myalzalean
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Don't tell my wife I'm here
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Mass Effect Andromeda
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Post by myalzalean on Apr 11, 2017 18:06:32 GMT
It is mandatory that if they want to sell DLCs that they fix either the enemy's scaling to catch them up with us, or give us a new difficulty rating. Otherwise the DLCs are just going to fail... AND BTW... This is nothing new. Borderlands has been doing this SUCCESSFULLY!! for years now. The introduction of "UBER" levels into Borderlands was one of the most brilliant moves I've seen a video game pull. Mass Effect needs to follow suite if they want to follow the Borerlands model. The games you listed were, for the most part, designed by the developers to be challenging and punishing. The Mass Effect franchise has never been that type of game so why would you expect MEA to be that way now? None of the games in the original trilogy was so hard that most people couldn't finish the game on insanity and neither the games nor DLC could even remotely be considered failures. I admire your passion and tenacity, but I think the comment that it is mandatory for BW to change their difficulty levels to appeal to the hard core gamer demographic or face failure is a bit ludicrous. In fact, I worry that if you don't temper your expectations of MEA going the way of Dark Souls you are going to be sorely disappointed.
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Post by ayenari on Apr 11, 2017 18:35:37 GMT
I think you may be overestimating just how many people actually play these games on any difficulty setting that isn't the standard. Achievement stats for completion on hard modes usually lands at around 2 to 4% for everyone who's played the game. They don't need to fix anything about enemy scaling for DLC packs to sell, even if it would be very nice if they did balance it.
If the DLC tanks, it'll be for other reasons than not providing tuning to mid to late game Insanity mode.
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Post by shadow85 on Sept 24, 2017 12:09:49 GMT
Im struggling to keep myself motivated to continue playing on and I am only upto the chasing the archon through Meriddian mission, because I am finding it very easy even on Insanity.
Nothing seems to be close to even killing me, I already feel overpowered at this point.
I mean the game has great visuals, but the challenge for me is almost non-existant.
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Post by 10k on Sept 24, 2017 14:06:50 GMT
Play Vanguard and get back to me. I've played vanguard, the game is still easy on insanity, and I go pure vangaurd; not using none of this skill mixing bs. I only use skills that were associated with Vanguard class in the first games, i.e. shockwave, nova, and charge. The game is easy on insanity no matter what. Hell all the games in the series are easy on insanity, well except ME1, but that's do to the mechanics.
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Post by KaiserShep on Sept 24, 2017 15:05:20 GMT
ME3 insanity mode is easier, I think.
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Post by alanc9 on Sept 24, 2017 15:25:11 GMT
Vanguard has always been OP. Probably deliberately so. The playstyle is a little weird, and I bet they wanted any player to have success with it even without being good with that style. So once you get good....
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Post by KaiserShep on Sept 25, 2017 5:10:01 GMT
Vanguard has always been OP. Probably deliberately so. The playstyle is a little weird, and I bet they wanted any player to have success with it even without being good with that style. So once you get good.... Pretty much, and in ME3, if you add something like energy drain on top of the numerous power bonuses you get at the research terminal, you can basically be a front-line tank that can replenish shielding in rapid succession, charge, nova and repeat.
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danielhungary
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Post by danielhungary on Sept 25, 2017 6:04:05 GMT
I was raised my skills over time in this game and now i can destroy the Archon on Level 20 New Game insanity. I remember that v1.01 MEA was deadlier, i was even dead on Habitat 7 a few times, because i was started playing blindly in NG insanity. But i was not broken from a few deaths and continued playing on insanity. Also many other missions where really hard too, Kett bases on Voeld and Eos, Cora's Loyalty mission and the Architects. After v1.06 almost everything is easy in this game except the very first encounter with the mass of Observers on Eos. That can be tricky because you are low on good weapons, powers and you can't hide from the Remnants forever.
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Post by Element Zero on Sept 26, 2017 6:25:28 GMT
Im struggling to keep myself motivated to continue playing on and I am only upto the chasing the archon through Meriddian mission, because I am finding it very easy even on Insanity. Nothing seems to be close to even killing me, I already feel overpowered at this point. I mean the game has great visuals, but the challenge for me is almost non-existant. You made it all the way to the end, essentially, before losing interest? It seems like the easiness should've struck you sooner. I recommend finishing the mission you've started, if you haven't already. That's like quitting a marathon 10 yards from the finish line. Vanguard has always been OP. Probably deliberately so. The playstyle is a little weird, and I bet they wanted any player to have success with it even without being good with that style. So once you get good.... Vanguard is stupidly powerful in the last two games. In MEA, at least, there are other builds that approach its level of effectiveness. I'm finally playing a Vanguard on my ninth PT. The huge toolbox it brings to the table, and the insane chaining detonations with certain squaddies, is keeping it entertaining. The game quit being a challenge around Level 15 of my first PT. I think that 10k was talking about playing a Vanguard from level 1 on Insanity. It is a risky venture until you get some passives evolved and your cooldowns minimized/eliminated.
