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#26
Vanth

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I think this is probably a matter of perception. DA:I has to be easy because all the tactical options have been removed. All that is left is button mashing, so button mashing has to be enough to beat the game. Therefore it seems easy. 


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#27
Realmzmaster

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I actually prefer the system of assigning attribute points to abilities and using gear to augment those attributes. Works that same for me either way. I actually take more time creating my builds in DAI than DAO or DA2.

 

As to button mashing I can only assume that means that no one uses any of those abilities that they select on level up. Because some thought still has to be used in determining what abilities to use in a fight and when. I also make use of Tac-cam to learn the weaknesses, strengths and abilities of the enemy

 

And before anybody says you simply use barrier or guard with certain other abilities then rinse and repeat. You can do that in all of the DA games. But YMMV.


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#28
In Exile

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I don't think crafting is meant to allocate Atributes...In DAO and DAII we don't have a "deep" crafting system,but we could change our atributes and yet some itens has some atributes changes...So concluding,limit yourself with only crafting,our Deep character costumization lose some points...

 

Crafting allows you to modify stats in basically the same way as attributes in DA:O and DA2. It's functionally equivalent from a "good" build POV. You arguably have fewer ways of nerfing your own build but I'm not sure how that's a negative. 



#29
luism

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Crafting sucks period

#30
Realmzmaster

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Crafting sucks period

 

To each their reach. Crafting is fun, but YMMV.


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#31
DarkAmaranth1966

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I really wish Bioware would take a look at how leveling up is done in the Rift Game by Trion Worlds. There is an auto level option that assigns everything for you based on one of several possible builds you can select for each class but, you can also choose to level manually.

 

For example a KE specialized mage might have the choice of Inferno Knight - a fire heavy build. Stormbringer - an electricity and ice combo build. Guardian - a spirit heavy build. Eldrich Knight - a smattering of everything.

 

You could chose one of those preset builds then, just click auto level up to apply the points, or you could do it manually and create a custom build.

 

They also need to look at the UI for Rift, it CAN be very basic, console suitable but, there are options to add more ability bars, more inventory bags, etc for PC. All under the control of each player, so everyone can have the UI they prefer. If you want to list 10 quests active and, have 8 hot bars and, 6 bags of inventory, have at it, if you want one hot bar, one bag and one quest active, have that. Now that's a UI everyone can live with.



#32
McPartyson

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Well...I am not fond of Mods at all,and even If I appreciate your "hints",if I did that,Will not be playing the game the way I should be by limiting myself just to make a challange for me,I wanted the gabe to be a challage since the start...

 

I used to be stubborn like you, but then I stopped that BS and just made the game work how I wanted it to work.

 

The game is obviously aimed at a wider audience, and it had to be balanced around ALL types of builds (builds that don't have Barrier). Bioware had to balance thinking the player might never get Masterwork gear (quite possible on a single playthrough). Knowing that all types of builds need to be considered, Barrier is a skill that is optional, but changes the game difficulty drastically. Masterwork gear is optional but can change the game difficulty drastically. Don't use them. Think about it.

 

It would be nice for Bioware to release a Hardcore Nightmare mode in the future, but I wouldn't hold my breath. Try my "hints" as you say, and just have fun.

 

The mod is not very intrusive at all, it just changes the experience table to keep your character from over leveling the entire world.


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#33
Sylvius the Mad

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I play both DAO and DAI on Hard, and DAI is definitely easier.

DAO was mostly easy, with occasional difficulty spikes (I needed several attempts to defeat Jarvia, for example).

DAI is comically easy pretty much everywhere. I have yet to have to reload a boss fight. My only two party wipes have been when I badly mismanaged the Crestwood dragon (I hadn't intended to fight her right then), and once I was casually wandering through the Exalted Plains and was beset on all sides by corpses and two Arcane Horrors when my party was strung out behind me because I wasn't paying attention to pathfinding.

#34
Sylvius the Mad

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Crafting allows you to modify stats in basically the same way as attributes in DA:O and DA2. It's functionally equivalent from a "good" build POV. You arguably have fewer ways of nerfing your own build but I'm not sure how that's a negative.

DAI offers fewer options for genuinely weird character builds.

#35
Drasanil

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The Fear Daemon in 'Here Lies the Abyss'

 

I did a playthrough where I had to reload the fear demon fight twice.... because I kept killing it to quickly and the damn cut-scene to escape wouldn't load :lol:



#36
Nomen Mendax

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I play both DAO and DAI on Hard, and DAI is definitely easier.

DAO was mostly easy, with occasional difficulty spikes (I needed several attempts to defeat Jarvia, for example).

DAI is comically easy pretty much everywhere. I have yet to have to reload a boss fight. My only two party wipes have been when I badly mismanaged the Crestwood dragon (I hadn't intended to fight her right then), and once I was casually wandering through the Exalted Plains and was beset on all sides by corpses and two Arcane Horrors when my party was strung out behind me because I wasn't paying attention to pathfinding.

I'm inclined to agree with this. I played DAO on hard and found it appropriately challenging. I'm playing DAI on Nightmare and am mostly fine - and I don't normally play games on their highest difficulty either because I get too frustrated or because I just can't succeed (XCom: Enemy Unknown and Starcraft 2, I'm looking at you here).



