I actually like the decision to make it unarmed from a gameplay perspective so it doesn't end up distracting or splitting attention from the primary combat, but yeah theyre going to have to ignore it narratively because no explanation would make any sense
Prohass on
+4
Dr. ChaosPost nuclear nuisanceRegistered Userregular
edited March 2017
You know even though bioware refers to salarians as space frogs, I always thought of them more as mutant snail people.
There were also a couple places in ME3 sp that you literally couldn't charge. And I dont mean enemies shooting at you from off the physical map, but enemies right next to you that you couldn't charge at all.
As for DAI combat
I think the major thing they need to fix is targeting - especially with melee weapons. The dual wield rogue in DAI was particularly egregious. You could use an attack that literally teleported you to the target and still miss because of terrain physics, the target moving slightly, or another unit (friend or foe) moving slightly to wear you were going to appear. Of course, attacks that didnt teleport were, of course, far worse. They also need to learn that knockdowns are not fun when you pretty much have zero ability to counter them. And practically everything in that game knocked you on your ass.
Okay... that sucks. I went dual rogue because that's what I did in DA2 and it was great there. If I just want to play through DA: I in the least annoying way possible, what's a good class/ specialization for that?
Two handed melee (specializing in Reaver) is really powerful, and has fewer problems because of their giant weapon. Charge is super important, You caaaan still run into the shitty targeting though.
Avoiding that problem entirely is the mage of any stripe (although spirit mage or arcane warrior are probably better than necro) or the archer (I would recommend assassin or tempest and absolutely not artificer)
The dual wield rogue really gets screwed over.
If you're not playing on Nightmare difficulty the best class is almost certainly Warrior/Reaver. On the highest difficulties it can be tough to stay alive in melee.
Reaver features glowing dragon claws that do better DPS than any other build in the game at the cost of health, but they also have the best self-heal ability in their tree. They occasionally run afoul of targeting bullshit but they're mostly "press stick in direction of enemy, hold Dragon Rage button. Tap Devour as required, swing sword to regain stamina if you're nasty."
Knight-Enchanter is the best way to play if you don't want any warriors in your party because they're still almost indestructible. They were better pre-patch when they were literally indestructible and did really good damage, now they're just mostly indestructible and do good damage, plus lightsabers rule.
Unfortunately Rogues just don't have any specs that break the rules like Reaver or KE. You can do some very OP skill combinations to one-shot high dragons but in an everyday encounter situation they just don't have the oomph. You can also cheese any non-boss encounter thay gives you trouble with Stealth, but you can do that by character swapping in play anyway.
Amusingly to me, the circle of power is now complete, as DAO was Mage>Warrior>Rogue and DA2 was Rogue>Warrior>Mage (the most closely balanced in the series) and DAI is Warrior>Mage>Rogue.
DW Rogues are still very good and highly viable in DAI. The terrain geometry problems aren't particularly common and usually aren't crippling, but are just somewhat annoying. You WILL die over and over again until you craft your own daggers and stick +Guard on them, but once you do that, you're nigh invincible as long as you keep hitting things... which sometimes you can't, because the terrain's fubared or you knocked down your target. (That last one, in particular, is correctable using Twin Fangs... possibly because it's an overhand strike, and so it can hit bodies on the ground? That seems somewhat ridiculous - does their physics engine really model things that precisely?! - but it's actually true.)
The three classes are all viable in DAI and similar-ish in power level, depending on difficulty, and your companions are free to spec however you want now, other than Varric, so you're not stuck playing a tank or using Aveline on Nightmare. It's just really fucking annoying to use Backstab on an enemy and have the power throw you down a ledge and then you have to run all the way back around to engage in combat. (As opposed to when it throws you off a cliff to your death, which is funny.) Imo, at least, if they can't fix the physics problems, they should have made Backstab cooldown immediately if it failed to hit.
I mean, it's a Bioware RPG. There's no outright bad or trap choices in DAI, but Rogue is substantially weaker than other options.
Reaver gets a no cooldown three-attack combo for four hits as fast as a rogue attacks, with a significant damage bonus, and keying off of the much higher base damage of 2H weapons instead of Daggers. They also cause panic on crits, and have a very powerful self-heal.
Knight Enchanter turns literally invulnerable every five seconds, charges their Barrier when attacking along with Guard-on-hit for a weapon, and can still take other fun mage things to play with.
