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Nightmare issues.


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#1
Prkl8r

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So, I'm the type of person who always picks the hardest difficulty possible on a game. I played all the previous bioware games on hardest (except DA2 because I hated the game and just wanted to get through it to get the plot).

 

Well, on DAI i obviously picked nightmare, and it is difficult. Most of the time its just the right amount of difficult, however sometimes i run into a fight that is just kind of ridiculous in comparison to everything i had been doing so far.

 

Take the Envy fight at the end of the Templar section for instance. The rest of the templar place was just the right difficulty that i felt like i was just about at the right power level to be doing it, than I got to Envy. Clearly the reset of the place is not a good indication because i spent about 2 hours on Envy trying to do the fight in a legit manor. Finally i found that the best way to do the fight for me was to use my main character to just run around, not attacking, avoiding damage while i rez my party members that go down and let them wittle the boss down. If this sounds like a stupid lame way to beat a boss fight to you, I agree, it was lame.

 

Just wondering if anybody else is having these kinds of issues in their nightmare playthroughs?


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#2
SomeoneStoleMyName

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On nightmare you should always delay main story as long as humanly possible. 

Also make sure your tank has:

Challenge 
Warcry
Turn the blade passive
Flank immune passive

Make sure your gear is up to par. And a full barrier spec mage is mandatory (imo)

Also DO NOT neglect regen potions and grenades like jar of bees
 


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#3
Sosipaasnar

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Yep i had the same issues. I spend about 3 hours on the Quest in Haven where you need to turn the Trebuchet. til that it was just the right difficult.



#4
Sevitan7

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I had similar issues with Envy, but manged it after a few tries. It was definitely the hardest part of the game for me so far.

 

I don't know where to start, but essentially, the game seems to be not designed as well as the first two combat wise. Barrier is the only really good way to mitigate incoming damage and melee is punished for being melee due to AoE's.

 

Envy was just ton of hp and unblockable aoe's with cc immunity. That's not really a fun combination but it occurs quite often in the game. I had two warriors for this fight at they were the constant target of those AoE's. The best strategy for first and 3rd phase of the fight (when it uses the pop up aoe) I found is to control the mage and use barrier on whoever is about to get AoE'd. If barrier is on cooldown, well you better have potions left. If I'm ever in that fight again I would bring 2 mages and I know it would make the fight a lot easier.

 

This is a pretty annoying design decision though. Melee gets punished heavily for being melee like this game is an MMO or something. There are so many AoE spamming CC immune enemies that having more than 1 melee (and that 1 melee better be a shield tank since shield wall is best survival tool in the game) is really asking for your life to be difficult. This wasn't a problem in the first game since 360 AoE hitboxes of death weren't that common, it only really came with some bosses, like dragons. But because we are a quasi-action game now pretending to be Dark Souls or something the game is filled with CC immune 360 AoE enemies as if you could dodge/block to overcome them like in an actual action rpg.

 

This may not be a huge deal on normal, but those kind of situations on nightmare are basically potion sinks if barrier is on cool down. You can technically avoid some of that aoe damage with roll/evade but at the cost of losing time on target. And since movement is sluggish and those abilities don't come with invincibly frames, like Dark Souls, it may not even work. An issue that does no affect ranged classes.

 

So in short, my advice for Nightmare is to avoid melee classes and/or get 2 mages to get the most out of barrier. Barrier scales very well and having barrier up is akin to having temporary invincibility. Roll/Evade don't even come with invincibility frames, Guard is borderline worthless for damage mitigation since it does not scale, which leaves us with barrier as the only viable method of preventing melee from taking damage while letting them actually function in close combat. Barrier makes these kind of bosses/elties cc immune aoe enemies a lot easier to deal with, so carry 2 mages around.

 

They really should fix those hitboxes as well, it would make melee a lot more viable. Hate seeing my rouge get hit attacks that clearly are nowhere near him because the hitboxes are so messed up.


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#5
Keldaurz

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Trebuchet is harder if you get there with:

 

- Poor gear.

- Specs withouth combos to finish off enemies fast.

