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Crowd Control. A Myth In DA:I?


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#51
VilhoDog13

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I think there could have been a few more bottleneck areas in the game - but with that said, there is plenty of CC.

 

Ice Mine alone is amazing. You can freeze multiple enemies if they run into it at the same time.

 

Static Cage is probably one of my favorite abilities in the game.

 

And if you haven't used Wall of Fire, I'd recommend you use it. Not only does it damage, but it fears enemies. Wall of Ice is great for getting those damned archers to run closer. It blocks arrows so you could position it in such a way so they are forced to run to you.


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#52
Klystron

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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.

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This.  With 8 slots, situational spells usually get dropped in favor of more reliable ones.  CCs that also do damage (static cage, walking bomb+, wall of fire) are better, whereas I dropped mind blast and horror as soon as my bar started getting full.

 

One other point, the CC immunities on so many larger opponents (not just bosses) is a problem for me.  In DAO I could interrupt orange enemies in the middle of a channel or long casting animation (like the arcane horror boss) -- even if the CC only lasted a fraction of a second it still worked as an interrupt.  Here, the big guys are just immune to most of the CC. 


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#53
JaegerBane

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Tbh the biggest thing I miss is general telekinesis. DA:O had a particular line of tk spells as well as some tk-esque glyphs, and DA2 had a full blown specialisation for tk on top of that.

Sure, we have the rift mage, but that seems to be more about weakening opponents rather than hurling the across the map. Even Mind Blast has reverted to its older non-tk version.