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Melee characters are useless


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#101
PatT2

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Same old thread. Play on a harder level where AoE gives you friendly fire. Then quibble. Not so easy if you're burning your own team to a crisp. Besides, Arcane warrior apparently has a glitch on PC, with regard to endless mana/fatigue. Not so on the 360 or ps3, from what I've read elsewhere around here.



If it's that easy, maybe you're doing it wrong. If you're not happy, maybe you ought not do it. This is what, the 4th or 5th of the same old same old. But no info to back it. I don't want them to gimp mages. You want to see powerful, try playing a rogue. I find 2 rogues, a healer and a tank very efficient at clearing a room.

#102
Balthazars55

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Still only part-way through a first playthrough as a Warrior, but I certainly don't find them useless, although there are certain fights and points when things get real tough. Personally, I've found 2-melee parties makes things much harder, as Archers don't really get powerful until much later. However, 3-melee parties seem to make most encounters quite managable on Normal difficulty.



Running with Alistair, Shale and either Morrigan or Wynne appears to be my strongest setup currently.

#103
Love-Buzz

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imo, a 3 mage 1 dps rogue party is better than a theoretical 4 mage party, at least on higher difficulties. Mages may clear white mobs faster, but the game has plenty of yellows, not to mention bosses, that rogues make that much faster, especially since mages CC everything all the time, making coup de grace that much more effective. However strong mages spells are, 1 mage can't sustain 90 dmg per hit, hitting more than once per second. I should FRAPS a high dragon battle on nightmare as an example.

There really is no reason to take a warrior though.

Modifié par Love-Buzz, 26 novembre 2009 - 11:42 .


#104
Washell

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Wait... where do you get 3 mages?  Aren't there just Morrigan and Wynne?


and... player

#105
Taciturnbob

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Zarenthar wrote...

Force field should be removed from the game tbh it's way too efficient.


Then how do you propose to save a party member from annoying abilities that are basically auto kill? 

Ogre grabs, overwhelms, dragon munching and the such. 

#106
Loc'n'lol

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Anything that knocks down or stuns ? (which warriors and rogues have plenty of)

#107
Count Viceroy

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I have stopped using forcefield and crushing prison myself. They are so overpowered it takes any fun away.  Ramps up the difficulty quite alot. 

Modifié par Count Viceroy, 26 novembre 2009 - 01:51 .


#108
Bluemax151

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Taciturnbob wrote...

Zarenthar wrote...

Force field should be removed from the game tbh it's way too efficient.


Then how do you propose to save a party member from annoying abilities that are basically auto kill? 

Ogre grabs, overwhelms, dragon munching and the such. 

Use an ability that stuns/knocks down or freezes it.

I don't personally like using Forcefield because it makes normal too easy but I use it on friendly NPCs all the time just to keep them alive.

#109
Taciturnbob

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_Loc_N_lol_ wrote...

Anything that knocks down or stuns ? (which warriors and rogues have plenty of)


Those work on dragons?

Plus I don't like having my life saving stun/knockdown miss or resisted when I can simply bubble the character near death for an auto save.

#110
Sarvis

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Washell wrote...

Wait... where do you get 3 mages?  Aren't there just Morrigan and Wynne?


and... player


Yeah, sorry... I had just had NyQuil before posting last night... :(

#111
Zarenthar

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PatT2 wrote...

Same old thread. Play on a harder level where AoE gives you friendly fire. Then quibble. Not so easy if you're burning your own team to a crisp. Besides, Arcane warrior apparently has a glitch on PC, with regard to endless mana/fatigue. Not so on the 360 or ps3, from what I've read elsewhere around here.

If it's that easy, maybe you're doing it wrong. If you're not happy, maybe you ought not do it. This is what, the 4th or 5th of the same old same old. But no info to back it. I don't want them to gimp mages. You want to see powerful, try playing a rogue. I find 2 rogues, a healer and a tank very efficient at clearing a room.


I play on Nightmare tyvm and whoever has trouble with FF is no more than a noOb, considering the sheer amount of mezzes and CC available in this game.

#112
kesayo2

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Maybe I haven't figured out how to configure my tactics correctly, but I find that mages are only good if you micro manage their spells. If you like going from battle to battle without pauses (like I do) and letting the AI handle your party, a balaced party works better and is more fun in my opinion.

#113
Billygaryf

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I have finished the game in Nightmare as a mage and it was a total nightmare. Although using storm of the ages (or however it is called) on the archdemon was imba! Personaly I found it a LOT easier to play with melee chars in high difficulty, but again its all about personal taste. Im striving for the final 2 achivements: complete landsmeet and then the hole game without ever falling in battle.

#114
Solwen_Polyhymnia

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Taciturnbob wrote...

Zarenthar wrote...

Force field should be removed from the game tbh it's way too efficient.


Then how do you propose to save a party member from annoying abilities that are basically auto kill? 

Ogre grabs, overwhelms, dragon munching and the such. 


