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How do you feel about rifts?


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14 réponses à ce sujet

#1
thewatcheruatu

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I'm not sure what it is about them, but I just hate them for some reason. It's kind of like they took the concept of enemy waves that everybody seemed to dislike from Dragon Age II, and somehow made them worse (and it's funny, because I didn't really mind the enemy waves in DA2). I think it's because you can't really predict what's going to come out of them. I like fights that are a little easier to play out in your head before they start. 

 

Also, it's more difficult to control the battles (for me, anyway), because of the way enemies spawn all spread out. And many times, the rifts themselves are in these really inconvenient locations that make it difficult to get good positioning.

 

Oh, and if you lead the enemies too far away from them, the enemies despawn right in front of you and the rift resets.

 

I felt like I had kind of gotten the hang of them, and then I picked up Jaws of Hakkon and some of these rifts are just destroying my groups.



#2
BansheeOwnage

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Hmm, rifts... Well, I definitely dislike that they're all so isolated and only produce demons when you approach them. I would have loved to see demons roaming around the areas near them, giving you a motivation to close them and adding a slightly dynamic environment. It's also puzzling why there are none near populated areas that attack said populated areas, giving you even more reason to close them. Even the ones that are fairly close don't produce demons, as said before. I remember frantically trying to save towns from dragons in Skyrim, and would have liked to save them from demons (and dragons, for that matter) in DA:I. Actually, that makes me realize I have similar thoughts about the dragons in this game. They sort of just wait for you to attack them. It would have been cooler if they ambushed you or attacked keeps, especially.

 

Gameplay-wise, rifts are alright and I don't mind the random demons. One thing that does disappoint me though, is their health meter. And by that I mean the fact that it's useless because every rift I can remember simply has two waves. Even on Nightmare! How boring and predictable! Why not have some lowly rifts that can close after the initial demons are dealt with? Why not some with a few waves, since there are barely any long fights in DA:I? Come to think of it, why can't you close them while demons are there? Do they force it open somehow? If I designed rifts, I think I would have them spawn a lot of enemies gradually in addition to the initial wave (but not infinite), encouraging you to close it during combat, which would be harder.

 

I also hate how they reset if you go "too far" away, like you said. The range isn't very far, and sometimes I'll end up in a hard fight and Varric will be near the edge of the invisible zone, naturally, and he'll use Leaping Shot and I'll have to fight those Pride Demons all over again <_< Couldn't they have just made the demons follow you a little? Those are my thoughts on rifts I guess.


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#3
thats1evildude

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Actually, the rifts in the Exalted Plains DO dispense demons that attack people, at least on XBox One.

 

Throughout the area, you may continually encounter small groups of wandering enemies: assorted demons, walking corpses, Freemen deserters and wolves. Besides attacking you, they will also attack any of Gaspard's soliders who are roaming the area.

 

You can get rid of the walking corpses and the Freemen by burning all the body pits throughout the region, but you may still encounter small groups of demons. These will also vanish once you have closed every rift on the Exalted Plains. The only wandering enemy left on the Plains will be the occasional wolf pack.

 

I've done this several times now and observed the same changes each time.

 

There's also the rift in Crestwood, though that's sort of a special case being a "super-rift."


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#4
KCMeredith

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Would've preferred that the Rifts continuously spawn demons until you manage to close them, with killing demons and disrupting them slowly draining their health until you can finish them off. Or at least let the number of waves vary, after I realized that its always two waves it got predictable and took a lot of fun out of it.


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#5
BansheeOwnage

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Actually, the rifts in the Exalted Plains DO dispense demons that attack people, at least on XBox One.

 

Throughout the area, you may continually encounter small groups of wandering enemies: assorted demons, walking corpses, Freemen deserters and wolves. Besides attacking you, they will also attack any of Gaspard's soliders who are roaming the area.

 

You can get rid of the walking corpses and the Freemen by burning all the body pits throughout the region, but you may still encounter small groups of demons. These will also vanish once you have closed every rift on the Exalted Plains. The only wandering enemy left on the Plains will be the occasional wolf pack.

 

I've done this several times now and observed the same changes each time.

 

There's also the rift in Crestwood, though that's sort of a special case being a "super-rift."

I forgot about the demons in the Exalted Plains, thanks. Though I didn't know they stopped once the rifts were closed, that's very good. I just wish it was similar for all areas. When Inquisition was in development, I thought demons would actually be threatening things, that they'd be everywhere and entire armies would be needed to stop them from breaching cities. Of course that also goes somewhat with the assumption that the Breach would be open most of the game. It sent chills down my spine to see the Breach in the CGI trailers. Basically, I thought it would be like a blight, but with demons. Oh well.

 

Yes, we need more super-rifts like that.



#6
thewatcheruatu

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I also hate how they reset if you go "too far" away, like you said. The range isn't very far, and sometimes I'll end up in a hard fight and Varric will be near the edge of the invisible zone, naturally, and he'll use Leaping Shot and I'll have to fight those Pride Demons all over again <_< Couldn't they have just made the demons follow you a little? Those are my thoughts on rifts I guess.

