sinophile
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Post by sinophile on May 13, 2017 16:55:17 GMT
Hai Guyz,
So before the patch, I was stuck on the cardinal. On my first playthrough(I am currently on my second), the cardinal was by far the hardest part of the game. My soldier/sentinel struggled to stay alive to the point where I could so much as get the cardinal down to 25%. After the patch, I tried again, this time I beat the cardinal without any difficulty, in under half the time it took me in 1.05 just to get to the 25% mark. While this particular section of the game had caused me to nerd ragequit multiple times, I feel a bit disappointed at how easy it was.
At the very least, I would like a pre 1.06 difficulty level.
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Post by Deleted on May 13, 2017 17:00:19 GMT
No unless you want bullet sponge enemies. Harder in videogames doesn't mean that the enemies will fight smarter but just have tons of health and are able to take an insane amount of bullets before biting the dust. That is not fun at all.
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Post by Serza on May 13, 2017 17:44:00 GMT
Yes. Call it Pathfinder. Have it be as realistic (or lore-correct) as it can possibly be.
Think ArmA in space with a shitton of sci-fi. Basically enemies would try to suppress and flank you, you could die in as few as four shots (WITH full shields) but so could they, and the difficulty would be in keeping you on your toes and thinking tactically. ArmA. In space.
Sniper rifles are divided into two categories - Marksman rifles, that require headshots on enemies to guarantee a kill, and otherwise face an RNG that will decide whether center mass is instakill. Then Anti-Material rifles (Widow, Isharay) that guarantee instakills on mooks (Chosen, Annoying/Annointed, Destined /to die by my hand/) and shine when engaging large enemies, like Hydra mechs, Fiends, Eirochs, etc. dealing major damage. Also significantly extend their range.
Assault Rifles would have the current SR engagement ranges and would be there because you want to put down a volume of fire somewhat accurately. Subset would be light machine guns (Revenant, Ghost) that would be oriented around just putting projectiles down range and suppressing the enemy.
SMGs and Pistols would have the same amounts of damage, balanced towards the fact that the less damaging would mimic 9x19mm Parabellum rounds, while the more damaging would be along the lines of the .45 ACP (or even .50 AE) rounds. SMGs would be average 2/3rds weight of ARs and would provide fast rate of fire with a range not entirely up to snatch with ARs. Pistols, like all weapons, would keep their lethality (damage) up to extreme ranges, but their accuracy would start to wear down after a max of 50 meters (I often hear that's the maximal range for you to engage with a pistol and not look like a dumbarse) or less, depending on how ranges for other classes are balanced.
...you get the idea.
Basically, this is to emulate the feeling and adrenaline rush of a gunfire. Something I felt playing on Hardcore with Avenger I, storming the third Monolith (the one where you meet Drack).
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kino
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The path up and down are one and the same.
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Post by kino on May 13, 2017 17:47:58 GMT
I'm not sure how you could do it other than throw in more health and shields, then every fight becomes a battle of attrition. I don't know if I'd like that all that much. On planets with a hazard like Voeld it'd be a matter of hiding behind heaters while trying to whittle down enemy forces.
Though I'll admit, I'm finding NG+ on Insanity easier than I thought it would be.
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duelli75
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Post by duelli75 on May 13, 2017 18:12:19 GMT
Well anyone encountered this moment when you got a real problem and the enemy is actually backing off because otherwise he has to kill you. Sometimes it's hilarious to see how they run away from you, so they don't have to take the shot. This happens on any difficulty but only if you spotted the enemies. If there is one left you didn't got once into your field of view that one will gun you down. Just patch that behavior out of the game and you got a new difficulty level. Anyway NG+ on Insanity now feels like Normal before 1.06.
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Post by KaiserShep on May 13, 2017 18:18:04 GMT
Cats.
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Cyan_Griffonclaw
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Post by Cyan_Griffonclaw on May 13, 2017 20:06:53 GMT
No unless you want bullet sponge enemies. Harder in videogames doesn't mean that the enemies will fight smarter but just have tons of health and are able to take an insane amount of bullets before biting the dust. That is not fun at all. I would rather see a scaling of enemies abilities than just absorbing more rounds. The higher the difficulty, the more likely they will use biotics early on, grenades against players using cover or in clusters. Moving to higher flanking positions instead of coming directly at me. That sort of stuff. We'll see it in later games. Frostbite ain't easy.
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Post by Psychevore on May 13, 2017 20:09:16 GMT
I dunnno what they did in the patch, but insanity is way, way too easy now.
An anti-shield Pull will completely strip the shields of both Destined and Anointed AND prime them.
That's way to easy.
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Warrior DM
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The morning is for coffee and contemplation.
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Post by Warrior DM on May 13, 2017 20:20:02 GMT
The game was already pretty easy when I used my Vanguard set up. Now that I'm level 96, my playthrough has become a walk in the park.
I would appreciate a difficulty spike, though I'll admit I'm not sure how I'd go about it.
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Post by Doctor Fumbles on May 13, 2017 20:25:22 GMT
The problem with that is how? Bullet sponge enemies are not fun to play with, but increasing the AI brains doesn't always work due to limitations in programming.
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Post by Warrior DM on May 13, 2017 20:37:05 GMT
Difficulty modifers might be one way to it, sort of like Inquisiton. Although I would kind of hate it if achievements came with them.
Ugh.
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dm04
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Post by dm04 on May 13, 2017 22:22:01 GMT
ME combat never was in any way challenging. Higher difficulty level just mean more HP for the enemies and they deal more damage, in the end, it brings nothing to the table. After a dozen insanity games and platinum extractions, I switched back to "normal", as hitting enemies 10 times to the head becomes old and boring quite fast. Will never bother with MEA on insanity, might even go to easy, as this random encounters forcing me out of the Nomad every 2 steps are realy pissing me off.