Most of those abilities are not auto kill for a tank type. Annoying but not auto kill. And your tank in the group should be getting agro from creatues that can perform those ability.

I do find certain mage spells overpowered/exploitive ie force field. And overall too many mage spells seem to do fair amount of damage AND cc at the same time. And the cc time for mages seems 3 to 4 times longer than other classes. I believe that if a spell does decent damage than it should only have very short cc time and even than they seem very long. Often if a creature is ccby a mage  they often are dead or near dead by the time they are can act again and that seem a touch excessive.  On my second play through the game I am using a mod that downgrade a few of those spells and upgrade archery/two handed weapon.

Having said that, I think it is a far cry to saying that melee classes are useless. I have finish the game on normal setting with 1 tank (Shale) 2 rogue (me, and Leliana) and 1 mage (Wynne) without much trouble. And because I was lazy, I often did not micro manage Wynne spells thus did not use her spells to her fullest. The final dragon fight was also done with her out of it 80% of the fight. And most of the battle was fun and a few were downright nail biter (the first fight against the undead knight from the graveyard was one and the other one was an undead mage that for some reason like to agro my rogue and often two shot him so I was down a major damage dealer for much of the fight.) I think those fights would been entirely boring if I had use the force field trick/exploit but to each their own I guess.

#115
Mobisto

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Zarenthar wrote...

PatT2 wrote...

Same old thread. Play on a harder level where AoE gives you friendly fire. Then quibble. Not so easy if you're burning your own team to a crisp. Besides, Arcane warrior apparently has a glitch on PC, with regard to endless mana/fatigue. Not so on the 360 or ps3, from what I've read elsewhere around here.

If it's that easy, maybe you're doing it wrong. If you're not happy, maybe you ought not do it. This is what, the 4th or 5th of the same old same old. But no info to back it. I don't want them to gimp mages. You want to see powerful, try playing a rogue. I find 2 rogues, a healer and a tank very efficient at clearing a room.


I play on Nightmare tyvm and whoever has trouble with FF is no more than a noOb, considering the sheer amount of mezzes and CC available in this game.


Sorry for offending your 7331ness!!

FYI, force field is the only thing that can hold a boss for more than a few seconds on nightmare. And it's the only spell that can completely protect a party member without fail...


But of course, an incredibly intelligent person like you can never have problem with anything, right, right? ;)

#116
Lord Phoebus

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Mobisto wrote...

FYI, force field is the only thing that can hold a boss for more than a few seconds on nightmare. And it's the only spell that can completely protect a party member without fail...


By no means, Petrify will hold a boss for the full duration, as will paralyze, glyph combo and waking nightmare (great against the melee bosses).  Of course it depends on whether the boss has a low physical resist (petrify) or magical resist (the others) .  You're right about it protecting party members though, particularly during that slump between Ostagar and getting your first decent set of armor.  It also has the highest chance of working, but if you land one of the others and have a rogue with good DPS it's typically game over for the boss. 

#117
torath77

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Taciturnbob wrote...

Zarenthar wrote...

Force field should be removed from the game tbh it's way too efficient.


Then how do you propose to save a party member from annoying abilities that are basically auto kill? 

Ogre grabs, overwhelms, dragon munching and the such. 


Letting one of your party getting munched by the dragon is the tactic :D While he is chewing you can attack him and he will not throw your fighters back. A heal spell by wynne will save the guy between the dragons teeth, so it just gives you a time frame for attack. I did all dragons with 3 melee-warriors and Wynn as healer. Using magic besides heal didn't feel right. A dragon must be slain by a melee weapon. At least in my version of Ferelden.

#118
themaxzero

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When I started DAO I was a Mage fanatic and my first 3 playthroughs were all with mages.



So now i'm trying out a Rogue (Dagger Dex based) and at first I was "man this guy sucks I want my Mage!". But as he leveled he really began to come into his own. While there were some fights that were harder then on my Mage (the 'kitty' fight comes to mind) there were others that were much easier (bewitched Templer, anything with Undead).



Melee tend to be more gear reliant and a little one dimensional. But for simple mob killing speed they are rather good.

#119
Dragon Age1103

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Zarenthar wrote...

I roll with 3 mages and a tank and tbh I only use the tank to round up everybody and taunt, then force field him while my 3 mages call down the wrath of AoE magic straight on the tank. There is absolutely no point in taking melee DPS or rogues and even archers for that matter because they all pale in comparison to the destructive might of magic.

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.



Magic is very overpowered but only when you use it. In game enemy mages are not so tough. I actually like a tactical challenege so I only bring 1 mage with me. So far on hard 15 hours in with me(dual wielding tank), Leliana, Morrigan, & Alistair & no1 in my party has an injury. 3 Mages wouldn't be unf for me, no1 would ever even come close to dying. I prefer challenge over just walking through the game but thanks for the obvious statement i guess & telling us you play like a girl? lol just kidding, soem ppl just can't handle a challenge.

