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Friendly fire abilities


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10 réponses à ce sujet

#1
Sriep

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Ok I am trying to plan out nightmare character development, and need to find which abilities are subject to friendly fire. I can not find a list anywhere. Think I have the mage ones sorted, but need to work out the others, particularly the Warrior  ones.  Could someone check to see if I have missed any or included any in error. Particularly unsure of the weapon and shield ones, but something keeps killing Isabela when she is near Aveline. Thanks.

Elemental:
Fireball
Cone of cold
Firestorm

Spirit:
Walking bomb

Arcane:
Mind blast

Bianca/Archery:
Bursting Arrow
Hail of arrows
Archers lance

Sabotage:
Maismic flask

Two handed:
Whirlwind
Scyth

Weapon and shield:
Assult?
Scatter?
Shield bash?

Eidted:
Added Shiled bash as Wiseman4380 suggested, plus just spotted Varric skewer Hawk with archers lance.

Modifié par Sriep, 14 juin 2012 - 11:50 .


#2
Wiseman4380

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ALL warrior abilities have FF. Mighty Blow, Shield Bash, everything. All the rogues abilities do as well. Tempest and Chain Lightning are the only AoE attacks that DONT have FF. I think Death Cloud doesnt have FF, but that spell sucks anyway.
Shield Bash is pretty safe, but Scatter is really dangerous. I'd bet that one is the culprit. I usually leave it off tactics and use it manually, if at all

#3
Sylvius the Mad

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Depending what patch version you're on, Warrior auto-attacks might also have friendly fire.

Mine continued to have friendly fire even after that was patched out of the game, possibly because I'd installed difficulty mods.

#4
frustratemyself

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Pretty much everything but chain lightning, tempest and hemorrhage.

#5
mr_afk

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also fatiguing fog has no friendly-fire.

#6
ripstrawberry

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If I remember correctly, confusion, mighty blow, tremor, aura of pain, holy smite, rush, rigged decoy, winter's grasp (3m), entropic cloud, sleep, fist of the maker, telekinetic burst, pull of the abyss, gravitic ring and blood splatter has FF.

#7
mp911

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warrior have the ability to extend the range of their attack , that makes the friendly fire area wider i guess
also upgrading the 1 target ice spell give it ff

ff is a nice idea, but they went too far in da2, pretty much every warrior skills have ff, you barely can use them unless you send him fighting alone, and the ice lv2 spell was the first thing i turned off from the tactics slot of my mages (how many party member did they kill with that)

#8
ripstrawberry

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^
The latest patch however elminated the FF from warrior auto-attacks and limited FF-dmg to 75% of the affected party member's HPs. A thing to note is only 2H warriors can increase the range of their attack

FF in DA2 was indeed a nice idea (made things more realistic) but it made skills a little bit harder to use and made auto-attacking preferable (for nightmare). Auto-attacking can't get boring after a while. It also made having ranged party members much more preferable to melee party members.

#9
mr_afk

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ripstrawberry wrote...

^
The latest patch however elminated the FF from warrior auto-attacks and limited FF-dmg to 75% of the affected party member's HPs. A thing to note is only 2H warriors can increase the range of their attack

FF in DA2 was indeed a nice idea (made things more realistic) but it made skills a little bit harder to use and made auto-attacking preferable (for nightmare). Auto-attacking can't get boring after a while. It also made having ranged party members much more preferable to melee party members.

'

I don't know.. if you're going to look at it from a roleplaying/realism perspective, melee friendly-fire is kinda lame.
I'm not sure how realistic randomly slicing up all the allies nearby is if there is a modicum of control/skill involved, and judging by the number of enemies they can defeat, hawke and co are relatively talented. Obviously swinging giant hammers around like a lunatic (whirlwind etc) is kinda asking for it, but hacking the crap out of the companion nearby while doing an assault is kinda a douche-move.

The friendly-fire on spells make sense to a limited extent, but the rather arbitary distinction between non-friendly fire abilities and ff abilities kinda ruins it (e.g. why does lightning not do friendly-fire, especially since it arcs from target to target/zaps an aoe?).

Anyway, the main problem with friendly-fire in DA2 (which they'll hopefully fix in DA3) is the huge disparity between the amount of damage attacks do to enemies and allies due to the whole 'high damage-low hp', 'low damage-high hp' thing. If it was a little bit more equal/not as liable to one-shot people, friendly-fire wouldn't be the rather lame chore it is, restricting party setups/abilities etc.

#10
ripstrawberry

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^
Good points all around especially with making the hps of enemies and PCs closer. ^_^

#11
FieryDove

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mr_afk wrote...


I don't know.. if you're going to look at it from a roleplaying/realism perspective, melee friendly-fire is kinda lame.
I'm not sure how realistic randomly slicing up all the allies nearby is if there is a modicum of control/skill involved, and judging by the number of enemies they can defeat, hawke and co are relatively talented. Obviously swinging giant hammers around like a lunatic (whirlwind etc) is kinda asking for it, but hacking the crap out of the companion nearby while doing an assault is kinda a douche-move.

The friendly-fire on spells make sense to a limited extent, but the rather arbitary distinction between non-friendly fire abilities and ff abilities kinda ruins it (e.g. why does lightning not do friendly-fire, especially since it arcs from target to target/zaps an aoe?).

Anyway, the main problem with friendly-fire in DA2 (which they'll hopefully fix in DA3) is the huge disparity between the amount of damage attacks do to enemies and allies due to the whole 'high damage-low hp', 'low damage-high hp' thing. If it was a little bit more equal/not as liable to one-shot people, friendly-fire wouldn't be the rather lame chore it is, restricting party setups/abilities etc.


I agree 100%.