Rogues are fine but they're just not as crazy good as the two God-tier specs and you will consistently miss hits on knocked down foes or foes on lower elevation which happens frequently enough to infuriate.
Rainfall on
0
DemonStaceyTTODewback's DaughterIn love with the TaySwayRegistered Userregular
There were also a couple places in ME3 sp that you literally couldn't charge. And I dont mean enemies shooting at you from off the physical map, but enemies right next to you that you couldn't charge at all.
As for DAI combat
I think the major thing they need to fix is targeting - especially with melee weapons. The dual wield rogue in DAI was particularly egregious. You could use an attack that literally teleported you to the target and still miss because of terrain physics, the target moving slightly, or another unit (friend or foe) moving slightly to wear you were going to appear. Of course, attacks that didnt teleport were, of course, far worse. They also need to learn that knockdowns are not fun when you pretty much have zero ability to counter them. And practically everything in that game knocked you on your ass.
Okay... that sucks. I went dual rogue because that's what I did in DA2 and it was great there. If I just want to play through DA: I in the least annoying way possible, what's a good class/ specialization for that?
Two handed melee (specializing in Reaver) is really powerful, and has fewer problems because of their giant weapon. Charge is super important, You caaaan still run into the shitty targeting though.
Avoiding that problem entirely is the mage of any stripe (although spirit mage or arcane warrior are probably better than necro) or the archer (I would recommend assassin or tempest and absolutely not artificer)
The dual wield rogue really gets screwed over.
If you're not playing on Nightmare difficulty the best class is almost certainly Warrior/Reaver. On the highest difficulties it can be tough to stay alive in melee.
Reaver features glowing dragon claws that do better DPS than any other build in the game at the cost of health, but they also have the best self-heal ability in their tree. They occasionally run afoul of targeting bullshit but they're mostly "press stick in direction of enemy, hold Dragon Rage button. Tap Devour as required, swing sword to regain stamina if you're nasty."
Knight-Enchanter is the best way to play if you don't want any warriors in your party because they're still almost indestructible. They were better pre-patch when they were literally indestructible and did really good damage, now they're just mostly indestructible and do good damage, plus lightsabers rule.
Unfortunately Rogues just don't have any specs that break the rules like Reaver or KE. You can do some very OP skill combinations to one-shot high dragons but in an everyday encounter situation they just don't have the oomph. You can also cheese any non-boss encounter thay gives you trouble with Stealth, but you can do that by character swapping in play anyway.
Amusingly to me, the circle of power is now complete, as DAO was Mage>Warrior>Rogue and DA2 was Rogue>Warrior>Mage (the most closely balanced in the series) and DAI is Warrior>Mage>Rogue.
DW Rogues are still very good and highly viable in DAI. The terrain geometry problems aren't particularly common and usually aren't crippling, but are just somewhat annoying. You WILL die over and over again until you craft your own daggers and stick +Guard on them, but once you do that, you're nigh invincible as long as you keep hitting things... which sometimes you can't, because the terrain's fubared or you knocked down your target. (That last one, in particular, is correctable using Twin Fangs... possibly because it's an overhand strike, and so it can hit bodies on the ground? That seems somewhat ridiculous - does their physics engine really model things that precisely?! - but it's actually true.)
The three classes are all viable in DAI and similar-ish in power level, depending on difficulty, and your companions are free to spec however you want now, other than Varric, so you're not stuck playing a tank or using Aveline on Nightmare. It's just really fucking annoying to use Backstab on an enemy and have the power throw you down a ledge and then you have to run all the way back around to engage in combat. (As opposed to when it throws you off a cliff to your death, which is funny.) Imo, at least, if they can't fix the physics problems, they should have made Backstab cooldown immediately if it failed to hit.
I mean, it's a Bioware RPG. There's no outright bad or trap choices in DAI, but Rogue is substantially weaker than other options.
Reaver gets a no cooldown three-attack combo for four hits as fast as a rogue attacks, with a significant damage bonus, and keying off of the much higher base damage of 2H weapons instead of Daggers. They also cause panic on crits, and have a very powerful self-heal.
Knight Enchanter turns literally invulnerable every five seconds, charges their Barrier when attacking along with Guard-on-hit for a weapon, and can still take other fun mage things to play with.
Rogues are fine but they're just not as crazy good as the two God-tier specs and you will consistently miss hits on knocked down foes or foes on lower elevation which happens frequently enough to infuriate.
