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Patch thoughts


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#1
Jack-Nader

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I've completed the prologue with all three classes.  I am now a good chunk of the way through act I with Hawke Mage.  The first thing to strike me was the apparent lack of knockbacks and knockdowns.  I actually decided to play a good chunk of the prologue bare naked just to get a good handle on the difference.   The comparison between 1.02 and 1.03 is quite large.  Nightmare now feels orders of magnitude easiers due to this change alone.  As per usual, my party members are all settup as glass cannons.  I haven't been using rock armor or equipping the usual health apparel.  Both are quite unecessary at this point in time.  I don't envisage needing constitution at all. 

The second thing that struck me was the lack of hitpoints on the ogre.  What a difference!  Usually I have a single mage draw his agro while my other two party members attack the hurlocks.  Generally all the hurlocks are dead well before I kill the ogre.  Not this time.  I actually had to stop attacking the ogre right at the start of the fight because he was being killed far too quickly.  The next boss I ran into was freidrich.   This guy in the past has always been a bit of a pain to kill.  He does seroius damage and always knocks my party members for six.  Not anymore!  He is like a cute kitten trying to attack a ball of string.  I'm not sure if I like the HP reduction on these elite/boss characters.  I think ithey've been nerfed a bit too hard in the HP department.  I really hope they get harder as the game progresses.

Mage completed the prologue the easiest followed closely by the warrior class, then rogue.  Nothing has really changed here.  Mage has always been strongest out of the gates.

The reduction in secondary armor requirements is nice.  It opens the
door to a broad range of build types.  I think AFK's critical mage is a
viable option now.

Next thing I decided to test was varric's upgraded brand.  I have to say, +25% critical chance is real ass kicker especially when paired with upgraded heroic aura.  The bone pit lesser dragons and the boss dragon battles were over before they had really begun.  The boss dragon was easily a sub 30 second fight.

I cleared the wounded coast without much difficulty.  The Saerebas seemed to react quicker than usual although  I'm probably imaging it.  I found it hard to lock him down at first.  The Lieutenant got absolutely demolished by brand.  The hitpoint caps on these guys isn't even noticeable at this point in time.

The first major battle I tested was tranquility.  I recorded several sub 20 second speed runs.  This battle is now a cake walk.  The Lieutenant and in particular the assassin are completely destroyed by the changes to fireball/firestorm.  Firstorm and fireball both easily destealth the assassin.  He doesn't even have a chance to move.

I will add more thoughts later when i've experienced more of the game.

Modifié par Jack-Nader, 03 juin 2011 - 05:04 .


#2
Luke Barrett

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The patch greatly changed the scaling of hp/force in enemies as they level so it's definitely going to seem a lot easier at the start - this is to give you a chance to acclimatize yourself to the game; since you're all experts already this makes it seem almost trivial.

Now, I'm not agreeing or disagreeing with any points made, just saying that you need to get a bit further in to the game before you can make any definitive statement with the new system.

#3
Luke Barrett

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SuicidialBaby wrote...

Still waiting on patch....


Other people have been downloading the PS3 NA already today, or so it would appear.

#4
Luke Barrett

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Berserker: "Berserk now applies its bonus on base damage which means it takes advantage of additional bonuses from other abilities."

Basically this means that you're getting more bang out of your damage multiplier and other factors that get multiplied after base damage.

#5
Luke Barrett

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I'm trying to get a secret difficulty put in to future titles that will be so hard you'll curse my name and have haunting dreams of its ruthlessness! :devil::lol:

In the mean time, I feel that this re-tooling has properly set us up to do a better job with combat in the future and is an improvement to the combat overall. As much as it was harder before, that was almost exclusively due to power knockback and other things that were just difficult due to annoyance and not skill or challenge.

Modifié par Luke Barrett, 06 juin 2011 - 11:56 .


#6
Luke Barrett

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Oh, I was serious. I doubt it will happen but my dream is to make the game so challenging all the hardcore folk will give up and lower the difficulty. I'm cruel like that.

[edit: I was trying to make a combo Bwhaha smiley and that's what I came up with. Perhaps writing bwahaha would have been better...]

Modifié par Luke Barrett, 07 juin 2011 - 12:10 .


#7
Luke Barrett

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Regarding the issue with Sunder:

Currently the feature we implemented to do the retro-fix on stat bugs is having an inverse effect on Sunder. Without going in to great length about the details, you can still take Sunder - if you happen to use maker's sigh while you have Sunder a simple save/load will set you back to even. Unfortunately the same failsafe will also keep stripping the +10%crit from you after you take it but rest assured that it will not go below -10 AND a save/load will set it back to 0.