Andraste_Reborn
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Post by Andraste_Reborn on Nov 24, 2024 22:21:16 GMT
I accidentally started The Heart Of Corruption, opening up The Crossroads......and wow! Did I get my fine ass handed to me! The hardest Boss yet for sure! ANd I'm sure they only get harder because I"v heard this quest is quite long. The Champion level bosses like that one are optional side content and can safely be left until Act Two or ignored entirely. (Killing them all does open up a variant ending, but whether or not it's better than the other options kind of depends on how you feel about a certain egg ...) On my first run I left most of them until I was at least Level Forty which make them much more manageable!
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sjsharp2010
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Post by sjsharp2010 on Nov 26, 2024 13:37:39 GMT
I accidentally started The Heart Of Corruption, opening up The Crossroads......and wow! Did I get my fine ass handed to me! The hardest Boss yet for sure! ANd I'm sure they only get harder because I"v heard this quest is quite long. The Champion level bosses like that one are optional side content and can safely be left until Act Two or ignored entirely. (Killing them all does open up a variant ending, but whether or not it's better than the other options kind of depends on how you feel about a certain egg ...) On my first run I left most of them until I was at least Level Forty which make them much more manageable! Yea hthe Corruption quest is bes tleft unti lAct 2. Yo ureall ywant t owait until after yo uget you rspecializations. Idealy I would say mayb elevel 25 befoer playing tha tquest a seven th eweakes tbosses aer around mi d30's in terms of level. It's als oa good idea t otake a characte rwit hhealing with you to oand equip it given the bosses d ohi thard. I've made a habi to fgenerall yhaving a heale rwit hm eon m yPC run fo rwhen diong the harde rquests an dso fa rit' sworked a sI don't have go dmod eturned on and I haven' tgon edown yet. To be fai rthoug hI haven' ttake non any o fthe high dragons ye toutsid e th ecit yquest and Weisshaupt on PC.
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Post by wickedcool on Nov 26, 2024 14:16:32 GMT
Silly question but the character head presets? If you choose head 1 and create a character and try and duplicate (yes I’m aware of the duplicate import button) you can’t actually duplicate with a different headset? The presets seem to have different values ?
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saandrig
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Post by saandrig on Nov 26, 2024 15:18:30 GMT
Silly question but the character head presets? If you choose head 1 and create a character and try and duplicate (yes I’m aware of the duplicate import button) you can’t actually duplicate with a different headset? The presets seem to have different values ? Yes, the head presets have some features that you can't get rid of, no matter how you work the sliders.
For example - I think the female Preset 1 makes you have a strong jawline in every slider iteration.
So they definitely are different from each other on some base values.
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Post by alanc9 on Nov 27, 2024 5:01:13 GMT
Some of the bosses seem to spam abilities so often that melee attacks don't work well. As a warrior, I've had to resort to kinding them while comanions combo them to death. Is there something I'm missing, or am I just too slow to execute the gameplay expected of me?
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saandrig
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Post by saandrig on Nov 27, 2024 9:25:05 GMT
Some of the bosses seem to spam abilities so often that melee attacks don't work well. As a warrior, I've had to resort to kinding them while comanions combo them to death. Is there something I'm missing, or am I just too slow to execute the gameplay expected of me? I only played ranged characters so far (Archer Rogue and Staff Mage).
But I'd imagine the Warrior needs the "Immovable" (you take damage, but can't be pushed or knocked) and/or "Invulnerable" (no damage, no knocks or pushes) buffs to proc often in order not to get interrupted, stunlocked or rag-dolled from enemy attacks. I certainly used those even on ranged characters when a boss got too creative with attacks (Rage demons, Boss Ogres, etc).
Almost all companions can trigger those buffs through their abilities if you spec into them. The Healing abilities can grant it, the Enhanced Damage abilities can grant it. Taash and Davrin straight up have them as base abilities and you can improve them with further bonuses.
I am not familiar with the Warrior skill tree, but I imagine it has skills and abilities that trigger those buffs. Certain gear improves the buffs or can even grant them under certain conditions.
