Bring back 'Friendly Fire'?
#26
Posté 11 décembre 2012 - 03:18
#27
Posté 11 décembre 2012 - 03:22
#28
Posté 11 décembre 2012 - 03:41
#29
Posté 11 décembre 2012 - 04:11
I even played DA2 on Nightmare, though I wanted to smack Fenris and Carver. The non-hold Hold was part of the problem in DA2. I would position myself for a particular spell or even arrow attack and my warrior companion would mow me down. I felt like yelling 'Dude, get glasses!'
So, I guess I'm for a percentage of friendly fire being connected with different difficulty levels and not a separate toggle. I do have one question, whether it's something like Blizzard or Mighty Blow is there more damage the closer you are to the center or focus of the AoE or is all damage the same if it falls in the perimeter of the attack?
#30
Posté 11 décembre 2012 - 04:28
"Party take potion A! Good good now take potion B!"
Added: And better yet is a spell of magical protection cast on party members before using the AOE!!!!!
Added to the added: There was/is/should be; gear that has protections from these AOE spells. Granted this requires more management of your party, but that's the whole point (for me) of a RPG is to plot and plan (manage) what companion's wear and what potions they take to protect themselves.
Modifié par DreGregoire, 11 décembre 2012 - 04:40 .
#31
Posté 11 décembre 2012 - 04:37
Modifié par Manic Sheep, 11 décembre 2012 - 04:41 .
#32
Posté 11 décembre 2012 - 05:30
Wulfram wrote...
I think the lack of friendly fire is a big reason why DA2 combat is percieved as lass tactical than DA:O
I guess? I only play on nightmare, and DA2 was always clearly above DA:O in terms of being tactical. The only broken class was Assassin, and unlike DA:O. you couldn't make everyone an Assassin (like you could have fireball x3 or x2).
#33
Posté 11 décembre 2012 - 05:39
It has worked there since the first game.
#34
Posté 11 décembre 2012 - 06:48
#35
Posté 11 décembre 2012 - 07:01
In DAO Mage AOE was just plain broken, even on nightmare 90% of encounters could be cheesed by simply stacking AOE and then sitting back and watch as the pathetically predictable AI enemies ran right through your whirling storm o' death and promptly collapsed.
In DA2 they changed that, Mage AOE was scaled back significantly, both in size and damage, add to that the fact that you could no longer cheese encounters by setting up ahead of time and the overall power of Mage AOE had been majorly reduced. So friendly fire was no longer needed as a counter balance.
Modifié par Conduit0, 11 décembre 2012 - 07:02 .
#36
Posté 11 décembre 2012 - 07:11
#37
Posté 11 décembre 2012 - 07:47
Plaintiff wrote...
It's called "Friendly Fire", and people shouldn't have to deal with it if they don't want to.
No one's saying they are. An option would be great.
#38
Posté 11 décembre 2012 - 07:53
Yes. Friendly Fire should return, at least at high difficulty levels.Face of Evil wrote...
They do at Nightmare level difficulty in DA2.
#39
Posté 11 décembre 2012 - 08:10
clipped_wolf wrote...
Don't higher difficulties turn on AOE friendly fire on anyway (or lower difficulties turn it off), making this whole thread moot?
Yes and No. IIRC, in DAO (at least) Lower (and the lowest for sure) difficulty settings have the "side-effects" of Friendly-fire minus the actual damage. So, you / your fellow party members could still be frozen, knocked down, appear to be on fire, have a spell disrupted, etc. In DAO, I play a female Elf Mage Grey Warden and *constantly* get knocked down by Morrigan's Fireball or frozen (along with other party members) by her Blizzard spell. It tends to get a bit frustrating after a while; especially when I am trying to cast on of my own AOE spell (The AOE Lightning strike spell. Tempest?) OR when I am trying to heal a fellow party member who is about to die. That is why I hope DA3 gives you the choice to completely enable / disable friendly fire (and side-effects), should you choose to do so. Furthermore, the Friendly-fire on / off setting should be *independent* of the game's difficulty setting.
#40
Posté 11 décembre 2012 - 08:18
Poisd2Strike wrote...
Furthermore, the Friendly-fire on / off setting should be *independent* of the game's difficulty setting.
Agreed.
Friendly fire is a difficulty that I enjoy, whereas ridiculously inflated enemy stats are not. I would like to be able to have the full effect of friendly fire on any difficulty. Improvements to higher difficulty levels certainly wouldn't hurt, either.
Modifié par Anomaly-, 11 décembre 2012 - 08:18 .
#41
Posté 11 décembre 2012 - 08:50
#42
Posté 11 décembre 2012 - 09:28
#43
Posté 11 décembre 2012 - 09:45
#44
Posté 11 décembre 2012 - 09:56
#45
Posté 11 décembre 2012 - 10:45
Me too! BioWare, however, is not for it. =(DarkSpiral wrote...
I'm all for a toggle for friendly fire, independent of difficulty setting.
#46
Posté 11 décembre 2012 - 01:39
Fenris/Carver would wade into a battle and start wiping out your party without notice.
I like the magic 'friendly fire'. It make sense that a big ball of fire doesn't discriminate what burns. However, I would think these so-called "warriors" would not swing their weapon in such a way as to hit their friends.
#47
Posté 11 décembre 2012 - 02:44
that being said, i can understand how people liked having to play with the strategic impact of friendly fire on even the easiest parts of other games.
so i'm going to resort to requesting the ability to turn it on or off, regardless of the difficulty level. because i get fun like that.
#48
Posté 11 décembre 2012 - 02:50
*Takes a drink*Poisd2Strike wrote...
Unlike in DAO, however, a friendly-fire on / off setting should be separate from game difficulty level.
#49
Posté 11 décembre 2012 - 03:01
#50
Posté 12 décembre 2012 - 12:20
nightscrawl wrote...
*Takes a drink*Poisd2Strike wrote...
Unlike in DAO, however, a friendly-fire on / off setting should be separate from game difficulty level.
THAT often, eh?





Retour en haut







