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Post by Deleted on Sept 7, 2017 15:35:52 GMT
The game is overall rather boring, so I spend a lot of time being frustrated just by combat, b/c, well, there is nothing else to think about as you go about, kill mobs and pick resources
1. multiple instances of companion tanks “freezing” in the middle of a battle - ye gods, it's a party of 4, tank is supposed to hold agro, not stand around like a statue. They are not great at holding aggro anyway by some reason 2. facing and viewpoint switching around randomly while kiting around. Like seriously, I will be kiting and shooting around the target, and then BOOM! I suddenly see trees, rocks or my character just changed a direction it was looking at. And she kites soooooo slowly in combat, gods only know what for. 3. Aiming and aiming lock is unreliable and sometimes random. There is no indicator that shows you in a window that you actually are shooting a character and his statuses/immunities, etc. Honestly, half the time I am not even sure which enemy I am targeting and if I am hitting it 4. abilities not responding fast enough to the button presses. I often try to execute a Hook&Tackle; Drop Bottle; Jump Out combo b/c, you know, it's the key rotation element as far as I can tell, and quite often, bottle gets “skipped” as I press the sequence. I am not exactly a high twitch person, so if it gets me, I dunno just how much of a delay they have there to register that I indeed pressed a button to drop the darned bottle… 5. no clear guidance on how to reliably trigger combos for focus. I seriously… I can’t predict it, and there is no primer-detonator index or a bar showing what refills the focus or any sort of anything that gives me a clue on why sometimes I get the focus-based thinggie with the very first rotation, and sometimes – never 6. No healing. A separate rant all together, but it’s just idiotic that you have Heal on Kill weapons, but no healing… and overall, no healing… I want it back!!!
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Post by thats1evildude on Sept 7, 2017 18:06:09 GMT
As I've said many times, they didn't take away healing. They just shifted the focus from reactive hit point management to pre-emptive hit point management.
Under the old system, I would take damage and lose HP. I could then replenish that HP by either having a mage cast heal on me or by drinking healing potions. It's a pretty good system, though it did lead to many players complaining that they "needed" to bring along a healer mage, even though they really didn't.
Under the new system, you use barriers and guard to provide temporary HP that acts as a buffer for your real HP.
But even so, there are still healing potions, regeneration potions and several abilities that provide healing, such as Vivienne's Focus ability.
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Post by thats1evildude on Sept 7, 2017 18:14:34 GMT
though it did lead to many players complaining that they "needed" to bring along a healer mage, even though they really didn't. Before fifty knuckleheads chime in to tell me that they never needed a healer mage and their four warrior party was teh hax0rz, let me just say this: I KNOW, STUPID. Even without resorting to broken builds, I already know proper enemy management, a strong offence and an abundance of healing potions eliminated the need for a healer mage. Stop telling me about your OP Arcane Warrior/Assassin/Templar who soloed the Archdemon blindfolded. My point is that OTHER players perceived the need for a healer mage.
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Post by Deleted on Sept 7, 2017 19:14:36 GMT
though it did lead to many players complaining that they "needed" to bring along a healer mage, even though they really didn't. Before fifty knuckleheads chime in to tell me that they never needed a healer mage and their four warrior party was teh hax0rz, let me just say this: I KNOW, STUPID. Even without resorting to broken builds, I already know proper enemy management, a strong offence and an abundance of healing potions eliminated the need for a healer mage. Stop telling me about your OP Arcane Warrior/Assassin/Templar who soloed the Archdemon blindfolded. My point is that OTHER players perceived the need for a healer mage. And that's what I want. A healer Mage. I don't like barriers and limited consumables. I want proper healing back that is easy to use. Barriers just got wasted because both mages keep casting them wether they need it or not. Healing you could script when your hp actually hit lower points, and you had HoT and burst heals and AoE heals. I want it all back.
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Post by thats1evildude on Sept 7, 2017 19:23:46 GMT
If you cast Barriers manually, then you don't have mages wasting them.
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Post by Deleted on Sept 7, 2017 19:28:04 GMT
If you cast Barriers manually, then you don't have mages wasting them. I want to play with minimum pausing of the game and companion micromanaging. It's not a turn-based game. And barriers don't heal characters back after the battle like the real heals. Anyway, I want the old system back, I hate the new one. I want healing back.
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Post by thats1evildude on Sept 7, 2017 19:33:30 GMT
Then we're doomed to return to the days of people complaining about needing a healer mage, I guess.
