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Post by fairdragon on Sept 26, 2021 3:25:33 GMT
We have talk so much about combat. I think it is time to see what you all want if it comes to degrees of difficulty.
Let me begin!
I like the difficulty from waylanders where you can't die. And the difficulty custom from Pathfinder, also the range of degrees of difficulty there.
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Just a flip of the coin.
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Post by Sanunes on Sept 26, 2021 3:49:32 GMT
I am not a big fan of difficulties that the only difference is the amount of hit points and damage the enemies do. On a personal experience I don't find it that interesting. If anything some of the numbers BioWare has posted over the years shows that I don't think its that big of a deal for their audience. According to the Mass Effect 3 infographic only 4% of the players beat the game on insanity.
To me I think a better idea is something BioWare has already implemented with the Trials in Dragon Age: Inquisition where you can pick and choose modifiers to help or hinder your game. Such as healing potions only heal 1 HP or that you cannot find more HP on a mission. There are other games like Halo or The Division 2 that have a modifier system in place already and I think that would make the game more interesting. The other thing I think that can be done to make the game have a bit more of a challenge is random enemies as a modifier of some sort. At least for me knowing what enemies are coming for me or what a boss does makes the difficulty trivial because I can remember what works against those enemies in those areas.
With that said I don't have a problem with something like a narrative difficulty where people just want to walk through the combat areas to experience the story. The standard difficulty is the base for everything else and that is what the game is designed around. The modifiers would be what makes the game harder from that point forward.
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Post by Andraste_Reborn on Sept 26, 2021 5:47:01 GMT
Yeah, I finding playing DAI on Hard with (some of) the Trials turned on a lot more satisfying than playing on Nightmare. I completed it on Nightmare once for the achievement, but all it does is make the boss fights incredibly tedious because the health bars go on forever. I'd love to see a dynamic system like that for DA4. Also, I really want them to fix friendly fire. It worked really well in DA2, but in DAI it's just frustrating and pointless since there's no real way to plan your build so that you can work around it. I always end up just turning it off . Very much in favour of a narrative difficulty where you can't die. I'd never touch it, but I know plenty of people who would like the series but don't want to really engage with the combat side of things.
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Post by Beerfish on Sept 26, 2021 6:01:23 GMT
Seemingly a silly comment but if I want to play on hard or insane I want it to be hard and if I do not want it to be hard on a certain battle and put a slider to easy mode it should be easy. I am not the patient player I once was. I had one recent game I stopped playing because a relatively early battle suddenly went all dark souls hard, even on ultra easy mode it was annoyingly hard. I have not played the game since.
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Post by TabithaTH on Sept 26, 2021 10:21:26 GMT
As long as worst case lets me get by with button mashing on easy, I don’t really care.
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Post by coldsteelblue on Sept 26, 2021 13:07:39 GMT
Not a fan of huge health point, just because, I'd personally like the game to scale with me, so that I'm not accidentally walking into an area that's too hard for me, or discovering something I'd lost, only for it to be a cakewalk.
I'd also like an NG+ so I can take my full build back through the game.
Just my opinion on this
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Post by wickedcool on Sept 26, 2021 16:48:22 GMT
Trials would be a start and a minimum
Difficulty
The hinterlands demon battle near the rescue druffalo. It’s not a hit point battle. The 2 demon types just compliment each other to make that a difficult battle
The bosses in dai had unique abilities. It was a true shame that if you sided with the templars you never got to fight the mage boss and vice versa
There’s a certain battle in emprise where you fight a bunch of templars and a giant. That battle was a surprise and can be more difficult than others in area
The descent ogre etc
Qunari in end
Da4 should just build on that and that’s how difficulty gets better
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Post by Hrungr on Sept 26, 2021 20:04:38 GMT
That'll be an interesting topic to revisit after DA4 is out.
We've had a number of hints now that DA will move to a more action-oriented style of combat. So it might be... more accurate(?) to draw comparisons to games like God of War, Dragons Dogma, AC Odyssey, Shadow of Mordor, and other games in that vein.
I definitely liked the Trials mechanic though. Certainly wouldn't mind seeing something similar down the line.
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Post by Gilli on Sept 26, 2021 20:26:03 GMT
I liked the difficulties in DAI. I've played them game on all of them and probably liked it best on Hard with a few Trials on. (Even Ground, Walk Softly, Take It Slow, Grizzly End) Nightmare with Trials was also okay, until I met Gurd Harofsen and his barrier wouldn't die, so I had to turn off Walk Softly.
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Post by dragontartare on Sept 26, 2021 20:33:14 GMT
I agree with several points brought up so far. I don't want higher difficulties to just turn enemies into damage sponges, because that makes fights tedious rather than just requiring more sophisticated strategies. I want a narrative difficulty that is actually easy, for those times when I'm just replaying a section to see different options, or when I'm short on time, or for fights that I just despise. I like DAI's trials and hope they will continue to be an option. New game plus is a must.
Now that I'm playing ME3 on insanity, I appreciate the fact that even the big enemies can (usually) be defeated quickly with the right strategy, and I don't have to stand there chipping away at neverending health bars. I'd like to see something like that in DA 4, with power combos that become more important on higher difficulties.
