Look, the fact is that all characters needed to be healed in DA:O and DA:2 and every other game of this type I've ever played. Guard works for warriors to a certain extent but for some reason is ineffective at times. I'm still unable to understand why after many, many hours of playing. Sometimes guard is up and great, sometimes it's just being torn through like nothing.
Barriers cannot be made in anticipation of unexplained AoE attacks on my ranged combatants (mages, archers) which take their health. They sometimes get the benefit of being under barrier but more often than not they're hurt. The AI moves these guys into AoE range in the first place.
Barriers are not effective enough and health potions not plentiful enough.
2h melee generates almost no guard if spec'd for DPS, and they're ineffective if spec'd as tanks because of the lack of Shield Wall. The block and strike thing they get is absolutely not effective enough to make up for that because its window is too small and the enemies are too erratic. They stand in the fray and get hit with AoE attacks by the enemy, which they then don't get healed from and they have little guard as is (if any).
Melee rogues (I am one) are the worst choice by far for this game and I only know that now that I've played for many, many hours. The threat reduction isn't great, it's weirdly difficult to get behind characters (the only way to make this spec viable), the tactical screen actually misses skills that you queue up for it regularly, and it's got zero protection. It has the ability to jump out of the way and stealth, both of which don't work far too often because the window for these abilities avoiding damage needs to be widened tremendously. You should barely get hit if you're a rogue and you should be zipping all over the place. It's not at all like that if you're spec'd subterfuge/dual wielder. And sometimes I get hit right after I go into stealth, sometimes even a second or two after and it takes me out of it. That is unacceptable for balancing an already super-weak class.
And Knight-Enchanter is game-breakingly powerful: I bring that up only because it's ridiculous how much better it is than rogues. The game should not have nerfs, but absolutely needs to buff rogue abilities to a point where they're viable. I've played 25 hours already and I don't want to be an archer. I kept going with the hope that certain skills later in the trees would alleviate these problems, but they've not.
And I like Iron Bull but I can't actually take him anywhere if I want to play effectively at hard difficulty. I won't take Cole because I fill that role and the party would be too weak health-wise, without making up for it greatly enough in DPS. I don't want to be an archer because I like 2 mages or taking one of Varric/Sera, and don't want 2 archers in the party. I like the idea of melee rogues, but the game obviously isn't built for it. I'm getting to a point where the game has increased astronomically in difficulty over the course of maybe one or two levels as enemies get noticeably harder and more plentiful and my abilities have done nothing to match them.





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