That is a matter of opinion Mr/Mrs Fury.
DAO metascore: 91 User score: 8.6 and sales support my opinion, Mr/Mrs KoorahUK.
That is a matter of opinion Mr/Mrs Fury.
DAO metascore: 91 User score: 8.6 and sales support my opinion, Mr/Mrs KoorahUK.
A lack of level scaling means they can design the encouters around the level the players are expected to be when they enter the area. Instead of trying to make it so an encounter can scale - not an easy task given that the players' power does not scale linearly - they can focus on designing more complex and interesting encounters.
Lack of level-scaling means forcing a more linear progression through the game - not a good thing.
Actual exploration has always been dangerous (far more dangerous than it will ever be in a video game) - and oddly enough, people still explored. Sure, not pampered armchair heroes who's 1st World lives find rough toilet paper to be "hard living" - but the "heroes" of DA:I should be plenty accustomed to danger.
It isn't a barrier... it's a need for caution. Which should be part of exploration... otherwise, it's just "taking a walk somewhere."
You know, if individual groups were still threatening, there'd still be plenty of caution.
Lack of level-scaling means forcing a more linear progression through the game - not a good thing.
That depends very much on how they distribute enemy levels through the game, which we really don't know.
@Xilizhra: They weren't threatening at all. You just had to get through that one encounter... and boom, you're totally fine as if you never fought it at all (which asks - why bother?)
You're GOING to get through that one encounter... this game doesn't have some sort of Ironman mode.
And even if you were down to one guy - you could just run away and that one guy would totally heal up and you could snipe - then come back.
I know, but I'm playing DA:O right now and the battles are just uneventful slogs through pointless encounters that - aside from some loot and XP - never happened after I'm done.
Actual exploration has always been dangerous (far more dangerous than it will ever be in a video game) - and oddly enough, people still explored. Sure, not pampered armchair heroes who's 1st World lives find rough toilet paper to be "hard living" - but the "heroes" of DA:I should be plenty accustomed to danger.
It isn't a barrier... it's a need for caution. Which should be part of exploration... otherwise, it's just "taking a walk somewhere."
Yes, exploring the wilderness can be dangerous, however unlike in video games, you're not running into enemies every five minutes, there aren't any fantasy creatures, and the smart explorer avoids getting into a fight in the first place.
You know, if individual groups were still threatening, there'd still be plenty of caution.
It might be going too far to say that individual groups are entirely non-threatening (Another thing to file under stuff-we-don't-know), but with healing you'd need no more caution for the sixth enemy encounter than you did first. There really isn't much caution necessary.
This way you have to be more mindful about exploring instead of rushing into enemy encounters on sight.
Yes, I don't mind fight to be set to wipe the party cause they did exactly that in DAO and it was excellent.
So what you're saying is that it's possible to balance unlimited healing with meaningful combat as long as you don't mind having a completely different game to what Bioware wanted to have. Brilliant.
DAO metascore: 91 User score: 8.6 and sales support my opinion, Mr/Mrs KoorahUK.
@Reaverwind: Let's be fair - we traded monsters ever five feet... for dysentery.
I think as gamer's we clearly won that one. ![]()
"Vivienne has contracted - Dysentery"
"Vivienne has - Died."
DAO metascore: 91 User score: 8.6 and sales support my opinion, Mr/Mrs KoorahUK.
Actually, it supports the opinion that the game was excellent as a whole, not that the combat was excellent which is what you were stating.
I personally found DA:O combat a little disappointing. Lots for shuffling about, lots of waving weapons at each other with little sense of blows actually connecting, mages gently pointing their staffs, little fizzling bundles of magical plop wafting toward their target... no it was alright but far from excellent.
Thats my opinion anyway.
Edit - Spell Fu
Lack of level-scaling means forcing a more linear progression through the game - not a good thing.
So what you're saying is that it's possible to balance unlimited healing with meaningful combat as long as you don't mind having a completely different game to what Bioware wanted to have. Brilliant.
Yes, that's exactly what I said.
It might be going too far to say that individual groups are entirely non-threatening (Another thing to file under stuff-we-don't-know), but with healing you'd need no more caution for the sixth enemy encounter than you did first. There really isn't much caution necessary.
This way you have to be more mindful about exploring instead of rushing into enemy encounters on sight.
Losing healing isn't worth any of this. Hence my desire for a mod.
Damn it loving this thread!
why do i always find these things day's later when they are 47 pages in?
Nobody asked patrick if it was possible to roll all mages and survive! ![]()
Damn it loving this thread!
why do i always find these things day's later when they are 47 pages in?
Nobody asked patrick if it was possible to roll all mages and survive!
I'm going to try it. Also going to do a wall of steel Warrior party at some point.
Yes, that's exactly what I said.
So will you admit to being wrong about balancing healing or are you without honor?
Losing healing isn't worth any of this. Hence my desire for a mod.
Well, I understand why you feel that way.
For me healing was just something I had to do if I wanted to get through more difficult fights, I'm willing to exchange it for a new (lore friendly) system. I trust that I'll have new avenues for roleplaying.
@Xilizhra: So then play on Easy - they said you'll heal up to 50% of your health in Easy.
What the hell are you talking about? The majority of combats in DAO are trash fights that have no chance at all of wiping the party. They're just padding.Yes, I don't mind fight to be set to wipe the party cause they did exactly that in DAO and it was excellent.
What the hell are you talking about? The majority of combats in DAO are trash fights that have no chance at all of wiping the party. They're just padding.
If Bio actually had made a game where every single fight was difficult that'd be an interesting design, although that approach has its own problems. But they didn't do that and never have.
They didn't do it, but it was a failure of execution, not of intent.
So will you admit to being wrong about balancing healing or are you without honor?
You're funny, I'll give you that. Now go find my quotes.
What the hell are you talking about? The majority of combats in DAO are trash fights that have no chance at all of wiping the party. They're just padding.
If Bio actually had made a game where every single fight was difficult that'd be an interesting design, although that approach has its own problems. But they didn't do that and never have.
Ask Lukas Kristiansson about that, he wrote about party wipe, not me.
You're funny, I'll give you that. Now go find my quotes.
I asked you to balance unlimited healing with meaningful combat without turning every encounter into one set to wipe the party.
You set every encounter to wipe the party.
I'm really not sure what you're missing here.
I'm going to try it. Also going to do a wall of steel Warrior party at some point.
that seems definitely do able with guard and abilities and gear to stack it.
that how steel claw thing takes care of ranged guy's