Wait is the Tempest Thousand Cuts spam build not god tier?
Because it's pretty stupid.
+1
DragkoniasThat Guy Who Does StuffYou Know, There. Registered Userregular
Thing I hated about dagger rogues is you can still get hit during parry.
That was the problem with Rogues...they were all about avoiding damage instead of tanking but most of their avoidance moves were kind of bad.
+3
DemonStaceyTTODewback's DaughterIn love with the TaySwayRegistered Userregular
There were also a couple places in ME3 sp that you literally couldn't charge. And I dont mean enemies shooting at you from off the physical map, but enemies right next to you that you couldn't charge at all.
As for DAI combat
I think the major thing they need to fix is targeting - especially with melee weapons. The dual wield rogue in DAI was particularly egregious. You could use an attack that literally teleported you to the target and still miss because of terrain physics, the target moving slightly, or another unit (friend or foe) moving slightly to wear you were going to appear. Of course, attacks that didnt teleport were, of course, far worse. They also need to learn that knockdowns are not fun when you pretty much have zero ability to counter them. And practically everything in that game knocked you on your ass.
Okay... that sucks. I went dual rogue because that's what I did in DA2 and it was great there. If I just want to play through DA: I in the least annoying way possible, what's a good class/ specialization for that?
Two handed melee (specializing in Reaver) is really powerful, and has fewer problems because of their giant weapon. Charge is super important, You caaaan still run into the shitty targeting though.
Avoiding that problem entirely is the mage of any stripe (although spirit mage or arcane warrior are probably better than necro) or the archer (I would recommend assassin or tempest and absolutely not artificer)
The dual wield rogue really gets screwed over.
If you're not playing on Nightmare difficulty the best class is almost certainly Warrior/Reaver. On the highest difficulties it can be tough to stay alive in melee.
Reaver features glowing dragon claws that do better DPS than any other build in the game at the cost of health, but they also have the best self-heal ability in their tree. They occasionally run afoul of targeting bullshit but they're mostly "press stick in direction of enemy, hold Dragon Rage button. Tap Devour as required, swing sword to regain stamina if you're nasty."
Knight-Enchanter is the best way to play if you don't want any warriors in your party because they're still almost indestructible. They were better pre-patch when they were literally indestructible and did really good damage, now they're just mostly indestructible and do good damage, plus lightsabers rule.
Unfortunately Rogues just don't have any specs that break the rules like Reaver or KE. You can do some very OP skill combinations to one-shot high dragons but in an everyday encounter situation they just don't have the oomph. You can also cheese any non-boss encounter thay gives you trouble with Stealth, but you can do that by character swapping in play anyway.
Amusingly to me, the circle of power is now complete, as DAO was Mage>Warrior>Rogue and DA2 was Rogue>Warrior>Mage (the most closely balanced in the series) and DAI is Warrior>Mage>Rogue.
DW Rogues are still very good and highly viable in DAI. The terrain geometry problems aren't particularly common and usually aren't crippling, but are just somewhat annoying. You WILL die over and over again until you craft your own daggers and stick +Guard on them, but once you do that, you're nigh invincible as long as you keep hitting things... which sometimes you can't, because the terrain's fubared or you knocked down your target. (That last one, in particular, is correctable using Twin Fangs... possibly because it's an overhand strike, and so it can hit bodies on the ground? That seems somewhat ridiculous - does their physics engine really model things that precisely?! - but it's actually true.)
The three classes are all viable in DAI and similar-ish in power level, depending on difficulty, and your companions are free to spec however you want now, other than Varric, so you're not stuck playing a tank or using Aveline on Nightmare. It's just really fucking annoying to use Backstab on an enemy and have the power throw you down a ledge and then you have to run all the way back around to engage in combat. (As opposed to when it throws you off a cliff to your death, which is funny.) Imo, at least, if they can't fix the physics problems, they should have made Backstab cooldown immediately if it failed to hit.
I mean, it's a Bioware RPG. There's no outright bad or trap choices in DAI, but Rogue is substantially weaker than other options.
Reaver gets a no cooldown three-attack combo for four hits as fast as a rogue attacks, with a significant damage bonus, and keying off of the much higher base damage of 2H weapons instead of Daggers. They also cause panic on crits, and have a very powerful self-heal.
Knight Enchanter turns literally invulnerable every five seconds, charges their Barrier when attacking along with Guard-on-hit for a weapon, and can still take other fun mage things to play with.
