Reduce them please. They always take too long to die and it makes gameplay really fricking tedious. Especially the frakking bears. And the bosses have even more hitpoints, I think? And the mouse clicking required is starting to get to me in a bad way.
Why are the healthpoints of enemy NPCs so bloated?
#1
Posté 12 juin 2015 - 09:39
- Elista aime ceci
#2
Posté 12 juin 2015 - 09:50
In Jaws of Hakkon where enemies are high leveled this is very apparent as well. Avoided enemies after a point.
#3
Posté 12 juin 2015 - 10:13
How fast enemies die tends to vary a lot for me. On my last character, once I got really powerful weapons that were mastercrafted to be ridiculously strong, like daggers that did 388 damage, I had to bump the game from hard to nightmare simply because of how fast things were going down.
#5
Posté 12 juin 2015 - 11:28
How fast enemies die tends to vary a lot for me. On my last character, once I got really powerful weapons that were mastercrafted to be ridiculously strong, like daggers that did 388 damage, I had to bump the game from hard to nightmare simply because of how fast things were going down.
Aye, my dw rogue has 2 crafted daggers that do 420+ dps each and I'd regularly crit. for 1000-3000 dmg, sometimes even as high as 9000 dmg on staggered big guys like dragons. My warrior was all tank though and battles took agonizingly long to finish.
#7
Posté 12 juin 2015 - 11:41
The worst are human boss fights. I can understand that an Envy demon or a Red Templar Behemoth may have a lot of HP. They are alien, magical creatures, and one of them is freaking big. Same with dragons. By why does Florianne have absolutely riddiculous HP? She is a woman with barely any muscle on her!
Why is Samson tough as a dragon, despite you ruining his armor?
Why can Alexius shrug a Mighty Blow with a giant axe into the head without having barrier on like it's nothing?
- Elista, Enigmatick, Lord Bolton et 1 autre aiment ceci
#8
Posté 13 juin 2015 - 12:30
I think this video helped me understand the numbers bloat.
#9
Posté 13 juin 2015 - 12:47
Bad game design stemming from a lack of symmetrical mechanics.
^It's a common problem with action games. Because the player controls how often you hit and since they like to hit often the only recourse is HP bloat. The other option is to make the opponents skilled and the casual market won't take that.
#10
Posté 13 juin 2015 - 07:31
In Jaws of Hakkon where enemies are high leveled this is very apparent as well. Avoided enemies after a point.
Yeah those were terrible. 1 million HP per enemy? Something like that?
#11
Posté 13 juin 2015 - 08:03
Yeah those were terrible. 1 million HP per enemy? Something like that?
I've seen worse. You ever play point lookout in Fallout 3? Enemies do 35 unblockable damage per hit regardless of armor (and that's a lot of health for that game), and have more HP than deathclaws if I recall right. It's just blatantly unfair, and you you're pretty much dead if you're not in cover. Like JoH, it's meant for characters who are very high level and expected to have the best equipment possible by the time they go to the DLC area.
#12
Posté 13 juin 2015 - 08:08
I've seen worse. You ever play point lookout in Fallout 3? Enemies do 35 unblockable damage per hit regardless of armor (and that's a lot of health for that game), and have more HP than deathclaws if I recall right. It's just blatantly unfair, and you you're pretty much dead if you're not in cover. Like JoH, it's meant for characters who are very high level and expected to have the best equipment possible by the time they go to the DLC area.
Yeah and it was a crap DLC. Just giving enemies 10 million extra HP does not boost the difficulty, it boosts tediousness. Almost every enemy in Jaws of Hakkon has more HP than the Archdemon. That alone tells the player that the Archdemon wasn't really a threat at all.
- Elista, TheOgre et CDR Aedan Cousland aiment ceci
#13
Posté 13 juin 2015 - 08:25
Yeah and it was a crap DLC. Just giving enemies 10 million extra HP does not boost the difficulty, it boosts tediousness. Almost every enemy in Jaws of Hakkon has more HP than the Archdemon. That alone tells the player that the Archdemon wasn't really a threat at all.
To be fair, the archdemon was outranked by enemies in Origins too. Gaxkang and I believe the sacred ashes High Dragon are both more powerful, and Gaxkang, surprisingly, is the most powerful enemy in the entire game.
That being said, I didn't even realize that enemies in JoH had so many points, because I was able to dispatch them much faster than I was able to take out the likes of Gaxkang, the high dragon or the archdemon, but then again I entered the Frostback Basin at level 25. I was amused by the fact that tuskets actually require multiple hits to be taken down. That's some tough ass rubber skin those potato pig hippo things have.
