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Do you think combat will be a real challenge? Concerned with difficulty layers


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#1
SomeoneStoleMyName

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Do you people think combat in DA:I will be a real challenge? The reason Im asking is because it didnt matter what difficulty you played in DA:O (and in part DA:2), because using cheesy tactics would always destroy the AI.

As an example - the following tactic could be used in DA:O - Taunt + forcefield, combat won.
Even if that wont work, using a 100% stacked defensive tank with taunt, a dedicated healer, and 1 DPS+Control mage 1 Pure DPS/combo mage would wreck things regardless of easy vs insane difficulty.

The main problem with difficulty is that it doesent change mechanics - it only changes numerical values of you + enemies up/down (Previous DA games, IIRR?).

The second problem is that pure numerical changes (stat changes) only gives an "artificial" difficulty increase.

Imo the RIGHT way to improve difficulty isnt only numbers but:

1) More enemies (A difficult fight could be a hell of alot harder with only ONE additional particular enemy)
2) Give enemies higher level abilities
3) Reduce CD of enemy skills
4) Increases AI behaviour (allow flanking and synergy of attacks)
5) Give an enemy one additional skill which is used at random

Probably more ways to do it. I realize that raising the difficulty with numerical values alone is probably an issue with game development time constraints though.

Id also like to add that "wave of enemies" in DA:2 is probably the worst of all choices made in DA imo. Because it forces you to make an "Endurance party" specifically designed for lasting encounters vs endless trash.

What info do we have on combat, difficulty modifiers and such so far? What are your thoughts on all of this? (Feel free to criticize my opinions )

 


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#2
Althix

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.... you do realize that probably only bosses and minibosses would have some kind of "abilities", when the rest of mobs would just be a damage sponges? like in da2.



#3
DemonMajor

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I don't know, Althix. From the gameplay footage of Redcliffe, it looks like different base-level enemies will have varying abilities. Enemy mages were throwing down fire wards, and the bear had some kind of maul attack.

To the OP, you make a good point, and one that's been hailed at before. From what I've seen and heard so far, it seems like Bioware is learning from DA2 mistakes (no idea how much, exactly). It certainly doesn't look like we're going to have paratroopers in DA:I. That along with the rising trend in AI complexity as a marketing point gives me a bit of hope of a less mindless method of gameplay. I did notice the red templars fought in the other gameplay footage (can't remember the name of the area) were much slower than the Inquisitor, so combat's still looking to be asymmetrical (and very flashy).



#4
Wulfram

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If those things make the game more interesting, why not do them on lower levels?



#5
EmperorSahlertz

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Cranking up the numbers through difficulties is the easiest way of increasing difficulty, even if it does feel artifical (it doesn't require you to think outside the box). To actually increase the difficulty in an organic and challenging way would require an advanced AI to make proper use of any additional tactics and abilities enemies might gain in higher difficulties. That is expensive and not neccesarily worth the cost, at least not regarding the faceless mooks we will face most of the time.

Now regarding boss battles, that is an entirely different matter since these types of fights are usualy so specific to begin with that the bosses have a unique AI (modified or specialized) to them, so that added difficulty on higher difficulty settings may come from both cranked up numbers AND additional tactics and abilities.

 

EDIT: And there is also the point Wulfram made. Added tactics and abilities can be applied to the easier settings just as well as the harder ones.


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#6
Maria Caliban

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Do you people think combat in DA:I will be a real challenge?


No.

#7
Guest_Morrigan_*

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No.

 

Evidence?



#8
Dominari

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You want evidence that she has an opinion?


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#9
Guest_Morrigan_*

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You want evidence that she has an opinion?

 

I would like more than a one word response which tells you nothing, doesn't further the discussion, and comes across as rude.



#10
Lee80

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Shiz...I hope it isn't hard on the easier settings.  I hope it is hard enough on nightmare to please the people who like a challenge.

 

Myself, I'm a bit worried about the limited health recovery, but hopefully it'll be manageable enough on easy/normal.   


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#11
Maria Caliban

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I would like more than a one word response which tells you nothing, doesn't further the discussion, and comes across as rude.


How singularly perverse for a social contract to hold rude answering a yes or no question with 'yes' or 'no'.
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#12
Freedheart

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I'm actually a little nervous that they aren't scaling combat to your level.  I have enough trouble fighting as it is...my Inquisition is going to entail avoiding fights all over Thedas.  I anticipate being deaded a lot :(



#13
cjones91

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How singularly perverse for a social contract to hold rude answering a yes or no question with 'yes' or 'no'.

It's pretty weird if you ask me,then again some people think it's rude to be polite nowadays.



#14
cjones91

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Anyways,they've already said there will be no healing inbetween combat with a limited healing factor on lower difficulties.Combine that with gameplay being more tactical and a possible increase in enemy AI it means DA:I will have a difficulty spike if playing the game on Nightmare.



#15
Maria Caliban

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I'm actually a little nervous that they aren't scaling combat to your level.  I have enough trouble fighting as it is...my Inquisition is going to entail avoiding fights all over Thedas.  I anticipate being deaded a lot :(

 
Are you comfortable scaling down the difficulty?

One of the nice things about open-world and semi-open games is that a completionist can usually overlevel areas. I also believe there are skills that help identify monster level and strength/weaknesses, so if you see something too high, you can break off the fight and return later.

Slow and steady wins the race and all.
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#16
Zjarcal

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Adding more enemies is always one of my favorite ways of increasing difficulty, both of the previous games actually did this already (at least I know DA2 did), I just hope they improve upon that.

 

I agree with most everything in the OP (disagree on the waves though, I do like the concept, just needs a better implementation, which we already started seeing in the DA2 dlc), but as also stated, it's usually not as simple as that for the devs, what with time constraints and also taking into consideration how many people will even play the game on the higher difficulties. Properly balancing a truly challenging high difficulty level can be kinda of a waste if only a few will play it.

 

I doubt overall the game will be a "real" challenge in the same way other games that are famous for being punishingly difficult are, but as long as I can't turn off my brain and still win even on nightmare, I'll be satisfied.



#17
Milan92

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I love the fact that auto-scaling has been removed. Let the overleveling commence.