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Friendly Fire Test Results.


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#26
Avander

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Note: all spell effects from  masterwork craft items do not cause ff.



#27
sofandi

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I think the Friendly Fire Options are sensible, once one got used to the implementation. For me, it is absolutely necessary for a challenge in this game, otherwise it becomes too brawler-like, similar to the Multiplayer. 

 

Almost every tree has a Friendly-Fire Option and a Non-Friendly-Fire Option for an AI build. For Two-Hander the right side is off limits for an AI, for a Fire Mage Immolate and Fire Mine is off limits, Chain Lightning for Storm, the right side of Archery and so on... If you work arround these limitations on the AI, it is working good.

 

For your Inquisitor, you can take abilities that cause Friendly Fire, but you have to aim them or be generally careful about their usage. I think the game becomes too easy with Friendly Fire off. The strategy would just be: Send in the tank, draw aggro and unload all abilities (Mage AOE, Rogue AOE, Wrath of Heaven stun) on the area around the tank.

 

When you have Friendly Fire enabled, you either have to use all your Mage AOE abilities before the fight starts, which draws all the aggro to your mage, or plan and carefully aim FF abilities around your tank or set up traps with fire mines and such...

 

To me, such a play style is much more engaging than the nuke-fest with friendly fire disabled. The game becomes easy enough late game, Friendly Fire might serve as a sort of difficulty management of some sort, since it prohibits spam of Fire Mine, Pull of the Abyss, etc.

 

Granted, some abilities are just plain silly -> traps, chain lightning come to mind and I don't like the way Might Blow behaves, since it is really hard to aim. Bioware should redesign these, but other than that I am pretty happy with the setup.

 

tl, dr: Try Friendly Fire enabled, it makes for a much more tactical gameplay, especially late-game


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#28
Siham

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I think the Friendly Fire Options are sensible, once one got used to the implementation. For me, it is absolutely necessary for a challenge in this game, otherwise it becomes too brawler-like, similar to the Multiplayer. 

 

Almost every tree has a Friendly-Fire Option and a Non-Friendly-Fire Option for an AI build. For Two-Hander the right side is off limits for an AI, for a Fire Mage Immolate and Fire Mine is off limits, Chain Lightning for Storm, the right side of Archery and so on... If you work arround these limitations on the AI, it is working good.

 

For your Inquisitor, you can take abilities that cause Friendly Fire, but you have to aim them or be generally careful about their usage. I think the game becomes too easy with Friendly Fire off. The strategy would just be: Send in the tank, draw aggro and unload all abilities (Mage AOE, Rogue AOE, Wrath of Heaven stun) on the area around the tank.

 

When you have Friendly Fire enabled, you either have to use all your Mage AOE abilities before the fight starts, which draws all the aggro to your mage, or plan and carefully aim FF abilities around your tank or set up traps with fire mines and such...

 

To me, such a play style is much more engaging than the nuke-fest with friendly fire disabled. The game becomes easy enough late game, Friendly Fire might serve as a sort of difficulty management of some sort, since it prohibits spam of Fire Mine, Pull of the Abyss, etc.

 

Granted, some abilities are just plain silly -> traps, chain lightning come to mind and I don't like the way Might Blow behaves, since it is really hard to aim. Bioware should redesign these, but other than that I am pretty happy with the setup.

 

tl, dr: Try Friendly Fire enabled, it makes for a much more tactical gameplay, especially late-game

 

I fully agree with everything you said ! I am 160 hours in the game and I love the friendly fire so far.



