Melee characters are useless
#1
Posté 23 novembre 2009 - 04:48
My 3 mages are almost identical: spirit healer spec'd, heal, AoE heal, rez, fireball, cone of cold and arcane bolt. I just line my casters up nice and tight so they can chain CoC just about any1 who peels off Allastair.
So ya I just love the tip on the load screen saying" a stealthed attack is a guaranteed critical hit, provided the attack is successful"
I just enter a room and ROFLSTOMP everything by triple bolting fireballs GG. Allastair is but my pawn.
Come to think of it I should just go for blood magic and create a council of Apostate magi to decimate the Chantry and dominate the wolrd... Wait déja vu lol.
I think I fail at roleplaying.
#2
Posté 23 novembre 2009 - 04:51
#3
Posté 23 novembre 2009 - 04:56
It requires way more micromanagement than casting 3 Fireballs, though
#4
Posté 23 novembre 2009 - 04:57
MOAR POOOWAHHHH!!!!
#5
Posté 23 novembre 2009 - 05:17
#6
Posté 23 novembre 2009 - 05:20
#7
Posté 23 novembre 2009 - 05:35
#8
Posté 23 novembre 2009 - 05:38
Zarenthar wrote...
Force field should be removed from the game tbh it's way too efficient.
Something less drastic like making sure AI does not attack someone in forcefield will fix it too, so if you force field your warrior it just goes for your mages.
#9
Posté 23 novembre 2009 - 05:41
#10
Posté 23 novembre 2009 - 06:20
#11
Posté 23 novembre 2009 - 06:40
#12
Posté 23 novembre 2009 - 06:45
#13
Posté 23 novembre 2009 - 06:49
#14
Posté 23 novembre 2009 - 07:15
Melee isn't nerfed or underpowered. Mages are just broken. Nightmare is still possible with melee characters, but it's substantially easier with three mages and a warrior. If you max out fire chain with your mage, do blood magic specialization, max out cold and electricity with morrigan, max out earth with wynne, give two of the three of you crushing prison chain and give the other one glyff chain... it's beyond silly. Cast blood wound, run out of the room, cast storm of the century combo. Cast earth quake, cast glyff combo.... you have far more DPS on every single enemy in a room than any melee character can output on a single target. And they can't move for like 30 seconds. Even on nightmare that kills everything but red bosses. And that red boss is just going to be attacking your force fielded tank who is in the center of all that AoE DPS, but can't take any damage.
I'm sorry. But I don't care what your rogues single target DPS is. Three mages have the ability to deal out 30 seconds worth of massive damage to every enemy in an area, and instakill three to four enemies if need be (cone of cold plus stone fist and crushing prison). If they have the drop on enemies everything dies before they even know what hit them. If they're ambushed, everything is CCed and then dies before they know what hit them.
#15
Posté 23 novembre 2009 - 07:19
Well if you're on EASY mode then mages will be better.. try all those AOES on hard or normal and you will FRY your party
#16
Posté 23 novembre 2009 - 07:42
How quickly can your melee party clear out a room? I will be my bottom dollar that my blood mage can take out a room of 6 or more enemies 10x faster than your entire melee party. And that's only with fireball, inferno, the glyff combo and blood wound. On hard if you come to a room full of enemies, all you do is cast blood wound and they're all paralyzed and take damage. Then you cast two glyffs and they're all paralyzed for 15 seconds. Then you cast fireball and inferno and everything in that room is dead before the inferno spell is even done. That's on normal. With one mage. With just fire.
If you have three mages the same thing goes for nightmare only it's even easier than with one mage on normal. Your melee party can't take out a single target faster than mages. Mages have multiple instakills. Have Morrigan cast cone of cold and wynne cast stone fist and your mage cast crushing prison and morrigan cast crushing prison. It just took you 4 seconds to kill three enemies. Your melee party can't do that. Sorry. Surrounded by 6 or more enemies. Hmm. Cast Blood Wound. Run away. Cast storm of the century between you and Morrigan. Cast Fireball and cast chain lightning. Everyone dies. There's really no comparison. If you actually played a mage party I'm sure you'd quickly realize this instead of spewing nonsense.
#17
Posté 23 novembre 2009 - 07:58
I am rolling with one mage, Morrigan, because this is the only mage character I enjoy taking along.
Never had any problem until I felt like slaying a High Dragon which would have probably not gone that much smoother with one or two more mages.
This game is not a Diablo style RPG, you dont have to clear every room as fast as possible. I can not imagine anything more boring than running with a 3 mage party, not being able to take a rogue with me is one thing, having to take the sleep-inducing Wynne with me another. But being forced to playa man dressed in women clothing... there is a line I will not cross :-D
the thing is, mages have insane aoe abilities. But a mostly melee group is able to manage the game just fine, there is virtually no downside to it because it does not matter if you need a little longer to kill all the badies..
If anything I think people who are running around with 3 mage-parties and are not playing at least on hard are ruining the game for themselves.
