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Post by themikefest on Oct 18, 2016 19:53:42 GMT
Want to make it harder? Have the enemy have/use the same powers as the main character. Have the enemy be able to use medigel. Have the enemy go help a fallen comrade to get them back in the fight. Have the enemy be able to surround the main character instead of backing off. Have the enemy use heavy weapons. Imagine the look on Shepard's face if a round from a cain is fired at him/her? excellent
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Post by xassantex on Oct 18, 2016 21:52:39 GMT
i came to ME2 with hardly any gaming background . As i got comfortable with Normal i switched to Hardcore and didn't notice a big difference , but when i jumped to Insanity it got a lot of getting used to. But as Domi said with increased familiarity, guides, videos etc things became a lot easier. Comes ME3 and Insanity feels like ME2 Normal . "You" have to "make" it harder ( using poor man weapons, increasing cooldowns etc) instead of the game making it hard for you. What's this. I still enjoyed trying out all the classes and going through the story but honestly missions just became formalities ! So i'm keeping my hopes up for Andromeda but part of me is cringing a bit. They became formalities because you had done them so many times before. Not because they weren't difficult, because you knew what to expect. of course, but i played ME2 way more and still had issues in places as opposed to ME3. anyway, we shall see.
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Post by Deleted on Oct 19, 2016 0:50:40 GMT
Want to make it harder? Have the enemy have/use the same powers as the main character. Have the enemy be able to use medigel. Have the enemy go help a fallen comrade to get them back in the fight. Have the enemy be able to surround the main character instead of backing off. Have the enemy use heavy weapons. Imagine the look on Shepard's face if a round from a cain is fired at him/her? excellent He/she just wouldn't have a face long enough to form an expression.
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Post by feuerrabe on Oct 19, 2016 13:13:44 GMT
I believe the problem with the difficulty modes is not so much the difficulty per se, but the amount of potential upgrades which were handed down to the player characters, particularly if they installed add ons to the game. Insanity is indeed pretty difficult if you try it with your starting gear without ever installing a mod or upgrade to weapons and armour. So, yes, you can shoot a husk dead with a single shot from the sniper rifle into its face, but that's not so problematic if you're using a Mantis, given the time it requires to ready it again after every single shot.
On top of that, the extended amount of content in the add ons to the game allowed for a higher level, even if it was a freshly created character. (Imported characters don't count as far as the difficulty is concerned.)
I could imagine a difficulty mode where you cannot use mods, only starter weapons without upgrades, armor is purely decorative and adds no boni whatsoever and you cannot level up beyond level 15 or 20.
On top of it I am always for more sophisticated control scripts for enemies. They might adapt to tactics which the player characters use, be more mindful to find the right moment to make a push and then do it aggressive and coordinated. Enemies like Phantoms should adjust their evasive patterns to the patterns in which player characters attack. (There were enemies in Unreal which did that.) I don't think their lack of powers makes the enemies weak, but their being predictable and outrageously stupid does. There are examples for more sophisticated enemies throughout video games; not in MMOs, of course, but if the player's computer does the computation for up to ten or twenty enemies at any given time, there should be a lot more possible.
What I really like to be scaled down however, is the respawns. It annoys the hell out of me if make a tactical smart move to get the enemy into cross fire and then end up in the middle of respawn straight out of nothing. Or that you end up in the middle of a respawn because your simply too successful and moving faster than the devs anticipated. I really hate it to kill the last Marauder with a cool melee attack, only to find myself in the cross fire of four others which just happened to pop out of nothing.
Incoming shuttles, like with Cerberus troups are alright. Enemies popping out of nothing where it makes no sense at all are not; there should be a meaningful entry which the player can consider while choosing their tactics.
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Post by Dovahkiin N7 on Oct 19, 2016 19:36:39 GMT
Hardest thing about ME2 insanity was the clunky movement. Otherwise it was EZ. Enemies were not nearly aggressive enough in trying to flank and/or dislodge the player & squadmates from cover, with the exception of husk hordes, which were cannon fodder anyway with the right tactics (cluster and nuke, basically) Arrival DLC , 'The last stand' achievement was toughest in entire trilogy. You are alone and winning the fight was optional. Shadow broker Tela Vazir was very enjoyable. Also the fight before that. IMO, bioware already know how to do it. Dragon age 2! I play that game for challenge and the combat. And DLC's were specially tough. If you did not pick right team or talent , only way to win Malvarnis or Sky horror fight was to reduce difficulty. Mass effect was no match in difficulty.
