So like many RPG's, if you play DA:I on nightmare difficulty, the game starts out being reasonably difficult - it requires experience and a fairly deep understanding of the genre to overcome many of its challenges. By the time you reach the mid-game however, the difficulty curve drops rapidly and the game eventually turns into casual mode / impossible to fail, once you've learned how to use the crafting system.
As someone who enjoys a challenge, I feel like I could have a more satisfying experience by making some "in-house rules" to keep the gameplay from becoming too easy. Right now I've been thinking that banning tier-3 materials for crafting could do the job. My hope is that it would limit your damage output and mitigation to a level where proper engagement and crowd control would be necessary to success. Another benefit of this approach is it would make many unique items more valuable. Right now unique armor/weapons are at best placeholders until you can craft something which blows them out of the water. At worst they are terrible and way worse than what you already have (even if it took killing a dragon to get them!).
Another idea I had was to avoid Focus abilities completely. I feel like many of these abilities are simply too powerful and trivialize the few encounters which actually pose a serious challenge.
What self-imposed limitations do you think would make the game more challenging, but still fun and rewarding?





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