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azarhal
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Post by azarhal on Nov 27, 2024 12:53:35 GMT
Some of the bosses seem to spam abilities so often that melee attacks don't work well. As a warrior, I've had to resort to kinding them while comanions combo them to death. Is there something I'm missing, or am I just too slow to execute the gameplay expected of me? Shield toss? You don't need to fully charge it. Also, attack the glowly purple parts. I had the easiest time with a sword&board Warrior in my first PT. Bow Rogue was actually shit against bosses later in-game. I haven't fought any with my Mage yet.
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Post by alanc9 on Nov 27, 2024 18:06:33 GMT
Shield toss is OK, but it's slow at doing damage.
I'll look into those buffs.
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sjsharp2010
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Post by sjsharp2010 on Nov 27, 2024 19:01:46 GMT
Some of the bosses seem to spam abilities so often that melee attacks don't work well. As a warrior, I've had to resort to kinding them while comanions combo them to death. Is there something I'm missing, or am I just too slow to execute the gameplay expected of me? Shield toss? You don't need to fully charge it. Also, attack the glowly purple parts. I had the easiest time with a sword&board Warrior in my first PT. Bow Rogue was actually shit against bosses later in-game. I haven't fought any with my Mage yet. Igenerall yfin d prime ran ddetonato rcombo's the bes twa yt od odamag ethoug hI will say as a mage as long a syou can handl eenemies being close t oyou as amage th eorb dagge rcomb oca nkic ksom eseriou sasss too. I generall yonl yuse th eorb dagge rcombo in a tigh tspot like fo rexample facin a lot of enemies like we do when fightin the darkspawn horde during Davrin' squest
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Post by spacev3gan on Nov 27, 2024 20:21:52 GMT
But I'd imagine the Warrior needs the "Immovable" (you take damage, but can't be pushed or knocked) and/or "Invulnerable" (no damage, no knocks or pushes) buffs to proc often in order not to get interrupted, stunlocked or rag-dolled from enemy attacks. I certainly used those even on ranged characters when a boss got too creative with attacks (Rage demons, Boss Ogres, etc). Almost all companions can trigger those buffs through their abilities if you spec into them. The Healing abilities can grant it, the Enhanced Damage abilities can grant it. Taash and Davrin straight up have them as base abilities and you can improve them with further bonuses. I am not familiar with the Warrior skill tree, but I imagine it has skills and abilities that trigger those buffs. Certain gear improves the buffs or can even grant them under certain conditions.
This perk here does the trick: That said, you will make the most use of it when running a Reaper build, which goes heavy on Duration abilities. I run 3 Duration abilities and have Immovable at all times. With the other specializations though, things are different. Haven't tried the Slayer yet, and tried the Champion for a bit - the latter focuses heavily on shielding and parrying, and triggering AoE effects every successful parry.
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Post by spacev3gan on Nov 28, 2024 16:31:53 GMT
I do wonder what is up with the people (including several reviewers) saying the enemies are way too spongy? The latest to this list being Angry Joe.
I feel that enemies absolutely melt in this game, bosses included - even on Nightmare, if you know what you are you doing. On Adventure you can forego min/maxing entirely and still blast through enemies. I do wonder what these people are building their Rooks like, gimping themselves on purpose, most likely.
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Post by LukeBarrett on Nov 28, 2024 22:54:21 GMT
I do wonder what is up with the people (including several reviewers) saying the enemies are way too spongy? The latest to this list being Angry Joe. I feel that enemies absolutely melt in this game, bosses included - even on Nightmare, if you know what you are you doing. On Adventure you can forego min/maxing entirely and still blast through enemies. I do wonder what these people are building their Rooks like, gimping themselves on purpose, most likely. I'm biased since I built the systems and did the balance buuuuut this sorta falls into three camps: 1. Player doesn't understand the Layer/Resistance system and is on a higher difficulty so theyre doing basically 0 damage with their kit 2. Player has a bad build/doesn't understand how to itemize properly 3. Player is crit rushing and is very underleveled (this one is the only one I would say is a reasonable criticism, though it was intentional to get Players to feel stronger if they actually invested). I would definitely argue none of the enemies have much health if you know what you're doing but that gap between doing it 'properly' vs. not is extreme, especially as you turn up the difficulty.
