I'd say anyone not wearing furs has a weakness to Cold. And anyone wearing furs has a weakness to Fire.
tactical view, what I'm not liking about it
#26
Posté 20 juillet 2014 - 08:42
#27
Posté 20 juillet 2014 - 08:57
To me the real issue would be them having a weakness to ice for no discernible reason.
If they're just going to be attached to random foes then I'd probably rather know about them automatically rather than have to mess around with trial and error. But I'd rather they actually make some sort of sense.
Of course he might just have had a weakness to cold because they wanted to demonstrate weaknesses at that point in the demo.
#28
Posté 20 juillet 2014 - 09:02
I was hoping that weaknesses won't make it into the game tbh. But since they did, I guess it's better to have that info on screen that having to learn the resistance chart by heart. I've done it for DA2, it's not fun ^^
#29
Posté 20 juillet 2014 - 09:06
It's important to remember that this is still a game and gameplay trumps realism when it comes to combat.
- Lady Luminous aime ceci
#30
Posté 21 juillet 2014 - 02:38
Guh I hope the immunity roulette of DA2 is gone in all its horrible forms. I just can't stand it when a game decides **** needs to be immune to stuff as some random-ish arbitrary layer of bullcrap. Why was every Qunari immune to lightning? Is it something about there skin? Are Qunari rubberized or something? Just grr... I do not like difficulty changes to completely break the game from a lore perspective.I want it harder, I want full friendly fire on, I do not want random bandit Jobro McDuder having 3 immunities because lols its on super hard.
Few extra enemies, faster AI, give em more skills, or make them use certain skills more often. There is a WIDE range of ways to make a game harder, slapping immunity on **** is easily one of the worst difficulty things I can think of. If I run into a fire elemental I expect it to be immune to fire, even on normal... but not some rampaigning nugherder. ![]()
- Sidney aime ceci
#31
Posté 21 juillet 2014 - 03:29
Well and even the "learning" thing doesn't make a lot of sense. Sure if they actually had floating numbers over their head you'd know it does double damage or helf damage but otherwise what about throwing a Winter's Grasp at an opponent allows you to know they are weak to cold?
#32
Posté 21 juillet 2014 - 04:20
Well and even the "learning" thing doesn't make a lot of sense. Sure if they actually had floating numbers over their head you'd know it does double damage or helf damage but otherwise what about throwing a Winter's Grasp at an opponent allows you to know they are weak to cold?
Only based on the prior games, but if the enemy tends to becomes brittle, this could be useful intel; same for those that seem to resist it.
#33
Posté 21 juillet 2014 - 04:20
I think 'learning' makes some sense, but when its a human enemy it tends to break down. Kinda like animations, can animate monsters just as awkwardly as humans but the monsters just looks believable on the grounds we have no ingrained basis for it. There are some things in this world that don't always have the effect we expect it too. It can be kinda surprising, for instance, whats not as flammable as you may of originally thought.... not that i go around just trying to burn stuff but yeah.
That said 'weakness' does imply they are, somehow, weaker then 'base'. Like they're waring something that is literally making them weaker as a result of making them stronger. Like an armor set that gives huge fire resist but has the penalty of cold weakness. Personally I think most enemies just shouldn't have much in the way of elemental weakness or resistance. Specific monsters, animals, sure, and learning frost stuff doesn't effect a bear as much as fire or lightning does... sure yeah, they got thick fur, seems obvious but would be nice to have something saying it to show your party learned that.
Ultimately that's the part I do like, learning of information. I just think the example we saw in that video was a bit off putting cause they're a buncha humans. But then they're also henchmen like, they're all waring the same thing. Maybe their outfits are just enchanted that way? I dunno, but as has been said before, it is at least something 'learned' not just always there 24/7.
#34
Posté 21 juillet 2014 - 04:22
#35
Posté 21 juillet 2014 - 08:29
I like the mechanic, or at least don't mind it (the fact we can see damage numbers makes it a bit superfluous). A button toggle to display/hide the info on screen would be appreciated though.
#36
Posté 21 juillet 2014 - 09:43
doesn't that loose the individualism of the enemy's ?
What is the mesure of a mook ?
#37
Posté 21 juillet 2014 - 04:59
If you'll recall, at high levels that would tell you that the next room (with a closed door) was filled with Level 13 Critter-ranked enemies.
This doesn't seem so different.
As long it's only there when we've either invested in developing a relevant skill, or previously attacked that type of enemy with ice, I don't see a problem.
But if I've never learned such a skill, and I've never used ice attacks, then I shouldn't know anything about weaknesses to ice.
#38
Posté 21 juillet 2014 - 05:17
I wish it didn't.Also, it's a game. With gameplay mechanics. The information the UI provides extends beyond the knowledge of the protagonist.
#39
Posté 21 juillet 2014 - 05:22





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