Why did gameplay fall apart?
#26
Posté 21 mars 2010 - 01:17
#27
Posté 21 mars 2010 - 03:16
I'll be the first to admit that I play on normal level, never anything harder, I just found the harder levels too tedious for my liked gameplay of exploration and getting on with the story.
When I loaded up Awakening I was still on nightmare from some farming run trying to get that rare drop shield I'd never seen. I didn't even notice I was on nightmare, I was playing fast and loose as usual, my rogue was scouting ahead and wiping out most encounters without bothering to bring up the rest of my party. The orange first boss game me some trouble but only as much as I had to actually drink a heal potion or two, which I never usually do, then later I realized the game was set to nightmare.
BTW, all this was without any of the new abilities or spells. I had a few odd points to spend, but was hoarding them for new class spec unlocks and such.
Anyways, not sure the spells and abilities are too much, it just seems that the overall base difficulty of the game was lowered across the board?
Modifié par Kileyan, 21 mars 2010 - 03:17 .
#28
Posté 21 mars 2010 - 05:36
I have my 2nd playthrough on Vanilla Origins with a City Elf Rogue right now, and normal feels easier than normal even after 1.01. I think you hit the nail on the head; not only do I know about the backstab zones and some terrific skills I didn't use much the first time around, but I'm taking more time to gear characters for specific areas to mitigate certain types of damage. I'm much better optimized, both in vanilla and Awakenings.
Example: I dealt with the Flame Golem and his master in Kal'Hirol tonight with Anders, Velanna, my level 30 mage and Justice tonight (same group cleared all but that lower level last night). Never did three mages before but knew I had some pretty powerful mages so I gave it a shot. All in tier 8 and 9 stuff and Runed up.
Frost, Flame, and Electricity skills on each of the three mages with group heal on 2 and stone fist on 2. One has paralyze/stun. Justice wearing the armor we got off the Darkspawn in the Fade (all but boots) plus the +3 boost ring from the puzzle and sword and board.
Talk about an unfair fight! Tank the golem, kept him healed while we froze his master and worked over the golem until he came out of it. Flipped Mages back to master and knocked him down/back to golem. Rinse and Repeat and took all of 5 minutes (including pauses). Not a single pot used.
Found my new A - team (used to be Wynne, Alistair, Zevran and my Mage).
Modifié par SolaFide03, 21 mars 2010 - 05:38 .
#29
Posté 21 mars 2010 - 05:40
SolaFide03 wrote...
Good points Rob_R. At first I was a bit miffed I had more skills than quickslots, but it became apparent there were perhaps 7 - 8 at most I used all the time (manually; had some tactic macros set for some).
I have my 2nd playthrough on Vanilla Origins with a City Elf Rogue right now, and normal feels easier than normal even after 1.01. I think you hit the nail on the head; not only do I know about the backstab zones and some terrific skills I didn't use much the first time around, but I'm taking more time to gear characters for specific areas to mitigate certain types of damage. I'm much better optimized, both in vanilla and Awakenings.
Example: I dealt with the Flame Golem and his master in Kal'Hirol tonight with Anders, Velanna, my level 30 mage and Justice tonight (same group cleared all but that lower level last night). Never did three mages before but knew I had some pretty powerful mages so I gave it a shot. All in tier 8 and 9 stuff and Runed up.
Frost, Flame, and Electricity skills on each of the three mages with group heal on 2 and stone fist on 2. One has paralyze/stun. Justice wearing the armor we got off the Darkspawn in the Fade (all but boots) plus the +3 boost ring from the puzzle and sword and board.
Talk about an unfair fight! Tank the golem, kept him healed while we froze his master and worked over the golem until he came out of it. Flipped Mages back to master and knocked him down/back to golem. Rinse and Repeat and took all of 5 minutes (including pauses). Not a single pot used.
Found my new A - team (used to be Wynne, Alistair, Zevran and my Mage). I play Lord of the Rings Online quite a bit, and I'd love to go 1 or 2 tanks with 3 - 4 healer/magic - types on some fellowship quests and see what the balance is like there.
#30
Posté 21 mars 2010 - 07:48
#31
Posté 21 mars 2010 - 09:06
Tony208 wrote...
My 2H warrior was rolling over everything in nightmare doing almost 400 dmg aoe crits. Those new 2H talents are gold.
I should defo try 2h warr, so far rogue is imbaeasy (overpowered) on nightmare even for soloing aswell as mage (o hai invurnerable aoe arcane warrior/battlemage/keeper).
#32
Posté 21 mars 2010 - 12:40
The static system is more realistic, it allows for a feeling of progression for your characters, however, it does make the game easier the further along you go. Let's face it though, it just would not make sense for the same darkspawn you fought in the forest outside of Ostagar to be causing you problems when you are level 25+.
So, the system is good in my books, maybe the bosses need to be harder or have more Rally like abilities to boost the mobs around them.





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