Just how essential is barrier going to be in this game? And spamming it over and over again.
#201
Posté 10 novembre 2014 - 11:33
- Lamppost In Winter aime ceci
#202
Posté 10 novembre 2014 - 11:44
One of the reasons why is that there is so little transparency about why these changes have been made.
Uh what? Did they miss the multiple developer posts about this subject?
- pdusen et aeoncs aiment ceci
#203
Posté 10 novembre 2014 - 11:50
Page 8 before it slipped into the whiners and Biodrones rhetoric. Not bad.
I had to get the ball rolling, I just had to!
But in all seriousness, if it weren't so difficult for a few select people to at least attempt to see beyond their own nose, this "discussion" would have ended 37 threads ago.
#204
Posté 10 novembre 2014 - 11:55
Indeed, plan on doing a lot of party mix ups myself, but when you have different abilities available to you you need to change your tactics to utilise them, whether thats a balanced party or a monoclass one.
If you don't have barrier upgraded (or at all) then you will have to ensure you don't get hit, so that means a lot of CC and a lot of high dps alpha strikes, which luckily mages are built for and you will have 4 of them
. By the time you have actually recruited your fourth mage to the party you'll be levelled enough to have a good smattering of abilities.
It'll be a challenge to play a monoclass party but I don't think you'll be as dependant on Barrier as you think.
I wasn't going to use a monoclass party. Just the opposite; I was going to have one mage aside from myself at a time, and rotate through which one I chose.
So bring a warrior with a shield/sword spec with plenty of taunt and guard abilities?
I'm kind of amused by the irony that so many were decrying the loss of healing as 'dumbing down the game', but now that it's finally sunk in that damage prevention is going to be a big deal in this game suddenly having to think about your party composition and micromanage your party is a bad thing.
I never decried the loss of healing for that, I just hated losing a valuable tool. I never liked the focus on prevention to begin with; it's unnecessarily unforgiving, especially without regenerating health.
- TK514 aime ceci
#205
Posté 11 novembre 2014 - 12:46
So hey about those lifesteal items though guys right
!?
Anyone have any pictures?
#206
Posté 11 novembre 2014 - 12:48
Uh what? Did they miss the multiple developer posts about this subject?
I'm talking more generally about the combat and ability changes.
#207
Posté 11 novembre 2014 - 12:49
Well, I'm assuming you won't need barrier if you spot a pack of nugs. Those are probably safe to engage.
#208
Posté 11 novembre 2014 - 12:54
Well, I'm assuming you won't need barrier if you spot a pack of nugs. Those are probably safe to engage.
in before a super nug boss battle wipes your entire party.. fear the nugs.. FEAR THEM!!!
#209
Posté 11 novembre 2014 - 02:26
The goal also comes with the frustration of running back to heal and requip. Which will vary depending on the player. but it will happen. and just 1 time is 1 time too many..
Also, because of this.. that means no more spirit healer or bloodmage specilization if this design choice decides to stick around post DAI
Seriously, I don't see how that is wrong: if you screw up and don't manage you resources well, you'll need to run back and refill. Or persevere and it'll be all the more rewarding. Either way, having the ability to run back and refill is a GOOD thing, as it's an option for those who really want to avail themselves of it.
Furthermore, all this needs is a switch in thinking: since the encounter design is mostly about attrition, then if you run out of potions quickly it means you've failed at the game. The equivalent to failing like that in the previous game would have been a party wipe. The difference is in this case you actually do have the opportunity to recover, if you don't mind quick traveling back to camp and running back. Better than reloading IMO, though you can always reload if you find yourself losing a fight badly enough that you chug through most of your potions.
Finally, the devs have stated that they have sprinkled the games with opportunity to refill your potions at reasonable intervals, such as before boss fights or after a good amount of progress through a dungeon or some such.
In any case, the idea that having to go back to camp just once being once too many is rather premature. Games need consequences for failure, and this is one of them (and a rather mild one, since there's quick travel back to camps), no worse than having to reload. If someone finds themselves running back to camp so often it becomes frustrating, then there's only 2 options: L2P, or lower the difficulty. The option is there just for that.
As for losing Spirit Healer and Blood Mage, that really depends on how better or worse the NEW specializations we've gained are. Maybe they're more fun, in which case it's no loss at all. And story-wise it makes sense anyway: Spirit Healers are rare, and DA has always been terrible at handling Blood Mages (where basically all the Bad Things occuring in the game generally are the results of Blood Magic, while our Blood Mages face no temptation or corruption).
- PhroXenGold et HTTP 404 aiment ceci
#210
Posté 11 novembre 2014 - 02:48
I think I am personally going to like this style of play but then again I loved the bonfires in darksouls it felt nice to go through all that battling be low on estus and other resources, seeing the bonfire and going thank god your there, let me sit down stand up walk around stretch then get back to it same way as my character probably felt. It adds to the tension, and a game about consequences they are now adding that in a more tangible way with the actual game play do poorly and you will have to spend more time do good and you are rewarded. Adds to the atmosphere you against the world and they world is against you more than ever, sort of cool I think.