#120
themaxzero

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One thing that I would think would be a nice boost for melee would be the ability to turn off the fancy 'death moves' or be able to limit them to boss only.

Few things more annoying then watching your Rogue prance around a headless Genlock while 5 others are stabbing him.

Now that I think about your could do something else: while your doing your 'death move' your immune to damage. The RTS Dawn of War does this. That way Melee could keep their flavour while gaining a slight survivability boost.

Modifié par themaxzero, 26 novembre 2009 - 09:13 .


#121
Meggor

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So a good challenge in this game is to play it without any mage at all (exeption: quests that requires you to have mage in group such as Wynne during the clean-up of the circle tower).

Only warriors/rogues/dog/Shale.

Just in case you feel using mages makes game too easy ;-)


#122
Zarenthar

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Mobisto wrote...

Zarenthar wrote...

PatT2 wrote...

Same old thread. Play on a harder level where AoE gives you friendly fire. Then quibble. Not so easy if you're burning your own team to a crisp. Besides, Arcane warrior apparently has a glitch on PC, with regard to endless mana/fatigue. Not so on the 360 or ps3, from what I've read elsewhere around here.

If it's that easy, maybe you're doing it wrong. If you're not happy, maybe you ought not do it. This is what, the 4th or 5th of the same old same old. But no info to back it. I don't want them to gimp mages. You want to see powerful, try playing a rogue. I find 2 rogues, a healer and a tank very efficient at clearing a room.


I play on Nightmare tyvm and whoever has trouble with FF is no more than a noOb, considering the sheer amount of mezzes and CC available in this game.


Sorry for offending your 7331ness!!

FYI, force field is the only thing that can hold a boss for more than a few seconds on nightmare. And it's the only spell that can completely protect a party member without fail...


But of course, an incredibly intelligent person like you can never have problem with anything, right, right? ;)


Yes I am a l33T gamer but that's beside the point... This game promotes creativity in the way you use and combine spells and good players understand that. I'm aware that the only reason I can handle Nightmare on my first play through is because of my 3M/1T setup and clever spell combos and AoE placement and the fact that I'm  a seasoned gamer. I dare not imagine the level of fail in a 3 melee 1 caster setup at nightmare =O

Title of the thread is pretty harsh, but it's fairly obvious that casters are simply superior to melee in most aspect of the game perhaps except bosses. Still, I admire ppl that can pull off 3 melee 1 caster setup on nightmare because it's probably exactly what it is... A nightmare =P

Sorry for the drama this thread should've died long ago.

#123
Colma

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themaxzero wrote...


One thing that I would think would be a nice boost for melee would be the ability to turn off the fancy 'death moves' or be able to limit them to boss only.

Few things more annoying then watching your Rogue prance around a headless Genlock while 5 others are stabbing him.

Now that I think about your could do something else: while your doing your 'death move' your immune to damage. The RTS Dawn of War does this. That way Melee could keep their flavour while gaining a slight survivability boost.


I really like that idea of getting rid of those retarded special kill animations. They get my solo characters pwned more than my own mistakes...but then again the devs probably weren't thinking of solo playthoroughs when they added them.

#124
DKJaigen

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themaxzero wrote...


When I started DAO I was a Mage fanatic and my first 3 playthroughs were all with mages.

So now i'm trying out a Rogue (Dagger Dex based) and at first I was "man this guy sucks I want my Mage!". But as he leveled he really began to come into his own. While there were some fights that were harder then on my Mage (the 'kitty' fight comes to mind) there were others that were much easier (bewitched Templer, anything with Undead).

Melee tend to be more gear reliant and a little one dimensional. But for simple mob killing speed they are rather good.



Agree. rogues and warriors can do a lot more damage late game then a mage. And ffs stop complaining about how things are OP. this is a single player game so frankly i dont give a damn if something is OP. in nwn 2 they never fixed the ridiculous eldritch knight and i doubt they will change the arcane warrior( and aw are not op btw)

#125
Mobisto

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Zarenthar wrote...

Yes I am a l33T gamer but that's beside the point... This game promotes creativity in the way you use and combine spells and good players understand that. I'm aware that the only reason I can handle Nightmare on my first play through is because of my 3M/1T setup and clever spell combos and AoE placement and the fact that I'm  a seasoned gamer. I dare not imagine the level of fail in a 3 melee 1 caster setup at nightmare =O

Title of the thread is pretty harsh, but it's fairly obvious that casters are simply superior to melee in most aspect of the game perhaps except bosses. Still, I admire ppl that can pull off 3 melee 1 caster setup on nightmare because it's probably exactly what it is... A nightmare =P

Sorry for the drama this thread should've died long ago.


My typical 3 melee party fight on nightmare looks like this: 

And actually, it's actually quite EASIER than my playthrough with 2 mage party on hard.


I guess you're not so 1337 after all if you don't know how powerful melee can be ;)