Rogues are fine but they're just not as crazy good as the two God-tier specs and you will consistently miss hits on knocked down foes or foes on lower elevation which happens frequently enough to infuriate.
Wait is the Tempest Thousand Cuts spam build not god tier?
There were also a couple places in ME3 sp that you literally couldn't charge. And I dont mean enemies shooting at you from off the physical map, but enemies right next to you that you couldn't charge at all.
As for DAI combat
I think the major thing they need to fix is targeting - especially with melee weapons. The dual wield rogue in DAI was particularly egregious. You could use an attack that literally teleported you to the target and still miss because of terrain physics, the target moving slightly, or another unit (friend or foe) moving slightly to wear you were going to appear. Of course, attacks that didnt teleport were, of course, far worse. They also need to learn that knockdowns are not fun when you pretty much have zero ability to counter them. And practically everything in that game knocked you on your ass.
Okay... that sucks. I went dual rogue because that's what I did in DA2 and it was great there. If I just want to play through DA: I in the least annoying way possible, what's a good class/ specialization for that?
Two handed melee (specializing in Reaver) is really powerful, and has fewer problems because of their giant weapon. Charge is super important, You caaaan still run into the shitty targeting though.
Avoiding that problem entirely is the mage of any stripe (although spirit mage or arcane warrior are probably better than necro) or the archer (I would recommend assassin or tempest and absolutely not artificer)
The dual wield rogue really gets screwed over.
If you're not playing on Nightmare difficulty the best class is almost certainly Warrior/Reaver. On the highest difficulties it can be tough to stay alive in melee.
Reaver features glowing dragon claws that do better DPS than any other build in the game at the cost of health, but they also have the best self-heal ability in their tree. They occasionally run afoul of targeting bullshit but they're mostly "press stick in direction of enemy, hold Dragon Rage button. Tap Devour as required, swing sword to regain stamina if you're nasty."
Knight-Enchanter is the best way to play if you don't want any warriors in your party because they're still almost indestructible. They were better pre-patch when they were literally indestructible and did really good damage, now they're just mostly indestructible and do good damage, plus lightsabers rule.
Unfortunately Rogues just don't have any specs that break the rules like Reaver or KE. You can do some very OP skill combinations to one-shot high dragons but in an everyday encounter situation they just don't have the oomph. You can also cheese any non-boss encounter thay gives you trouble with Stealth, but you can do that by character swapping in play anyway.
Amusingly to me, the circle of power is now complete, as DAO was Mage>Warrior>Rogue and DA2 was Rogue>Warrior>Mage (the most closely balanced in the series) and DAI is Warrior>Mage>Rogue.
DW Rogues are still very good and highly viable in DAI. The terrain geometry problems aren't particularly common and usually aren't crippling, but are just somewhat annoying. You WILL die over and over again until you craft your own daggers and stick +Guard on them, but once you do that, you're nigh invincible as long as you keep hitting things... which sometimes you can't, because the terrain's fubared or you knocked down your target. (That last one, in particular, is correctable using Twin Fangs... possibly because it's an overhand strike, and so it can hit bodies on the ground? That seems somewhat ridiculous - does their physics engine really model things that precisely?! - but it's actually true.)
The three classes are all viable in DAI and similar-ish in power level, depending on difficulty, and your companions are free to spec however you want now, other than Varric, so you're not stuck playing a tank or using Aveline on Nightmare. It's just really fucking annoying to use Backstab on an enemy and have the power throw you down a ledge and then you have to run all the way back around to engage in combat. (As opposed to when it throws you off a cliff to your death, which is funny.) Imo, at least, if they can't fix the physics problems, they should have made Backstab cooldown immediately if it failed to hit.
I mean, it's a Bioware RPG. There's no outright bad or trap choices in DAI, but Rogue is substantially weaker than other options.
Reaver gets a no cooldown three-attack combo for four hits as fast as a rogue attacks, with a significant damage bonus, and keying off of the much higher base damage of 2H weapons instead of Daggers. They also cause panic on crits, and have a very powerful self-heal.
Knight Enchanter turns literally invulnerable every five seconds, charges their Barrier when attacking along with Guard-on-hit for a weapon, and can still take other fun mage things to play with.
Rogues are fine but they're just not as crazy good as the two God-tier specs and you will consistently miss hits on knocked down foes or foes on lower elevation which happens frequently enough to infuriate.
Wait is the Tempest Thousand Cuts spam build not god tier?
