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Please give us an on/off option for Friendly Fire.


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#26
In Exile

In Exile
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The point was, you're always going to end up dealing some FF, but it can be managed without too much pausing and actively micro-managing your team. I think the biggest issue is your team can't have thousands of health like mobs, so when your skills dish out 500 damage it hits your team far harder % wise than it does the enemy and that can be frustrating. Plus, you do have to restrict your play style for the difficulty. Its actually easier to forego a tank and run an all ranged party in nightmare, especially if your Hawke is a force mage that can slow and pull enemies into massive A.O.E. You can also use threat redirects to manage enemy placement to help Firestorm casting with reckless abandon.

All that being said, I think combat in DAI is going to be less intense than DA2. Too many people complained about it being more action-oriented in the second outing, so combat has been said to be somewhere between the first and second game. Even with limited healing options, I think BioWare is going to make it less taxing. I just hope cross-class combos are still present. I really enjoyed having to use good teamwork to manage enemies (although it was rather lame to be attacked by waves of enemies dropping out of the sky after I thought the fight was over).

 

All I'm saying is that if someone actively forgoes the features of the game that take the edge of FF and intentionally attempts to use a playstyle that maximizes the damage from FF, then it's difficult to say that there's a balancing issue with FF. The real problem seems to be that this sort of anti-micro player really wants a difficulty that feels natural for another kind of playstyle, which simply isn't the nightmare difficulty. 

 

DA:O on nightmare certainly wasn't action-like at all, at least on the PC. It was like DA:O. Even the supposed "speed" was irrelevant if you paused frequently.