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Post by Deleted on Sept 7, 2017 19:37:50 GMT
Then we're doomed to return to the days of people complaining about needing a healer mage, I guess. That's their problems. I love healer mages, I don't like them all be the same DPS, and I hate barriers. They just need to let all companion mages to be able to spec into a healing tree. Hells, give a healing tree to all three classes like in SWTOR if that's so bad to bring a Mage along.
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Post by brandoftime on Sept 7, 2017 21:04:19 GMT
I had the same adjustment with no healing. The potions are okay, but I found in the beginning I was running back to camp for refills which frankly, was dumb. If you are on PC there is a mod on the Nexus that gives you ability to carry 99 potions. I highly recommend it
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Post by Deleted on Sept 7, 2017 21:25:12 GMT
I had the same adjustment with no healing. The potions are okay, but I found in the beginning I was running back to camp for refills which frankly, was dumb. If you are on PC there is a mod on the Nexus that gives you ability to carry 99 potions. I highly recommend it I find that 12 is enough, and I want a healer character back. healer, not barrier-er.
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Post by brandoftime on Sept 8, 2017 13:17:17 GMT
I didn't quite understand why they took out healer mage ability, I think some of us figured out how not to abuse that ability in fights in other games, but most RPG's have trained me to use them and the new system adopted here in DAI didn't make much sense to me. The barriers last 5 seconds, if you hit the bears in the Hinterlands too early, you get wiped out, no matter how many barriers are there. I hated running back to camp with just one guy alive and hoping not to battle anything else until I could sleep. A simple mage spell I could use would keep me going and be less grindy. I read the developers semi response as to what they thought they would accomplish by changing the system here. www.gameskinny.com/owsid/bioware-addresses-fears-about-lack-of-healing-spells-in-dragon-age-inquisitionHonestly, it's not all that clear. It sounds like the average IT guy giving a bored response to an 'end user'. I get the idea they wanted something new, but often in the beginning with the bears it is just so damn frustrating. I finally hit my stride later in the game, but it is the worst in the Hinterlands when you are still a weak level and very annoying. I liked the combat once I could craft better armor, tonics etc. to counter this issue (mostly).
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Post by Deleted on Sept 8, 2017 14:58:44 GMT
I didn't quite understand why they took out healer mage ability, I think some of us figured out how not to abuse that ability in fights in other games, but most RPG's have trained me to use them and the new system adopted here in DAI didn't make much sense to me. The barriers last 5 seconds, if you hit the bears in the Hinterlands too early, you get wiped out, no matter how many barriers are there. I hated running back to camp with just one guy alive and hoping not to battle anything else until I could sleep. A simple mage spell I could use would keep me going and be less grindy. I read the developers semi response as to what they thought they would accomplish by changing the system here. www.gameskinny.com/owsid/bioware-addresses-fears-about-lack-of-healing-spells-in-dragon-age-inquisitionHonestly, it's not all that clear. It sounds like the average IT guy giving a bored response to an 'end user'. I get the idea they wanted something new, but often in the beginning with the bears it is just so damn frustrating. I finally hit my stride later in the game, but it is the worst in the Hinterlands when you are still a weak level and very annoying. I liked the combat once I could craft better armor, tonics etc. to counter this issue (mostly). It's wrong on many levels, particularly in game 3 of the series, when suddenly all mages on your side lost the konowledge that was widespread and valued only what? 2 or 4 years back. And it's not that we got something special to compensate for it. The DPS mages are not particularly variable. And billing Knight Enchanter as a healer b/c of resurgence is crazy. It's a damn focus ability, so you have to give up your Rift to heal, and focus accumulation is iffy. It is not. Bread and butter healing spell, it is a gigantic once on a blue moon super occurrence. And why is Knight Enchanter, a fighter-Mage in essence, is the healer at all? Nothing makes sense, and is inconvenient. I hope they bring Healing Trees back next time round.
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Post by boxofscreaming on Sept 8, 2017 18:38:39 GMT
I found certain abilities were hard to trigger. Notably Fade Cloak - I often had to press the hotkey several times to cast that one. And only being able to have eight usable abilities was a problem for me with my mage as in earlier games you could have a spell for every occasion.
I think the Knight Enchanter having Resurgence is kind of like how the Soldier in Mass Effect has First Aid though. It makes sense that a military mage would be able to heal their comrades.