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Post by apost8 on Nov 29, 2024 1:27:39 GMT
I do wonder what is up with the people (including several reviewers) saying the enemies are way too spongy? The latest to this list being Angry Joe. I feel that enemies absolutely melt in this game, bosses included - even on Nightmare, if you know what you are you doing. On Adventure you can forego min/maxing entirely and still blast through enemies. I do wonder what these people are building their Rooks like, gimping themselves on purpose, most likely. I'm biased since I built the systems and did the balance buuuuut this sorta falls into three camps: 1. Player doesn't understand the Layer/Resistance system and is on a higher difficulty so theyre doing basically 0 damage with their kit 2. Player has a bad build/doesn't understand how to itemize properly 3. Player is crit rushing and is very underleveled (this one is the only one I would say is a reasonable criticism, though it was intentional to get Players to feel stronger if they actually invested). I would definitely argue none of the enemies have much health if you know what you're doing but that gap between doing it 'properly' vs. not is extreme, especially as you turn up the difficulty. The problem here is most players don't understand the systems in place. Some questions arising from your post as examples ; I don't think the layer/resistance is actually explained anywhere though? Like what is percentage based and what isn't? I've read that "making enemies vulnerable to x" is a subtraction of a flat number rather than an inversion of a previous high resist % number for example. Does it even work on enemies who are already vulnerable? What is crit rushing? Implies crits before end game are less useful? We still barely know whether crits are multiplicative or additive. We've read that enhanced damage and weakpoint is multiplicative but testing doesn't seem to confirm this. By under leveled are you saying level feeds into damage calcs somehow? My main point here is that the mechanics and maths behind the systems are so hidden that bad builds become normal, enemies start to feel sponge, and obviously incredible builds (maw crit ring + copse amulet + some form of self heal) become super popular. Personally no complaints about sponge but I'm using a crit spam blast Spellblade which is constant 9999s but that's not for everyone (and I pity warriors that's for sure).
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Post by LukeBarrett on Nov 29, 2024 6:29:51 GMT
I'm biased since I built the systems and did the balance buuuuut this sorta falls into three camps: 1. Player doesn't understand the Layer/Resistance system and is on a higher difficulty so theyre doing basically 0 damage with their kit 2. Player has a bad build/doesn't understand how to itemize properly 3. Player is crit rushing and is very underleveled (this one is the only one I would say is a reasonable criticism, though it was intentional to get Players to feel stronger if they actually invested). I would definitely argue none of the enemies have much health if you know what you're doing but that gap between doing it 'properly' vs. not is extreme, especially as you turn up the difficulty. The problem here is most players don't understand the systems in place. Some questions arising from your post as examples ; I don't think the layer/resistance is actually explained anywhere though? Like what is percentage based and what isn't? I've read that "making enemies vulnerable to x" is a subtraction of a flat number rather than an inversion of a previous high resist % number for example. Does it even work on enemies who are already vulnerable? What is crit rushing? Implies crits before end game are less useful? We still barely know whether crits are multiplicative or additive. We've read that enhanced damage and weakpoint is multiplicative but testing doesn't seem to confirm this. By under leveled are you saying level feeds into damage calcs somehow? My main point here is that the mechanics and maths behind the systems are so hidden that bad builds become normal, enemies start to feel sponge, and obviously incredible builds (maw crit ring + copse amulet + some form of self heal) become super popular. Personally no complaints about sponge but I'm using a crit spam blast Spellblade which is constant 9999s but that's not for everyone (and I pity warriors that's for sure). Apologies, I used terms im used to for these things - theyre a little ambiguous. Layers = armor, barrier, blight barrier. This is the extra bar over top of health. For example, Armor takes much more damage from heavy attacks but reduced from other ones. The higher the difficulty the more that reduction increases. Resistances = % damage reduced based on damage type. Each enemy has 1 resistance and 1 vulnerability. The resistance value increases as you turn up difficulty to the point where enemies on nightmare have max resistance. There are both tutorials as well as recurring hints for the layer ones if Players are failing them. Crit rushing is a phrase we used for players who do only the critical path quests and nothing else. The enemies (with some exceptions) scale to player level so it's less about scaling and more that the curve of progression for enemies assumes a certain level of gear progression. So if a player is just skipping everything they will have very low rarity and rank gear and the enemies will outpace them. This is especially true on higher difficulties as the curve is steeper. As for critical hit damage, it's a multiplier at a specific step in the formula after stats, skills, layers, and then creature resistance. The maths are hidden almost entirely because it just ends up confusing people more unfortunately. Hope that helps! I'm happy to dig into more specifics if you had any other questions 😀
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saandrig
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Post by saandrig on Nov 29, 2024 8:44:55 GMT
Hope that helps! I'm happy to dig into more specifics if you had any other questions 😀 I have a question about the preparation in terms of Vulnerabilities and Resistances.
