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Found Orzammar insanely hard this time...


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#1
DarthGizka

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Fun run mage Ajira (nightmare solo) is level 15 and she's already bagged Uldred, Kolgrim and Zathrian, meaning she's a full-blown battle mage who knows her stuff. So far the campaign was a pleasant mixture between shooting fish in the barrel and occasional bouts of hard and fast fighting, but when she reached Orzammar the fun came to an abrupt end.

 

Even white enemies seemed to resist spells more often than not, and two or three resisted spells in a row were nowhere near as rare as they ought to be at 15% spell resistance (20% for elites, 25% for bosses). One white thug even resisted four in a row: repulsion glyph, Mind Blast, Sleep and Cone of Cold. Battles seemed to go on forever, many seemed unwinnable without going the whole hog (Paralysis Explosion, Inferno, even tricks like casting glyphs before a conversation), and almost every encounter seemed to require mana refills. Not only one lesser pot, but two or three. Piotin required three reloads, and so did the thugs in the 'empty' house.

 

In short, it was as if the game had suddenly remembered that nightmare difficulty shouldn't be a cakewalk.

 

Then I found out what was wrong...

 

Spoiler

 

Anyway, it was a highly interesting experience, similar to moving the difficulty slider all the way to the right in Oblivion. Lots of cussing was involved. :D


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#2
Althix

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you know i think Awakening will be a challenge of some sort as well for a solo player. Children are nasty in some situations, aside from them or their overwhelm game is still a cakewalk. Unfortunately.

 

also: i think in order to have some challenge, you should visit Orzamar first.



#3
DarthGizka

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LOL, some challenge there was already. In particular ambush situations where your toon gets placed in front of melees who hit hard and fast, like werewolves, with each of them completing two attacks before Mind Blast can stop them in their tracks. Or the three fireproof elite drakes, where I had to break my 'pots only for boss fights' rule for the second time (first time was in Lothering, during a bungled frontal assault on the final set of bandits). And quite often the difference between shooting fish in the barrel and barely scraping through is just a single misstep or spell failure...

 

But so far the mixture was just right. In particular, with the two above-mentioned exceptions I was able to go through all non-boss fights without needing pots even though I always used full assault on whole groups outside of the Korcari Wilds.

 

In the Wilds I couldn't find a strategy for the darkspawn group guarding Jetta's box (had to leave one archer alone during the initial assault), Emissary Bridge was done in two phases (emissary first, then the rest) and the final group was done in two phases as well because the enemy placement there doesn't leave much margin for error and there's little cover against the hurlocks' fire arrows.



#4
Althix

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yes you should lure Emissary to the bridge and kill him first. As for genlock with fire arrows, yes i agree, those are nasty and you can't outrun them, i don't really remeber will they follow you till the end or not, but point is you need to be careful with this engagment.

 

This is what i like in general about DAO, you actually orchestrate each and every battle. Be it solo or in a party, you always think first and act second.