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Post by Deleted on Sept 8, 2017 19:19:44 GMT
I found certain abilities were hard to trigger. Notably Fade Cloak - I often had to press the hotkey several times to cast that one. And only being able to have eight usable abilities was a problem for me with my mage as in earlier games you could have a spell for every occasion. I think the Knight Enchanter having Resurgence is kind of like how the Soldier in Mass Effect has First Aid though. It makes sense that a military mage would be able to heal their comrades. Well, by that logic Templars could become field medics and Tempest -alchemist sawbones. So, again, if the problem is "I have to bring a Mage to heal" I think giving other classes healing is better than barriers and consumables. Ressurgence being a focus ability is what bugs me because it's an AoE heal...
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Post by Lazarillo on Sept 9, 2017 2:17:35 GMT
though it did lead to many players complaining that they "needed" to bring along a healer mage, even though they really didn't. Before fifty knuckleheads chime in to tell me that they never needed a healer mage and their four warrior party was teh hax0rz, let me just say this: I KNOW, STUPID. Even without resorting to broken builds, I already know proper enemy management, a strong offence and an abundance of healing potions eliminated the need for a healer mage. Stop telling me about your OP Arcane Warrior/Assassin/Templar who soloed the Archdemon blindfolded. My point is that OTHER players perceived the need for a healer mage. I agree with everything you said, generally. Heck, as a former City of Heroes player, no sequence of three words gets me frustrated in quite the same way that "need a healer" does (even in games where you do need one!). I still think it's nice to have healing as a backup, though, and miss it quite a bit from Inquisition. Of course, a lot of it for me is more a beef with no healing between combats. Even if it might be a bit more realistic, having to worry about losing to attrition just isn't as fun as getting to go full-bore on every battle. Really, though, my biggest beef with Inquisition combat is also my biggest beef with Origins combat and a few other games as well: melee gets too crowded! I hate watching a bunch of AI drones and sometimes myself all stumbling over each other trying to get a few inches closer to all use our attacks. I hate feeling like having more than two melee fighters in a party is just going to give me a headache, especially when such a large percent of my favorite characters tend to be melee fighters!
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Post by smilesja on Sept 9, 2017 22:09:51 GMT
What I dislike is that they continued to simplify the tactics and ranged characters were out of control to the point where you had to "trick" the tactic system.
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Post by PapaCharlie9 on Sept 10, 2017 18:19:39 GMT
Items 1, 2, and 4 are well known bugs/deficiencies in DAI. No argument, they suck. You probably already know this, but to get your party members unfrozen, switch to them briefly, jump once, then switch back to your character. This is easiest to do on PC, since function keys are dedicated to characters. Item 5 to me is a don't care. Focus abilities are optional and you can do a complete run on Nightmare without ever needing to use them. Trespasser's Meltdown being a notable exception, but then building up focus charge isn't a problem there. A compromise is to use focus only for boss battles, in which case your bar will be filled up from grinding mobs long before you need it. Item 6 has been discussed already. While I won't say healers will never come back, I highly doubt we'll see them in DA4. That ship has sailed. 3. Aiming and aiming lock is unreliable and sometimes random. There is no indicator that shows you in a window that you actually are shooting a character and his statuses/immunities, etc. Honestly, half the time I am not even sure which enemy I am targeting and if I am hitting it This complaint I don't understand. Current target and locking is very clear. When you have a white reticle (little cross/star/diamond marker), you target whatever enemy you are looking at that is closest. The target is not locked, so if you turn slightly and the center of your view line intersects another enemy, the white reticle will shift to that target. If you want to retarget an enemy, just turn and look at it again -- just as you would in reality. If you use the Attack My Target command, you get the gold reticle and it stays locked to one target -- but that doesn't mean you necessarily hit that target every time. The target is locked, but your damage isn't locked to the target necessarily. I believe most active abilities that require a target always go to the locked target (if within range), but auto-attacks go where you are looking, even if you have a locked target nearby. This makes sense, right? If you are swinging a mace at thin air while facing 180 away from a locked enemy, why should you expect to hit it? Here are vids that show it working exactly as described above. Melee (daggers) first (btw, Cassandra freezes when the demi-boss shows up and I had to switch to her to unfreeze her): Then ranged (bow): As for the stats of the target, you only see them in Tactical mode. Probably done to prevent the combat view becoming too busy -- arguably it's already too busy even without stats. Status you can tell from the special effect animation on the target -- burning, frozen, stunned, etc. -- all have clear animations.