While I was running a Mage it became obvious how big the difference is when you have the proper kit. I was going as a Fire Mage for a long time and the Venatori (Fire Resistant) took a while to deal with. Swapped to an Ice kit and the Venatori melted away fast.
But we can't really switch gear during a fight. The Mage does have Staff and Orb to switch between, but the rest of the gear can't be changed, so even if I swap to an Ice Orb, the rest of the gear and abilities are to boost my Fire kit - so the benefit is minimal, if any.
Are we expected to guess what enemies we are going to encounter and prepare the gear/abilities?
Because I tried that too and it's a bit of a gamble sometimes, especially after Act 1. It's easy to guess "Darkspawn in Hossberg", but sometimes the quests face you off against a Spirit boss there too. And in Arlathan it can be anything from Spirits to Darkspawn and they have different Vulnerabilities.
The end of Act 3 also was a bit of surprise as I ran a Fire Mage again and the blighted Elgar'nan turned out to be considered like a Spirit, vulnerable to Necrotic. Not to mention the whole final push sends you against both Venatori and Darkspawn. A nice mix of Fire Vulnerable and Fire Resistant, lol.
And the Dragons can be a big unknown sometimes, like the one in the Necropolis. I went in the first time with a Lightning based Veil Archer. It was not fun against a Lightning Dragon, lol.
Edit: Some games have the option to create a certain kit and save it as a gear setup, then switch to it with a single click. Assassin's Creed Odyssey comes to mind where you could create 5 or 6 such kits to quickly change between. Something like that sounds perfect for Veilguard, especially since gear can't be sold or lost.
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Post by fredvdp on Nov 29, 2024 10:00:11 GMT
I do wonder what is up with the people (including several reviewers) saying the enemies are way too spongy? The latest to this list being Angry Joe. I feel that enemies absolutely melt in this game, bosses included - even on Nightmare, if you know what you are you doing. On Adventure you can forego min/maxing entirely and still blast through enemies. I do wonder what these people are building their Rooks like, gimping themselves on purpose, most likely. I'm biased since I built the systems and did the balance buuuuut this sorta falls into three camps: 1. Player doesn't understand the Layer/Resistance system and is on a higher difficulty so theyre doing basically 0 damage with their kit 2. Player has a bad build/doesn't understand how to itemize properly 3. Player is crit rushing and is very underleveled (this one is the only one I would say is a reasonable criticism, though it was intentional to get Players to feel stronger if they actually invested). I would definitely argue none of the enemies have much health if you know what you're doing but that gap between doing it 'properly' vs. not is extreme, especially as you turn up the difficulty. I imagine this criticism is similar to that of Final Fantasy VII Remake players who had difficulty with a particular boss called Hell House. A lot of players thought this boss was tough as nails, when it really wasn't. One theory I read is that this was the first time in the game where you really needed to inspect the enemy to see what their weaknesses were. Until that point, you could just waltz through the game without ever bothering to check enemy weaknesses and adapting your play style to match, so if players never learned how to use the game systems before (because they didn't need to), they were getting slaughtered. When I played Veilguard, I had the impression enemies died quickly, so yeah, I think your suggestion that players may not have learned the game systems is reasonable. e.g. attacking darkspawn with necrotic attacks, fighting fire dragons with fire, saving up abilities for later, not using companion abilities, and so on.