#14
Posté 13 juin 2015 - 08:41
To be fair, the archdemon was outranked by enemies in Origins too. Gaxkang and I believe the sacred ashes High Dragon are both more powerful, and Gaxkang, surprisingly, is the most powerful enemy in the entire game.
That being said, I didn't even realize that enemies in JoH had so many points, because I was able to dispatch them much faster than I was able to take out the likes of Gaxkang, the high dragon or the archdemon, but then again I entered the Frostback Basin at level 25. I was amused by the fact that tuskets actually require multiple hits to be taken down. That's some tough ass rubber skin those potato pig hippo things have.
Gaxkang was just an easter egg, though. The fellow is Kangax (or whatevr he was called) A notorious enemy from a side quest in BG2. I can a accept that the High Dragon is on par with the Arch Demon, though. Both are huge dragons. But that both of them can take ten times less damage than an average barbarian from a jungle was pushing it.
#15
Posté 13 juin 2015 - 08:43
It's a cheap and uninspirational way of making the game "harder" - when in effect, the only way it GETS harder is that the players find it harder to stomach going through the content because of how dull the combat becomes.
Combat in DAI lacks any strategy. You can't manually block (bar a couple of Warrior abilities, and these have cooldowns), a Mage can't throw up a reflective barrier that if timed correctly can block/reflect incoming spells/projectiles, Rogues can't parry on demand with their daggers. The combat in DAI is all about being pretty and giving pseudo-gratification - "WOW! I just obliterated those enemies, that was AWESOME!" *10 battles later* "Sigh..."
The fact that you can have 4 party members in your team at any one time gives them a pool of possibilities for combat - if it looks like an enemy is prepping a high powered attack, switch to tactical cam, control one of your mages and get them to throw up a reflective barrier of some kind - or an elemental shield - or a wall of ice/earth that can block the brunt of the attack. Or one of your Rogues, that can use an ability that will interrupt the casting of the spell/ability altogether - a quick-fire arrow that stumbles the target, or a throw of a knife.
But instead all we're given is:
- Enter battle
- Barrier goes up
- All out DPS
- Loot
And for the tougher battles, add in there "barrier gets maintained by the mages".
I know this may sound like I'm hating on the game and tearing it apart - that's genuinely not my intention. I enjoyed the game and continue to enjoy it, on some level. I don't feel like I was cheated or didn't get my moneys worth. There's just so much untapped potential there that, to an extent, it's actually quite frustrating.
- Rawgrim aime ceci
#16
Posté 13 juin 2015 - 08:48
Gaxkang was just an easter egg, though. The fellow is Kangax (or whatevr he was called) A notorious enemy from a side quest in BG2. I can a accept that the High Dragon is on par with the Arch Demon, though. Both are huge dragons. But that both of them can take ten times less damage than an average barbarian from a jungle was pushing it.
Still, it just seems like it doesn't matter so much when the party hits so much harder than they did in previous games. Hakkon itself only lasted a couple of minutes, and the only reason I didn't take it out faster was because it kept taking off and hovering to spew ice.
#17
Posté 13 juin 2015 - 10:02
Reduce them please. They always take too long to die and it makes gameplay really fricking tedious. Especially the frakking bears. And the bosses have even more hitpoints, I think? And the mouse clicking required is starting to get to me in a bad way.
Well, they took out tactics, they took out the tactical skills, they took most of the enemy skills away, so they bloated the health bars to make them "challenging".
And it blows.
- Rawgrim aime ceci
#18
Posté 13 juin 2015 - 12:01
I think it would have been a lot better if they had just stuck with the Origins combat system, and just improved it a bit for each game after it. Added more options and abilities, instead of decreasing options and simplifying everything. Even Diablo gives the players more option from one title to the next, and that is pretty much an action game.
- Akrabra aime ceci
#19
Posté 13 juin 2015 - 12:07
http://dragonage.wik...tings_(Origins)
This is how you scale enemies on difficulty. Not make huge HP sponges.
#20
Posté 13 juin 2015 - 12:09
Give enemies access to more powerful abilities. Increase their level. Give them better gear. Level them up as the PC and companions would level up. Same rules for everyone in Thedas.
- Akrabra et DarkKnightHolmes aiment ceci
#21
Posté 13 juin 2015 - 12:18
Give enemies access to more powerful abilities. Increase their level. Give them better gear. Level them up as the PC and companions would level up. Same rules for everyone in Thedas.
I just love those Hakonite spies at over 50k health. That's about 50 or so times the health of Iron Bull.
#BiowareLogic
#22
Posté 13 juin 2015 - 12:22
I just love those Hakonite spies at over 50k health. That's about 50 or so times the health of Iron Bull.
#BiowareLogic
Also they wear thick fur clothes, almost eskimo like, despite living in a tropical jungle area.





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