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Post by helios969 on Sept 26, 2017 9:48:11 GMT
I was raised my skills over time in this game and now i can destroy the Archon on Level 20 New Game insanity. I remember that v1.01 MEA was deadlier, i was even dead on Habitat 7 a few times, because i was started playing blindly in NG insanity. But i was not broken from a few deaths and continued playing on insanity. Also many other missions where really hard too, Kett bases on Voeld and Eos, Cora's Loyalty mission and the Architects. After v1.06 almost everything is easy in this game except the very first encounter with the mass of Observers on Eos. That can be tricky because you are low on good weapons, powers and you can't hide from the Remnants forever. Yep, the infamous v1.06 pretty much ruined the SP combat for me and I moved to MP. Prior to v1.06 insanity was fun on NG+ because enemies just kept scaling to help maintain the difficulty. But of course people went "wah it's too hard...I can't earn my badge..." So of course Bio just caved because it should be easy enough for everyone to get a participation certificate.
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Post by Pounce de León on Sept 26, 2017 10:34:55 GMT
It's just bulletsponge - in the end I rushed through priority to get over with it. Normal and hard play a lot more consistently and fluid. And once you figure out gear and buffing yourself it's not hard, but rather annoying.
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Post by Deleted on Sept 26, 2017 12:51:39 GMT
Well if your kind of replay value is like replaying the game to find out like "Should I wanna kill Person X or Y", or should I "Romance him/her next". I'm not sure how many choices like that are in the game in total. You'd probably get bored afterwards.
I only replay the game just to get research materials for weapons/augmentations that I probably think are good and making different builds around what I researched. MEA's diversity in its combat is so fun to mess around with.
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🚀🥃🏴☠
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Post by Scathane on Sept 26, 2017 16:24:10 GMT
Well if your kind of replay value is like replaying the game to find out like "Should I wanna kill Person X or Y", or should I "Romance him/her next". I'm not sure how many choices like that are in the game in total. You'd probably get bored afterwards. I only replay the game just to get research materials for weapons/augmentations that I probably think are good and making different builds around what I researched. MEA's diversity in its combat is so fun to mess around with. "Well if your kind of replay value is like replaying the game to find out like "Should I wanna fire Weapon X or Y", or should I "profile tech/biotics next". I'm not sure how many choices like that are in the game in total. You'd probably get bored afterwards. I only replay the game just to get different interactions with Team Mates/NPCs that I normally wouldn't choose and making different Ryders around how I interact. MEA's diversity in its characters is so fun to mess around with."
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Post by Deleted on Sept 26, 2017 21:56:13 GMT
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Post by Element Zero on Sept 26, 2017 23:52:50 GMT
Well if your kind of replay value is like replaying the game to find out like "Should I wanna kill Person X or Y", or should I "Romance him/her next". I'm not sure how many choices like that are in the game in total. You'd probably get bored afterwards. I only replay the game just to get research materials for weapons/augmentations that I probably think are good and making different builds around what I researched. MEA's diversity in its combat is so fun to mess around with. "Well if your kind of replay value is like replaying the game to find out like "Should I wanna fire Weapon X or Y", or should I "profile tech/biotics next". I'm not sure how many choices like that are in the game in total. You'd probably get bored afterwards. I only replay the game just to get different interactions with Team Mates/NPCs that I normally wouldn't choose and making different Ryders around how I interact. MEA's diversity in its characters is so fun to mess around with." Was this suppose to be a rebuttal to @bestvolussupportau? Did we need a rebuttal to a non-argumentative opinion? Everyone has their own preferences, but I think that the combat mechanics, crafting, and the freedom to explore each in an unfettered fashion is this game's greatest asset. I love BioWare characters, and enjoy this crew; but I feel like MEA is lacking on the RP front. Ryder has little variance in his/her dialogue. Choices and outcomes are likewise very A or B, in which A and B are very, very similar. If we get another MEA game, I hope it branches and takes more risks than in this story.
