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#26
Examurai

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Upsettingshorts wrote...

I'm just gonna throw my wasted vote in favor of a classless system they'll never adopt ever.


Like they did with Skyrim?

#27
Knight of Dane

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I never needed a healer on any difficulty except against the High Dragon.

#28
Knight of Dane

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Examurai1 wrote...

Upsettingshorts wrote...

I'm just gonna throw my wasted vote in favor of a classless system they'll never adopt ever.


Like they did with Skyrim?

Yeah, which gets bashed in every anti-Skyrim thread

#29
Chaos Lord Malek

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Sylvius the Mad wrote...

Hopefully the game won't require any specific combat roles be filled, and hopefully won't restrict any class to specific combat roles.

I really dislike that only Warriors make good tanks in DA2, and I really dislike the extent to which the encounter design seemed to assume that the party would have one.


I finished the game without warriors. Meredith, Corpyheus and Lord Prosper all done with 3 rogues(Hawke(Shadow/Assassin), Isabella and Varric) and 1 mage(Bethany).

You don't need a warrior for anything

PS: And i might add its by far easiest to beat the bosses, cause you have the highest damage accross all the possible combinations. For instance the wariths at Corpyheus on Nightmare were practically instantly down right as their spawned when i combined the firepower on just one of them. Same with bosses, Meredith was so fast down that i skipped some of her dialogue actually.

Modifié par Chaos Lord Malek, 18 mai 2013 - 11:43 .


#30
Knight of Dane

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Chaos Lord Malek wrote...

Sylvius the Mad wrote...

Hopefully the game won't require any specific combat roles be filled, and hopefully won't restrict any class to specific combat roles.

I really dislike that only Warriors make good tanks in DA2, and I really dislike the extent to which the encounter design seemed to assume that the party would have one.


I finished the game without warriors. Meredith, Corpyheus and Lord Prosper all done with 3 rogues(Hawke(Shadow/Assassin), Isabella and Varric) and 1 mage(Bethany).

You don't need a warrior for anything

PS: And i might add its by far easiest to beat the bosses, cause you have the highest damage accross all the possible combinations. For instance the wariths at Corpyheus on Nightmare were practically instantly down right as their spawned when i combined the firepower on just one of them. Same with bosses, Meredith was so fast down that i skipped some of her dialogue actually.

Cool, I did a all rogue playtrhough with Sebastian, Varric, Isabela and Assassin/Duelist Hawke.

I think that is was calculated that the highest possible DPS was Warrior 2H with Bloom, 100 crit and full on Cold Dmg % gear.
Not sure though.

#31
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I think the solution is each party members can be customized into many roles, at least two, depends on their class.Specialization also a key to change/customize party members.

In DA:O if i don't want to bring Wayne, i can make Morrigan a Spirit Healer, or just give Morrigan level 1 Healing spell. Alistair can be a tank, can be swashbuckler, can be anti-magic priest of a sort . Leliana can be range dpser, melee dpser, and tank (yes she can be a tank, just equip her with shield and you be surprised), also the same with Zevran. I can make Sten a Templar, Champion or Berserker, similar with Oghren. I can make Wayne an Arcane Warrior or Blood Mage....this is the beauty of DA:O, that is party members customization.

In DA2, in every playthrough all party members are generally having the same set up. They have only one "specialization" and limited skills to be explored. I cannot make Merill a healer, why? If my Mage Hawke can be a Blood Mage AND Spirit Healer the same time why can't Merill even learn a simple healing spell just because she's a Blood Mage?

Modifié par Qistina, 18 mai 2013 - 12:16 .


#32
Knight of Dane

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^
Anders can both be DPS a healer, but you are right. Merrill as the best example is deliberately kept from healing spells for some reason.

#33
Wulfram

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Merrill having healing wouldn't have changed very much. It's just one OK spell on a rather long cooldown. Though some of the other spells on the tree were overpowered enough to make their absence hurt.

Main problem I think was Bioware not communicating to the player that they really didn't need a healer - and that they could freely drink healing potions rather than treating them as a scarce resource to be husbanded. Not sure how they do that, but I think some people would have felt a lot better about the game if they didn't feel that their party had to include one.

#34
In Exile

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Sylvius the Mad wrote...
I really dislike that only Warriors make good tanks in DA2, and I really dislike the extent to which the encounter design seemed to assume that the party would have one.


But you don't need tanks at all in DA2, unless you're playing on vanilla nightmare. And, for my playstyle, I just don't use tanking period. It's quite easy to use physical space and force mage/assasin rogues to get the same crowd control. 

#35
In Exile

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Wulfram wrote...
Main problem I think was Bioware not communicating to the player that they really didn't need a healer - and that they could freely drink healing potions rather than treating them as a scarce resource to be husbanded. Not sure how they do that, but I think some people would have felt a lot better about the game if they didn't feel that their party had to include one.


It's just RPG hoarder mentality. If Bioware had made mechanics more available - like the fact that the drop rate is capped at both the high and low end, then palyers wouldn't have this problem. 