#37
luism

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To each their reach. Crafting is fun, but YMMV.


Yes this game has more than ran its course so my mileage did vary

#38
Apollexander

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Just let the enemies learn our abilities, such as dispel, wraith of haven, thousand cuts, the chain & kick, static cage, evade, and so on and so on and so on... That would easily be the most difficult DA game, trust me B)



#39
DanniloSan

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Just let the enemies learn our abilities, such as dispel, wraith of haven, thousand cuts, the chain & kick, static cage, evade, and so on and so on and so on... That would easily be the most difficult DA game, trust me B)

Like in Dragon Age Origins,if you can remember the enemies uses most of our abilities...Oh,fight those Genlock/Hurlock emissaries sometimes is pretty dificultty,for me because of 4 spells: Fireball,Crushing Prision,Curse of Death and Stinging Swarm... :/ !!!



#40
Apollexander

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Like in Dragon Age Origins,if you can remember the enemies uses most of our abilities...Oh,fight those Genlock/Hurlock emissaries sometimes is pretty dificultty,for me because of 4 spells: Fireball,Crushing Prision,Curse of Death and Stinging Swarm... :/ !!!

None of them was difficult to me... just cost me a mana clash.


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#41
wepeel_

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There's a mod here that allows you to make the game about as hard as you think you can handle. Removal of enemy level cap so you can't outlevel content and multipliers for enemy health, damage, ability cooldowns etc.

 

You can crank everything up or tune it to your preference, e.g. enemies with low health but who hit really hard for shorter but more intense battles, and so on.



#42
DanniloSan

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None of them was difficult to me... just cost me a mana clash.

Oh...I'm sorry sir Mage,but I don't use those spells from Spirit Tree :P 

But at the end,Alistair or Justice (I made him Templar) finish them to me!



#43
Forsythia77

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I feel like there was very little difference in how hard this game has been from casual to normal to hard.  All three of those difficulty levels felt the same to me.  But I did notice a bump in difficulty when I started playing on nightmare.  Especially in the beginning (pre-Skyhold) I had to really think out how to spec my inquisitor.  In this run I'm only a level 12 so I can't comment on end game feel, but based on my past play throughs I have been playing this one much more tactically (well, as tactical as one can get in this game), as well as really looking at what spells do what damage, what materials grant in terms of bonuses, etc.  Like I said, I've made it to Skyhold now, so I'm pretty sure things are only going to get easier as masterwork crafting and specialization is available.  Also, for those early main missions, being at the lower end of the recommended levels vs the higher end really made a difference.  It was much harder for me to kill Alexius at a lower level than when it was when I stopped, gained another couple of levels and went back in at the high end of the recommended levels.  At the end of the day I want to feel appropriately challenged without feeling frustrated to the point where I just abandon the play through and start over.



#44
Drasanil

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Oh...I'm sorry sir Mage,but I don't use those spells from Spirit Tree :P

 

A mage with out mana clash, is a mage done wrong  :P


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#45
DanniloSan

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A mage with out mana clash, is a mage done wrong  :P

Oh! Now your hurt my poor Magi feeling..  :rolleyes:


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#46
Meave

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enemy scaling isn't about whether you become a god or not and it's not only about the challenge either.

 

scaling compensate for that you can chose whichever region you explore first. You are not forced to walk the same path (at least not in DAO or DA2) every time you replay the game. You can walk where you want when you want.

 

But not in DAI. They screwed up big time. Mobs has a limit to what level they scale and you get so much xp that you outlevel them pretty fast leaving the game easy to finish on nightmare even for average 10years old child... Secondly some areas have minimum level ehich besides story areas have no sense. Monsters should drop equipment depending on their level and not area and merchants could easily change their merchandize once you reach certain level. So you could let's say go first to du Lion and then go back finish Hinterlands and still enjoy everything. They need to release one more difficulty where monsters will always scale with party level. not all monsters have to be exact same level as the party they could be +-3 levels or always 5 levels higher as party for some bosses



#47
Vanth

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I don't normally play games on their highest difficulty either because I get too frustrated or because I just can't succeed (XCom: Enemy Unknown and Starcraft 2, I'm looking at you here).

 

I really love playing XCom on Hard (or Nightmare) with Iron Man on. I love that you can lose your soldiers permanently - it adds a huge amount of tension to the game. I would love a mode for DA:I were there was no reviving of player or companions - once they are dead they are dead.



#48
Nomen Mendax

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I really love playing XCom on Hard (or Nightmare) with Iron Man on. I love that you can lose your soldiers permanently - it adds a huge amount of tension to the game. I would love a mode for DA:I were there was no reviving of player or companions - once they are dead they are dead

I've beaten XCom on Hard in Iron Man mode but I'm ashamed to say I don't think I got past the first mission in Nightmare! And I agree Iron Man makes it a really tense experience.

 

I've argued before that I would like there to be some consequences from the combat. I find it frustrating that the activity we do the most in the game never has any consequence at all (other than reloading). I realize that killing companions permanently would be difficult in the context of DA, but I wish they would come up with something more creative than what we currently have.