#18
Posté 23 novembre 2009 - 08:14
And...when you get right down to it, it's a single-player game, and if you like rolling with a 3-mage/1-tank party instead of trying to use melee, well, you paid for it. On Nightmare it's certainly possible to win with a more balanced party composition.
#19
Posté 23 novembre 2009 - 08:47
#20
Posté 23 novembre 2009 - 08:51
ComTrav wrote...
There are certain fights where setting up the room of AoE Death is harder. (Any fight that starts from dialogue, for instance.) I really think the solution to this issue (such as it is) would be more anti-magic enemies. Enemies with spell immunity, enemies with Templar-like abilities, etc.
And...when you get right down to it, it's a single-player game, and if you like rolling with a 3-mage/1-tank party instead of trying to use melee, well, you paid for it. On Nightmare it's certainly possible to win with a more balanced party composition.
It isn't. On nightmare it's easiest to win with three mages.
I'm not complaining about anything. I play on hard with one mage, as I've stated. That's the great thing about this game. You can tailor it to your play style and the challenge you want. I'm simply pointing out the obvious. Anyone who has TRIED three mages will quickly realize that a three mage party is the most broken party for every battle except Gax.
And as I've stated multiple times. If you're ambushed, cast blood wound and run away. Problem solved. Cast blood control on anyone that resists. They almost never manage to. I solo'ed the maleficar side quest in the Berelain forest on hard by doing this with just a blood mage. It's a complete joke. Mind blast, Blood Magic. Blood Wound. Inferno. Glyff of repulsion. Glyff of paralysis. Both white mages died in 10 seconds. Both yellow mages were stunned long enough so I picked them off before they could attack me.
Now give Morrigan chain lightning and blizzard and bring her. And give Wynn maxed out spirit healer and earthquake. If you get jumped, cast blood wound, move everyone out. If you don't then... cast blood wound and start casting AoE attacks. I agree. It's not even fun. But whoever is trying to claim four melee party members is equally effective at ANYTHING is full of crap. The mages can handle an ambush better. THe mages can set a trap better. The mages can kill faster. The mages can do more DPS/area. There's absolutely no competition. I remember in the old forums someone said the difficulty levels actually went like this:
Easy: Three mage party
Normal: Two mage party
Hard: One mage party
Nightmare: No mage party
That's prettty acurate. Of course, three stealth maxed rogues is also a pretty broken set up, so the description obviously isn't completely accurate, but it conveys the proper message. Mage parties are OPed. I don't have a problem with that because you CHOOSE YOUR PARTY, so the game is only as difficult or as entertaining as you want it to be, but still... there's nothing wrong with stating facts.
#21
Posté 23 novembre 2009 - 08:51
this thread has already discussed the Taunt+Force Field tricks. thats basically abuse. the fact that the enemies keep whacking him anyway. its one thing to go "immune from harm" to keep someone alive, its another to expect enemies to keep beating on him. bad programming of the AI and in my opinion this is an exploit. if you're not bothered by it go ahead and use it, single player after all, but in my game i don't use it. it trivializes the core mechanics of the game and i find it unfun.
the other abusive thing is cone of cold. its freeze component appears to have no failure chance at all. it even freezes orange bosses that are immune to all other crowd control. it also freezes frost immune enemies who take no damage from it. this also seems like bad programming and in my opinion is near exploit levels. i still find the spell incredibly useful but i do not attempt to play the game in such a way that i have multiple mages rotating Cone of Cold. the CoC rotation strategy can keep even boss enemies on permanent lockdown. its similarly exploitative to Force Field + Taunt because it trivializes core game mechanics and i find it unfun.
#22
Posté 23 novembre 2009 - 08:52
#23
Posté 23 novembre 2009 - 08:57
They should have the AI cast Crushing Prison on Forcefields, hehe.Sarcenn wrote...
Zarenthar wrote...
Force field should be removed from the game tbh it's way too efficient.
Something less drastic like making sure AI does not attack someone in forcefield will fix it too, so if you force field your warrior it just goes for your mages.
#24
Posté 23 novembre 2009 - 09:05
I'm sure they'll release a patch for it. I disagree though that enemies shouldn't attack shielded allies. I think it should be like walking into a glyff of repulsion. Every time they attack they have a chance to figure out what they're doing is useless. I don't think taunt/force field would be OPed if it worked on nearby weak enemies. But the fact it works on every single nearby enemy, regardless of level, basically indefinitely, makes it way broken.
I also think cone of cold will be patched. I hope the earth line is boosted as well. Cold makes the two higher earth line powers almost useless. Cone of cold is far more effective than petrify at stoping enemies in their tracks and blizzard is far better at AoE cc than earthquake, which to me seems like is most likely to harm your allies than your enemies (I swear it's resisted by at least 60% of enemies on hard).
#25
Posté 23 novembre 2009 - 09:30





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