Cheap difficulty would be increasing enemy attack and defense. What we really need is a way to force us to be more strategic. More enemies, more random placements and enemy types. Unexpected things that can happen that require quick thinking. This is the real difficulty that we need. Not just attack sponges.
Be careful we don't want cheap difficulty increases
#1
Posté 13 février 2015 - 07:23
- teltow aime ceci
#3
Posté 13 février 2015 - 07:47
Imagine an entire wave being made of despair demons/stalkers.
#4
Posté 13 février 2015 - 07:52
4vs4 thunderdome
#5
Posté 13 février 2015 - 07:54
That's what the Arcane Warrior is for!
lol everyone knows me now as the guy that doesnt like AW. That's right screw the AW! All I ask is that they balance out the perpetual barrier generation and change the scoring system so they don't get tons of points just for being a punching bag.
#6
Posté 13 février 2015 - 08:14
*Throws mouse out the window*Imagine an entire wave being made of despair demons/stalkers.
#7
Posté 13 février 2015 - 08:29
Cheap difficulty would be increasing enemy attack and defense. What we really need is a way to force us to be more strategic. More enemies, more random placements and enemy types. Unexpected things that can happen that require quick thinking. This is the real difficulty that we need. Not just attack sponges.
+1
Unfortunately bumping attack and defence is easy.
The "good" changes are things like:
AI - hard to program; requires CPU cycles; if player damage is higher enough, may be almost unnoticed.
more enemies - resource use all over, CPU/GPU; game balance.
random placement - probably one of the easiest ones to introduce, but may not really increase difficulty.
random enemies - probably not too tricky to introduce; slight-moderate resource increase (e.g. a giant vs an archer).
random objects in tiles - glitch potential, but mixing up objects in a tile set may give more variety e.g.; wall placement, trees etc
proper random maps - more tiles, which lock together in more random fashion. Why even have the zone 5 always use the same tile?
The big problem is probably supporting PS3/360 platforms, they can't do too much which increases resource use (much like XB1/PS4 hold back proper top-end PCs). Unless Bioware make the bold decision of splitting content streams, and giving past-gen less or different content, we probably won't see big changes.
IMO the content we currently have needs stronger theming too.
I mean Venatori and Red Templars play broadly the same. Ditto Elven and Teventer Ruins, they aren't very distinctive from a gameplay point of view.
If say Venatori had much less focus on melee, more on ranged, stealth and mages doing direct damage; while Red Temps had melee and buffs/debuffs to support melee; Demons got more CC and effects - they'd all be more distinctive.
Likewise make Elven Ruins even more open, Orlesian the tight corridors, and Teventer midway, they'd be more interesting.
Make animal types locked to a particular map, so you'd only see giants in Elven Ruins say, and appropriate to the terrain.
Geth on Condor felt massively different to Collectors on Glacier, and required different tactics.
These kind of changes could make DAMP a more varied, and hence better game IMO.
- CRCError1970, russ4ua16 et fizzyash aiment ceci
#8
Posté 14 février 2015 - 12:30
Enemy AW inbound!
- Jugger nuggss aime ceci
#9
Guest_Mortiel_*
Posté 14 février 2015 - 01:00
Guest_Mortiel_*
Was it so hard to give the Red Templars a Spell Purge ability? I mean, how tough would the Arcane Warrior if his Barrier was suddenly zapped in the middle of a horde of enemies? Yeah, people would be much less reckless when playing with him then, wouldn't they?
Aside, I am all for more intelligent difficulty, such as:
Environmental hazards, like oil on the ground that Venatori mages or archers can set ablaze once you cross it or even simply alarm systems (trip wires or something) that will alert enemies (maybe even spawn more) if you trigger them. While these examples are more enemy-driven, you could implement hazards that are neutral, such as a collapsing wall in the Destruction maps.
Intelligent enemy placement: Enemies don't always just mill about. The demons are the only faction that makes a passable attempt at an ambush, and even then only with Wraiths. How about having stealthed Shadows positioned on the flanks of a chokepoint, ready to gank the poor back-line mage keeping the team alive rather than them start off with the rest of the group? What about placing a line of archers in an isolated and elevated point over the door you are coming through, creating a kill box if you do not send an Assassin (for example) to flank them?
New enemy types that have huge damage reduction unless certain status effects are applied? Ideally, these would be something common enough like Weakened, Shocked, or Chilled. If you made the status effect something too specialized like Paralyzed or Sleep, it may be a little too restricting, so a careful balance would be needed.
New enemy types that have large damage reductions to certain weapon types, such as a Red Templar type having strong resistances to magic staves or a demon type having a strong resistance to arrows?