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Post by Dovahkiin N7 on Oct 19, 2016 19:47:28 GMT
Want to make it harder? Have the enemy have/use the same powers as the main character. Have the enemy be able to use medigel. Have the enemy go help a fallen comrade to get them back in the fight. Have the enemy be able to surround the main character instead of backing off. Have the enemy use heavy weapons. Imagine the look on Shepard's face if a round from a cain is fired at him/her? excellent Enemy rogues / rage demons could and would steal your potions ( medigels) in dragon age 2. I was thought it was brilliant. I hope bioware would consider it. Grant enemy immunity to certain type of damage. One way to make insanity difficult to cheese could be that bosses are able to analyze your teams strength and procedurely create resistances. I.e. If your team is teach or biotic heavy make boss tech or biotic resistant.
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Post by Trilobite Derby on Oct 19, 2016 21:55:51 GMT
Hardest thing about ME2 insanity was the clunky movement. Otherwise it was EZ. Enemies were not nearly aggressive enough in trying to flank and/or dislodge the player & squadmates from cover, with the exception of husk hordes, which were cannon fodder anyway with the right tactics (cluster and nuke, basically) Arrival DLC , 'The last stand' achievement was toughest in entire trilogy. You are alone and winning the fight was optional. Shadow broker Tela Vazir was very enjoyable. Also the fight before that. IMO, bioware already know how to do it. Dragon age 2! I play that game for challenge and the combat. And DLC's were specially tough. If you did not pick right team or talent , only way to win Malvarnis or Sky horror fight was to reduce difficulty. Mass effect was no match in difficulty. Oh pish tosh. You could EASILY break Arrival on Insanity just by being a sentinel. For my money, the hardest fight is Grissom Academy -- especially if you're lower level. With the engineers and their evil turrets and the Atlas taking potshots and just the whole mess of it.... Yikes. Enemy flexibility is nice, but it has to be something that scales so it's worth doing. No sense in making mechanics for just one difficulty in this story driven game. I'm really hoping that this game is at least as fluid as Mass Effect 3, and more responsive to varying playstyles. And I would absolutely like to be challenged and punished when I'm like "Psh, I'm going to start the game on the hardest difficulty because I'm HARDCORE LIKE EEZO at Mass Effect". But it has to scale gracefully, because I don't want my husband to throw his controller across the room when he gets killed on medium and it didn't feel fair.* I'm hoping for constant mechanics, but upped damage for poor choices, and maybe some bullet spongery/ increased power usage. Yeah, it's boring, but it tends to work. * No actual controllers broken in the AKHadeed household. However, some sulks are occasionally had.
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Post by straykat on Oct 19, 2016 23:00:03 GMT
Arrival DLC , 'The last stand' achievement was toughest in entire trilogy. You are alone and winning the fight was optional. Shadow broker Tela Vazir was very enjoyable. Also the fight before that. IMO, bioware already know how to do it. Dragon age 2! I play that game for challenge and the combat. And DLC's were specially tough. If you did not pick right team or talent , only way to win Malvarnis or Sky horror fight was to reduce difficulty. Mass effect was no match in difficulty. Oh pish tosh. You could EASILY break Arrival on Insanity just by being a sentinel. For my money, the hardest fight is Grissom Academy -- especially if you're lower level. With the engineers and their evil turrets and the Atlas taking potshots and just the whole mess of it.... Yikes. Enemy flexibility is nice, but it has to be something that scales so it's worth doing. No sense in making mechanics for just one difficulty in this story driven game. I'm really hoping that this game is at least as fluid as Mass Effect 3, and more responsive to varying playstyles. And I would absolutely like to be challenged and punished when I'm like "Psh, I'm going to start the game on the hardest difficulty because I'm HARDCORE LIKE EEZO at Mass Effect". But it has to scale gracefully, because I don't want my husband to throw his controller across the room when he gets killed on medium and it didn't feel fair.* I'm hoping for constant mechanics, but upped damage for poor choices, and maybe some bullet spongery/ increased power usage. Yeah, it's boring, but it tends to work. * No actual controllers broken in the AKHadeed household. However, some sulks are occasionally had. I agree.. Grissom was the only highlight for me.. and it was only because it was my first ever playthrough, with a non-optimized Soldier at the time. I think trimming down the ammo availability would've gone long way for ME3 though.. but not sure that's the main problem.
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Post by Deleted on Oct 19, 2016 23:45:37 GMT
Grissom is EZ, and you can cheese the hell out of the hardest bit anyway by running up the walkway to the right just as you enter the Atrium. A couple Guardians will come through the door, kill them and then you have an elevated, covered, un flankable perch to rain righteous fury on the ground floor. Atlas can't even target you there (assuming you didn't simply hack or melt it to death in 3 seconds).
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Post by Trilobite Derby on Oct 20, 2016 0:50:13 GMT
Grissom is EZ, and you can cheese the hell out of the hardest bit anyway by running up the walkway to the right just as you enter the Atrium. A couple Guardians will come through the door, kill them and then you have an elevated, covered, un flankable perch to rain righteous fury on the ground floor. Atlas can't even target you there (assuming you didn't simply hack or melt it to death in 3 seconds). Xen you magnificent bastard. I'm going to try that next time I try to play an adept and then remember I'm terrible at adept three missions in.
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Post by Dovahkiin N7 on Oct 20, 2016 6:19:38 GMT
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Post by Trilobite Derby on Oct 20, 2016 21:26:15 GMT
Eh. Not in my experience, but the first time I did Arrival, I was playing a sentinel. So I pretty much got that achievement by accident. It's very easy to replicated -- less so on the squishier classes, where you have to DEFEND A CORNER WITH YOUR LIFE. The first time I played Grissom, I got smeared into bloody pulp repeatedly. So I do tend to perceive it as harder than Arrival, since I've absolutely never waltzed through it without dying at all. I think the big difference is that by the time you're doing Arrival, Shepard is usually leveled up and you're comfortable handling the controls, whereas Grissom smacks you right out of the gate. Empirically, the hardest fight is probably "The One and Only", but Grissom sticks in my memory as the most rage inducing. Probably because it's actually part of the game that you need to beat. And it absolutely took me to the cleaners way too many times.
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Post by Deleted on Oct 21, 2016 9:51:55 GMT
Eh. Not in my experience, but the first time I did Arrival, I was playing a sentinel. So I pretty much got that achievement by accident. It's very easy to replicated -- less so on the squishier classes, where you have to DEFEND A CORNER WITH YOUR LIFE. The first time I played Grissom, I got smeared into bloody pulp repeatedly. So I do tend to perceive it as harder than Arrival, since I've absolutely never waltzed through it without dying at all. I think the big difference is that by the time you're doing Arrival, Shepard is usually leveled up and you're comfortable handling the controls, whereas Grissom smacks you right out of the gate. Empirically, the hardest fight is probably "The One and Only", but Grissom sticks in my memory as the most rage inducing. Probably because it's actually part of the game that you need to beat. And it absolutely took me to the cleaners way too many times. You don't have to beat Grissom Acadamy, it's an optional mission. And I personally don't remember dying all that much on that mission, though I get what you're saying though. Honestly, what bothered me a somewhat throughout the series is that practically every game had a reverse diffculty curve, especially on the higher difficulty modes. With fresh playthrough doing certain segments on insanity in ME1 could result into frustrating protracted combat against highly damage resistent enemies, especially when they could floor you with biotics or disable your weapons with sabotage. In Mass Effect 2 non-weapon based classes where at an extreme disadvantage early on when they posess only pea-shooter weaponry and underdeveloped powers. Mass Effect 2's early levels were also quite a lot more difficult than the later ones, recruitment missions were almos without exception more challenging that the loyality missions, which tended to be more heavily on narrative exposition. Mass Effect 3 is infact the game where the difficulty curve stays the most level throughout the game, as the game generally starts to throw more damaging enemies down your throat the farther you progress. I will say however that ME3 does feel ironically the easiest game of the series. ME3 throws more standard enemies at you that either of the previous games but a Cerberus mook seems to go down much easier as an Eclipse or Blue Suns merc from ME2. I do hope that Andromeda makes invidiual troopers more challenging to fight so it's not just protagonist and squad versus an army of faceless mooks, ME1 got the closest to this with with stronger individual mooks, but it's execution was lacking though.
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Post by feuerrabe on Oct 21, 2016 11:08:40 GMT
I tried to make a list of suggestions for changes in this thread, as well as a list of potential problems with those to focus the discussion a little. I tried to list everything without bias, even points I personally consider to be rubbish. - There should be more difficulty modes with a finer granularity.
- Enemies should be smarter (employ a wider array of tactics and switch faster between them) in high difficulty mode.
- Enemies should be tougher (more health/armor/shields) in high difficulty modes.
- Halo skulls type system (whatever that means).
- Permadeath (but sophisticated autosaves) and/or no in-combat revival for team mates, no medigel.
- A dynamic difficulty system that constantly rates the player performance and adjust the difficulty based on previous ratings or upon death in case of a reload.
- Reduce the number of available skill points and lower the rate at which powers can be used.
- Have enemies use medigel and the same powers as player (including disabling ones such as singularity).
- Set a hard level limit and limit equipment options on higher difficulty levels.
Potential problems: - The number of players desiring a higher difficulty is statistically insignificiant.
- Difficulty depends not only on player skill (and the computer they use, lag, screen resolution, mouse sensivity obviously has a great impact on difficulty), but on things like character class.
- Smarter enemies are bad, because that would require enemies on lower difficulty levels to be unnescessarily stupid.
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Post by Deleted on Oct 21, 2016 11:39:43 GMT
I tried to make a list of suggestions for changes in this thread, as well as a list of potential problems with those to focus the discussion a little. I tried to list everything without bias, even points I personally consider to be rubbish. - There should be more difficulty modes with a finer granularity.
- Enemies should be smarter (employ a wider array of tactics and switch faster between them) in high difficulty mode.
- Enemies should be tougher (more health/armor/shields) in high difficulty modes.
- Halo skulls type system (whatever that means).
- Permadeath (but sophisticated autosaves) and/or no in-combat revival for team mates, no medigel.
- A dynamic difficulty system that constantly rates the player performance and adjust the difficulty based on previous ratings or upon death in case of a reload.
- Reduce the number of available skill points and lower the rate at which powers can be used.
- Have enemies use medigel and the same powers as player (including disabling ones such as singularity).
- Set a hard level limit and limit equipment options on higher difficulty levels.
Potential problems: - The number of players desiring a higher difficulty is statistically insignificiant.
- Difficulty depends not only on player skill (and the computer they use, lag, screen resolution, mouse sensivity obviously has a great impact on difficulty), but on things like character class.
- Smarter enemies are bad, because that would require enemies on lower difficulty levels to be unnescessarily stupid.
Bullet one is not really what I was proposing. Probably a better way to describe it is: If they want a difficulty level harder than the ucrrent insanity level, they add it in above the current Insanity level without affecting the current narrative, casual, normal, veteran, hardcore levels at all... and just renaming the old insanity level as something else (but still leaving it there).
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Post by Thrombin on Oct 21, 2016 12:23:16 GMT
I was surprised to hear on here that ME2 insanity was considered so difficult. I suppose, by the time I experienced it I had already played ME1 on all the difficulty levels (except Casual) and ME2 on Normal and Hardcore so I figured it was just a natural progression. I didn't find it easy, don't get me wrong, but it was still do-able. To be honest, I didn't notice that ME3 Insanity was easier than ME2 Insanity. I just reckoned I was getting better at this stuff The main reason I went for Insanity (and stuck with it throughout the run) was to get the achievement. I am one achievement away from having the full set on the trilogy right now (on Xbox) and I would have been really annoyed if Insanity had been too difficult for me to cope with. So, while I don't mind if they want to make a difficulty level too hard for me to cope with I would be really annoyed if they tied any achievements to it!
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Post by Sanunes on Oct 21, 2016 13:15:30 GMT
I tried to make a list of suggestions for changes in this thread, as well as a list of potential problems with those to focus the discussion a little. I tried to list everything without bias, even points I personally consider to be rubbish. - Halo skulls type system (whatever that means)
Just incase others aren't sure what that system is. The "skull system" is when you unlock different modifiers that impact the game by finding a token of some sort in the game (in the case of Halo they used a skull graphic). So when I start a game I would have a list of modifiers for how to change aspects of the game, such as changing the enemies have "super human detection" so they are able to hear you when you reload your weapon or they will notice your footsteps from a much larger distance away.
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Post by Deleted on Oct 21, 2016 13:53:46 GMT
I was surprised to hear on here that ME2 insanity was considered so difficult. I suppose, by the time I experienced it I had already played ME1 on all the difficulty levels (except Casual) and ME2 on Normal and Hardcore so I figured it was just a natural progression. I didn't find it easy, don't get me wrong, but it was still do-able. To be honest, I didn't notice that ME3 Insanity was easier than ME2 Insanity. I just reckoned I was getting better at this stuff The main reason I went for Insanity (and stuck with it throughout the run) was to get the achievement. I am one achievement away from having the full set on the trilogy right now (on Xbox) and I would have been really annoyed if Insanity had been too difficult for me to cope with. So, while I don't mind if they want to make a difficulty level too hard for me to cope with I would be really annoyed if they tied any achievements to it! I think one reason people find ME3 insanity easier is because the skill trees are much more compacted and simpler. In ME2, it is possible to really wind up with squad builds that just don't really help Shepard out very much. In ME3, I found that pretty much any squad build I made was helpful. Also, I think most people have access to the N7 weapons... which can give you some really powerful weapons right at the start of the game. I also find I'm fully leveled up much earlier in the story progression of ME3 (unless I'm just trying to blow through the absolute minimum number of missions (perhaps that's because I've not yet tried an ME3 insanity run without an imported ME2 character, although I've also never started an ME2 insanity run without an imported ME1 character either... and the game does give you some level points to start out with in both cases.)
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Post by Thrombin on Oct 21, 2016 16:05:42 GMT
I think one reason people find ME3 insanity easier is because the skill trees are much more compacted and simpler. In ME2, it is possible to really wind up with squad builds that just don't really help Shepard out very much. In ME3, I found that pretty much any squad build I made was helpful. Also, I think most people have access to the N7 weapons... which can give you some really powerful weapons right at the start of the game. I also find I'm fully leveled up much earlier in the story progression of ME3 (unless I'm just trying to blow through the absolute minimum number of missions (perhaps that's because I've not yet tried an ME3 insanity run without an imported ME2 character, although I've also never started an ME2 insanity run without an imported ME1 character either... and the game does give you some level points to start out with in both cases.) That's a good point. I've never tried an insanity run on a character who wasn't based on an import of a pretty much max level character and I also have all the N7 and DLC content. So it would have been something of a head start!
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Post by feuerrabe on Oct 22, 2016 9:05:23 GMT
About the difficulty progression and re-imported characters: Experiences from re-imported characters don't really count. With a newly created character you are typically struggling to get all the equipment you need unlocked and in the early fights you even have the mod-slots of several of your weapons open. When you re-import a character you're basically saying "I am god", you can't really complaint about the level of difficulty when you decide to be god. There was a fundamental flaw that importing a character from the previous game you naturally start out being too powerful.
There is a bit of a twist in the logic; the more intensely you play, the more rewards and the more easy the game becomes. More skills, more levels, more weapons from add-ons, more money. At the same time your skill as a player increases, which would make you desire a harder game, but through all your achievements the game has become easier.
What would enhance the game severely would be meaningful rewards that do not make combat easier, and meaningful rewards for accepting limitations, such as using starter weapon without mods only. (If there were non-combat rewards for combat achievements that in turn may bring casual players up on the barricades, however. Romances would be an absolute no-go.)
About changes to the better in Mass Effect 3: I believe, in terms of tactical variety, Mass Effect 3 added something really important:
Fragmentation grenades for enemies. As a sniper it changes the play style severely, you need a lot more space to defend a position and you are forced to switch positions more often.
Turrets of the Cerberus engineers primarily worked to my advantage, since I could always hack them. I still tried to take engineers as soon as possible because too many turrets might pose a problem, but if it's only one here and there I usually say "Thank you".
Smoke grenades cut in both ways. In the early game I found them really annoying. But once I did have a thermal scope they worked to my advantage.
But I do believe that features such smoke grenades, turrets and fragmentation grenades did add a lot to the tactical diversity of the game, even though it may be circumstantial whether or not it made the game more difficult.
A way to increase difficulty which has not been named yet: Increase the number of enemies in any one group. Suppose a group early in the game, nothing fancy just two cannibals and a marauder. If the difficulty was higher you might add an additional marauder, four husks and a ravager. In the extreme you might take care that there is always at least a brute, banshee or harvester in any one reaper group, either by adding them or by replacing a mid-level enemy such as a marauder or ravager. Changes for other types of enemies would work accordingly.
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Post by feuerrabe on Oct 22, 2016 9:36:11 GMT
I tried to make a list of suggestions for changes in this thread, as well as a list of potential problems with those to focus the discussion a little. I tried to list everything without bias, even points I personally consider to be rubbish. - Halo skulls type system (whatever that means)
Just incase others aren't sure what that system is. The "skull system" is when you unlock different modifiers that impact the game by finding a token of some sort in the game (in the case of Halo they used a skull graphic). So when I start a game I would have a list of modifiers for how to change aspects of the game, such as changing the enemies have "super human detection" so they are able to hear you when you reload your weapon or they will notice your footsteps from a much larger distance away. That does sound pretty cool actually, and now I understand the reference to the Armax Arsenal Arena. I'd be more interested in self-limitations than boosts for enemies, though, things like "no medi-gel".
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Post by 10k on Nov 13, 2016 16:09:27 GMT
I am really concerned now. I have just found out that there are no classes, basically we get to pick whatever abilities we wish. Not only that, now each ability is on it's own cool down time; meaning if you use one biotic you'll be able to use another biotic right after. I can live with no more class restricted abilities, but separate cool downs for every ability? That balanced combat. Where will the difficulty come from now? I doubt from AI. I got a feeling we're going to see a cheap DA2 difficulty model, where there's mobs and mobs of enemies, minus the jumping out of the sky part. I am so confused right now. Will insanity ever be difficult? At this point I'm really hoping the option of going on missions alone will be considered.
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Ivory Samoan
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Raising Hell with the Flavor XX
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Baldur's Gate
Origin: IvorySamoan
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Post by Ivory Samoan on Nov 17, 2016 17:36:20 GMT
I doubt they would make the game that hard, BioWare focuses more on the story of the game then the mechanics behind it. Combined with the majority of the people that play their games and upload their statistics don't seem very interested in extreme difficulties since a very small percentage finished Mass Effect 3 on Insanity I just don't see it happening. The mechanics have been a focus for the devs more and more it seems, so I think this comment may be slightly out of kilter with BioWare's direction for the franchise: the Montreal team did the ME3MP so they will be keen to appeal to not just the story heads, but the challenge/gameplay heads too. I only play on Insanity, and out of the Trilogy, find only ME2 to be mildly challenging (quite in parts early on): if they made Insanity easier, I would be bitterly dissappointed if I'm being honest. I have a feeling Insanity is going to be the hardest challenge yet in the franchise: hard games are more the rage now than when the Trilogy was being developed: so there's that too. Insanity
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Party like it's 2023!
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Mass Effect Andromeda
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Post by KaiserShep on Nov 17, 2016 18:42:33 GMT
Hardest thing about ME2 insanity was the clunky movement. Otherwise it was EZ. Enemies were not nearly aggressive enough in trying to flank and/or dislodge the player & squadmates from cover, with the exception of husk hordes, which were cannon fodder anyway with the right tactics (cluster and nuke, basically) Arrival DLC , 'The last stand' achievement was toughest in entire trilogy. You are alone and winning the fight was optional. Shadow broker Tela Vazir was very enjoyable. Also the fight before that. IMO, bioware already know how to do it. Dragon age 2! I play that game for challenge and the combat. And DLC's were specially tough. If you did not pick right team or talent , only way to win Malvarnis or Sky horror fight was to reduce difficulty. Mass effect was no match in difficulty. The last stand in Arrival was good, but if you go in with a fully-upgraded, post-campaign Shepard, it can be kind of a cakewalk. My Shep's a Vanguard with energy drain as the bonus power. I almost felt like I could fight Object Rho itself. As for Tela Vasir, I thought she was ridiculously easy. The music was great and the mission overall was fun. DA2 definitely had some tough fights though.
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Felya87
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
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Post by Felya87 on Nov 17, 2016 19:29:18 GMT
Groan. I don't want a difficult game. I hate shooters, I play ME just for characters and story. My limit is Uncharted like combat. More shooting than that and I will not even finish the first mission of the game. I hope for a very easy, basic difficult option. I want to have fun, not loose time repeating a kill! I want to relax, not being frustrated!
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