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Post by spacev3gan on Nov 29, 2024 13:56:48 GMT
Personally no complaints about sponge but I'm using a crit spam blast Spellblade which is constant 9999s but that's not for everyone (and I pity warriors that's for sure). Do not pity warriors.
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Post by LukeBarrett on Nov 29, 2024 22:41:16 GMT
Hope that helps! I'm happy to dig into more specifics if you had any other questions 😀 I have a question about the preparation in terms of Vulnerabilities and Resistances.
While I was running a Mage it became obvious how big the difference is when you have the proper kit. I was going as a Fire Mage for a long time and the Venatori (Fire Resistant) took a while to deal with. Swapped to an Ice kit and the Venatori melted away fast.
But we can't really switch gear during a fight. The Mage does have Staff and Orb to switch between, but the rest of the gear can't be changed, so even if I swap to an Ice Orb, the rest of the gear and abilities are to boost my Fire kit - so the benefit is minimal, if any.
Are we expected to guess what enemies we are going to encounter and prepare the gear/abilities?
Because I tried that too and it's a bit of a gamble sometimes, especially after Act 1. It's easy to guess "Darkspawn in Hossberg", but sometimes the quests face you off against a Spirit boss there too. And in Arlathan it can be anything from Spirits to Darkspawn and they have different Vulnerabilities.
The end of Act 3 also was a bit of surprise as I ran a Fire Mage again and the blighted Elgar'nan turned out to be considered like a Spirit, vulnerable to Necrotic. Not to mention the whole final push sends you against both Venatori and Darkspawn. A nice mix of Fire Vulnerable and Fire Resistant, lol.
And the Dragons can be a big unknown sometimes, like the one in the Necropolis. I went in the first time with a Lightning based Veil Archer. It was not fun against a Lightning Dragon, lol.
Edit: Some games have the option to create a certain kit and save it as a gear setup, then switch to it with a single click. Assassin's Creed Odyssey comes to mind where you could create 5 or 6 such kits to quickly change between. Something like that sounds perfect for Veilguard, especially since gear can't be sold or lost. What you're 'supposed' to do is use the Runes that damage convert, get penetration, or build a slightly more versatile character. In reality, however, people typically just smash their heads against the wall until it works. And yes, loadouts was actually something we just couldnt quite fit in, unfortunately because it would have made a big difference on Nightmare especially.
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Post by Energizer Bunny 211 on Nov 29, 2024 23:27:28 GMT
Personally no complaints about sponge but I'm using a crit spam blast Spellblade which is constant 9999s but that's not for everyone (and I pity warriors that's for sure). Do not pity warriors. "Save your pity for the weak!"
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Post by Energizer Bunny 211 on Nov 30, 2024 21:54:54 GMT
Well, Cressida is well on her way to romancing Taash....And ready to head to Weishaupt with Naelana. Cressida has a few outstanding Contracts to settle though, like the ones she just got from Emmerich and Harding.
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Post by Energizer Bunny 211 on Dec 1, 2024 2:07:06 GMT
OK...so I'm confused. I'm completing Companion Missions, Faction Missions one at a time as soon as they come up so as to not get overwhelmed....But my "strength" with each faction is maybe 200....That's right, I said 200! And yet I'm already being told to go to Weisshaupt. I gather that if my relationship with any of the factions is not strong, they won't survive....and come the really late missions if it is still the case, then the Companion from [whatever] faction won't survive either.....So my question is how the hell do I gain reputation with the Factions fast so that I can move on in the story with a high chance of GOOD Success?
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