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Post by fredlc on Jan 9, 2021 23:47:08 GMT
Hello there.
After I finished cyberpunk, I looked at my backlog, and nothing actually is looking too appealing.
So I tought, maybe I can play origins again, but with a twist:
Here is what I was thinking: I play nightmare, but I make heavy use of the tactical camera, I switch off all tactics and I micromanage my entire team. That was always my groove, to entirely different thius tactical gameplay, from a more action-oriented game.
I was thinking that maybe I could do a 180 on this; lower the difficulty, and play real time, but this time, actually employ tactics so I can use only the warden. So I think it would probably be an entirely different experience.
Anyone here used these two apporaches before? Is it different enough to warrant another playthrough (as in, to feel like a different game) in your opinion, or would I be better served looking for an actual different game (I have Jade Empire, but never gor around to play it, for example)?
Thanks for any insight!
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Post by Sonya on Jan 10, 2021 8:21:28 GMT
I was thinking that maybe I could do a 180 on this; lower the difficulty, and play real time, but this time, actually employ tactics so I can use only the warden. So I think it would probably be an entirely different experience. A very good thing about using tactics - at some point you can actually see if your build, including team builds, is working at all. If each party member is doing his/her job, you should not have problems. Very simpe example: tank is tanking, using taunt when needed, mage is healing or doing damage, etc - thus you can play only for your GW. The only thing with tactics - decide what is best and learn from your own mistakes or just read some information and game experience of others. That is why I like tactics so much. Had PTs with finished builds but everything was a mess as did this or that wrong in build/armor or just had to change tactics (there is e.g. Wynne annoying behavior where she is simply stuck if one condition is not "true"). There is a mod for advanced tactics (similar to dafault DA2 tactics), but have never used it, though people here use it (to be honest would not mind to have more option in tactics, but "reasons"). Does not matter the difficulty now if it is sort of first experience, can prepare for higher difficulty. -- One of the reasons I do not really like DAI is "no tactics", so just have to work with whatever is given. DAI is a good game, but removing tactics (as well as other things) was a very bad idea. -- My own experience, of course, but tried micro everyone - can't understand how people can play in this way as I just had a real headache after that. Tactics can really help enjoy the game, its combat and look at the game from another angle as you are focused on the game itself, and not keeping everyone alive or how win some encounter at all. Moreover you might notice some new things as you are focused on the game itself. In short: very useful and worth a try. Good-luck.
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Post by fredlc on Jan 11, 2021 21:49:30 GMT
A very good thing about using tactics - at some point you can actually see if your build, including team builds, is working at all. If each party member is doing his/her job, you should not have problems. Very simpe example: tank is tanking, using taunt when needed, mage is healing or doing damage, etc - thus you can play only for your GW. The only thing with tactics - decide what is best and learn from your own mistakes or just read some information and game experience of others. That is why I like tactics so much. I decided to play Jade Empire first, but it's likely I'll revisit origins at some point. And I'll try to figure out tactics on my own. Make a meta game out of it! Had PTs with finished builds but everything was a mess as did this or that wrong in build/armor or just had to change tactics (there is e.g. Wynne annoying behavior where she is simply stuck if one condition is not "true"). There is a mod for advanced tactics (similar to dafault DA2 tactics), but have never used it, though people here use it (to be honest would not mind to have more option in tactics, but "reasons"). DAII tactics are more advanced than origins? I didn't know, as I micromanaged my way throughout the entires series. Maybe DAII will deserve a revisit as well (yeah, I'm one of those that actually likes DAII). Does not matter the difficulty now if it is sort of first experience, can prepare for higher difficulty. Yeah, I'd probably get my ass kicked if I went straight to NM. One of the reasons I do not really like DAI is "no tactics", so just have to work with whatever is given. DAI is a good game, but removing tactics (as well as other things) was a very bad idea. Never bothered me (micromanaging fiend that I am), but I can see how it would be offputting for someone who focused on refining team actions. My own experience, of course, but tried micro everyone - can't understand how people can play in this way as I just had a real headache after that. Yeah, to each their own. As I said, that heavy micromanaging approach was, for me, very satisfying (landing several combos with a precision no amount of tactical tinkering could achieve), and it also differentiated the game from action-heavy ones. But sure, to each their own. Tactics can really help enjoy the game, its combat and look at the game from another angle as you are focused on the game itself, and not keeping everyone alive or how win some encounter at all. Moreover you might notice some new things as you are focused on the game itself. In short: very useful and worth a try. Good-luck. When I moved from normal to NM, the game "refreshed" and I squeezed 3 new playthroughs from it. Perhaps this will do the same? Time will tell! Anyway, thanks for the insight!
