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Just get out!


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36 réponses à ce sujet

#26
TheShadyEngineer

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Yeah it is.

This.

 

Even when playing against Red Templars, holding the room is the easiest way to go. The commander's AI is stupid enough so that one person can play catch with him inside the font room while the others hold off his adds at the door. It's a little trickier on Elven ruins than it is on Orlais or Tevinter but is still manageable. 



#27
gay_wardens

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even on Elven Ruins there's PLENTY of room to dodge DC and TC if your party isnt completely useless to begin with



#28
TheShadyEngineer

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There's this one arena on Elven where it's basically a corridor with a few openings to the sides. That's the one I was referring to. Not saying it's impossible but it's not as easy as in the rather cavernous font rooms of Orlais and Tevinter.



#29
J. Peterman

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Yeah, nerf the archers and then we can talk about me sticking out my horny ass out in the open.

 

I think you've got the wrong forum...



#30
stysiaq

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I think you've got the wrong forum...

 

 

I play the Katari, therefore my ass is horny.



#31
Jeremiah12LGeek

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Too bad we can't stay, baby.



#32
Rolenka

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Glacier and White were patched because they broke fundamental game mechanics (enemies not being able to walk through a door for sync kill and blocking each other/Geth AI not knowing how to go around the back of that room or that counters were their enemy).

 

One of the Biofolks posted that while they didn't have a problem with people farming the map if it was easier, the problem was people camping to do it.

 

I hope they do lock us out of the room. I'm a little scared and I don't know how we're going to deal with it, but I think it will be more fun. Players will always do what is optimal, even if it is less fun (or even the opposite of fun).



#33
Dorje Sylas

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My objection to them locking us out of start room is that the current design of the 5/5 encounter is unbalanced from every other boss fight in Dragon Age's history. Except maybe some of the totally unreasonably stuff in DA2, but who really wants to accept DA2 as legit game/level/encounter design?

 

Assuming all the bugs (like armor not actually applying its armor value, and errors in agro mechanics, ranged attacks clipping through walls and cover) get fixed, they need to change how enemies spawn in. Currently its just a spawn pattern up to the limit of AI on-screen. There is a defiant Unit Cap to the number of AI that can be active. As AI are killed new ones are spawned in to replace those killed.

 

This creates a never ending rolling wave of enemies that come from almost unmanageable directions. If this were an SP Boss Fight, it would be considered one of the most frustrating and worst in the game. BioWare would be decried for bad encounter design, as they should be for this

 

What fundamentally needs to change to make playing outside that starter room even viable is how the spawn waves work in 5/5. It needs to actually spawn in Waves, with breaks. With very clearly defined unit composition balance (between ranged and melee) in each wave of additional supporting enemies.

 

Because of the never ending wave that happens on all Factions, the fights end up playing out the same. 1) Kite or Tank the boss until the adds pool is depleted. 2) Burst the boss (Venatori), then deal with rolling add wave. The only variation is dealing with the individual boss mechanics, which isn't enough to be truly distinct.

 

5/5 is the most minimally designed encounter I think I've seen in a released video game in the past 20 years. Its design is Spawn Boss, spawn adds up to Unit-Onscreen-Limit, have all rush player. You can throw this together in Project Spark in about hour, give or take designing the Boss enemies mechanics.

 

=====

 

Until BioWare actually designs some boss fights for 5/5, I feel totally justified in using terrain advantage to mitigate a Mindless Horde Rush.



#34
TormDK

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There is a finite number of enemies that spawn though Dorje, so by design it's all about controlling entry points and dealing with whatever comes through that hole.

 

Personally I've seen as many groups fail as succeed in the room of shame, but I can understand the need for the tactic because archers will kill you instantly on Perilous if you are just running around.

 

You can run around on threatning or Routine though, and I commonly do, if only to help everyone by drawing some fire from an otherwise full fight. Rarely do the PUGs remember to go for the ranged mobs first...



#35
VilniusNastavnik

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Only time I ever leave the room of shame is if I am a Lego, AW, Hunter, Archer or Reaver on solo routine / threatening. Rest of the characters are a little too squish for my liking. 



#36
BelnickISMYNICKNAME

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ok then show me another choke point !

exactly there is only one

only morons get hit with crossfire, use tactics



#37
Silvershroud

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ok then show me another choke point !

exactly there is only one

Someone hasn't spent enough time looking around the zone 5s.  There are other chokepoints on some of the maps, and the others have rooms with only two entrances, so not too bad to hold either.