#29
Forum_Pirate

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I'm not having problems killing my party by accident, and I rarely use the tactical camera except to pre position or retreat to a choke point. That said I have 2 mages, 1 devoted to barriers and 1 to CCs but also with barrier, so I can afford to nuke the tank, or risk nuking the tank, fairly often. That said, it's not staying on. It's not implimented well enough and there isn't a whole lot of tactical prowess necessary in general even with it on, so it's not adding anything for me. In DA:O I had to be careful or clever to not simply kill my party with my mage but had perfect control over the AOE (except chain lightning) and party position and could get set up to unleash my mages on foes, but that doesn't really work in this game. Funny enough, the tactical camera would have been *fantastic* in DA:O to supplement the tactics system and make positioning easier, but with FF working like it does and the game generally being easy anyways (if you knew what you were doing DA:O is easy too but you really have to know what you're doing to get it that way, DA: I is just easy in general) it really isn't doing anything other than dragging out fights as my mages alternate barriers and damage. I liked it in 1 and 2, in fact as sub par as I felt 2 was some of the magic with FF made playing a mage really interesting (though it made walking bomb a suicide button. Ever cast virulent walking bomb at a group of darkspawn on nightmare? It's like playing a really deadly game of go fish, you guess wrong and your party dies, which is hilarious after the initial infuriated stage of discovery), it just annoys me in 3. On the bright side, tanking finally works properly (TY SWTOR) and the spell variety is really good.

#30
CronoDragoon

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What's the deal with Immolate's FF? Even when I aim the circle it seems the splash fire damage hits allies well outside of it? Just how far away from allies do I need to set the circle?



#31
ImDedicatedToMyApologies

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not only can friendlies be damaged from the aoe of winter's grasp, they can also take the hit for an enemy and be frozen. Idk why since winter's grasp is not a projectile, but it has happened to me.



#32
Violetbliss

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Friendly fire is a way to make the game a bit harder but it's certainly not realistic. :) I'm just glad it doesn't have the cleave FF of warriors from da2. It required too much micromanagement in the long run for me, at least when the control scheme is setup like in DA2/DAI.

 

Also, thanks for the great list!



#33
snigiro

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can enemies hurt themselves with FF on?

#34
Jare-Elll

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Are u 100% sure about caltrops. I have never once noticed varric slowed icon when using them.

#35
DementedSheep

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Jar of Bees doesn't have FF? Wow those are some well trained bees (and some wasps)



#36
Arvaarad

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Important note about grenades like Antivan Fire: while it's true they do no damage to allies, they will stun allies if they have the stun upgrade. Similar to how Wrath of Heaven works.



#37
deadkai

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Made this list while testing which skills to use during my Nightmare/FF playthrough. Some of the skills only showed their true FF nature when actively damaging an enemy AND an adjacent ally at the same time. Sorry for the list not being complete, just want to put this up to help others. Feel free to correct me or add other skills.

 

YES, these skills hurt enemies and allies within range:

 

Chain Lightning

Charging Bull <--- Cassandra one shot my team so many times with this I switched to Lunge and Slash for a gap closer.

Wrath of Heaven <---- stuns allies

Exploding Arrow

Fire Mine

Ice Mine

Walking Bomb

Winter's Grasp/Winter's Chill <--- the aoe damage/chill, if spec'ed into

Ice Storm

Immolate

Lunge and Slash

Mighty Blow

Whirlwind

Elemental Mines

 

 

NO, these skills hurt only enemies and do not affect allies:

 

Mana Surge <--- the freeze

Static Cage <--- damage and movement inhibition

Fade Step/Frost Step

Wall of Fire <--- very surprising, could prove useful

Fade Cloak/Decloaking Blast 

Spirit Blade

Earthshaking Strike

Antivan Fire

Jar of Bees

 

 

Thanks to Sevitan7 for contributing!

 

No logic behind it(why some abilities do damage and others not),not suprising. And enemies dont deal friendly fire damage to themselfs anyway.

 

By the way,Archers Lance doesnt do friendly fire damage?



#38
Arvaarad

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No logic behind it(why some abilities do damage and others not),not suprising. And enemies dont deal friendly fire damage to themselfs anyway.

By the way,Archers Lance doesnt do friendly fire damage?


The logic is pretty clear. Most or all of the abilities on the friendly fire list are frequently recommended by non-FF players. They're the apex predators for their point cost.

Friendly fire brings them more in line with the alternatives. Since they're strong to begin with, they're still viable, but they're not no-brainers.

A templar can still do their Wrath of Heaven + Spell Purge mega-combo, but they must first decide if it's worth stunning nearby allies. A rift mage can still cast mass sleep with Chain Lightning, but the lightning might strike their allies too. Fire Mine can still be used with appropriate crowd control, but it no longer trivializes the game by doing massive, risk-free damage to everything surrounding the tank.

For this reason, I feel the game is more balanced with FF on.
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