Because it's pretty stupid.
Didn't that get patched out?
Yes, it got nerfed.
FWIW, I may have played Rogue before that patch and after it as well, so my memories may be clouded.
These look to be the "special" gameplay modes that have the map modifiers available to them. Completing these instead of the standard MP gives Mission Funds which can be used to buy items and weapons directly off the MP store. This also apparently shows the link to SP, in the form of the extra resources you can acquire when doing these listed under "Pathfinder Rewards".
There were also a couple places in ME3 sp that you literally couldn't charge. And I dont mean enemies shooting at you from off the physical map, but enemies right next to you that you couldn't charge at all.
As for DAI combat
I think the major thing they need to fix is targeting - especially with melee weapons. The dual wield rogue in DAI was particularly egregious. You could use an attack that literally teleported you to the target and still miss because of terrain physics, the target moving slightly, or another unit (friend or foe) moving slightly to wear you were going to appear. Of course, attacks that didnt teleport were, of course, far worse. They also need to learn that knockdowns are not fun when you pretty much have zero ability to counter them. And practically everything in that game knocked you on your ass.
Okay... that sucks. I went dual rogue because that's what I did in DA2 and it was great there. If I just want to play through DA: I in the least annoying way possible, what's a good class/ specialization for that?
Two handed melee (specializing in Reaver) is really powerful, and has fewer problems because of their giant weapon. Charge is super important, You caaaan still run into the shitty targeting though.
Avoiding that problem entirely is the mage of any stripe (although spirit mage or arcane warrior are probably better than necro) or the archer (I would recommend assassin or tempest and absolutely not artificer)
The dual wield rogue really gets screwed over.
If you're not playing on Nightmare difficulty the best class is almost certainly Warrior/Reaver. On the highest difficulties it can be tough to stay alive in melee.
Reaver features glowing dragon claws that do better DPS than any other build in the game at the cost of health, but they also have the best self-heal ability in their tree. They occasionally run afoul of targeting bullshit but they're mostly "press stick in direction of enemy, hold Dragon Rage button. Tap Devour as required, swing sword to regain stamina if you're nasty."
Knight-Enchanter is the best way to play if you don't want any warriors in your party because they're still almost indestructible. They were better pre-patch when they were literally indestructible and did really good damage, now they're just mostly indestructible and do good damage, plus lightsabers rule.
Unfortunately Rogues just don't have any specs that break the rules like Reaver or KE. You can do some very OP skill combinations to one-shot high dragons but in an everyday encounter situation they just don't have the oomph. You can also cheese any non-boss encounter thay gives you trouble with Stealth, but you can do that by character swapping in play anyway.
Amusingly to me, the circle of power is now complete, as DAO was Mage>Warrior>Rogue and DA2 was Rogue>Warrior>Mage (the most closely balanced in the series) and DAI is Warrior>Mage>Rogue.
DW Rogues are still very good and highly viable in DAI. The terrain geometry problems aren't particularly common and usually aren't crippling, but are just somewhat annoying. You WILL die over and over again until you craft your own daggers and stick +Guard on them, but once you do that, you're nigh invincible as long as you keep hitting things... which sometimes you can't, because the terrain's fubared or you knocked down your target. (That last one, in particular, is correctable using Twin Fangs... possibly because it's an overhand strike, and so it can hit bodies on the ground? That seems somewhat ridiculous - does their physics engine really model things that precisely?! - but it's actually true.)
The three classes are all viable in DAI and similar-ish in power level, depending on difficulty, and your companions are free to spec however you want now, other than Varric, so you're not stuck playing a tank or using Aveline on Nightmare. It's just really fucking annoying to use Backstab on an enemy and have the power throw you down a ledge and then you have to run all the way back around to engage in combat. (As opposed to when it throws you off a cliff to your death, which is funny.) Imo, at least, if they can't fix the physics problems, they should have made Backstab cooldown immediately if it failed to hit.
I mean, it's a Bioware RPG. There's no outright bad or trap choices in DAI, but Rogue is substantially weaker than other options.
Reaver gets a no cooldown three-attack combo for four hits as fast as a rogue attacks, with a significant damage bonus, and keying off of the much higher base damage of 2H weapons instead of Daggers. They also cause panic on crits, and have a very powerful self-heal.
Knight Enchanter turns literally invulnerable every five seconds, charges their Barrier when attacking along with Guard-on-hit for a weapon, and can still take other fun mage things to play with.