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melbella
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Trouble-shooting Space Diva
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, Mass Effect Legendary Edition
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Post by melbella on Sept 27, 2017 1:30:13 GMT
"Well if your kind of replay value is like replaying the game to find out like "Should I wanna fire Weapon X or Y", or should I "profile tech/biotics next". I'm not sure how many choices like that are in the game in total. You'd probably get bored afterwards. I only replay the game just to get different interactions with Team Mates/NPCs that I normally wouldn't choose and making different Ryders around how I interact. MEA's diversity in its characters is so fun to mess around with." Was this suppose to be a rebuttal to @bestvolussupportau ? Did we need a rebuttal to a non-argumentative opinion? Everyone has their own preferences, but I think that the combat mechanics, crafting, and the freedom to explore each in an unfettered fashion is this game's greatest asset. I love BioWare characters, and enjoy this crew; but I feel like MEA is lacking on the RP front. Ryder has little variance in his/her dialogue. Choices and outcomes are likewise very A or B, in which A and B are very, very similar. If we get another MEA game, I hope it branches and takes more risks than in this story. Would like to avoid too many branching options until the final installment, whenever that may be. If MEA was meant to be standalone then, yeah, we needed more variety in outcomes and resolutions. If it's going to be a 3 or more game series like MET, then please save all the majorly different configurations for the finale. We don't need another ME2 with a million combos of who's dead/alive to take into account, which just ends up shortchanging everyone.
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Post by Element Zero on Sept 27, 2017 1:55:38 GMT
Was this suppose to be a rebuttal to @bestvolussupportau ? Did we need a rebuttal to a non-argumentative opinion? Everyone has their own preferences, but I think that the combat mechanics, crafting, and the freedom to explore each in an unfettered fashion is this game's greatest asset. I love BioWare characters, and enjoy this crew; but I feel like MEA is lacking on the RP front. Ryder has little variance in his/her dialogue. Choices and outcomes are likewise very A or B, in which A and B are very, very similar. If we get another MEA game, I hope it branches and takes more risks than in this story. Would like to avoid too many branching options until the final installment, whenever that may be. If MEA was meant to be standalone then, yeah, we needed more variety in outcomes and resolutions. If it's going to be a 3 or more game series like MET, then please save all the majorly different configurations for the finale. We don't need another ME2 with a million combos of who's dead/alive to take into account, which just ends up shortchanging everyone. I'm sure that's why they avoided having much variance. I feel like they held back a bit too much. It doesn't feel like a BioWare or Mass Effect game without choice and consequence. Even if they'd given us a bit more influence in deciding just this game's plot, and then wrapped it up in a samey-same bow at the end, I'd be happy. I think of DAI as an example. Look at how the mages end up in the same boat, no matter our choices. I know it's likely harder to do this in-game, rather than via epilogue slides. I do think it would've been worth the extra effort. We will never know what ended up on the cutting room floor. I once read, I believe from a BioWare dev, that much of what we fans perceive as poor writing or collaboration is actually a case of cut content muddying the waters. I wonder if greater choice and consequence would've been evident if development has gone more smoothly? If I had to choose, though, I agree with you. A cleaner, longer-term story is preferable to the fun but messy OT. No one came out of that completely happy. Fans have gripes. Devs have them. It was definitely a learning experience. I hope they weren't scared away from ever doing such a story again.
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Scathane
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Space Pirate
🚀🥃🏴☠
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Post by Scathane on Sept 27, 2017 2:26:17 GMT
"Well if your kind of replay value is like replaying the game to find out like "Should I wanna fire Weapon X or Y", or should I "profile tech/biotics next". I'm not sure how many choices like that are in the game in total. You'd probably get bored afterwards. I only replay the game just to get different interactions with Team Mates/NPCs that I normally wouldn't choose and making different Ryders around how I interact. MEA's diversity in its characters is so fun to mess around with." Was this suppose to be a rebuttal to @bestvolussupportau ? I'm not rebutting anything and I think that's pretty clear. But to amplify for you: I changed two elements of a post to assert an opposite value statement, trying to make the point that... Exactly! So if one's "kind of replay value" is X over Y, then for another it may well be Y over X. Again, I'm not rebutting BVS, I'm merely stating that the opposite of what he's saying can just as well be true... FWIW, I myself don't particularly believe that the story options make for a better replay value than research or the other way around.
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Post by Deleted on Sept 27, 2017 2:50:07 GMT
Vanguard has always been OP. Probably deliberately so. The playstyle is a little weird, and I bet they wanted any player to have success with it even without being good with that style. So once you get good.... ME2 Vanguard would like to speak with you. I prefer pre patch insanity. It was sometimes fun fighting bullet sponges. Even after the patch it feels fair.
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Post by Element Zero on Sept 27, 2017 4:13:02 GMT
I didn't care for bullet-sponges, but I also didn't like the drop in difficulty. The proper way to handle difficulty, in my opinion, is to have the player character become less durable while increasing the aggressiveness of enemies.
I've always thought the Uncharted series did a good job of this. When playing Normal, enemies linger, waiting to get shot; and Drake is very durable. Contrastingly, enemies on Crushing are very aggressive, and Nate can be dropped very easily. It made fights satisfying, particularly if you felt you'd achieved a "tactically perfect" result. The game's weren't perfect, and I'm not claiming such; but I do like the progressively more aggressive AI. More games should do this in lieu of bullet-sponges.
