I played my first PT on hard, friendly fire on and with Trials. I have no problem in most battles however I find battles unnecessarily long. Are there ANY crafting passives that i can take out bosses or elites HP by percentage? Most action RPG will have this kind of mechanics. I have played more than 250 hours but i can't seem to find such a thing. Is there such a thing anyway?
Enemies having too much HP especially boss
#1
Posté 06 avril 2016 - 02:57
#2
Posté 06 avril 2016 - 03:35
In a word, no. The game mechanics try to simulate that by balancing other characteristics.I played my first PT on hard, friendly fire on and with Trials. I have no problem in most battles however I find battles unnecessarily long. Are there ANY crafting passives that i can take out bosses or elites HP by percentage? Most action RPG will have this kind of mechanics. I have played more than 250 hours but i can't seem to find such a thing. Is there such a thing anyway?
Going up a difficulty increases enemy HP, but your damage output doesn't change. Adding the Even Ground trial forces enemies to be at least the same level as you, which increases their HP. Walk Softly trial promotes some enemies, giving them guard, barrier, both or other traits or abilities. So that makes them even harder to kill
IMO, Nightmare with Even Ground and without Walk Softly is pretty reasonably balanced. As your damage output increases as you level and craft, you do a larger and larger percentage of HP damage against standard, non-boss enemies. But even so, after about XP level 18, you start dominating damage output. Even leveled enemies can't stand up to your firepower and you start one-shotting them. A single ability can do more than 50% of the HP of most enemies, often more than 100%. Any kind of "destroy X% of enemy HP" will be irrelevant after that point
#3
Posté 06 avril 2016 - 04:06
As PapaCharlie9 said, there's no "percentage of total HP" damage, but you can boost your damage to ridiculous levels with crafting. Also, take upgraded mighty offence or lyrium tonics to boss fights.
Abilities like the assassin's mark of death, the artificer's hail of arrows, and the "coming through" upgrade for combat roll also really help. If anything, they're too powerful. A fully geared artificer can kill Gurd Harofsen in 5 seconds with a mighty offence tonic. A reaver can solo him in about 3 minutes. And that's without using a confusion grenade. Cheesy? Absolutely. But why not take advantage of the lack of balance testing?
- PapaCharlie9 aime ceci
#4
Posté 10 avril 2016 - 07:20
After spending some time discovering people's awesome build, i come to conclusion that what i like to see in NEXT Dragon Age:
1) What i understand about Focus is some sort of Ultimate. I like the focus to be independent. No more accumulating Focus points.
2) Focus is a class specific ability. Allowed to be used any time with the restrictions of CD and Mana only. Balancing is up to dev. Either per combat encounter, CD, mana, is all up to the devs.
3) No more 8 ability limit please. I come to understand i need to pick certain abilities in some trees to get some passives and never get to use the Active skill.
4) There's alot of game mechanics in action RPGs like Diablo and MOBA. This game heavily relies on Critical mechanics. I like to see that expanded.
5) Since all party members can use their ulti.. ahem focus anytime, perhaps we can see some cross-class focus in action? ![]()
6) It's an RPG.. console gamers are no casual gamers. They play Diablo as well. What i like to see is that game needs more stats in the loot!.
7) With above, obviously we need MORE enemies on screen. The reason why last gen consoles was not included for the DLCs, it's simple enough to tell because it handcuffs the gameplay. This is very obvious that the number of enemies have been jacked up in the DLCs.
Overall i come to the conclusion, the skill system is really well-built in DAI. It's a hidden gem.
#5
Posté 11 avril 2016 - 02:21
1) What i understand about Focus is some sort of Ultimate. I like the focus to be independent. No more accumulating Focus points.
2) Focus is a class specific ability. Allowed to be used any time with the restrictions of CD and Mana only. Balancing is up to dev. Either per combat encounter, CD, mana, is all up to the devs.
Wait... aren't accumulating Focus points and one Focus use per X number of combat encounters effectively the same thing?
Or are you saying that the minimum should be one Focus use per combat?
#6
Posté 11 avril 2016 - 05:52
Wait... aren't accumulating Focus points and one Focus use per X number of combat encounters effectively the same thing?
Or are you saying that the minimum should be one Focus use per combat?
Accumulating Focus points and usage of X per combat encounter are totally different. Yes min. of one focus per combat encounter by each character. But then of course, the system will have to be re-designed to accommodate this. It makes no sense you enter every combat with Firestorm.
#7
Posté 12 avril 2016 - 12:46
This sounds a lot worse than what we've got now. What's the advantage of making up a class of abilities that are only a little better than the standard abilities? If Focus abilities are so weak that we can use them a time or two in every fight, I'd just kill the whole thing as a waste of dev time and only keep standard abilities.





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