Rogues are fine but they're just not as crazy good as the two God-tier specs and you will consistently miss hits on knocked down foes or foes on lower elevation which happens frequently enough to infuriate.
Wait is the Tempest Thousand Cuts spam build not god tier?
Because it's pretty stupid.
Didn't that get patched out?
Yes, it got nerfed.
FWIW, I may have played Rogue before that patch and after it as well, so my memories may be clouded.
Yeah that one is well fixed, much like rogues being able to turn all bosses to jelly in one hit in DA2.
0
Dr. ChaosPost nuclear nuisanceRegistered Userregular
I want there to be atleast one person aboard the ark who for one reason or another, couldn't get into cryostasis and ended up being awake the entire time and survived becuase they were a krogan or asari and now theres just an insane person running around who is desperate for contact.
Not feasible I would imagine since I'm not sure they would have a food supply that could last six hundred years but would be a nice bit of dark comedy.
I want there to be atleast one person aboard the ark who for one reason or another, couldn't get into cryostasis and ended up being awake the entire time and survived becuase they were a krogan or asari and now theres just an insane person running around who is desperate for contact.
Not feasible I would imagine since I'm not sure they would have a food supply that could last six hundred years but would be a nice bit of dark comedy.
Or maybe just a hologram of Rimmer.
+1
Dr. ChaosPost nuclear nuisanceRegistered Userregular
I think I would eat a salarian.
Seems like the one that would make you feel the least bad about it.
Not feasible I would imagine since I'm not sure they would have a food supply that could last six hundred years but would be a nice bit of dark comedy.
+6
Dr. ChaosPost nuclear nuisanceRegistered Userregular
These look to be the "special" gameplay modes that have the map modifiers available to them. Completing these instead of the standard MP gives Mission Funds which can be used to buy items and weapons directly off the MP store. This also apparently shows the link to SP, in the form of the extra resources you can acquire when doing these listed under "Pathfinder Rewards".
Interesting. I wonder if they're 'do it and forget it' one time completion awards. I assume they are. Three days seems like a pretty good rotation time, ensuring you're likely to have good population in the mission queue.
I want there to be atleast one person aboard the ark who for one reason or another, couldn't get into cryostasis and ended up being awake the entire time and survived becuase they were a krogan or asari and now theres just an insane person running around who is desperate for contact.
Not feasible I would imagine since I'm not sure they would have a food supply that could last six hundred years but would be a nice bit of dark comedy.
There was one guy who woke up. After a while of internal debate, he woke up this woman he'd fallen in love with too. They ended up saving the Ark, but some people still found the whole situation morally dubious at best.
I remember thinking back in the day Terra Firma was a bad joke.
Welp.
+6
BRIAN BLESSEDMaybe you aren't SPEAKING LOUDLY ENOUGHHHRegistered Userregular
Thing to note about ME3's "beta" is that the "beta" was actually an honest-to-god demo that you were able to access (and still can, actually!) containing a perfectly self-contained slice of base characters, base maps and full progression - not to mention two actual singleplayer missions.
It surprisingly came out in a time where that sort of full-size demo was on the way out, so either way the offering we were going to get was substantially thinner in content
I want there to be atleast one person aboard the ark who for one reason or another, couldn't get into cryostasis and ended up being awake the entire time and survived becuase they were a krogan or asari and now theres just an insane person running around who is desperate for contact.
Not feasible I would imagine since I'm not sure they would have a food supply that could last six hundred years but would be a nice bit of dark comedy.
There was one guy who woke up. After a while of internal debate, he woke up this woman he'd fallen in love with too. They ended up saving the Ark, but some people still found the whole situation morally dubious at best.
Wasn't there literally a kind of shitty movie that just released recently about this very story concept?
Staying on this media blackout is becoming increasingly hard. I really want to go into this as fresh as possible and discover as much as I can by myself.
Thing to note about ME3's "beta" is that the "beta" was actually an honest-to-god demo that you were able to access (and still can, actually!) containing a perfectly self-contained slice of base characters, base maps and full progression - not to mention two actual singleplayer missions.
It surprisingly came out in a time where that sort of full-size demo was on the way out, so either way the offering we were going to get was substantially thinner in content
I want there to be atleast one person aboard the ark who for one reason or another, couldn't get into cryostasis and ended up being awake the entire time and survived becuase they were a krogan or asari and now theres just an insane person running around who is desperate for contact.
