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announakis

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announakis

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#1  Edited By announakis

@irish87 said:

My favorite class in the Dragon Age universe was Arcane Warrior from DA:O. When I heard that they didn't include it in Inquisition I was so incredibly disappointed. Alas, I prefer mages so I picked it and bam, KNIGHT ENCHANTER!

...except, not really. No heavy armor, no fancy spells, no unique qualities. Just a melee mage. It feels so empty. I eventually finished the game with him and found that I didn't need to use any strategy. All I ever did was mash X and by the end I just wanted it all to end. And with that said, I am so incredibly thankful BioWare made Vivienne a KE. Thanks to her, my warrior and rogue characters can take down dragons with very little effort. Then again, that is strangely depressing. Whenever I find myself putting her in my party, I immediately know its so the rest of my party can die and she can go all magic-sword on them.

I wish they would have made it a little more tank-ish and require a bit more effort on the players part, but truthfully the whole mage class feels very thin and empty. The spells are so boring. Truthfully, only necro seemed to have some character. Still, KE is fun and doesn't require much thought.

I so agree with this.

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@sidoran said:

Just started the game yesterday, and I've noticed that I tend to lose all of the Guard that I've accumulated whenever I'm struck from behind. Does a flanking attack automatically remove all Guard, or does the damage bonus just so happen to be enough to knock it off every time?

In either case, would Bears Maul the Wolves eliminate this problem for me?

getting hit from the sides / back gets heavier damage...archers are typically the warriors plague because of the flanking / distance and rogue damage boost on flanking... (hence the fact I still believe the elves are the best race for warriors but this is a different question). So taking Bear mauls wolves will indeed cut off the flanking bonus on the damage you take and therefore probably prolongate the duration of your guard.

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#4  Edited By announakis

@krummi said:

Technically I'd go as far as to say that the engine was crap. I don't think the combat worked with a melee character as I seemed to get stuck to every small stone and twig. Bigger enemies seemed to dislike it as well by judging how they twisted, turned and span around their axis trying to figure where the models around them were.

I am with you.

I have been playing rogue / warrior / mage on 3 different mains up to level 10 so far to have a feel of what I preferred and melee is terribly hindered by poor hitboxes and those stumbling on little obstacles everywhere...and you end up feeling like you are running after the mobs all the time really. it is sad because the mechanism of rolling / evading for warriors/rogue as well as the possibility to parry make it interesting to play live rather than just tactical camera. this terrible tactical camera...arrrrggg. anyways.

yeah so I am now playing the game as a Knight enchanter because you have the best of all worlds although it is rather bland to rely so much on just using spirit blade basically. Now I will play the game fully like this and never go back to it because there is too much grinding / chore to be replayable although it is still a good game all together.

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@humanity said:
In Inquisition I find it difficult to tell Sera to go use a knockout powder and then have Cassandra lumber over there before that enemy either wakes up or gets hit by someone else. Apart from spells all the melee abilities have this incredibly long wind up. Then again I've been playing as a mage all along so whenever I switch over to Cassandra or Iron Bull I feel completely lost.

I also wish the spell selection was a little better. Sleep, Mass Paralysis, Weaken, Fireball. Those were some of my favorite spells from the original. Here they're either missing or seem a lot weaker. Immolate is alright but fireball was devastation and knocked people back. Then again people are already claiming the game is too easy and this or that is too powerful so I can only imagine if they brought back all those original spells there would be even more complaining how overpowered mages are.

I am with you here. I came to realize recently that setting my tnak on "follow controlled character" is what prevents some of my orders to be executed properly: for example, I freeze mob with solas, I order in tactical cam to Cassandra to lunge to frozen mob to shatter, switch to other toon, issues other orders...etc...then forward time and Cassandra is attacking another mob than the forzen one I told her to attack...this is because she is following the controlled character who also happen to not attack the frozen mob ==> hence cancellation of initial order.....GRRRRR.....gimme freaking tactical slots back!

and yes the spells totally suck I find....they are good when they set up combos but esthetically, they are underwhelming...

that being said, how can you play KE and not use the blade is beyond me: you lose all the practical interest of the class becasue not real damage output, no regeneration of mana / shield at incredible rate...why? you are better off using necro or Rift mage then.

My reaver main seems to have a much higher damage potential than vivienne.

I suspected as much. I suspect the ultimate team would be

1) two handed warrior taking agro / able to AoE and cut through guard

2) KE vivienne destroying the guard / AOE without getting noticed

3) archer raining poison and arrows or AoE mage (Static cage or Blizzard?) (you get more options for shatters but lose the nightmare cross option..)

