Fears, staggers, knock downs, stuns, chills, , pufreezes, slows, paralyzes... did I miss anything?
Ice Wall is pretty cool. It can sometimes create a bottleneck... However a Warrior Shield-bashing destroys it.
Fears, staggers, knock downs, stuns, chills, , pufreezes, slows, paralyzes... did I miss anything?
Ice Wall is pretty cool. It can sometimes create a bottleneck... However a Warrior Shield-bashing destroys it.
Well using hold position will force the enemy to move if they aren't ranged. Using cover and holding position can funnel enemies, but there is a good mix of enemy types so not always effective. Bottom line your party will scatter to engage and your control goes out the window. Try a battle with a hard corner and a couple mage walls to funnel them into a basket of hell. I will say DA:O is a tough thing to live up to, but Inquisition has been put back on those rails much to my delight. I really want to say it's that there are way more ranged opponents than before, but I don't think that's accurate. Maybe it just feels that way because the AI is less wanting to concentrate into annihilation. Smarter enemies means more picking and less swooshing.
A scenario tip would be to lay traps before you're detected and get their attention by opening battle with those mage walls. you can create funnels into your traps and use hold position to wait on melee enemies. you can shout at ranged enemies and shield wall to prevent them from picking apart your mages. Be smart. This game is not A, B, B, A, B, A.
Sleeps and fears in DAI can last as long as 15-30 secs (Full Draw in particular I think is bugged and lasting longer than it's supposed to. It say 20 sec duration and 25 sec cd, but it goes off cd before the previous sleep ends, and can be chained forever (or until the target dies)All short durations.
Give me spells with longer durations like Paralyze, Mass Paraysis or Sleep.
Maybe challenge isn't everyone's design objective.Oh yeah, lets reminesce some more about DA:O and it's awesome crowd control
Where you could beat half the game by doing the following in every room:
Glyph of Repulsion + Glyph of Paralysis --> Paralysis Explosion
Spell Might + Blizzard + Tempest --> Storm of the Centuries
Then smoke your weed, maybe add an Earthquake into the mix to make sure no one leaves the storm.
Nightmare was a real challenge, right?
Maybe challenge isn't everyone's design objective.
I want options - viable options. I think there should be many ways to build an effective party, and many ways to build an ineffective party.
And frankly, if we're talking about challenge, DAI seems like a vastly easier game (in Hard) than DAO was.
For me, it's the contrary. Inquisition on Hard is harder than Origins on Nightmare. Non-tank characters die much more easily, FF is far more lethal, enemies don't telegraph their attacks, you can't chug potions all day long, and Mages/Dex tanks are much less ridiculously overpowered.
Get 4 non-tank warriors if you want an ineffective party, IMO.
Besides, Static Cage is all the CC I ever wanted. Paralysis is all well and going, but nothing truly beats the ''Yoink!'' effect of that awesome spell.
While I do really enjoy exploiting the bonus damage aspect of Static Cage, it doesn't last long enough.For me, it's the contrary. Inquisition on Hard is harder than Origins on Nightmare. Non-tank characters die much more easily, FF is far more lethal, enemies don't telegraph their attacks, you can't chug potions all day long, and Mages/Dex tanks are much less ridiculously overpowered.
Get 4 non-tank warriors if you want an ineffective party, IMO.
Besides, Static Cage is all the CC I ever wanted. Paralysis is all well and going, but nothing truly beats the ''Yoink!'' effect of that awesome spell.
Well using hold position will force the enemy to move if they aren't ranged.
Except hold position doesn't work. They give us some tactical options but then they don;t work.
I had no joy whatsoever with Line In The Sand - I ended up disabling it for Blackwall - but the fire wall spell is surprisingly potent.
You'll often get lucky and have it lock an enemy in place. Big damage potential when it happens.
While I do really enjoy exploiting the bonus damage aspect of Static Cage, it doesn't last long enough.
If I could mod the game's mechanics, I would mod that. I'd also eliminate the immunity to physical effects on most non-dragon creatures. Seriously, I should be able to paralyze bears.
Also, I think DAI is much more accommodating to attacking from range (DA2 basically forced you melee).
Furthermore, while I like FF in principle, I refuse to use it until it's both better documented and applied to enemies. As it is now, it's just unfair guesswork.
I completely agree with the bolded.
I think you can get a ring which increases Static Cage's duration, unfortunately it's a random drop. It's still long enough for me, with the right passives you can cast it often and twice in a row.