#36
Wulfram

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In Exile wrote...

It's just RPG hoarder mentality. If Bioware had made mechanics more available - like the fact that the drop rate is capped at both the high and low end, then palyers wouldn't have this problem. 


Maybe they should just stop having healing potions, and instead just give each character a few self heals per combat - fluff it as the character using heroic willpower to fight through the pain or something like that.  Better than having fake consumables that make people want to hoard.

#37
Dabrikishaw

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Potions were fine as an alternative to healing in DA:O but in DA2 they were on a cooldown so Anders was more of a need.

#38
Wulfram

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Dabrikishaw wrote...

Potions were fine as an alternative to healing in DA:O but in DA2 they were on a cooldown so Anders was more of a need.


Cooldownless potions were fine as an alternative to any sort of strategy.  They were just utterly broken

The amount of healing Anders could deliver wasn't all that great, which meant you really could get on fine without it.

#39
hexaligned

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Dabrikishaw wrote...

Potions were fine as an alternative to healing in DA:O but in DA2 they were on a cooldown so Anders was more of a need.


Especially if you are someone like me, who refuses to use taunt (as I think it completely breaks combat/ character builds.).  The problem with "balance" in these games, is that Bioware just isn't very good at it.  I don't say that to be a dick, they are good at plenty of other things, but demonstratively  balancing combat is not one of them.  It results in gutted mechanics that still... aren't balanced at all.  I would rather they not even try, and leave the mechanics loose and malleable enough that I can tailor it myself until I find something that satisfies.  Especially if they are not going to release a toolkit.

Modifié par relhart, 18 mai 2013 - 06:34 .


#40
Quintonius

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I feel as though mages were very over powered in DA1 and they got rid of that in DA2. I

Modifié par Quintonius, 18 mai 2013 - 06:34 .


#41
Nole

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Rawgrim wrote...

Hatchetman77 wrote...

I always felt I was short a tank, especially in DA2.  Why they made Sebation ANOTHER rogue archer I'll never figure out.



Picture this. You are an archer in DA2, and you want Bethany to end up as a Gray Warden... That means you are stuck with 2 archers and 2 mages in the deep road expedition. Varric is locked. Anders has to be part of it in order to find the wardens...Not a cool situation.


I actually had that problem once, so I played that part in easy  lol.

#42
daaaav

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Dabrikishaw wrote...

Potions were fine as an alternative to healing in DA:O but in DA2 they were on a cooldown so Anders was more of a need.


I don't understand why people accept potion spam as a panacea for class balance issues. It is lazy game design and a thouroughly boring game mechanic. When alternatives are postulated, people quixotically defend the status quo by claiming that eliminating potions and replacing them with other class abilitites somehow renders healing classes obselete, or by putting forward some metagame theorycrafted super build where you can get by with 3 one handed rogues armed with frying pans... This may certainly be satisfying to the person who dreamt it up, but I would prefer a system that was inherantly designed around utilising parties of a myriad of combinations.

#43
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DA is not online game, why having long potion cooldown?

#44
QueenPurpleScrap

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I never liked how they blocked basic skill sets for a class in DA2, either. I did kind of like how a companion could have different skills open to them depending on how far they were on the friendship or rivalry path.

In DA:I they say they want to make your choices matter, that the reactions of the people around you can be affected by your choices (blood mage gets certain reactions/convos, spirit warrior, etc.). I think that would be fun as long as I get to decide whether I or a companion goes down that path. I don't mind if one path closes off other paths, within reason, as long as I am the one who makes that decision. And certain paths should be neutral enough to not block other skills.

#45
In Exile

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Wulfram wrote...
Maybe they should just stop having healing potions, and instead just give each character a few self heals per combat - fluff it as the character using heroic willpower to fight through the pain or something like that.  Better than having fake consumables that make people want to hoard.


Or they can have various means to increase regen rate without actually ever healing. They sort of do that already anyway, but they'd basically just be spreading it around to other classes, while only the SH/mages get a direct heal.

#46
Reaverwind

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Sylvius the Mad wrote...

wright1978 wrote...

Hopefully they won't restrict the mage companions from the healing path.

Hopefully they won't restrict any companions from any skill path associated with their respective classes.


And hopefully they won't force a companion on us again because our main isn't a certain class. :pinched:

#47
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In older games (not Bioware) there are some places called "nodes" or "well" such as in diablo and Battle Mages where we it will regenerate health, mana and stamina. I don't see such thing in Bioware games so far...

Maybe it is a good idea to have such places

In Battle Mages, the "nodes" are some kind of magical flux places, it have big structure, differet with each other depends on who own it (Elves, Human, Dwarves or Undead). A Mage can place their summoned spirit there to give regeneration boost always, the bonus lost if the spirit is wandering around (not using "hold position" command). Most nodes are abandoned and wild spirits making it their place to live, so must clear them out before able to use it. And some nodes are guarded by elementals, orges, wild animals...

I miss that kind of feeling, i mean seeing such thing in fantasy world

Modifié par Qistina, 19 mai 2013 - 07:26 .