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Post by mordingrimes on May 13, 2017 22:23:46 GMT
It was easy before the patch, now it has become a joke. Now you have to choose weaker weapons for any real challenge, as usual with more patches brings more problems.
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sinophile
N2
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
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Post by sinophile on May 13, 2017 23:32:11 GMT
ME combat never was in any way challenging. Higher difficulty level just mean more HP for the enemies and they deal more damage, in the end, it brings nothing to the table. After a dozen insanity games and platinum extractions, I switched back to "normal", as hitting enemies 10 times to the head becomes old and boring quite fast. Will never bother with MEA on insanity, might even go to easy, as this random encounters forcing me out of the Nomad every 2 steps are realy pissing me off. I've been on hardcore and insanity respectively. There were many times I screamed obscenities at my tv because I died for the 10th time. Right now Insanity has been kicking my ass at level 24, but at level 44 it will stop being a challenge to me.
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Post by Deleted on May 15, 2017 11:44:28 GMT
I wouldn't mind. I've been wrecking enemies no matter how much health they had.
Even though a higher difficulty than insanity is probably not gonna happen, I'm very interested to see if it's possible to finish just a regular NG+ level 132 insanity run on patch 1.06 and run with the some random low amount of skill points invested like 20 or 10 and include some other absurd rules to make my insanity run feel it's "Insanity".
Wouldn't be surprised if a guy/gal who mains a build with turbocharge, tactical cloak, charge/invaision with a plasma seeking piranha and with all the weapon damage bonuses you can get in this game, thought he/she felt like was playing on casual and looked at the difficulty option settings and saw it was set to "Insanity".
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kumazan
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Post by kumazan on May 15, 2017 11:49:04 GMT
I voted yes, but I meant to say that I like cats. I really do.
A higher difficulty level would be very welcome, anyway. It was still a step in the right direction from ME3's insanity which was roughly equivalent to the easy difficulty of an average game.
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Post by Deleted on May 15, 2017 12:44:37 GMT
I do like cats. I don't need higher difficulty levels, but folks who do should ask for it, as they are rebalancing now and if there is enough demand, why not.
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Post by Deleted on May 15, 2017 13:07:15 GMT
But I like dogs
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Post by geezer117 on May 20, 2017 23:37:31 GMT
Perhaps later in the progress of the game when I reach high character levels with stronger guns and stronger teammates. But as it is, there is a plateau after all the vaults on the three planets are done and all the rewarding side quests are done, and still only level 16 has been reached. That means max level 3 weapons, squishy player and squadmates, only a few powers and skills with points and maybe only one or two at rank six. That makes the player and team really weak, against a lot of really strong enemies in tight quarters at insanity difficulty.
At that point in the game, nothing can happen further until you choose one of the really long and difficult missions. Like Save the Moshae or Attack the Kett Command Center. With such low-level characters on insanity difficulty, those are hugely difficult missions. I finally got through the Command Center after two days of many, many restarts, but could not at all get through the second half to Destroy the Core. Now at level 17, I haven't yet found a way to deal with the Cardinal and save the Moshae.
In my opinion, Bioware misjudged their game mechanics decisions for those two missions, at least on insanity. They made those missions way too frustrating for no good reason at all. They should have made it possible to reach level 20 before taking them on, or allowed liberal manual saves during those missions so dying and restarting were not such a burden. I am going on a full week at level 16-17 trying to finish those two missions so I can move on.
I imagine later, when I get to level 30 or forty, I might want to bump up the difficulty at times, but so far insanity is way too difficult at the low levels.
I seriously doubt any player could start the game at a difficulty above insanity and reach level 20. Without cheating.
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Post by DarkBeaver on May 21, 2017 0:44:16 GMT
I like the idea of each difficulty level unlocking more powers for the bad guys. Shields, grenades, maybe an electro-shock for Remnant forces, some kind of nova-esque skill, etc. Just adding more health and damage would just make fights longer, not more interesting.
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Post by cheezyaj on May 21, 2017 0:51:07 GMT
As long as it doesn't turn into enemies being bullet sponges and the player having paper shields.
Enemies should use more tactical powers. Bring back flashbangs, smoke grenades, and enemy combat drones!
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xassantex
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Post by xassantex on May 21, 2017 0:57:24 GMT
what about:
All Remnants would be composed of Destroyers with reinforced armor and shield. They would spawn in random spots . Could have Architects protecting the purification field console. All Ketts would consist of Prefects with shield as well as armor and Fiends who could cloak . All outlaws would have reinforced shields, plus something else creative , maybe cloaking Hydras. All damage resistance would be doubled of course.
for Ryder: less ammo boxes, smaller clips, slower shield regeneration. etc.
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Sanunes
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Just a flip of the coin.
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Post by Sanunes on May 21, 2017 0:57:53 GMT
The problems with the requests to how to make the game harder doesn't mean it is possible. They might seem like easy ideas, but implementing could be a challenge based on how much system resources are left on the consoles, especially if they have to create new animations or effects.
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Fen'Harel Faceman
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Post by Fen'Harel Faceman on May 21, 2017 1:04:55 GMT
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Post by projectpatdc on May 21, 2017 1:20:01 GMT
I would rather have an insanity mode that was more than just the same enemies as bullet sponges.
The harder difficulties should have more of the difficult enemies in each encounter. Having multiple of the cardinal type enemies or twice as many mech would be better.
Even the small encounters should include more of the boss type enemies so it makes the open world battles more fun.
Some encounters on hardcore or insanity shouldn't have the same groups of chosen or basic raiders everywhere.
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