Hard vs Nightmare - what changes besides FF & elemental resistances/immunities?
#1
Posté 27 août 2012 - 10:02
Is there something specific that changes about the assasin types becuase they either don't seem to be effected by anything you throw at them to hold them from stealthing or else they are operating in a different time frame where everything hits them just a bit too late to do any good.
Is there a specific list someplace that details the nightmare mechanics? Didn't find much useful info with google - mostly conversational fluff from reviews of the game.
#2
Posté 28 août 2012 - 06:43
#3
Posté 29 août 2012 - 12:36
At one time one had just come out of stealth and one shotted Isabela and Merrill was about 20 feet away with a petrify ready for him - the spell was cast - there was no effect and he simply ran over and took her out.
The spell description says 100% paralyze against any enemy and the immunity list for Carta & Coterie don't say anything about paralyze.
#4
Posté 29 août 2012 - 04:39
You're doing an all-mage playthrough right? just use the forcemage abilities (telekinetic burst and pull of the abyss are good to avoid friendly-fire) to knock them out of stealth - or try to petrify/freeze them before they get a chance to stealth.
In regards to nightmare, I think it's mainly the increased damage, health and increased frequency of assassins doing their thing which makes proper crowd control and threat management more necessary. You probably don't notice them as much on lower difficulties since you can kill them before they inflict too much damage (and they don't tend to one-shot people as often).
Also, you should note that due to how force mechanics work, more health means force effects will be less effective
Modifié par mr_afk, 29 août 2012 - 04:41 .
#5
Posté 30 août 2012 - 04:01
mr_afk wrote...
Assassins/rage demons are immune to damage/effects when dropping into stealth (the backflip and or the ground dive) and perhaps during their back-stabbing animation - not so sure about when they're just popping out of stealth but it's usually better to not let it get to that stage anyway.
You're doing an all-mage playthrough right? just use the forcemage abilities (telekinetic burst and pull of the abyss are good to avoid friendly-fire) to knock them out of stealth - or try to petrify/freeze them before they get a chance to stealth.
In regards to nightmare, I think it's mainly the increased damage, health and increased frequency of assassins doing their thing which makes proper crowd control and threat management more necessary. You probably don't notice them as much on lower difficulties since you can kill them before they inflict too much damage (and they don't tend to one-shot people as often).
Also, you should note that due to how force mechanics work, more health means force effects will be less effective
I suppose it could just be my timing is off but in the case I mentioned above he had taken out Isabela and she was dead at his feet when Merrill cast petrify - seems like if he was still under stealth she would not have been able to target him at all and thats not the first time we had failed to petrify one.
Agreed that the increased damage, health and more assasins is what makes it a "Nightmare"
Don't have FM abilities yet and I've about decided that this all mage group is probably not the best choice for a first Nightmare run - I'm really not into the whole "reload until you get lucky" playstyle...
My real problem now is the three mage group is way too easy on Hard and I'm not much into that style of play either
For now I dropped Anders after finishing Dissent and replaced him with Sebastion which I figure is the weakest choice I have and I'm hoping that adds a hint more difficulty to playing the group on Hard...
I'm also thinking about a new group led by "Robin Hawke" with all rogues once we hit Act 2....





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