In terms if Mass Effect, I think ME2 had the best difficulty scaling. ME3 had the best gameplay, in my opinion, until MEA was release. I guess that means that difficulty isn't everything, as much as I love a challenge.
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Post by Pounce de León on Sept 27, 2017 7:41:04 GMT
I didn't care for bullet-sponges, but I also didn't like the drop in difficulty. The proper way to handle difficulty, in my opinion, is to have the player character become less durable while increasing the aggressiveness of enemies. I've always thought the Uncharted series did a good job of this. When playing Normal, enemies linger, waiting to get shot; and Drake is very durable. Contrastingly, enemies on Crushing are very aggressive, and Nate can be dropped very easily. It made fights satisfying, particularly if you felt you'd achieved a "tactically perfect" result. The game's weren't perfect, and I'm not claiming such; but I do like the progressively more aggressive AI. More games should do this in lieu of bullet-sponges. In terms if Mass Effect, I think ME2 had the best difficulty scaling. ME3 had the best gameplay, in my opinion, until MEA was release. I guess that means that difficulty isn't everything, as much as I love a challenge. Bullet sponge is the scourge of gaming. How do you explain shooting a mook in the head with a shotgun and they don't drop? Diversity, numbers, decent AI and terrain to use and lose make the best difficulty modifiers. But I guess that doesn't sell the juicy loot crates. For that you need the gunz. And so the HP are cranked up to make them players crave better gunz.
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Post by KaiserShep on Sept 27, 2017 17:04:12 GMT
Vanguard has always been OP. Probably deliberately so. The playstyle is a little weird, and I bet they wanted any player to have success with it even without being good with that style. So once you get good.... ME2 Vanguard would like to speak with you. I prefer pre patch insanity. It was sometimes fun fighting bullet sponges. Even after the patch it feels fair. Once you’ve done the upgrades, everything is pretty much a breeze. I can charge and shotgun everything under the sun, with the exception of scions with their damn shockwave attacks that can strip shields in one hit.
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Post by xassantex on Sept 27, 2017 17:41:02 GMT
I guess it's hard to strike a balance between pure role playing and shooting/combat moments. I think Insanity could be a bit more challenging , or have a an extra level for which there will be no achievement medal. Thus no one "has" to play it. The advantage over Ng+ is that you can move levels during a run through if you desire.
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Post by Deleted on Oct 6, 2017 11:49:57 GMT
I was raised my skills over time in this game and now i can destroy the Archon on Level 20 New Game insanity. I remember that v1.01 MEA was deadlier, i was even dead on Habitat 7 a few times, because i was started playing blindly in NG insanity. But i was not broken from a few deaths and continued playing on insanity. Also many other missions where really hard too, Kett bases on Voeld and Eos, Cora's Loyalty mission and the Architects. After v1.06 almost everything is easy in this game except the very first encounter with the mass of Observers on Eos. That can be tricky because you are low on good weapons, powers and you can't hide from the Remnants forever. Yep, the infamous v1.06 pretty much ruined the SP combat for me and I moved to MP. Prior to v1.06 insanity was fun on NG+ because enemies just kept scaling to help maintain the difficulty. But of course people went "wah it's too hard...I can't earn my badge..." So of course Bio just caved because it should be easy enough for everyone to get a participation certificate. That only comes into play, however, if you're playing NG+. If you start from Level 0 on insanity, the enemies will level right with you the entire game. You're also starting out with inferior armor and weapons... It's much more challenging than NG+. In addition, the challenge in leveling up your character AND your squad effectively as you go is part of the challenge... something that's just not present in an NG+ game.
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Post by PillarBiter on Oct 6, 2017 14:01:04 GMT
Yep, the infamous v1.06 pretty much ruined the SP combat for me and I moved to MP. Prior to v1.06 insanity was fun on NG+ because enemies just kept scaling to help maintain the difficulty. But of course people went "wah it's too hard...I can't earn my badge..." So of course Bio just caved because it should be easy enough for everyone to get a participation certificate. That only comes into play, however, if you're playing NG+. If you start from Level 0 on insanity, the enemies will level right with you the entire game. You're also starting out with inferior armor and weapons... It's much more challenging than NG+. In addition, the challenge in leveling up your character AND your squad effectively as you go is part of the challenge... something that's just not present in an NG+ game. True, but I'm a player who hates losing his toon's accumulated power through hard work. i.e., starting an NG and starting back from 0 when I just played 100 hours to work on his builds. Also, the new profile thing is a good idea, but unless you have a sufficient amount of points to invest, multiple profiles will all be weak.
So, in short: I'd rather have a little less challenge, but more fun using my multiple builds. So I use NG+.
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