Not feasible I would imagine since I'm not sure they would have a food supply that could last six hundred years but would be a nice bit of dark comedy.
There was one guy who woke up. After a while of internal debate, he woke up this woman he'd fallen in love with too. They ended up saving the Ark, but some people still found the whole situation morally dubious at best.
Wasn't there literally a kind of shitty movie that just released recently about this very story concept?
Sorce on
+17
DemonStaceyTTODewback's DaughterIn love with the TaySwayRegistered Userregular
There were also a couple places in ME3 sp that you literally couldn't charge. And I dont mean enemies shooting at you from off the physical map, but enemies right next to you that you couldn't charge at all.
As for DAI combat
I think the major thing they need to fix is targeting - especially with melee weapons. The dual wield rogue in DAI was particularly egregious. You could use an attack that literally teleported you to the target and still miss because of terrain physics, the target moving slightly, or another unit (friend or foe) moving slightly to wear you were going to appear. Of course, attacks that didnt teleport were, of course, far worse. They also need to learn that knockdowns are not fun when you pretty much have zero ability to counter them. And practically everything in that game knocked you on your ass.
Okay... that sucks. I went dual rogue because that's what I did in DA2 and it was great there. If I just want to play through DA: I in the least annoying way possible, what's a good class/ specialization for that?
Two handed melee (specializing in Reaver) is really powerful, and has fewer problems because of their giant weapon. Charge is super important, You caaaan still run into the shitty targeting though.
Avoiding that problem entirely is the mage of any stripe (although spirit mage or arcane warrior are probably better than necro) or the archer (I would recommend assassin or tempest and absolutely not artificer)
The dual wield rogue really gets screwed over.
If you're not playing on Nightmare difficulty the best class is almost certainly Warrior/Reaver. On the highest difficulties it can be tough to stay alive in melee.
Reaver features glowing dragon claws that do better DPS than any other build in the game at the cost of health, but they also have the best self-heal ability in their tree. They occasionally run afoul of targeting bullshit but they're mostly "press stick in direction of enemy, hold Dragon Rage button. Tap Devour as required, swing sword to regain stamina if you're nasty."
Knight-Enchanter is the best way to play if you don't want any warriors in your party because they're still almost indestructible. They were better pre-patch when they were literally indestructible and did really good damage, now they're just mostly indestructible and do good damage, plus lightsabers rule.
Unfortunately Rogues just don't have any specs that break the rules like Reaver or KE. You can do some very OP skill combinations to one-shot high dragons but in an everyday encounter situation they just don't have the oomph. You can also cheese any non-boss encounter thay gives you trouble with Stealth, but you can do that by character swapping in play anyway.
Amusingly to me, the circle of power is now complete, as DAO was Mage>Warrior>Rogue and DA2 was Rogue>Warrior>Mage (the most closely balanced in the series) and DAI is Warrior>Mage>Rogue.
DW Rogues are still very good and highly viable in DAI. The terrain geometry problems aren't particularly common and usually aren't crippling, but are just somewhat annoying. You WILL die over and over again until you craft your own daggers and stick +Guard on them, but once you do that, you're nigh invincible as long as you keep hitting things... which sometimes you can't, because the terrain's fubared or you knocked down your target. (That last one, in particular, is correctable using Twin Fangs... possibly because it's an overhand strike, and so it can hit bodies on the ground? That seems somewhat ridiculous - does their physics engine really model things that precisely?! - but it's actually true.)
The three classes are all viable in DAI and similar-ish in power level, depending on difficulty, and your companions are free to spec however you want now, other than Varric, so you're not stuck playing a tank or using Aveline on Nightmare. It's just really fucking annoying to use Backstab on an enemy and have the power throw you down a ledge and then you have to run all the way back around to engage in combat. (As opposed to when it throws you off a cliff to your death, which is funny.) Imo, at least, if they can't fix the physics problems, they should have made Backstab cooldown immediately if it failed to hit.
I mean, it's a Bioware RPG. There's no outright bad or trap choices in DAI, but Rogue is substantially weaker than other options.
Reaver gets a no cooldown three-attack combo for four hits as fast as a rogue attacks, with a significant damage bonus, and keying off of the much higher base damage of 2H weapons instead of Daggers. They also cause panic on crits, and have a very powerful self-heal.