I want to still have a pause menu that allows me to control (or at least direct) my companions. I want to have access to all of my learned abilities during battle, without having to switch profiles.
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Post by arvaarad on Sept 26, 2021 21:13:59 GMT
I enjoy playing on Nightmare and with trials, but also I can just impose my own restrictions (e.g. forcing myself to use/not use certain abilities, or running with strange party comps).
So the difficulty floor isn’t a high priority for me — I can always raise it. I’m more interested in the difficulty ceiling, for example offering more ways to compose different skills together or with the specific terrain an encounter happens on. Giving me wackier/more puzzle-like options to beat the encounter if I’m deliberately hamstringing my own party in some way.
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Post by mattjamho on Sept 27, 2021 10:00:45 GMT
I'd like them to take advantage of enemy (and ally!) weaknesses, especially lower level enemies. And while bosses should be challenging, their weakness should contribute significantly in taking them down. Whereas a with rage demon, for example, swords and bows will do the job over time, but a spell like Winters Grasp will deal with them almost instantly.
Same goes for the PC and companions; mages are susceptible to physical and anti magic attacks, but shrug off elemental and spirit damage. Rogues can dodge ranged attacks with ease, resistant to poisons and traps, but can't defend well against multiple onslaughts at once. While warriors can take a ton of physical damage, but can't defend against ranged area of effect attacks, such as bombs, or glyphs on the ground.
They should really play up the differences in the classes, and same goes for enemy classes too. Mages should have battlefield destroying and controlling spells, but super squishy etc.
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Post by sjsharp2010 on Sept 27, 2021 11:46:26 GMT
Yeah, I finding playing DAI on Hard with (some of) the Trials turned on a lot more satisfying than playing on Nightmare. I completed it on Nightmare once for the achievement, but all it does is make the boss fights incredibly tedious because the health bars go on forever. I'd love to see a dynamic system like that for DA4. Also, I really want them to fix friendly fire. It worked really well in DA2, but in DAI it's just frustrating and pointless since there's no real way to plan your build so that you can work around it. I always end up just turning it off . Very much in favour of a narrative difficulty where you can't die. I'd never touch it, but I know plenty of people who would like the series but don't want to really engage with the combat side of things. Agreed I don' t mind difficult puzzles because at least there if you ge tstuck you can always dlook up the answer eithe ron the internet or via a strategy guide Combat on the other hand if you have a disability like me which can either slow yo udown or makes controls hard to use then difficulty settings aer a must becaus ethere if you can' tbeat the fight you can't progress. Most singlre playe rplayers play I think moe rt oexperience the stories initially rather than be challenged by hard difficulties as I think most crank the difficulty up on a game after they've experienced the story. I tend t oplay games on Casua/Narrative Easy mode but mostly because of my disability. I've not played the game yet so can't speak from experience but I've heard some of the fights on the new Kena Bridge of Spirits game canbe quite tricky on the harder levels and even on normal. Thankfully the game does have a story mode difficulty though so hopefully that should make things at least manageable for me once I get in and start playing.
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Post by luketrevelyan on Sept 27, 2021 18:54:37 GMT
Very much in favour of a narrative difficulty where you can't die. I'd never touch it, but I know plenty of people who would like the series but don't want to really engage with the combat side of things. Yeah, I think the DA fandom draws in a lot of players who aren't huge gamers in general, and this would probably make it even more accessible. Whenever I've suggested to my husband to try one of these games he always mentions being bad at combat. And honestly, even on easy, I could see him struggling sometimes. I've noticed the "can't die" difficulty setting popping up in some indie games recently but haven't actually tried it. But I could see myself using it when playing a game with great story/characters but boring/tedious combat, or if trying to speed through just to try a different romance. However, I've wondered if the absence of the threat of dying might lower the stakes too much for my own personal tastes.
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Post by SirSourpuss on Sept 27, 2021 20:21:13 GMT
I'm not looking for Dark Souls. That's about it.
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Post by samurailink on Sept 27, 2021 21:28:55 GMT
- Trials were a good first step into allowing us to set our own difficulty (I love fair weathered friends cause I find it hard to piss off companions in Inquisition unless it's on purpose) - If there are puzzles I'd love a seperate puzzle difficulty (which knowing Bioware just means how hard is my tower of hanoi puzzle) - High difficulty shouldn't up enemy health, it should lower mine. Ideally I want my hardest difficulty to be set around pre-planning quick fights where one mistake on either side is the death of us. Damage sponge enemies aren't ever fun.
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Post by adonniel on Sept 28, 2021 0:34:59 GMT
I can tell what I don't want. DA2 Nightmare friendly fire. DAI harder = enemies have more hp so you take 50 years to kill a common mob in the wilds
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Post by garrusfan1 on Sept 28, 2021 12:20:08 GMT
I'm not looking for Dark Souls. That's about it. This. I have gotten older and playing games where I constantly die because I missed a jump or didn't block fast enough are just another reason to insult and curse an inanimate object.
