long story short, i always felt that the various weapon coatings in the previous games had very little effect and were almost useless. stamina mana damage potions did nothing at all, various poisons only added like 5 damage to a weapon hit, the only ones even remotely useful were the stun on hit ones. have the devs said anything about how they'll work in DAI? or if they will even make an appearance?
poison in combat-
#1
Posté 29 mai 2014 - 05:33
#2
Posté 29 mai 2014 - 05:37
They havent said a word about them but with a focus on travelling and collecting materials around the world, i wouldnt be surprised if they were back with more effectiveness
- Lorien19 aime ceci
#3
Posté 29 mai 2014 - 05:45
#4
Posté 29 mai 2014 - 06:00
i certainly hope so...becuase i liked them...but i didnt feel they were worth the time to even open up the menu and apply them to my weapons.
#5
Posté 29 mai 2014 - 06:14
It would be nice if we could craft different types of poison,in a sense where the rarer an ingredient is the more potent the poison.But with a potent poison actually having a serious impact for both the pc and the enemies when used.
#6
Posté 29 mai 2014 - 11:59
I think they were really good, random stuns were awesome in higher difficulties...
In DA2 they was a lot of different useful ones. -15% damage to the enemy is a lot, and -25% movement and attack its also great IIRC.
If you didnt find them worth it, maybe it was because your game was already too easy for you.
#7
Posté 30 mai 2014 - 01:18
#8
Posté 30 mai 2014 - 03:27
Yeah, the poisons and traps are not useful at all... I did use grenades/bombs/flasks sometimes in DA:O.
#9
Posté 30 mai 2014 - 03:31
I don't really care to rebuff at all... it just gets old. so I stopped bothering using them a long ass time ago.
#10
Posté 30 mai 2014 - 03:37
Yeah, the poisons and traps are not useful at all... I did use grenades/bombs/flasks sometimes in DA:O.
Wrong, most of the traps and poisons are in fact useful if you actually use them. Some of the poisons however, like the mana and stamina draining ones are throw aways. But anything else is just icing on your DPS.
#11
Posté 30 mai 2014 - 03:45
I enjoy combining abilities in ways that aren't explicitly supported, like using AoE DoTs along with Glyphs of Repulsion in DAO. Poisons that slow movement could do much the same thing.
#12
Posté 01 juin 2014 - 08:03
Wow I feel like an outsider here, I always use poisons in DA:O and I find them rather effective. My favorite is the Crow Poison. But yes, I would like for there to be more to them, and better poisons.
#13
Posté 01 juin 2014 - 09:26
I hardly used poisons in DAO. They are strong but a bit of overkill if you build your character well. In DA2 I used them in boss fights in nightmare, mostly the deathroot toxin for the extra nature dmg. It's not much since as I understand it they don't scale with critical (can be wrong about that tho), but if the character is built for autoattacks, the bonus damage is okish.
I'd like to see poisons being used differently. Except the fact that they are inconvenient to craft and use (in DAO at least), I think the bonuses are mundane.
They said that in DAI, there won't be out of combat heal, so it will be about staying power and preventing damage. They could do the same for poisons. The rogue class can have lets say 2 different poisons, one for extra damage and one for paralysis, and have lets say 5 charges on each, and to replenish his stock he will have to reach a market or the keep (or wherever the party rests). This way they will have a tactical use and they can be balanced around the gameplay so they will be useful. Now they are only marginally useful when you try to solo the game and that's because DAO has a poison that can stun, along with the talent that backstabs stunned targets automatically.





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