And how about some very simple puzzles that grade based upon lobby size? Something like each character stands on a tile or pulls a lever (there would be tiles/levers active equal to the amount of players in that match).
Obviously, these are all just examples. Not all would necessarily prove to be useful, but they are much better than simply scaling up damage/damage reduction mindlessly, or restricting players to lower level gear.
EDIT: Oh, and add an experience boost for beating these specialize enemies or specialized hazards. Reduce that grind! ![]()
Modifié par Mortiel, 14 février 2015 - 01:08 .
- apocalypse_owl, kea_spicy, actionhero112 et 4 autres aiment ceci
#10
Posté 19 février 2015 - 12:49
Just add the some of the mobs we fight on the way to Wave 5 to Wave 5.
Venatori - Mages
Red Templar - Shadows
Demons - Despair Demons/Pride Demons
Throw in like 4 random large animals like Giants and Gurn/Druffalo/Bogfish.
This is assuming you didn't want to add a random Fereldan Frostback =p
#11
Posté 19 février 2015 - 01:25
The big problem is probably supporting PS3/360 platforms, they can't do too much which increases resource use (much like XB1/PS4 hold back proper top-end PCs). Unless Bioware make the bold decision of splitting content streams, and giving past-gen less or different content, we probably won't see big changes.
This, sir, hits the nail on the head.
I'm pretty sure the DLC we will be seeing is going to be:
More enemy factions. IE Darkspawn
"Platinum" difficulty mode
Expanded armor/weapon crafting
Additional rune types
And of course, Hats
- actionhero112 aime ceci
#12
Posté 19 février 2015 - 02:30
Hats
End thread
#13
Posté 19 février 2015 - 02:34
-Wall of Ice for Venatori spellbinders.
-Lunge and Slash or payback strike for shield mooks
-Pommel strike for brutes
-Flank attack for shadows/stalkers. Because they're not annoying enough already.
-Caltrops for archer's. Actually, scrap that. Too OP.
#14
Guest_Mortiel_*
Posté 19 février 2015 - 03:48
Guest_Mortiel_*
How about extra abilities for enemies?
-Caltrops for archer's. Actually, scrap that. Too OP.
Bloody right! I would quit the game if a Venatori marksman facerolls me with Caltrops...
- wertysy aime ceci
#15
Posté 19 février 2015 - 04:46
#16
Posté 19 février 2015 - 05:16
How about extra abilities for enemies?
-Wall of Ice for Venatori spellbinders.
-Lunge and Slash or payback strike for shield mooks
-Pommel strike for brutes
-Flank attack for shadows/stalkers. Because they're not annoying enough already.
-Caltrops for archer's. Actually, scrap that. Too OP.
I get why they didn't put ice wall in MP (imagine the trolling), but I still wish we had it.
#17
Posté 19 février 2015 - 05:58
They need to remove or restrict the minimap. What's the point of having players stuck in the fade be able to mark enemy positions if you can just look on the minimap and see it. The problem is, you can see everything coming before it comes. This is why mass effect 3 had the element of surprise. It's the little things, guys.
Only way to know stuff spawned behind you is the mini map or dying to it. So I'll say keep the mini map as is
#18
Posté 19 février 2015 - 06:12
Guys, I figured it out.
Just add more mages and give them access to DA1's Paralyze spell.
#19
Posté 20 février 2015 - 07:07
I get why they didn't put ice wall in MP (imagine the trolling), but I still wish we had it.
Meh the Behemoths have the red lyrium version of it, would actually add a little more strategy to the usual facerollathon
#20
Posté 20 février 2015 - 07:57
Guys, I figured it out.
Just add more mages and give them access to DA1's Paralyze spell.
I concur. About the more mage bit, anyway. In all seriousness, the Venatori need more mage, with more spells.
#21
Posté 20 février 2015 - 09:20
more spells.
Mass Paralysis?
- Gya aime ceci
#22
Posté 20 février 2015 - 10:13
Just give us perilous but withl all 3 bosses in zone 5
- russ4ua16 aime ceci
#23
Posté 20 février 2015 - 10:29
Mass Paralysis?
Give them mana clash -> troll arcane warriors
- Minuos aime ceci
#24
Posté 20 février 2015 - 10:30
Just give us perilous but withl all 3 bosses in zone 5
Call it Scandalous difficulty.
#25
Posté 21 février 2015 - 03:09
idc what they will do...but if 3 level 1 toons can finish per. the difficulty needs an upgrade.





Retour en haut