 

It's funny you mentioned that, because that's exactly what happened to me a couple of times last night (except it was Sera). The archers have a tendency to do leaping shot right off the edge of a cliff. I should probably just turn the ability off and micromanage it, but I dunno...I'm too lazy to do that, and sometimes it's actually helpful with the AI does it on its own.

 

Look--I'll be the first to admit I'm probably not great at combat in this game. In fact, I was always pretty shoddy at combat in Origins, as well (which I'm currently playing through again), but at least with that I could kind of learn the fights and get better each time. DA2 was the only one of these games I ever felt any good at. ;)

 

All I'm saying is I'm not a fan of rifts. I mean, some are pretty easy to close, but some are just a huge pain because of mechanics. I got kind of used to trying to lead enemies back to choke points whenever they got spread out, but because of rift resetting, that backfires on me a lot. Also, I dunno. Certain demons just seem to chew through Cassandra's guard, and tanks in this game got nothin' if they lose their guard. It's probably a learn-to-play issue, but I guess the problem is I'm just not as invested in attempting to learn the combat in this game as I was in the first two games in the series.



#7
PapaCharlie9

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+1 to more waves of varying size. Really a missed opportunity.

 

I do agree they tend to be more of a chore than something you look forward to, with two exceptions: 1) Hissing Wastes when high enough experience level to get multiple Pride or higher enemies -- that's fun, and 2) JoH, where every rift is a jackpot of goodies. Randomly distribute a couple of jackpot rifts within the Hinterlands, the Storm Coast and the Western Approach and then there would be an incentive to close them all.


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#8
capn233

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They seemed sort of neat for a bit in the Hinterlands on my first run, but they just come down to more creatures to fill time and give xp and power.

 

Granted, as far as random creatures and enemies on the map go, I have less of a gripe with them then a few other things:

 

-Spawn spots for random enemies like mercs, bandits, Venatori or Templar can respawn the enemies too easily right after you killed them.  Makes you grind through extra enemies for no reason when exploring maps.  Would prefer if they would be blocked from respawn until you left the map and returned.

 

-Critters are out of control.  If a hostile one locks on you, you basically have to waste time killing it.  It is unlikely you can outrun them on horseback since they will continually teleport.  It's just dumb really.  Last night I lead a bear all the way through Hafter's Woods, into and around the Mercenary Forest Villa.  Also, default "neutral" critters become "hostile" too easily.  They should never become hostile, unless they actually are going to attack the party.


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#9
Forsythia77

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I don't really hate rifts.  I generally run two mages, Sera and Cass, so on the second wave I dispel/spell purge the green blobs.  I didn't even mind the JoH rifts on nightmare.  I think Despair demons suck - they always fly so far away - especially in open areas like the Hissing Wastes.  Sometimes I would have to keep my inquisitor static near the rift center while Cass, Sera and Dorian followed one of those broads around trying to kill it.  Now, if you want my feelings on Hakkonite mobs and how much those spies made me want to punch the baby Jesus.. I could write a dissertation..  :)


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#10
PapaCharlie9

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-Also, default "neutral" critters become "hostile" too easily.  They should never become hostile, unless they actually are going to attack the party.

What is up with that? It's particularly noticeable in the HIssing Wastes. I'll be riding along on a mount, minding my own business, and some random August Ram way out on the edge of the HUD circle will suddenly aggro and turn into a red dot and start running around in circles like a crazy person. I don't even have to be facing in its direction, it can be off behind me. At least on a mount I don't slow down ... when on foot it's particularly annoying, since everyone draws and goes into slow motion.


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#11
thats1evildude

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Whenever a creature takes damage, it will turn aggro. In the case of rams and nugs, they can take damage through short falls.
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#12
PapaCharlie9

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Whenever a creature takes damage, it will turn aggro. In the case of rams and nugs, they can take damage through short falls.

So you are saying the ram tripped and now it's mad at me? Wow. Talk about denying responsibility for one's own misfortunes. ;)



#13
thats1evildude

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No, your party members are like sharks. Whenever they smell blood, they go on the hunt.

#14
Jay P

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I wish that the world was a little more responsive to the rifts.

You can close them all in your own good time. Run some flowers out to a grave first. Look for some lost bottles of wine.

Or you can never close them.

And the world doesn't change. I wish there was some sense of urgency.
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#15
PapaCharlie9

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And the world doesn't change. I wish there was some sense of urgency.

YES! Some penalty if you don't close the rifts by a certain point in the main quest progression. It could be as simple as a decline in Influence or Power over time, or it could be more material, like entire regions becoming overrun by demons, spawning one demon every game hour that the rift is not closed (clock doesn't start until you open the map on the war table). Maybe adjusted for level, if the rift is over your current experience level, it spawns demons on at a much slower rate.