Anonymous
9 years agoScaling Past Level 80
So..... why are we punished for leveling past 80? In alot of games, it makes sense that enemies scale to the player - which is exactly what's happening here. The reason it makes sense in those ...
Both Biotics and Tech skill points add power to their class skill damage...if you look at your main Biotic skill it even says this, for every point invested in biotics class you game more damage....my level 9 tech has a 9% bonus to tech skills, my level 61 multiclass has over 20 percent, so you do get some scaling, that is in addition to the bonuses you get from armor, and the actual biotic, Vanguard, Infiltrator classes that you can level to level 6 and give bonuses.
As far as being gods at level 100...they make a difficulty that is called EASY...one lower than normal two lower than hardcore, click on that difficulty and you should be back to breezing through.
I have never understood, WHY, people are so upset that a Hardcore or Insanity level of difficulty isn't easy to play on.....if you want easy, then turn the difficulty down...simple ......
@mcsupersport wrote:
I have never understood, WHY, people are so upset that a Hardcore or Insanity level of difficulty isn't easy to play on.....if you want easy, then turn the difficulty down...simple ......
There's no trophy for completing the game on Insanity if you play on easy 😉
Jokes aside...I did in fact lower the difficulty because of the tedious bullet sponginess of the baddies. That's artificial difficulty.
I don't want the fights to last longer. I want them to be harder and there is a big difference.
Easy=One shot to kill bad guy
Casual=Two shots
Hard =Four shots
Hardcore=Eight shots
Insanity=Sixteen shots
^^^That is not what I want to see.
Then HOW would you raise the difficulty??
Make them more aggressive?? Make them shielded or Armored??(That is just health by another color)....Make them use powers??? More of them??? Make them kill you in one shot??? How do you raise the difficulty and make a balanced game and people happy??
If they aren't high HP, then Biotic/Tech casters will mow through them.....If you put armor/shields on them, then you decrease Caster ability and are basically just adding health and powers resistance.....If you make more, but lower health, then a few tech/biotic explosions will finish it and make it easy, no matter how many...more waves of fighters(Dragon Age 2 did that, people hated it) More aggressive how?? More shooting, less cover?? Maybe,but again about casters unless you tweak HP......so what would you like to see, and how do you see your changes being put into the game??
@mcsupersport wrote:
Then HOW would you raise the difficulty??
Make them more aggressive?? Make them shielded or Armored??(That is just health by another color)....Make them use powers??? More of them??? Make them kill you in one shot??? How do you raise the difficulty and make a balanced game and people happy??
If they aren't high HP, then Biotic/Tech casters will mow through them.....If you put armor/shields on them, then you decrease Caster ability and are basically just adding health and powers resistance.....If you make more, but lower health, then a few tech/biotic explosions will finish it and make it easy, no matter how many...more waves of fighters(Dragon Age 2 did that, people hated it) More aggressive how?? More shooting, less cover?? Maybe,but again about casters unless you tweak HP......so what would you like to see, and how do you see your changes being put into the game??
How you make them harder is scaling up the dmg their attacks do. All of their attacks.Not to the point where trash mobs one shot you but totally to the point where you need to use cover and tactics, skill, to get through the battles. Also more of them. A swarm of slightly higher damage trash mobs is going to hurt more and be more actual challenge then simply having to unload more bullets into an individual.
I'd introduce whole new enemy types that were much rarer or even nonexistent on lower difficulties, such as a caster type enemy that will use biotic effects on you if your shields break for example. Enjoy a piece of your own (If you play that way) medicine and experience a Pull-Throw toss off either the nearest high surface or into the nearest wall with the most enemies around it.
Enemies start coordinating attacks against you, comboing you, drawing you out of cover more, pinning you with fire more, flanking more. Fights intended to be more difficult may have scripted events and situations rather than relying purely on the AI trying something, in addition to having more enemies, rather than more health.
Bosses should behave more like bosses and not glorified elites. Only one seems to even be unique/named, and even that's a generic name, and doesn't play any differently. Even the end game boss fight is just a "Fight everything you've fought before" shtick. There's no actual boss fights in this game, when with the mobility and slight parkour element to it there was room for so many cool boss fights.
Increased aggression, accuracy, and damage, but never increased health. Bullet Sponges are not ever significantly more difficult, they're just more tedious.
But that'd require putting some actual work into AI so I doubt Bioware will ever make the game that engaging. Their current AI motto seems to be 'Always target the player" "Always know where the player is" "Always hit with laser accuracy even when dodging". And "Be aggressive a/f".
@mckrackin5324 I agree with you 100%. Games need to get more creative with making enemies difficult in my opinion rather than just giving them more health.
Longer doesn't equal more difficult... it equals things being more tedious.
Take the Architects for example. Once you know their pattern, they're actually fairly easy to kill. The only question is how long am I going to have to be doing the same *.
To me, they were a missed opportunity. Facing the same exact thing several times instead of facing different versions with different methods of fighting.
The crazy thing is, I felt like they got this right (or came closer to it) in Dragon Age Inquisition when it came to dragon fights. Fighting one high dragon was not like facing another. At least not for me as they used different tactics and abilities.
Also, trash mobs need to stay trash. Sure there can be enemies that will stay a threat, but I need to see the fruits of my labor sometimes in the form of enemies that once gave me a hard time getting easily owned.
@PretzleMe wrote:
@mckrackin5324 I agree with you 100%. Games need to get more creative with making enemies difficult in my opinion rather than just giving them more health.
Longer doesn't equal more difficult... it equals things being more tedious.
Take the Architects for example. Once you know their pattern, they're actually fairly easy to kill. The only question is how long am I going to have to be doing the same *.
To me, they were a missed opportunity. Facing the same exact thing several times instead of facing different versions with different methods of fighting.
The crazy thing is, I felt like they got this right (or came closer to it) in Dragon Age Inquisition when it came to dragon fights. Fighting one high dragon was not like facing another. At least not for me as they used different tactics and abilities.
Also, trash mobs need to stay trash. Sure there can be enemies that will stay a threat, but I need to see the fruits of my labor sometimes in the form of enemies that once gave me a hard time getting easily owned.
Inquisition dragons were the best bosses in a game for a long time for me. Smarter not harder.
The only problem was maybe that the first one was too easy to find too soon...maybe? I got to it at level 4 and it was ridiculously hard. lol
Like with any game I spend 500+ hours in though,I figured them out.
I don't care if I get so powerful that I bulldoze all the content,as long as I had to work to get there.
By the way...I figured out some of the dragons better than others. lol
Letting me play as one of my team mates made the world of difference. The whole teams powers mattered.
@mckrackin5324 wrote:
The only problem was maybe that the first one was too easy to find too soon...maybe? I got to it at level 4 and it was ridiculously hard. lol
LOL! Yeah yeah, lol. Me too. It was... an experience... a short lived one. Very short lived experience haha.
But yes, smarter not harder. And yes, you figure them out, but at least they felt different. Like you pointed out, depending upon your play style aand or powers/abilities some dragons would be easier to drop than others.
I just loathe the whole "let's just make this basic guy take 15 shots from a fully upgraded augmented modded weapon to keep things challenging" mentality,