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Post by mgsmsc on Sept 30, 2021 7:53:46 GMT
I would say there is a big disparity between difficulty on the first few playthroughs and revisiting the game many times over.
I think my 1st playthrough on vanilla was hard but when I replay now I like the feel of nightmare, most trials and the golden nug. My optional trials are fair weather friends and take it slow, the second of which has an effect on your progression and the difficulty of the early/mid game.
I quite like the promoted enemies but it would be nice if their health pools and damage were balanced with more advanced tactics. For the future I would want them to avoid a situation where certain abilities become essential - builds too limited to tackle higher difficulties.
A dedicated new game plus with unlockable trials and rewards would suit me. Some of those fade touched materials are good fun and give a bit more depth.
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Post by ergates on Oct 19, 2021 11:45:05 GMT
Damage sponge enemies can be pretty tedious to fight. I think most people agree with this, especially if it's a constant throughout the game.
Human or quasi-human enemies who can soak up massive amounts of damage for no logical reason always annoy me, unless there's at least a decent reason for it, such as power armor, possession, magic barriers etc. At the very least then there's some kind of 'fair' excuse, however flimsy for it.
Duke Prosper de Monfort from Mark of the Assassin is the textbook example of an illogical damage sponge human. This guy wasn't possessed by anything supernatural, he wasn't even a mage. He was an Orlesian noble, and nothing more - yet he was able to literally withstand hundreds of arrows, scores of fireballs, barrages of magic lightning, hundreds of flying daggers, even Merrill's 'rip 'em up from the inside' blood magic with barely a scratch, he just shrugged it all off as if he was protected by an impervious shell of high tensile steel, it made no sense.
So all I ask when it comes to difficulty is to make it make sense. Humans and quasi humans should not be able to literally soak up hundreds of arrows, daggers and magic, without a good reason. Sure, make them deal huge amounts of damage, make them smart, avoid or parry your attacks, flank you, set traps for you... all that good stuff but at least let them bleed and fall over if they have a big bloody sword stuck in their back.
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Post by garrusfan1 on Nov 7, 2021 20:18:42 GMT
I agree with several points brought up so far. I don't want higher difficulties to just turn enemies into damage sponges, because that makes fights tedious rather than just requiring more sophisticated strategies. I want a narrative difficulty that is actually easy, for those times when I'm just replaying a section to see different options, or when I'm short on time, or for fights that I just despise. I like DAI's trials and hope they will continue to be an option. New game plus is a must. Now that I'm playing ME3 on insanity, I appreciate the fact that even the big enemies can (usually) be defeated quickly with the right strategy, and I don't have to stand there chipping away at neverending health bars. I'd like to see something like that in DA 4, with power combos that become more important on higher difficulties. I want to still have a pause menu that allows me to control (or at least direct) my companions. I want to have access to all of my learned abilities during battle, without having to switch profiles. Yes. ME3 was perfect in that regard. I remember ME2 just being added health bars and that was annoying, ME3 was probably the best mass effect game when it came to gameplay. Although I could never get the insanity achievment because of that reaper on the qurian homeworld.
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Post by q5tyhj on Nov 8, 2021 15:14:48 GMT
I thought DAI struck a good balance. I haven't tried the easiest difficulty settings, but I imagine they're easy enough that you can enjoy the story without having to worry about combat being an issue, at least as long as you know the game controls and mechanics.
And then otoh, a difficult enough max-difficulty setting that you can be genuinely challenged as a player familiar with the game (though this wasn't really the case with Nightmare alone, it required several Trials as well), or at the minimum actually be at risk of dying/wiping from time to time, especially if undergeared or underlevelled for the area you're in or enemies you're fighting.
I feel like DA2, ME3, and MEA also struck a similarly decent balance, so I'm fairly confident they have a handle on this particular aspect of the game.
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Post by bierkrug on Nov 9, 2021 9:35:13 GMT
I don't consider myself a hardcore gamer and never played any soulslike games but I do like me some combat that makes me think as far as preparation and active dodging goes. I recently played through Greedfall. As much as I enjoyed it, even on hard it's not difficult and gets to extremely easy as soon as midgame rolls around. I want some challenges left for the endgame and not just mow through the landscapes one-hitting everything.
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Post by Ieldra on Nov 10, 2021 19:21:43 GMT
I wish for an option to resolve routine hostile encounters without having to fight. Most of the time, I find routine combat a useless distraction and want it to be over asap. An intimidation option (one that works most of the time if you, for instance, spend character points on it) would be one way to do it.
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Post by themikefest on Nov 10, 2021 19:32:25 GMT
Degree of difficulty? I like to have it where the player gets so frustrated they throw their controller/mouse/keyboard at their tv/monitor for dying x number if times in the same area. Call it the It's Just a Scratch difficulty. excellent I don't mind difficulty being difficult. Of all the games I've played, Bloodborne was the hardest. It was also one of the best games I played. Of the Bioware games I've played, ME2 was probably the hardest to play on the highest difficulty. Any harder, I might have thrown my controller. When playing a game, I play on the hardest difficulty last so I can focus only on the gameplay. I ignore everything else. Most of the time it's the last trophy I need to get for the platinum.
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