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Post by phoray on Sept 10, 2017 19:52:47 GMT
What I don't like:
It's just no fun. There is no getting better at it from reflexes so time never improves anything. Baddies move away from my rogue and then she's slashing air. I still don't understand Focus or how it happens and I certainly am not racking up combos.
HZD is amazing, and pretty much everyone should copy that style unless they're like... Tower Defense, like Startcraft.
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Post by Iddy on Sept 11, 2017 19:15:33 GMT
The only thing that bothers me is the melee rogue's animation. So slow and clumsy.
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Post by SassaMFG on Sept 17, 2017 23:55:35 GMT
Why would you need healer when you can craft weapons and armor with heal on kill, heal on hit and guard on hit. You can beat the game on nightmare with trials on with ease. EDIT: As far as combos go, everything you need to know is in abilities descriptions; read this: Incapacitate: Stun - Warrior Sleep - Rogue Freeze - Mage Paralyze - Mage
Detonate: Warrior - Impact Rogue - Precision Mage - Eldritch
Combo effects: Basic combo - bonus damage Rupture - damage over time, ignores armor Shatter - cold damage Nightmare - high damage, causes target to Panic Discharge - area electricity damage Weakness - high damage, causes Weakness
Stun: Impact Detonator -> Basic Combo Precision Detonator -> Rupture Eldritch Detonator -> Weakness
Sleep: Precision Detonator -> Basic Combo Impact Detonator-> Rupture Eldritch Detonator -> Nightmare
Freeze: Eldritch Detonator -> Basic Combo Impact Detonator -> Shatter Precision Detonator -> Shatter
Paralyze: Eldritch Detonator -> Basic Combo Impact Detonator -> Discharge Precision Detonator -> Discharge
Notes: - Rogue's Flask of Frost - Freeze - Warrior's Spell Purge - Eldritch Detonator - Mage's Stonefist - Impact Detonator
- Shocked target -> Impact/Precision Detonator -> Sleep - Veilstrike -> Impact/Precision Detonator -> Sleep - Shocked target -> Veilstrike -> Sleep -Paralyzed target -> Veilstrike -> Sleep
- Spell Purge won't detonate Frozen targets for Basic Combo - Hidden Blades acts as Precision Detonator
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Post by Deleted on Sept 18, 2017 15:57:29 GMT
I don't want to craft, I want spells on a healer.
And I still don't understand why I do the same rotation with a character, and sometimes I get focus enough to set the special thinggie, and sometimes I do not. If I repeat it the same way, it should always result in the thinggie being available.
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Post by SassaMFG on Sept 18, 2017 16:11:37 GMT
You have planty equipment with healing and guard generation, crafting isn't mandatory for any difficulty below nightnare, as well as healing spells. You can also get amulet that generates barrier on hit for non mages. You will know when cross class combo is triggered when time slows for a second or two. To generate focus with combos triggered beteeen party members you must upgrade rift ability.
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Post by Deleted on Sept 18, 2017 16:23:19 GMT
You have planty equipment with healing and guard generation, crafting isn't mandatory for any difficulty below nightnare, as well as healing spells. You can also get amulet that generates barrier on hit for non mages. You will know when cross class combo is triggered when time slows for a second or two. To generate focus with combos triggered beteeen party members you must upgrade rift ability. And I want a healer, real reliable healer with spells not gear and consumables. the two are not equivalent. Gear does not watch my health and then apply spell. Consumables are nonrenewable. Guard won't fix your health on demand. Healer is way better. It's not about wanting to do a higher difficulty level, it's about wanting healers that we had in EVERY DA game, except for DA3. No, my rift ability is not upgraded, so it only relies on my character's own combos to generate focus for the thinggie.
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Post by SassaMFG on Sept 18, 2017 16:30:25 GMT
Well, there isn't one in this game, you just need to learn to play without it and rely on HoK and Guard generation, because if you do it right you don't need to worry about your and party HP at all, except in dragon fights. What class/specialization you play?
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Post by Deleted on Sept 18, 2017 16:56:09 GMT
Well, there isn't one in this game, you just need to learn to play without it and rely on HoK and Guard generation, because if you do it right you don't need to worry about your and party HP at all, except in dragon fights. What class/specialization you play? I have no problems playing it & certainly not interested in the dragon fights. And I want a healer back. I played Knight Enchanter on the first PT b/c people said KE was a healer (he is not), and I play Tempest Archer the second time.
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