- Low lvl

 

Envy is all about surviving the first phase well, so you can kill the adds pretty fast, because afterwards Cassandra (or a regular tank) can hold their own pretty well against the phase 3-4 Envy.



#6
Adhin

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Dude if you use the resupply boxes at the Trebuchet part with out realizing you'll have to go BACK to do that... oh man. That's what I did. NM, my guys a 2H-tanky warrior on NM. And I had to do that whole part with no damn potions. That boss was a ******. Got past it though... eventually. There are a lot of little glitchy bits in some skills that need to get patched that I think give people more issues then they realize.

 

Either way SnB is definitely kill with Shield Wall for tankyness. That and Shields give that natural 30% higher armor in the front. Tried to do the first major Orlais mission though after Skyhold 'at' its lowest recommended lvl. Don't do that, just don't. There is only 1 resupply box, it's hidden so you probably wont find it - and it's no where near the actual 2 major fights that happen. The boss is 2 lvls higher then the min lvl as well 'if' you go in at min lvl. So your sitting there, lvl 12, fighting a lvl 14 super boss... it's complete BS.

 

So yeah, lesson learned, never do story content at min lvl, always do it at max lvl or higher if you can, save your self a damn headache. Then again I don't think the bosses lvl scales, it'll probably be 14 even if I go in at 15. Some of these bosses though, eeesh. :o

 

Also wishing Block n Slash on 2H was more useful. I mean it's still useful most of the time but theres just some enemies you immediately become useless against due to it's design. You just can't counter any heavy attack. Nothing a dragon or giant does, none of the non-standard attacks of the 2H enemies. All the while Shield Wall can completely block everything provided you have stamina. Then again that's what Dodge Rollin' is for. Giant's are extremely fast spazzes on NM though, freakin' irritating, everything they do throws you or knocks you down. :angry:


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#7
RamonNZ

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I've had to do kite battles with 3 ranged and my tank to get through as well, but that's what you get if you play nightmare, and that's actually the point of nightmare is that at any time you can just walk into the impossible fight and have your ass handed to you a few times.

 

It's great because it forces you to think outside of the box and learn new tricks for survival (eg kite tanking). That's why I play nightmare with Friendly Fire.

 

My point is that imo that's not an issue, it's a consequence.

 

Good advice about doing missions at the higher level range, thanks.



#8
Adhin

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Yeah I used to have friendly fire on, initially. I ultimately decided to turn it off because, at least in my mind, its broken as ****. Enemies, regardless of setting, do not take ANY friendly fire. But more then that a bunch of skills seems... random, weather or not they will be effected by FF. For instance, Chain Lightning? It'll kill your team so that's useless with how it works. Fire Wall? Hey **** why not, STAND in that, cause it ignores the FF setting. Just.. you know, get up in there, get your toes n butt nice and toasty for 0 dmg lol.

 

The game is far to balanced around FF being off, and I don't think they actually had any intentions to have FF in the first place. It, ultimately, feels like an after thought. Kinda a bummer, maybe it'll get patched and stuff will work a bit more like past games.



#9
Sevitan7

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My point is that imo that's not an issue, it's a consequence.

 

Considering most of the issues arise from poor mechanics/design flaws and scaling, and that this sort of experience was not the case in the first two games on nightmare, I don't buy this explanation.



#10
GhoXen

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If you have melee characters, you HAVE to kite Envy. You can't let anyone into melee range of Envy. It's how the boss fight is designed.

 

On the Trebuchet section, where a boss and a bunch of adds show up at the same time, I found that the best way to tackle it was to retreat far away and kill the adds first. The boss moves significantly more slowly, so using hit and run tactics the adds would die before the boss can get to my party.

 

Now try fight a dragon of your level. After many attempts at level 13, the level 12 dragon was dead and dropped a bunch of level 15 stuff. I knew then that  I should have leveled a bit more for dragons. :P



#11
Prkl8r

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IDK, I'm still deciding if I like or hate the new combat system. I like the feel of it, but i'm not sure i like the balance, and the removal of healing is something that i'm torn on. I see the reason for it, but i'm also not sure it adds fun to the game. 



