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For all its faults, "Descent" is a welcome return to DA's roots.


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#26
MisterJB

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I have no idea why they're so tough :huh: The first ogre you fight at the beginning didn't even damage me that I noticed. I thought it might have even been programmed to only attack Valta, like a tutorial. But you don't make tutorials with 100000+ health. I just attacked it for minutes on end, without any worry of being defeated. Tedious and not at all adrenaline-pumping. That was basically the experience I had with every Earthshaker, even though they actually attack you. I even had a ridiculously good staff that I sort of cheated to get, but not really. I just saved moneyarrow-10x10.png and got a high-level schematic from the BE really early. Even with that, the enemies were way too tough to be fun.

Exactly, they aren't challeging, they are mountains of health you have to go through and that ended up making sections that should have been amazing into a chore. The Darkspawn nest in particular. The music there is perfect, the terrain creates the perfect atmosphere. It all took me to back to the Dead Trenches where your have to be a spear and punch a hole through the Darkspawn lines.

 

But in DAO, anyone short of an Elite Boss would either kill you under ten hits or you would kill it. That kept the combat fresh and fast paced and, basically, what you see in fantasy movies where the heroes kill one orc and quickly move to the other.

In the Descent, I remember dreading Genlock Alphas. Not because they were dangerous, but because I knew I'd be there forever using the same attacks over and over.

 

Creatures like Emissaries should either kill you in two hits "Curse of Mortality+Crushing Prison" or be killed in three strikes. They're mages, not tanks.


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#27
KaiserShep

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As long as it has respawning mooks it sucks. I hate them!

Well, hate might be bit strogn word. I strongly dislike them!

Respawning mooks actually makes sense in the Deep Roads though. This actually happened in parts of DA:O's Deep Roads as well. The darkspawn are basically a never-ending swarm underground. It wouldn't really make sense if they didn't constantly show up in the caves we clear out. 



#28
Darkstarr11

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I agree. Especially considering the first time I tried to clear it I killed dozens of darkspawn (on nightmare, so it took a long time) before realizing one of the 2 ogres fell beneath the floor and I had to restart the entire assault. Fun times <_< Even if there were still quite a lot of them, but not infinite, it would have been okay.

The awesome music really did help though :wizard:

 

Music was epic.   :wizard:



#29
KaiserShep

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Good to see that it's a solid DLC. I can't wait to get it myself. 



#30
Gonzo

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I still think that the ideal was if the whole game was more in-line with Jaws of Hakkon. By that i mean:

- A large Area, not too crowded with uninteresting stuff, like a bazillion of fade rifts.

- Some decent, minor sidequests (the one with the possessed scout comes to mind.)
- Actual insight into the people of that area, not just trough codex entries and war table operations.
- A more substantial sidequest, offering a cinematic experience.

The DAI model is not bad, specially for the concepts the game is going for, it just felt mostly "watered down" in the base game.
 



#31
BansheeOwnage

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Exactly, they aren't challeging, they are mountains of health you have to go through and that ended up making sections that should have been amazing into a chore. The Darkspawn nest in particular. The music there is perfect, the terrain creates the perfect atmosphere. It all took me to back to the Dead Trenches where your have to be a spear and punch a hole through the Darkspawn lines.

 

But in DAO, anyone short of an Elite Boss would either kill you under ten hits or you would kill it. That kept the combat fresh and fast paced and, basically, what you see in fantasy movies where the heroes kill one orc and quickly move to the other.

In the Descent, I remember dreading Genlock Alphas. Not because they were dangerous, but because I knew I'd be there forever using the same attacks over and over.

 

Creatures like Emissaries should either kill you in two hits "Curse of Mortality+Crushing Prison" or be killed in three strikes. They're mages, not tanks.

Yeah, it's ironic isn't it? DA:I's combat is supposed to be flashy and fast-paced, to attract more players. But it's actually slower paced than before! You used to damage things, and they damaged you. I mean, it's not a fist fight - we're using swords and arrows and magic! Last I checked, we're not supersoldiers in power-armour. We, nor they, should be able to take so many strikes. It's made even worse by the contrast in the cutscenes, like this next spoiler:

 

Spoiler

This happens in virtually every cutscene death in ME and DA. Like the Murder Knife. If it followed combat rules, you'd sit there in the cutscene hacking away at whatever poor soul you've decided needs to die for minutes while everyone stares with awkward expressions. But in cutscenes, you kill them instantly with knives. I'm fine with you being somewhat tougher in gameplay than is either realistic or happens in cutscenes, but DA:I takes it way too far.

 

Plus, it's satisfying to wade through enemies, dropping them efficiently. Oh, and you're right. Emissaries should be glass-canons, not tanks.

 

Music was epic.   :wizard:

Yes, it really was!


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#32
MisterJB

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At lvl 27, Ogres have 274000 health points. On Normal.

What the hell, Bioware?



