Heimerdinger wrote:A lot of the things mentioned here offer enough room for counter-play, so I wouldn't really call them "unfair". Ogre Grab and Overwhelm can be cancelled with hard CC, knockdown can be 100% resisted with Indomitable or upgraded Shield Wall, high priority targets like mages can be nuked with combos. Large mobs? Positioning and crowd control, this game has a lot of CC. Tough fight ahead? You can cast AOEs across walls and the AI will just come rushing into your ambush of cone of colds, shatter combos and what not.
Also my opinion. After a few experiences with any "unfair" enemy skills / attacks it`s relatively easy to find some effective counter-measures. Like the rescue of the refugee chanter task. That darkspawn emissary made me resolute to save all refugees, and I did found several ways do do it on nightmare. Or the roasting of idiotic allies at the Redclife siege. Easy, never find those barrels again, so no task about flamables is ever mentioned.
What I found unfair when playing DAO and DA2: the cutscenes before most boss fights, ruining any tactical thinking / advantage. To be fair, it`s the same since BG1 and IWD.
These cutscenes are really stupid. Let`s think about just one of them, that with Jarvia. So, you have an experienced quartet of warriors destroying a bandit hideout. You are using surprise when entering every room, but then you suddenly go crazy and imbecile and just open that door to say hi. With a trio of seasoned fighters beside you, all becoming idiots in a flash. No way. The same about the famous ambush when rescuing Anora.
BW should have done at least a few different cutscenes versions for each such encounter, depending on your choices: sending a decoy ahead, entering in stealth mode, using traps...
I understand BW`s constrains concerning game size and resources. But by doing a few more cutscenes parts (you don`t have to remake them entirely, just the first part for each) it would have been a big immersion difference.
[quote="Heimerdinger"]A lot of the things mentioned here offer enough room for counter-play, so I wouldn't really call them "unfair". Ogre Grab and Overwhelm can be cancelled with hard CC, knockdown can be 100% resisted with Indomitable or upgraded Shield Wall, high priority targets like mages can be nuked with combos. Large mobs? Positioning and crowd control, this game has a lot of CC. Tough fight ahead? You can cast AOEs across walls and the AI will just come rushing into your ambush of cone of colds, shatter combos and what not.[/quote]
Also my opinion. After a few experiences with any "unfair" enemy skills / attacks it`s relatively easy to find some effective counter-measures. Like the rescue of the refugee chanter task. That darkspawn emissary made me resolute to save all refugees, and I did found several ways do do it on nightmare. Or the roasting of idiotic allies at the Redclife siege. Easy, never find those barrels again, so no task about flamables is ever mentioned.
What I found unfair when playing DAO and DA2: the cutscenes before most boss fights, ruining any tactical thinking / advantage. To be fair, it`s the same since BG1 and IWD.
These cutscenes are really stupid. Let`s think about just one of them, that with Jarvia. So, you have an experienced quartet of warriors destroying a bandit hideout. You are using surprise when entering every room, but then you suddenly go crazy and imbecile and just open that door to say hi. With a trio of seasoned fighters beside you, all becoming idiots in a flash. No way. The same about the famous ambush when rescuing Anora.
BW should have done at least a few different cutscenes versions for each such encounter, depending on your choices: sending a decoy ahead, entering in stealth mode, using traps...
I understand BW`s constrains concerning game size and resources. But by doing a few more cutscenes parts (you don`t have to remake them entirely, just the first part for each) it would have been a big immersion difference.