Knight Enchanter turns literally invulnerable every five seconds, charges their Barrier when attacking along with Guard-on-hit for a weapon, and can still take other fun mage things to play with.
Rogues are fine but they're just not as crazy good as the two God-tier specs and you will consistently miss hits on knocked down foes or foes on lower elevation which happens frequently enough to infuriate.
Wait is the Tempest Thousand Cuts spam build not god tier?
Because it's pretty stupid.
Didn't that get patched out?
Oh heck if I know. I play things once and it was there for my entire playthrough. Patching things like that in a single player game... weird.
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Dhalphirdon't you open that trapdooryou're a fool if you dareRegistered Userregular
Since you're all talking about Dragon Age anyway, I might as well ask. I finally got around to playing Inquisition, and my PC is doing a hard reset at several points. It happens right after entering the temple in the prologue, in the cutsceme with the breach. Anyone else experience this? Hardware temps are normal and I don't have issues outside Inquisition.
Blood Magic never felt badass or worth it to me. The DA2 cinematic trailer made it seem like it was going to be neat in that game, but it was more turdy BS.
Everyone has a price. Throw enough gold around and someone will risk disintegration.
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So indigenous lifeforms know we come in peace and are DTF.
I mean, it's a Bioware RPG. There's no outright bad or trap choices in DAI, but Rogue is substantially weaker than other options.
Reaver gets a no cooldown three-attack combo for four hits as fast as a rogue attacks, with a significant damage bonus, and keying off of the much higher base damage of 2H weapons instead of Daggers. They also cause panic on crits, and have a very powerful self-heal.
Knight Enchanter turns literally invulnerable every five seconds, charges their Barrier when attacking along with Guard-on-hit for a weapon, and can still take other fun mage things to play with.
Rogues are fine but they're just not as crazy good as the two God-tier specs and you will consistently miss hits on knocked down foes or foes on lower elevation which happens frequently enough to infuriate.
Wait is the Tempest Thousand Cuts spam build not god tier?
Because it's pretty stupid.
That was the problem with Rogues...they were all about avoiding damage instead of tanking but most of their avoidance moves were kind of bad.
Cant get hit during Thousand Cuts!
Didn't that get patched out?
I really want to be a space cop.
Yes, it got nerfed.
FWIW, I may have played Rogue before that patch and after it as well, so my memories may be clouded.
These look to be the "special" gameplay modes that have the map modifiers available to them. Completing these instead of the standard MP gives Mission Funds which can be used to buy items and weapons directly off the MP store. This also apparently shows the link to SP, in the form of the extra resources you can acquire when doing these listed under "Pathfinder Rewards".
Yeah that one is well fixed, much like rogues being able to turn all bosses to jelly in one hit in DA2.
Not feasible I would imagine since I'm not sure they would have a food supply that could last six hundred years but would be a nice bit of dark comedy.
Or maybe just a hologram of Rimmer.
Seems like the one that would make you feel the least bad about it.
Interesting. I wonder if they're 'do it and forget it' one time completion awards. I assume they are. Three days seems like a pretty good rotation time, ensuring you're likely to have good population in the mission queue.
PSN: ShogunGunshow
Origin: ShogunGunshow
The problem MP has always had is the weeklies dry up as soon as official support is done.
These "APEX Missions" are apparently separate from the Weekly Events they're planning for MP, so I imagine these random missions are auto-generated.
There was one guy who woke up. After a while of internal debate, he woke up this woman he'd fallen in love with too. They ended up saving the Ark, but some people still found the whole situation morally dubious at best.
But otherwise, I'm enjoying my "last run" before Andromeda gets here. Terra Firma seems very applicable to the current times.
Welp.
It surprisingly came out in a time where that sort of full-size demo was on the way out, so either way the offering we were going to get was substantially thinner in content
Wasn't there literally a kind of shitty movie that just released recently about this very story concept?
Couple more weeks. Fuck.
Godspeed, Ironsides.
Oh heck if I know. I play things once and it was there for my entire playthrough. Patching things like that in a single player game... weird.
Didn't think to check that, do I change DAI itself? I'll add it to the list of things to try tomorrow morning.
Critical Failures - Havenhold Campaign • August St. Cloud (Human Ranger)
Also, Only 2 weeks until Andromeda! Wooo!
But they've also been the only class I would say was good across all iterations.
Well, Warriors too but I thought only the S&S warrior was good in Origins.
God, I missed blood magic in DAI. Necromancy felt like a poor man's substitute.