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Krantos

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Jun 30, 2009
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There are a lot of ways to add difficulty to games. A GOOD way is to present the player with competent enemies who act and react in realistic ways.

A BAD way is to make the player conform to certain in-game rules, while not applying those rules to enemies. I was thinking about this while fighting a Sorcerer in Witcher 2's new Arena Mode.

Let me just say, I love the Witcher 2, and I love the changes 2.0 added, but these guys can F.R.O.

When Geralt is casting his "signs" (read spells) it's important to make sure the enemy is not close enough to hit you because they take about a second to cast and are easily interrupted. This is good, it encourages the player to consider positioning and emphasizes keeping distance between you and enemies.

Sorcerers can also cast spells. They can teleport, cast fireballs, heal themselves, and cast a shield. They're challenging opponents, especially when supported by melee fighters. However, they have one very glaring mark against them: Only their fireballs and healing can be interrupted by melee attacks.

Now, maybe this is just my game, maybe it's glitched/bugged/whatever. However, whenever they start the animations to teleport or cast their shield, they become immune to Geralt's attempts to hit them. What makes this worse, is the immunity begins as soon as their animation begins, oftentimes before the player actually sees them move. This leads to a lot of instances of hitting them with quick attacks only to see your sword suddenly go through them, and then their shield appearing.

Or a running attack looks to go right through them as they stand there for half a second before teleporting. At least with the teleporting you stop being able to target them. The game is perfectly willing to let you fruitlessly try hitting them while they cast their shield.

After trying to kill one of them on Hard for half an hour I said f*** it and came here to share.

So how about it Escapists? What are some examples of when you've been frustrated when a game breaks its own rules to make things harder?
 

CM156_v1legacy

Revelation 9:6
Mar 23, 2011
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Krantos said:
There are a lot of ways to add difficulty to games. A GOOD way is to present the player with competent enemies who act and react in realistic ways.

A BAD way is to make the player conform to certain in-game rules, while not applying those rules to enemies. I was thinking about this while fighting a Sorcerer in Witcher 2's new Arena Mode.

Let me just say, I love the Witcher 2, and I love the changes 2.0 added, but these guys can F.R.O.

When Geralt is casting his "signs" (read spells) it's important to make sure the enemy is not close enough to hit you because they take about a second to cast and are easily interrupted. This is good, it encourages the player to consider positioning and emphasizes keeping distance between you and enemies.

Sorcerers can also cast spells. They can teleport, cast fireballs, heal themselves, and cast a shield. They're challenging opponents, especially when supported by melee fighters. However, they have one very glaring mark against them: Only their fireballs and healing can be interrupted by melee attacks.

Now, maybe this is just my game, maybe it's glitched/bugged/whatever. However, whenever they start the animations to teleport or cast their shield, they become immune to Geralt's attempts to hit them. What makes this worse, is the immunity begins as soon as their animation begins, oftentimes before the player actually sees them move. This leads to a lot of instances of hitting them with quick attacks only to see your sword suddenly go through them, and then their shield appearing.

Or a running attack looks to go right through them as they stand there for half a second before teleporting. At least with the teleporting you stop being able to target them. The game is perfectly willing to let you fruitlessly try hitting them while they cast their shield.

After trying to kill one of them on Hard for half an hour I said f*** it and came here to share.

So how about it Escapists? What are some examples of when you've been frustrated when a game breaks its own rules to make things harder?
The trial by combat fight in Neverwinter Nights 2

The enemy gets a version of "Deathless frenzy" that prevents him from dying from anything. And he always, always, always pops it at 1 HP. So you have to run around the arean whils't he chases you, Benny Hill style.

His version of the feat is one that the PC can never get, sadly.
 

AlternatePFG

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Jan 22, 2010
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CM156 said:
The trial by combat fight in Neverwinter Nights 2

The enemy gets a version of "Deathless frenzy" that prevents him from dying from anything. And he always, always, always pops it at 1 HP. So you have to run around the arean whils't he chases you, