things have actually gotten EASIER (at least, thus far as a Rogue), and encounters are going FASTER, albeit in a slightly different way.
We might not agree on many things, but I actually think I agree with you here abeit coming from a different direction and path. It does seem unnecessary (at best).
-Polaris
#248
Posté 01 juin 2011 - 06:21
this thread is now the thunderdome
2 trolls enter
1 troll leaves
#249
Posté 01 juin 2011 - 06:22
ishmaeltheforsaken wrote...
If IanPolaris is worried about the game being too hard for poor little him, maybe he should be playing on Easy. After all, he doesn't play for the combat. Right?
[Removed unnecessary snark]
Seriously. I can hack the combat just fine. I simply don't enjoy combat for the sake of combat! Is that so bloody hard to grok?
-Polaris
Modifié par IanPolaris, 01 juin 2011 - 06:27 .
#250
Posté 01 juin 2011 - 06:25
Filament wrote...
So you were complaining how all abilities got nerfed and it was going to be too hard, but now that it's actually easier you're still complaining...
I am complaining that this is a complete waste of time that IMHO probably makes the game worse (or at best not any better) and completely misses why the game has failed so badly (and it HAS failed badly....just look at the sales figures!)
If there must be such a comprehensive patch, then fix what's really wrong with the game and there has been more than enough feedback for the Devs to know exactly what that is (and the combat system wasn't one of them whatever it's balance imperfections which ALWAYS will exist no matter how many patches you do).
-Polaris





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