#12
Jester

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Yep i had the same issues. I spend about 3 hours on the Quest in Haven where you need to turn the Trebuchet. til that it was just the right difficult.

I managed to turn the trebuchet with my Inquisitor, while the rest of the party held off the big boss. Got to a cutscene by a skin of my teeth. 

There was no way I'd be able to kill this guy - by then I had 0 potions of any kind, everyone on 10% health and no one in the party was able to counter this guy's Guard. 

 

The game is far to balanced around FF being off, and I don't think they actually had any intentions to have FF in the first place. It, ultimately, feels like an after thought. Kinda a bummer, maybe it'll get patched and stuff will work a bit more like past games.

Apart from Chain Lightning I haven't got any issues with FF so far - funnily enough AOE spells activated by Masterworks do not cause friendly fire (which is good, otherwise they'd be pretty useless). The rest of it is pretty well balanced - far, far better than DA2 was at least.



#13
Khevar

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Apart from Chain Lightning I haven't got any issues with FF so far - funnily enough AOE spells activated by Masterworks do not cause friendly fire (which is good, otherwise they'd be pretty useless). The rest of it is pretty well balanced - far, far better than DA2 was at least.

 

FF has been a major pain for me, running a dagger Rogue main.  Not just for the spell based AOE attacks.  I leveled Sera in the poison tree, and I started dying from poison attacks.  I added Iron Bull to my party, and I started dying from his 2H attacks.

 

I didn't really have this problem running Nightmare in DA:O.  Partly because the tac cam zoomed farther out, and partly because the telegraphing mechanism of AOE attacks was very clear in Origins.

 

I was kinda bummed at how much I had to gimp my party just to not be killed by FF, so I eventually turned it off.

 

Maybe someone will figure out how to mod the game for a better tac cam (even without official mod support) -- I'd give NM/FF another try.  I'm fighting the UI as much as I am the mobs on screen, so it feels a bit like a slog.

 

Hard / No-FF is less frustrating as a melee Rogue.



#14
Eledran

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Had to turn off friendly fire too, despite my promises to myself :P

 

It's just too insane, especially when you've got a dual wield rogue going. Cassandra was killing my character more than the enemies with her slash and charge moves.

I also couldn't imagine doing that fight with the trebuchets without the ability to pump out some hefty AOE dps in point-blank range tbh.

 

Still, it's a challenge that remains, ... for another character.

 

_

 

As for the trebuchet fight, I did start that with crappy gear, too low level AND using up most supply caches along the way... Holy hell that was rough.

 

Ultimately I managed to kill the boss by parking the rest of my party behind the wooden scaffolding on the hill behind the wheel. Then I ran the wheel turner back there when the boss spawned. That way all the templar horrors (those are the real problem with that fight imo) were packed together neatly and could be aoe'd down.

 

After they were down I cheesed the boss by taunting him and running away while my two ranged chars nuked him down.



#15
Sevitan7

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The trebuchet fight, what exactly is everyone talking about? The only boss like enemy I faced there was Fiona, which was a pretty much a regular mage.

 

I'm guessing the boss is different if you side with Mages rather than Templars?



#16
Eledran

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Probably, yes. I sided with the templars.

 

Spoiler

 

If the mage equivalent is just a regular mage, then yeah, that sounds pretty straightforward.



#17
Sevitan7

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Wait, I sided with the templars too. But I never ran into this boss. I kept turning the trebuchet and enemies would spawn after I reach a certain point. When I was almost done I ran into Fiona the Mage. After I defeated her I turned it a bit more and it was over.



#18
Giantdeathrobot

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Wait, I sided with the templars too. But I never ran into this boss. I kept turning the trebuchet and enemies would spawn after I reach a certain point. When I was almost done I ran into Fiona the Mage. After I defeated her I turned it a bit more and it was over.

 

You get Fiona (who's rather easy) if you sided with the Templars. Siding with the Mages means you get a fight a very tough boss that regenerates Guard and also has periodic reinforcements. Thank goodness for Shield Wall.



#19
Necroe-

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imho denam is easy it's all the minions thats the hard part.