#211
Posté 11 novembre 2014 - 03:46
Both groups can be very annoying when they fight in different threads with same arguments. Your defending game design decisions still doesn't make you any better. Many people who defend the game are not reserving judgement, it's already GOTY for them. Just check my signature.If the shoe fits, wear it. Right?
And there's a difference between being an annoying little nitpicker who nags and nags without pause, lacking any kind of reasonable ground, having not yet played the game, and reserving judgement until it's actually due. But I do understand why you can't seem to grasp that simple concept.
Reserving judgement really worked for DA2, critics were proved wrong. Oh wait...
#212
Posté 11 novembre 2014 - 04:52
If the shoe fits, wear it. Right?
And there's a difference between being an annoying little nitpicker who nags and nags without pause, lacking any kind of reasonable ground, having not yet played the game, and reserving judgement until it's actually due. But I do understand why you can't seem to grasp that simple concept.
I bet you touched a hot stove just to see if it was hot right? Really, people have legitimate concerns and voice them. There is no need to wait to play something to know how certain things work out.. why? because they have been done before, so its easy if enough to formulate a strong hypothesis.
Even if what you say is true, It goes both ways.. that means anything good about or positive shouldnt be said either cause no one has played it right? Why not go and complain in those so-called bioware-drone threads each time someone has a fangasm?
- Rawgrim aime ceci
#213
Posté 11 novembre 2014 - 05:38
Seriously, I don't see how that is wrong: if you screw up and don't manage you resources well, you'll need to run back and refill. Or persevere and it'll be all the more rewarding. Either way, having the ability to run back and refill is a GOOD thing, as it's an option for those who really want to avail themselves of it.
Furthermore, all this needs is a switch in thinking: since the encounter design is mostly about attrition, then if you run out of potions quickly it means you've failed at the game. The equivalent to failing like that in the previous game would have been a party wipe. The difference is in this case you actually do have the opportunity to recover, if you don't mind quick traveling back to camp and running back. Better than reloading IMO, though you can always reload if you find yourself losing a fight badly enough that you chug through most of your potions.
Finally, the devs have stated that they have sprinkled the games with opportunity to refill your potions at reasonable intervals, such as before boss fights or after a good amount of progress through a dungeon or some such.
In any case, the idea that having to go back to camp just once being once too many is rather premature. Games need consequences for failure, and this is one of them (and a rather mild one, since there's quick travel back to camps), no worse than having to reload. If someone finds themselves running back to camp so often it becomes frustrating, then there's only 2 options: L2P, or lower the difficulty. The option is there just for that.
As for losing Spirit Healer and Blood Mage, that really depends on how better or worse the NEW specializations we've gained are. Maybe they're more fun, in which case it's no loss at all. And story-wise it makes sense anyway: Spirit Healers are rare, and DA has always been terrible at handling Blood Mages (where basically all the Bad Things occuring in the game generally are the results of Blood Magic, while our Blood Mages face no temptation or corruption).
Its not a good thing when it interrupts the flow of exploration and immersion in a more open world. The more times it happens, the more frustration builds. It will vary but it exists. Punishment shouldn't require one to go back or having to reload to try and go through through a first few fights better in order to save more potions or make it out with better health. And the fact that if there is a table right before the boss, it kinda defeats the initial purpose of having other fights before, wear you down.
It doesn't matter if the new specs are better, worse or more fun.. that isn't the point at all. Its just a playstyle first and foremost. For those that liked playing a healer, or those who liked what bloodmage had to offer cant play that role.. I bet you everything thats why those specs were removed.. Because using health to deal damage would be insane in DAI.
#214
Posté 11 novembre 2014 - 07:11
Well, I'm assuming you won't need barrier if you spot a pack of nugs. Those are probably safe to engage.
Nugs carry bombs under their bellies that EXPLODE if you touch them.
#215
Posté 11 novembre 2014 - 07:13
I bet you touched a hot stove just to see if it was hot right?
I put my whole hand on the bottom of a pan to see if it was hot enough to make grill cheese once.
Never going to do that again.
#216
Posté 11 novembre 2014 - 07:18
in before a super nug boss battle wipes your entire party.. fear the nugs.. FEAR THEM!!!

Seriously, the demon bunnies are the most metal thing in Shadwo Warrior.
#217
Posté 11 novembre 2014 - 10:40
I never decried the loss of healing for that, I just hated losing a valuable tool. I never liked the focus on prevention to begin with; it's unnecessarily unforgiving, especially without regenerating health.
If you want regenerating health, the difficulty can be lowered to give you just that. The focus on prevention and its unforgiving nature is part of the difficulty in Inquisition.
#218
Posté 11 novembre 2014 - 11:26
My vote is for no limit on health pots and spirit healer (healing tree Mage). Also i would love to be able to be blood mage ![]()
#219
Posté 11 novembre 2014 - 12:31
If you want regenerating health, the difficulty can be lowered to give you just that. The focus on prevention and its unforgiving nature is part of the difficulty in Inquisition.
I don't want to lower the difficulty because it also lowers enemy AI, which would break immersion for me. If there was a way to set the health regeneration slider independently of the AI slider, that would be ideal.





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