#33
MisterJB

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Spoiler

Spoiler


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#34
Darkstarr11

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Spoiler

 

EVERYTHING should be made of that stuff.  

 

At lvl 27, Ogres have 274000 health points. On Normal.

What the hell, Bioware?

 

Say WHAT?  Some DRAGONS don't have that much.  Cory didn't have that much.  Seriously?  That's going a bit far.  Tougher than the final boss of the game?  Crazy...


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#35
BansheeOwnage

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Spoiler

Good point!

 

EVERYTHING should be made of that stuff.  

 

 

Say WHAT?  Some DRAGONS don't have that much.  Cory didn't have that much.  Seriously?  That's going a bit far.  Tougher than the final boss of the game?  Crazy...

I second this. Also, WOW. That's a lot of health. My ogres on nightmare only had about 130000, but I was level 17-20. It was still ridiculous. Yes, it's ridiculous to make them tougher than dragons and the final boss. Like... wow! Can't you make them more interesting to fight, instead of just making them tougher? Bioware, go home, and come back once you find your innovation. You lost it :P



#36
Nixou

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At lvl 27, Ogres have 274000 health points. On Normal.

What the hell, Bioware?

 

 

Well, now we know what the next update will be about (nerfing Ogres' lifebars)

 

***

 

you only have to go to 3 of the 10 open areas in the game (Hinterlands, Crestwood, Western Approach) at all.

 

 

Worst part is that it could have been corrected by turning a few side quests into mandatory ones: like making the invitation for the ball arriving after you made contact with Fort Revasan & Citadelle du Corbeau and fixed their most urgent undead/demon related problem, blocking access to the Ritual Tower in the Western Approach until Griffon Wing Keep is retaken by the Inquisition, or making the Arbor Wilds inaccessible until after the conflict between Fairbanks and the Freemen in the Emerald Graves was dealt with.


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#37
ace 14 07 Aller

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Well I think one of the reasons why you did not feel the weight of the war between elves and humans is that it just happened so long ago.I mean in the deep roads between the ignorance of the dwarven leadership,the darkspawn threat,and the still crumbling empire of the dwarves.... that is still going on.the elf-human war stopped hundreds of years ago.simply we don't deal with that because it simply wasn't the topic of the day in dragon age inquisition.It would have been cool as hell but it just simply not the issue at the time. 



#38
DwarvenFury

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I for one loved it. More dwarven content both in camera time, lore and related gear was much needed, same is true for the qunari and hopefully something shows up.
Getting more info/feel for the culture was fun and engaging and the environment looked absolutely stunning (as the rest of the areas in game, mostly.).

I found myself more involved in this dlc then JoH or most of DAI to be honest. There's an easy to acknowledge threat right from the start in the darkspawn that feels more intense then the venatori. Saw some people complain about the density and strength of the enemy's and that the fights was messy and chaotic but I liked it.

It made me feel needed. It made the situation feel desperate, unlike the normal endless open spaces where you occasionally find a small venatori camp of 4 to 5 people. The idea of establishing a bigger and permanent Inquisition camp right from the start was good it gave the illusion like I really invested in this "front" instead of putting up a tent and two guards. A separate war map was cool aswell and hopefully's there for further content taking place in the deep roads?:)

The downside was its really really short and not really what I expected for that price. I did it in 3-4 hours I think, and I did it all. The whole more questions then answer's I really don't mind, it seems to be the whole concept of DAI. And I guess it leaves me wanting more and keeps up my interest for the DA franchise.

Great setting, strong story and very engaging. Best dlc so far in my personal oppinion. But way to short and felt rushed. Specially the end.



#39
ace 14 07 Aller

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also the 15$ cost is inexcusable just to feel like you are going back to dragon age's roots 



#40
Fearsome1

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I felt like the horde mode battles were fantastic, and those encounters really made me appreciate the leveling up that I had done with my companions as I didn't have to micromanage every individual fight. That one battle in the thaig was awesome and my team was all over the map in that fight; plus the arrival of the Emissary Alpha really kicked things up a notch further. I loved that!

 

The environments were incredible too, the new weapons, armors and schematics were good (although I wish they had more slots). I initially experienced some serious sound and graphics issues the first time I entered this DLC and thus started a different Inquisitor to get around that. Companion interaction definitely needed more attention, but I did like the two temporary companions a lot.

 

I liked The Descent more than Jaws of Hakkon, but it is splitting hairs, as I liked the former quite a bit. I also look forward to seeing what comes next?


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#41
Linkenski

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I agree. I actually used tactical mode out of necessity and it suddenly struck me "hey this feels like DA:O".

 

Still, a **** DLC, but that's because the enemy AI feels unfinished, the story feels really off and it just feels like playing a flashpoint in SWTOR. Oh, and the difficulty is ****** broken.



#42
themageguy

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Yeah the Emissary and Genlock codexes were CREEPY