Akka le Vil wrote...
Well, some sort of misunderstanding here.
My point isn't really that monsters should be magically improved each act. My point is that history progression lead to a (logical) situation were your increased responsabilities and place in the world make you aim at higher and more dangerous foes, which means that the challenging parts of the missions will lead you against stronger enemies. But that should still make sense (like being sent against a high-ranked officier with his elite guards), not being just an "act scaling" (where every basic soldier has become a toughened soldier).
Act Scaling is simply the method by which we accomplish the 'history progression' you are asking for.
Well, the main reason is, as I already pointed, that once you reach lvl 16+ you effectively start to have some monster "capped out". For 90 % of the game you have no noticeable character progression.
...which wouldn't be the case if they had applied the Act Scaling of monsters.
It is an arbitrary number in DAO. Normally, it should represent how tough a monster is. I mean, that's the very reason it was invented, to differenciate how powerful a wolf is from a soldier from a dragon and the like. It has been voided of its meaning and made senseless by level scaling, which is exactly what bother me.
Which is why I said you are putting too much emphasis on Level.
The game uses enemy ranks as the primary method of determining how challenging a monster is, not Level.
Well, the whole DAO game is basically a reskin of the four same identical template, which is precisely what makes replaying it so frustrating. Monsters are all the same and feel just like the same foe with a different model, bar some few special abilities.
I agree with you there.
I would expect very differents stat and tactics from a treant than from a werewolf. But in the game, one has roots, the other has overwhelm, and that's about it, for the rest they are the same. That just feels wrong and destroy immersion.
The ways to differentiate enemies are as follows:
1. Visually (cosmetic changes)
2. Statistical differences
3. Rank
4. Special Abilities
5. Strategy
6. Tactics
7. Formation
8. Morale
Many enemies in the game have no discernible tactics (beyond attack); no strategy; no special abilities; no formation (beyond skirmish) and seemingly no statistical differences. As regards morale, everything seems to want to fight to the death.
If we compare: Hurlock; Genlock; Shrieks; Dwarf; Human; Skeleton; Spirit...they all fight exactly the same. But it would be incredibly easy to differentiate them.
Dwarf
- Special Ability: Use Salves
- Strategy: Push. The defensive square will attempt to push enemies into certain hazards (spiked walls, fires etc.)
- Tactics: Defensive, protect an area or character.
- Formation: Groups (of 6+) will form a Square Formation (good defense/armor bonuses)...the corners of the square are the most vulnerable.
- Morale: Stubborn...will fight to the death
Genlocks
- Special Ability: Can set traps
- Strategy: Genlocks explode if killed before they have used all (3) grenades.
- Tactics: Ranged (initially). Genlocks employ grenades primarily targeting groups of characters, then try to backstab when they run out of grenades.
- Formation: Loose Skirmish Formation
- Morale: Shaky...feign death (while the camera has them onscreen, disappear when you move the camera away from them) when they don't outnumber the enemy (add those who successfully escape to the next encounter)
Humans
- Special Ability: Use Potions
- Strategy: Leader can Call Reinforcements (no EXP gained from these) if still alive but less than half his starting force is dead.
- Tactics: Defensive.
- Formation: Groups (of 6+) will form a Testudo (massive defense/armour bonus, slight attack/damage penalty)
- Morale: Normal...last man will surrender if outnumbered. You have the choice to free him or kill him (which leads to various roleplaying consequences).
Hurlocks- Special Ability: Go Berserk (breaking formation) when leader (point of the wedge) is slain
- Strategy: One hurlock beats a drum, while drumming all other hurlocks gain a bonus to attack/damage.
- Tactics: Aggressive
- Formation: Groups (of 6+) will form a Wedge Formation (moderate attack/damage bonuses; slight defense/armor bonus)
- Morale: Stubborn...fight to the death.
Shrieks
- Special Ability: Cocoon - slain targets are cocooned, you have to damage the cocoon before you can revive them.
- Strategy: Pull/Feint...small groups of Shrieks will attack then withdraw (hoping characters will give chase) only for the larger group to ambush from hiding.
- Tactics: Shrieks like to pick on one, preferably isolated character.
- Formation: Groups use Swarm Formation (attack/damage bonus depending upon how many Shrieks are attacking the same target).
- Morale: Shaky...attempt to flee when outnumbered 2:1 (add those who successfully escape to the next encounter)
Skeletons- Special Defenses: Cannot be permanently slain (revive after 5 seconds when slain) until the Necromancer or Unholy Object that empowers them is killed. High resistance to Fire and Cold. Immune to Spirit and Nature damage.
- Special Weaknesses: Easily knocked down and when they do are knocked back further.
- Strategy: One skeleton will hold the standard (while held, that gives all skeletons a bonus to Defense/Armour). If the standard bearer falls, another skeleton will try to pick it up.
- Tactics: Mimic tactics of living counterparts
- Formation: Mimic formation of living counterparts
- Morale: Stubborn...fight until destroyed.
Corpses- Special Ability: Each hit inflicts an injury
- Special Defenses: Massive health totals, but a critical hit kills one instantly. High resistance to Cold and Electricity damage. Immune to Spirit and nature damage.
- Strategy: Can be animated from recently deceased bodies.
- Tactics: Attack the nearest enemy
- Formation: Mob formation, totally engulfs an opponent massively slowing them
- Morale: Stubborn...fight until destroyed, but can be kept at bay by fire attacks
Spirits- Special Ability: Ignore Armour. Cannot revive fallen targets slain by spirits until the end of the battle.
- Special Defenses: 50% chance to avoid attacks. Immune to Cold, Fire, Nature and Electricity.
- Strategy: For each spirit laid to rest (ie. killed), the remaining spirits gain a bonus to attack/damage.
- Tactics: Attack one enemy until they are dropped to 50% health, at which point they disappear and reappear 5 seconds later beside another enemy.
- Formation: None.
- Morale: Flighty...fight until destroyed, but occasionally flit in and out of combat (disappearing only to reappear somewhere else).