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Post by Sonya on Jan 12, 2021 7:50:20 GMT
And I'll try to figure out tactics on my own. Make a meta game out of it! Actually it can be interesting and even fun: trying different ways, changing them. Like experiment (DA2 Merrill is a very good example as she is sort of tricky in tactics, but when everything is set right Merrill is a real beast on the battlefield without micro her). Though sometimes annoying if it is broken somewhere and just can't understand how can make your teammember do this or that. That is why help is good. Had such situations in DA2 - another person made a tip how else set up tactics and it worked (though by logic it was strange thus did not try it on my own back there). DAII tactics are more advanced than origins? I didn't know, as I micromanaged my way throughout the entires series. Maybe DAII will deserve a revisit as well (yeah, I'm one of those that actually likes DAII). DA2 tactics is just better, has some other options, yes, but not SO different from DAO. It as well can be buggy like DAO but still better. And good to know there are people who actually like DA2. For me DA2 is the best in DAT from the combat point of view first of all. Yeah, I'd probably get my ass kicked if I went straight to NM Getting one's ass kicked is also experience. But yeah, in some cases it is better to try something and prepare oneself. Never bothered me (micromanaging fiend that I am), but I can see how it would be offputting for someone who focused on refining team actions. Yeah, to each their own. As I said, that heavy micromanaging approach was, for me, very satisfying (landing several combos with a precision no amount of tactical tinkering could achieve), and it also differentiated the game from action-heavy ones. But sure, to each their own. Just in case: I am not judging, not at all. If people like some playstyle, enjoy it, get satisfaction, why not? To each his own as you have said (but about headaches it is true). When I moved from normal to NM, the game "refreshed" and I squeezed 3 new playthroughs from it. Perhaps this will do the same? Time will tell! Nice to hear about it. About using tactics what I meant: I started to notice game details, combat details, enjoy the landscape, enjoy the combat itself watching how each of my party member does his job - such things. Had new ideas about builds of my team as saw them in combat, how to use trees /crates in combat; some characters picked my interest more so tried to get them better in different situations, noticed other dialogue options and how better choose dialogue lines to get the most of dialogue and etc etc. Learnt many new things about the game, that was refreshing. Nice playthroughs and my pleasure if the post was helpful.
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Post by fredlc on Jan 17, 2021 15:29:29 GMT
Ok, finished Jade Empire yesterday (didn't really like it, but that is a topic for a different thread), and begun a new DAO to try to use tactics, and play a more action-oriented playthrough. As I said, I want to figure out the tactics mostly on my own, but right out of the bat, I am getting some trouble. I started the human noble origin, S&B (sucks that a starting talent comes in S&B, I wanted a dual handed weapon; I'll have to respec later and probably review any tactics I make until that point). Now, my classic opening for the fights is having the warrior/tank run ahead and taunt the foes. What is the best way to achieve this through the tactical menu? I'm thinking I have to set it to attack first enemy in sight (that would be in the second tactical slot, the first would be using a health potion if 20% or below in self-health), than setting self to taunt if surrounded by 2 or more enemies. Here's my question: what's to stop that AI from wasting the taunt in 2 foes is the pathing makes it contact two ahead of others from a larger group? I thought of conditioning the taunt to three or more foes, but in those cases, my tank would fail do taunt pairs of enemies, leaving rogues and mages open... Is there something here I'm not seeing? Thanks in advance... Regards  .
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Post by fredlc on Jan 17, 2021 17:59:04 GMT
Man, I feel like a total noob. I am running alone against clustered enemies and my allies (all warriors) are being left behind. Have to look at how to make them follow me closer until they start their attack mode...
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Post by Sonya on Jan 17, 2021 18:46:47 GMT
First what is important: one forum member, who knows this game very well, told about battle fix mod and it includes warrior talents as well. I have that mod, maybe you as well? (Dain's fix from nexus). Otherwise there are bugs everywhere in the game. Will share my experience here, maybe others will do the same. Some details would have been nice to have (what part of the game, the team), but about tank in general and it should be clear what to do step by step (as you do not have everything in the beginning). One thing though: sometimes some things might not work with some enemies, after they do; there are bugs and glitches anyway - usually it is clear after several encounters that your tactics is set right just was unlucky so to say (sometimes very unlucky). Example with my 2h GW, Alistair - tank, Zevran - rogue, Wynne - mage (works the same way for my other warriors and rogues and mages). Tank's job is to draw attention by using some sustained talents like Shield Wall, Threaten, at least hit enemies (doing damage would be better but not always possible for the tank). Alistair should be surrounded by enemies - that is his only job. And taunt enemies if they want to kill your party. And any of your team member can draw attention. So I use the following for Alistair: Ally is attacked by melee or ranged attack - use taunt OR if I as 2h (e.g.) can protect myself at least somehow (use pommel strike e.g. or as a rogue use stealth or some talent) Alistair is focused on my rogue and mage/only mage (depends) Wynne/Morrigan/Zevran/Leliana is attacked by melee or ranged attack - use taunt. In such cases my tank does not use STA for no good reason as it is not endless. There is one reason - my rogues and mages are in danger. And these two sets work in my PTs all the time (wrote about glitches etc etc - another question). And since my tank is deep in enemies Wynne is mostly focused on him (that is her only job, and later can do damage with some Elites e.g.). Taunt as everything else has cooldown, so if situation is as set in tactics for Alistair, he will use Taunt if he has STA and Taunt is not on CD. As for health pots - it is just as for everyone else. E.g. health less 25/50% - use health pot. Taunt has range, yes, so it might work for one groupe or another, can work for one enemy and leave others + glitches. But in general those two sets I always use and can't complain at all. If there are any clarification questions about my own experience here or anything else - will gladly answer. Hope the post was helpful. edited Man, I feel like a total noob. I am running alone against clustered enemies and my allies (all warriors) are being left behind. Have to look at how to make them follow me closer until they start their attack mode... fredlc , there is nothing wrong with it. As understand it is the beginning of the game and there are always difficulties during that period as you have no talents, no nice armor, nice trinkets. Deaths are expected. Moreover it is better to have a balanced team doing their jobs. Thus just wait a bit to have several level-ups.
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Post by Sonya on Jan 17, 2021 18:50:53 GMT
Have to look at how to make them follow me closer until they start their attack mode... If you are a tank (better be damager IMO as easer to play doing damage in different places), so can set up the following enemy is using melee and ranged attack - attack enemy is attacking (the name) - use Shield Bash e.g. surrounded by 2 enemies - use DWSweep (if there are DW warriors) enemy is at middle distance - use pin shot enemy - rank (boss/elite/etc) or class (mage e.g.) - use (some talent) - not to waste STA for simple enemies using some usuful talent (e.g. Wynne uses Stonefist only with Elites in my cases) enemy is using magic - use (some talent) Just a way out for the time without rogues and mages. Such team behavior is very important in DA2 as well - doing his/her job, otherwise on NM mode at least your team will be annihilated. Just check what is best.
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Post by fredlc on Jan 18, 2021 12:01:25 GMT
First what is important: one forum member, who knows this game very well, told about battle fix mod and it includes warrior talents as well. I have that mod, maybe you as well? (Dain's fix from nexus). Otherwise there are bugs everywhere in the game. Yeah, I looked for MODs and installed Dains’s fix, but also another mod to fix the tactics (have looked the features of the mod cursorily and didn’t see it already fixed that specific game feature). So I might have screwed it up… though I think probably not, because it is in the override folder after all and will probably prevail… Some details would have been nice to have (what part of the game, the team), but about tank in general and it should be clear what to do step by step (as you do not have everything in the beginning). Ah, the very beginning; the Korkary Wilds, looking for darkspawn blood. Havent even met Morrigan yet. Thus the four warriors (actually, 3 warriors and a dual handed rogue, now that I think of it) formation. I also have on the mod that turns DOG into a summon. One thing though: sometimes some things might not work with some enemies, after they do; there are bugs and glitches anyway - usually it is clear after several encounters that your tactics is set right just was unlucky so to say (sometimes very unlucky). Dully noted. Example with my 2h GW, Alistair - tank, Zevran - rogue, Wynne - mage (works the same way for my other warriors and rogues and mages). Tank's job is to draw attention by using some sustained talents like Shield Wall, Threaten, at least hit enemies (doing damage would be better but not always possible for the tank). Ok, a quick summary of my preferred tactics as I used to play, micromanaging, and that I intend to emulate with the tactics menu, if at all possible: I always use only one warrior as the tank, one rogue as damage dealer, and two mages as support/crowd control. I play nightmare difficulty, FF on (don’t even remember if you can turn it off in Origins) The tank, historically, was a S&B, but in my last play through I perfected using the dual handed warrior for that role, because the marginally decreased survivability is fully compensated by the increased team damage output, that ends fights faster, bringing three main advantages: less possibility of mana fatigue (as it ends faster, the mages never get depleted; in endgame is almost like mana does not exist and cooldown is your only limit), an overall faster game experience (cut over 30 hours in a full run i did using a traditional tank), and lowered probability of aggro being stolen from the warrior, diminishing the need to taunt (really shines in awakening, with the expanded talent pool for the warrior that allows him to generate a lot of threat early in the encounter, with my mages still fulfilling their support tasks; its almost like a free taunt at that stage). The tank always opens my encounters running ahead taunting the enemies; my support would then apply glyph of warding and might defense to the warrior, than than might offense to both the warrior and the rogue. From that, the support go on rotation, replenishing those spells, applying the force field to paralyze my tank after a taunt so they can apply "area of effect" attacks on enemies as the tank becomes invulnerable, and the rogue can waste away opposition with whatever tools available to his class (usually I have an archer, but nothing against dual wielders). So, as I chose the role of tank for the warden (being a reset of my experience, I decided to emulate the first run I ever played, except I’ll respec to dual handed ASAP), what I want is to achieve the tank running ahead for a taunt, and the mages promptly supporting in turns, with glyphs and might defense, than going to rotation to buff attack, debuff foes and use the force field when those spells are in cooldown, opening for AoE attacks. After that, Lots of wiggle room on what active talents the rogue will employ… Can I automate this, such specific sequence of actions, with the tactical menu? Or if not maybe I should review this sequence of actions to something achievable... fredlc , there is nothing wrong with it. As understand it is the beginning of the game and there are always difficulties during that period as you have no talents, no nice armor, nice trinkets. Deaths are expected. Moreover it is better to have a balanced team doing their jobs. Thus just wait a bit to have several level-ups. To be honest, as I’m used to nightmare and I’m playing normal, its being actually very easy so far. No deaths at all, but the actual problem is that I’m not seeing the party members responding as I wanted. For example, I set intrepid (my dog) to run for a head butt when an ally is being attacked by a ranged foe, and growl to apply a defense debuff at close range. Those work fine so far. But I set it to howl when surrounded by 3 or more foes to apply the fear debuff. That he never does, because apparently the foes give higher priority to human teammembers, so the dog is never “surrounded”, even when he runs into the fray. I don’t know if being close to three enemies should count as “surrounded”, or if you really need to have someone flanking. I’m thinking of changing the criteria to when an ally is surrounded. I didn’t because I don’t know how to set that if such criteria is met, he has to close the distance to the surrounded ally before the talent is used, so he wont immediately howl and waste the action. Is running to the range of the talent an automatic response? Another thing, I saw options to run toward an enemy, but not to run away from him; (for example, I can apply “dirty fight” for my rogue when an enemy is very close, but didn’t see how to instruct him to run away after that. Should I assume that if he had a bow equipped, instead of dual daggers, he would automatically try to distance himself? Just a way out for the time without rogues and mages. Such team behavior is very important in DA2 as well - doing his/her job, otherwise on NM mode at least your team will be annihilated. Just check what is best. Too early for these tactics yet, but dully noted. Anyway, my impressions so far (when my only active talent is “shield bash”), is that I’m barely playing an actual game at all, and that I'm watching an automated sequence or playing one of those "idle" games, in that I get to click once ever couple of minutes, that people seen to like for some reason. Against the majority opinion, I’m finding having the tactics active… boring, compared to my need to interfere in everything, like I used to do before. I’m positive that this is just bias, born of familiarity with the other play style I always employed, but... there it is. I’m thinking maybe I should use a "combined arms" approach (I did it in my last play through of inquisition, allowing my teammates only health/mana replenishing and self defense actions, but keeping control of all the offensive initiative and interplay between characters to myself). This approach would also simplify the tactics I have to implement tremendously. However, as I said, in this particular moment, my game is not “Dragon Age Origins”; my game is “create a functional set of tactics”. So I’ll save that approach for later, if the fully automated approach fails to endear me...
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Post by Sonya on Jan 18, 2021 16:42:50 GMT
Yeah, I looked for MODs and installed Dains’s fix, but also another mod to fix the tactics (have looked the features of the mod cursorily and didn’t see it already fixed that specific game feature). So I might have screwed it up… though I think probably not, because it is in the override folder after all and will probably prevail… That is why now I try not to play around with mods so much, just installed some and do not usually use another if see in comments that something can go wrong. Using mods, even if files actually should work together fine - risk in any case (I reinstalled several games because of using mods that should work together). Dangerous. So who knows as people say. I also have on the mod that turns DOG into a summon. Also wanted that mod, but hesitated much because of comments and the fact that I already have some mods, only 1-2 of them are vital for me. I like dogs, I wanted my dog near me like in DA2, but another reinstalling because of some glitch was not in my plans. In short - afraid to use it. The tank, historically, was a S&B, but in my last play through I perfected using the dual handed warrior for that role Had the same PT, used Sten for that role who just refused to die. Can I automate this, such specific sequence of actions, with the tactical menu? Or if not maybe I should review this sequence of actions to something achievable... The thing is - do not know how advanced tactics looks like but know there are more possibilities there, I do not have that mod. But with default tactics it may work in different ways because of AI "mood" what to use first. I usually try different ways and watch what is better even if it works half of the time (maybe in advanced tactics it is easier and you have more possibilities). As a suggestion (with default tactics): Mages (rogue?) - ranged behavior, but what I see in DAO, it works not so well, in DA2 it works and Varric e.g. always tries to stay far away + tactics who he should attack helps. GW nearest visible - attack (or it is your PC so you just run to the bunch of enemies) use some abilities trying to stay deep in enemies (threaten, maybe taunt if enemies are not SO clustered; if your mages or a rogue is under attack - use taunt as well - just not "attack") Thus you try to kill as many enemies as you can, do damage if have time because of your mages. The problem here can be your team drawing attention so using damage spells ASAP is better (again, just a suggestion). As for the following: depends on AI as have mentioned. Usually mages first use buffs, but not always. What is also important - do not give many things to do for your mages as AI will break and mana is not endless, just set up certain conditions: Stonefist is only for elites, crushing prison is only for mages - in this case there is no additional confusion for AI. For mages GW/rogue is attacked by meleee or ranged attack - use spell (several times with different spells: defense, offense, glyph) - just watch for mana And after buffs set up damage spells, but what AI will use need to check in several encounters. To use damage spells can try something with GW health or number of enemies around. Again as possibility: GW attacked my melee attack - use force field (in this case you have time to kill someone) OR GW health ...% - use force field After mages use damage spells enemies clustered ... - use sleep (and some other AoE) Meanwhile your rogue can do his thing, only if AoE FF spells your mages and a ranged rogue can become victims too, so this also requires checking. Your rogue will draw attention in any case if is engaged in battle. To avoid this you can try for a rogue to use abilities only when mages used damage and debuff spells, like enemy - status - immobilized (you used sleep or two glyphs) - attack/use some ability (good for auto-crits) For archers: pin shot /arrow of slaying/ scattershot, e.g. enemy-status-immobilized - jump to tactics 2 tactics 2 has the following condition enemy - rank - elite (or mage) - use arrow of slaying In general from archer tree there is nothing to use but AoS, the damage is from auto attack anyway, scattershot is useful but will draw attention, pin shot is useful enemy- rank (or mage) - use pin shot And if your mage is not busy can use some spell for that annoying mage as the mage is immobilized (or whatever in tactics is written - need to check). AI might work better if use another order like: GW is under attack, mage uses that field and after AoE and damage, rogue does his job, after your GW finishes enemies off and your mages use buffs on you because you are under attack. Only depending on spells mages can be under attack, but an archer can be useful to use pin shot/scattershot e.g. or simply DW rogue start killing thus draws attention. But I set it to howl when surrounded by 3 or more foes to apply the fear debuff. That he never does, because apparently the foes give higher priority to human teammembers, so the dog is never “surrounded”, even when he runs into the fray. Yes. My Amie also uses howl very rare, e.g. during getting Leliana as the room is small. he has to close the distance to the surrounded ally before the talent is used, so he wont immediately howl and waste the action. Is running to the range of the talent an automatic response? Try for the hound something connected with tank GW under attack - attack At least there is a chance for using howl here (tried it myself - works only if the dog somehow can squeeze into the middle of the battle). Another thing, I saw options to run toward an enemy, but not to run away from him; (for example, I can apply “dirty fight” for my rogue when an enemy is very close, but didn’t see how to instruct him to run away after that. Should I assume that if he had a bow equipped, instead of dual daggers, he would automatically try to distance himself? Usually yes, but have mentioned it does not always work, for mages as well (just do not forget to use "ranged" behavior). Maybe in that mod this bug is fixed. Only better use for a rogue archer attacked by melee attack - use dirty fight OR it can happen that your archer will run to the closest enemy to use dirty fight: also had such things. But in this case he uses DF and runs away if you are lucky. Anyway, my impressions so far (when my only active talent is “shield bash”), is that I’m barely playing an actual game at all, and that I'm watching an automated sequence or playing one of those "idle" games, in that I get to click once ever couple of minutes, that people seen to like for some reason. In this exact case it may be connected with your chosen class (SnS warrior is rather boring in DAO), having only one talent that does not even do damage and the beginning of the game as you have nothing at all. Even as DW Warrior here in the beginning is rather boring to play though IMO DW Warrior is number two afer 2h warrior in terms of "how interesting". Though you may be right as well: for some people it is more interesting to switch btw characters or use combinations as you have mentioned. Tastes differ. But if I may suggest, to be sure that tactics is simply not for you - still try to continue several PTs where you can use different tactics and compare them, will be quicker to understand. But the beginning of the game is always boring, like prologues in some games (not for everyone of course). Patiece is useful in some cases even if you are bored to death (and not only for the game).
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Post by fredlc on Jan 23, 2021 10:52:49 GMT
All right, a few things: I ended up reverting to my common playstyle and rising back to NM, not because I didn't want to experiment, but because i'm doing something wrong I cant figure out. I marked the first tactic to be "use moist potent health potion avaiable when healthy is equal or below 20%, but my characters were using them like crazy. Than I took a closer lot at the tactical menu, and it actually says "health >= 20%"; above or equal, than. And it really means that, because on the first scratch my guys would use it, and they were draining like crazy. WT Heck? Am I doing something wrong here? with that setting, I cant figure out how to mark a low threshold for automated health potion usage... So parts were made unnecessarily more difficult because I lacked my potions when I needed them. Another thing... Do you guys know if Dain's fix make the game easier? Here's what I mean: In my first Playthrough on NM, I was a dual dagger rogue, and in my first real quest, I choose the Circle of Magi, and I ended up giving up because the fade was too hard (hadn't had enough interrupts to keep enemies at bay as I was without companions). From there on, I always delayed the Circle, and always played as a mage on NM, so I was a bit more powerful and with greater options to be able to overcome it. This time, as a S&B warrior, I decided to go early (first quest after lothering), and if too hard, simply lower the difficulty. I though that would be the case, as the warrior also have only one or two interrupts. But, to my surprise, it's being really easy. Parts that I specifically remember struggling with I simply rolled over. The only major difference now is that I inserted Dain's fix. Maybe I just got better; I felt the same in my last NM playthrough of the ME trilogy, but there, it was the vanilla game on XBONE. But here there is a different factor to consider. So, is there any rebalancing on the fix, that you know of? Regards  .
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Post by Sonya on Jan 23, 2021 14:53:00 GMT
Do you guys know if Dain's fix make the game easier? The fix list is written. What you need - just kow and understand what each fix does. Sometimes it works both ways: you as DW warrior /rogue use DW passive with DoT, but your enemies do the same so you as well get that DoT. Other fixes like some portions that should get mage/warrior of mana/sta with fix work and you can use it (good fix for you). So it is up to you use that fix ot just delete from the folder. Do not like some fix - ret rid of it. I, actually, really grateful to the person who told me about this Dain's fix mod no matter the fixes. Always use it (and only some tweaks as do not need other things). The game itself, PTs were not more difficult. Was nice to see "both ways" passive of 2h warrior to stun enemies that did not work but now, even if it is not so important, my 2h stuns emenies as well I am stunned my some 2h enemy. Whatever. The game became more interesting. And do not forget about "favorite" rng in any cases. Just was not lucky, after was. Annoying? Yes. Just see no solution, just patience. As for health pots: if you set up use lesser (greater/any) health pot if health less 20 % and your team started using pots all the time, the reasons and solutions can be different. Some bug happened and your tactics changed - just set it up again. Sometimes a player might make a miskate (happened to me as well): did not notice that chose not LESS 20%, BUT more 20%. Only no need to be offended, it is just the way of life and people are just people. If you are sure that you did not screw up in this case so it was just some glitch (it can happen indeed, again it happened to me not once), or some mods did not work nice together. Just MODS/GAME itself mistake. About rebalancing Dain's fix - the are rebalancing of some things in Dain's mod itself. If that it not enough - still the same suggestion: try several PTs with changing tactics or, as you have mentioned, return to you rusual way of PTs.
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Post by fredlc on Jan 23, 2021 21:26:27 GMT
yeah, I did read the mod notes now, and nowhere it says that the game is supposed to have been made easier after installation. That is totally my experience with it so far, though. I suppose it might be a byproduct of the combined effect of the several fixes implemented, though it's hard to say if it is intentional, or even real - maybe I just got more awesome at the game  . Joking aside, that's why I was seeking another subjective opinion; to see if anybody else also had that experience with the mod. And not to worry, nothing offensive going on whatsoever! Regards  .
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Post by Sonya on Jan 23, 2021 22:19:01 GMT
maybe I just got more awesome at the game Yep, a nice feeling. And why that could not be the reason? But jokes or no, in general that mod just added new experience, as actually what happened in short: emeny can do more damage, but I can do the same. And I am not AI, can use brains at least in a right manner/order/etc. And not to worry, nothing offensive going on whatsoever! Wrote that just in case as usually can't write anything here without "offending" somebody's feelings. Instead of figuring out what I meant, ask some questions, start "yell" with words or just write back in a rude manner. Nice to see a person who understands what's what. Nice PTs, fredlc.
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Post by fredlc on Jan 24, 2021 11:35:59 GMT
Thanks.
Speaking of other changes in gameplay I noticed from my last playthrough, One of the tricks I used to do seen to have stopped working.
When I was out of heroic defenses/glyph of warding spells to biff up my tank, I used to taunt foes, and after a successful taunt, place a force field to let the foe waste away its attacks in the paralyzed but invincible character, and in the meantime, I'd recover my support cool-downs while showering the foe with regular attacks (to avoid stealing too much aggro), while chipping away it's health; maybe one or two usages of power when appropriate.
Tried it on the revenant of the circle tower, twice; and in both times, as soon as my force field was up, it would forget my tank, turn around and attack my rogue. Abandoned this tactic in the current playthrough, and thus, diminished the use of the force field power, to it's "regular" use; take a powerful foe out out of the fray for a while during my moping of the regular minions.
Again, didn't find anything in the notes denoting such behavior change; a change that, while frustrating as it took away one of my preferred tactical tools, i feel is worth and immersive as it enables to the AI an intelligent response to a problem I presented to it.
And yet another thing that isn't in the notes; my Warden is being knocked down, even with shield wall sustained engaged. I specifically remember that with this engaged (and the indomitable sustained for a dual handed warrior), direct knockdown was impossible. Didn't test indomitable yet, but shield wall seens to have been nerfed; and again, no mention in the mods notes, at least that I found...
Guess the changes are, simply, more profound than the notes let on...
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Post by Sonya on Jan 24, 2021 19:20:32 GMT
And yet another thing that isn't in the notes; my Warden is being knocked down, even with shield wall sustained engaged. I specifically remember that with this engaged (and the indomitable sustained for a dual handed warrior), direct knockdown was impossible. Didn't test indomitable yet, but shield wall seens to have been nerfed; and again, no mention in the mods notes, at least that I found... You did not write one thing here: 1) if you don't have Shield Expertise passive (after Shield Wall) - so you can be knocked down (just did not write that part, maybe forgot) 2) but if you do have Shield Expertise passive and still your character is knocked down - it is a great glitch. I have never met it with SnS warrior as well as with ID with 2h warrior. If it is a glitch - mods could be reinstalled e.g., or remove them and see what will happen, then again install. And about 'Shield Wall nerfed" - that is why I ran around with Shield Defense with last solo-no-pot using Shield Wall only sometimes. Can't complain. About Revenant ignoring tank in force field: ckeck it with other bosses/elites enemies. Such types are more "clever" so to say and many of them are cheaters; sometimes it seems on NM mode (and not only this difficulty) devs just did not know what to do and simply added some "cheats" to make players' life more difficult and making players' strategies just useless. Plus rng. Checking out something new (meaning like this situation or changing something that used to worked but just stopped) is helpful. Changing behavior or tactics can help as well (even if it was some minor change). At least that's what I do in such cases to check out WTH is going on (if do not know myself after searching in internet and others do not know or ignore my questions).
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Post by fredlc on Jan 24, 2021 21:42:35 GMT
Yeah, I forgot that getting shield expertise was a prerequisite. My bad. Forget about it.
As for the use of force fields, well, after one mistake, maybe it was another? However, I don't remember revenants being smarter than other enemies in previous playthroughs, though.
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Post by Sonya on Jan 25, 2021 9:59:32 GMT
Yeah, I forgot that getting shield expertise was a prerequisite. My bad. Forget about it. Simply human factor. As for the use of force fields, well, after one mistake, maybe it was another? However, I don't remember revenants being smarter than other enemies in previous playthroughs, though. Can that be a poblem? From Dain's Mod Damage Ward: Removes all incoming threat when damage ward effect is applied (source of damage immunity for Forcefield and Strength of Stone). Game engine instead resets outgoing threat. Do not know if that even can be a problem. Another thing: elites/bosses have advantage in any case like more resist, duration of spell/ability is very short in comparison with usual enemies. Might as well change behavior with using taunt and force field so the Revenant just ignored the tank. Would like to check that thing only now do not have any GWs to do that. But if the second Revenant did the same thing? Maybe be it is just normal for Revenants. What about other elites/bosses? As understand with other (more simple) enemies your strategy works? Try to find other elites to check that out. Thus at least some сonclusions could be made: - works with simple enemies: true - does not work with Revenants (checked already two Revenants): true - does it work with other Revenants (need more Reveants to check): true or false? - does it work with other elites/bosses: true or false? And the result? - maybe it is a normal thing only for Revenants' behavior as strategy works with other stronger and weaker enemies - can be normal for elites as with weaker enemies your strategy works - maybe some other logical conclusions you have noticed or checked Suggeestion what I would have tried to get conclusions. Sometimes it can be logical or just glitches. Thus - checks, checks, checks.
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Post by fredlc on Jan 25, 2021 22:58:39 GMT
Actually no, this answers it: "Damage Ward: Removes all incoming threat when damage ward effect is applied (source of damage immunity for Forcefield and Strength of Stone). Game engine instead resets outgoing threat." Anyways, I cant really tell, because rarely I have to rely on that strategy except against stronger foes, and this relatively early, revenants are pretty much it. But no, it is n't a problem, it actually makes a better intelligence simulacrum. I just have to adjust my own expectations. In any case, that is the most evident behavior change that I've seen for the AI. Anyway, yeah, perhaps I should read the game notes more carefully.  Regards  .
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Post by Sonya on Jan 26, 2021 19:12:05 GMT
Anyway, yeah, perhaps I should read the game notes more carefully. Great motto for every person indeed.
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