It doesn't work predictably.Except hold position doesn't work. They give us some tactical options but then they don;t work.
It would have been nice if we had...something like...a Tactics Section...Like DAO...
But then Biower decided that simplistic 8 ability locks and tacked on "tactics" are the way forward...
http://forum.bioware...ged-folks-aliveExcept hold position doesn't work. They give us some tactical options but then they don;t work.
I disagree about the lack of crowds. The ratio of trash mobs to strong mobs was good for my liking at least.
In my first Nightmare playthrough, I found CC useful on lower levels, mostly using sleeping powder on archers (doesn't break stealth).
Even on later levels I use Flask of Frost as a sort of CC/primer mechanism.
Static Cage?
Oh yeah, lets reminesce some more about DA:O and it's awesome crowd control
Where you could beat half the game by doing the following in every room:
Glyph of Repulsion + Glyph of Paralysis --> Paralysis Explosion
Spell Might + Blizzard + Tempest --> Storm of the Centuries
Then smoke your weed, maybe add an Earthquake into the mix to make sure no one leaves the storm.
Nightmare was a real challenge, right?
But that was awesome and exactly how magic is supposed to perform in the Dragon Age universe.
The namby pamby stuff in DAI is an utter disappointment.
Static Cage ring totally works. It works better than advertised, even, it's closer to +60% duration than 30%.
Give me spells with longer durations like Paralyze, Mass Paraysis or Sleep.
Really, though, Bioware would have to dramatically slow down the damage rate in combat for such spells to not blatantly auto-win every encounter on cast. I already find that Static Cage or Pull of the Abyss completely invalidate all non-immune melee so I can explode the archers or the heavy bruiser types.
But that was awesome and exactly how magic is supposed to perform in the Dragon Age universe.
The namby pamby stuff in DAI is an utter disappointment.
Magic is supposed to trivialize the game beyond recognition?
Huh. I never knew that.
As said earlier, there is quite a bit of CC in this game.
It is however, less noticeable as the 8 ability slot limit will likely have many people going for more DPS or abilities that are generally very good, instead of more situational abilities. CC usually falls under "situational", especially stuff like wall of fire / frost, which are also less useful due to the open world nature of the game.
The best CC ability is Pull of the Abyss imo. It works on nearly everything except for dragons / giants and certain bosses. Combo that with a heavy dps reaver or rogue and everything dies instantly.
http://forum.bioware...ged-folks-alive
Hold position works fine and I have the videos to prove it
Except "working fine" in this system is still annoying as hell.
When you switch to any companion, your hold position command is overridden as you take control of them. Even if you only want to check their surroundings and give them no action.
Finally, the biggest problem is that commands you issue are often not executed by your companions, because they're still stuck in the animation of whatever ability they were using.
As said earlier, there is quite a bit of CC in this game.
It is however, less noticeable as the 8 ability slot limit will likely have many people going for more DPS or abilities that are generally very good, instead of more situational abilities. CC usually falls under "situational", especially stuff like wall of fire / frost, which are also less useful due to the open world nature of the game.
The best CC ability is Pull of the Abyss imo. It works on nearly everything except for dragons / giants and certain bosses. Combo that with a heavy dps reaver or rogue and everything dies instantly.
Except "working fine" in this system is still annoying as hell.
When you switch to any companion, your hold position command is overridden as you take control of them. Even if you only want to check their surroundings and give them no action.
Finally, the biggest problem is that commands you issue are often not executed by your companions, because they're still stuck in the animation of whatever ability they were using.
Sorry, but me having to put a sticker on my "h" key for the game to work is bad design.
Secondly, it still doesn't work if they're stuck in any animation + ANY action, no matter what one, cancels it. You gotta recognise an annoying and barely functional system when you see one.
It functions well for what it's intended for and my videos show that. Look I've complained about a LOT of stuff in this game, the camera itself, the oversimplification of tactics, the lack of keybinding worth a damn, but I think the hold command is fine. If you don't want to babysit your crew it does exactly what it's supposed to. You cast hold last and you group WILL hold their positions while firing away as long as you don't micromanage them.Sorry, but me having to put a sticker on my "h" key for the game to work is bad design.
Secondly, it still doesn't work if they're stuck in any animation + ANY action, no matter what one, cancels it. You gotta recognise an annoying and barely functional system when you see one.