Jab0r wrote...
Blizzard takes too long to cast if aggro
is on you (making it only useful for starting off the fight if you can
do so from out of range), and the others are single-target.
Again,
the game isn't balanced around 1v1. Being able to completely destroy 1
mook with absolutely no risk doesn't make a class broken.
Who says we're basing this 1v1, by the way?
I'm
looking at it from the perspective of a Mage casting Blizzard well out
of aggro range on a huge mob of bad guys. This is another reason why
Mages are really successful in DA: nearly all of the encounters feature a large amount of enemies. More AoE fodder is all they are.
Of course this is evidently less a problem with Mages and more the thought process of there being "strength in numbers". This isn't always the case when you have a huge fireball. I often wondered how things would be if most fights feature fewer but stronger bad guys.
Godeshus wrote...
...What I DID NOT do is go the Bethesda forums and tell them their game was unbalanced.
Then you did nothing to bring to attention the loopholes existing within their game, cheapining the route of actually playing it. Ignoring a problem doesn't solve it.
Case in point? Illusion. It rules. Put the difficulty slider to 100% and you can play through anything. Try the same for a Warrior and you are boned, because nearly everything else scales poorly.
So does this require a nerf to illusion, or a look at how Bethesda should go about actually making their game challenging? Given that everything is balanced based off of the "normal" setting, it would be the latter.
Godeshus wrote...
The magic is in the story, the history and lore, the cinematic moments, the moving dialogs between characters. Disecting and learning the game. Everything is new and wonderful. One simply hasn't had enough when the game is done. The Crack high you get from the first time round can never be achieved again, because nothing is new anymore. The thing is, though, you still strive for it. But you try and do it too fast, because you've lost some patience. So you hit escape constantly throughout dialogs. You don't read Codex entries. You skip past the cinematics. You powerbuild your characters. Then you complain that the game is unbalanced and broken.
We bring to attention the shallowness of the mechanics because it is not in league with the rest of the game.
The story is excellent.
The setting is brilliant.
The characters are fantastic.
The lore deep and satsifying.
The combat straightforward and simple.
That's why we're upset.
We're here because we *do* care about the game. We want to make it better. We want *everything* to be awesome. Is balance really a bad thing?
kevinwastaken wrote...
Enough of this "balance"
bullsharts, this isn't WoW and there is no reason the classes should be
balanced. Mages should be even more powerful in my opinion, since
everyone is Ferelden is scared ****less of them.
This
is essentially what it comes down to: we have people who care about the
lore, and we have people who care about the balance. One is not more
important than the other. Lore is important because there's always
emphasis on the story, balance is important because it's a video game.
When you nail both you have the start of an awesome game, and there's
nothing stopping you, the developer, from having both be hand-in-hand.
If
you sacrifice one over the other, there's going to be people upset, just like what we have now.
Not to mention that there are numerous areas where the lore is pretty rickity. Case in point: back-alley fights being more difficult and challenging than a fricking dragon.
Modifié par Pocketgb, 30 novembre 2009 - 10:16 .