4) rift mage AOE weakning all this lot and grouping them on the 2 melee monsters.

rinse and repeat

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#6  Edited By announakis

I would appreciate some insights from people who are well ahead in the game / finsihed it as Knight Enchanter and who also played as another melee (dual dagger or Two handed warrior).

DA:Inq is a massive game..So I to make sure that the character I was going to play for dozens of hours was the right one, both aesthetically and mechanistically.

After trying all classes up to level 10, I wanted to declare that I am settled on Knight enchanter (KE) but I am not really sure.

KE is really powerful: you take all useful passives in shield and KE trees...you basically need spirit blade, barrier and dispel / mindblast to eldritch detanate and go...all you need to do is mash X or whatever button you have attributed spirit blade to...

while highly satisfying to mash through all enemies on hard without the need to pause / kite ever, I can see this game getting old very quickly...I played one hour as KE so far on hard and...well, it is already getting old...

now I hope that once I have a few more points to put into the cold tree to freeze targets around me more often, I will be allowed to mind blast more usefully every now and then, making it more interesting and varied but I doubt this will change much.

basically, playing melee as a dual rogue or a two handed warrior is much more satisfying (although very infuriating because of the far too frequent hit-and-miss / bad hit boxes / slow to trigger detonators etc...) mostly because of the movement abilities being on such short cool downs: combat roll / evade on 2 seconds...awesome! the ability to parry / riposte : YES! those 2 elements make playing melee more fun than KE

but KE is so great at tearing through barriers / guard without even needing to dispel it first....and the damage output of twohanded warrior is rather underwhelming somehow.

In the end I really wonder whether KE is not all designed to be left played by the AI of vivienne since it basically requires nothing more than mashing spirit blade...

what are your thoughts ?

cheers

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a few valid points in a terribly bitter and biased package. Sad.

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So I'm a fairs way into Inquisition and have visited a selection of areas, but I really don't know what to make of the game. . Am I missing something?

I have been struggling getting infatuated with this game for a while because I did miss the tactical slots and many things seemed clunky, not enjoyable...but once I started playing with cross class combos in mind all the time, I started having a ball (as well as destroying everything on normal and therefore need to bump to hard I reckon).

one thing is also what class you play as your main: I tried everything and only dual dagger seem to justify being focus on the main character. If you let the AI spam skills you will go through the game mostly easily if you geared up your crew properly, but you are missing the whole fun of the game, that is setting shatter, ruptures and nightmares on the mobs ^_-

I really wouldn't put this thing down until after you complete the quest "In Your Heart Shall Burn". The game really picks up afterwards, and the locations get more varied and interesting. If you are blowing through Normal, I'd suggest trying out Nightmare. It's a decent challenge, though not ridiculous. Bump it down to Hard if you think it's too much to handle.

A lot of the complaints from people regarding the difficulty seems to be coming from the perspective of playing on Normal. Honestly, if you play a decent amount of games, no triple-A title is going to be a challenge for you on Normal. Hard is the new Normal if you play games as much as most people on this site. The result of making games accessible to more people and bringing in new and different players, is tuning down the default difficulty on pretty much all games. As such, I've been playing every game past 2009 one difficulty higher than the default, and I'd highly recommend doing the same.

totally true

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Hi all.

I was a big big fan of tactical slots and all programmable AI in the previous titles...It was quite the shock to realize they had been dumbed down to the ground in DA3 but I got over it eventually. I am trying to play much more dynamically and to ressort to the terrible tactical camera as rarely as possible (just to set cross-class combos basically) and this game is still alot of fun.

I set all my companions on 80% stamina / mana reserve so I can actually use them when I need to obviously (I guess we all realized that below 80% they are always short to use any useful abilities like static cage, winter chill, knockout powder etc...so you disable those useful skills that you wanna use obviously and they suddenly become accessible when you need them. OK check.


all seems to work OK with a few hickups when it comes down to hit boxes of "lunge and slash" or "shield bash" skills for example or the horrendously long delay of mighty blow before connecting...so long that you are better off triggering mighty blow before freezing your target...but the worse is by far "Bull charge".

"where the hell is my freaking Blackwall headed again ? oh I see, he is charging in the wrong direction again....come back you retard!"

did that happen to you ? It happens to me all the time! unless I set the course of the charge myself, Bull charge is always badly used by the AI. it misses almost everytime. Somehow bull charge seems to be triggered in directions where there is nobody very often too...-_-'

I sometimes switch to my Bull charging warrior just to find him lost climbing up some cliff 30 meters away from the fight in a direction where there was no ennemies ever...sad because this skill is great to bbuild guard and shut down foes to gain some time...but really it must be completely micromanaged to be sustainable....

too much micromanagement in this game really....where arre my sweet 20 tactical slots with conditions and loops?

-_-' *sigh*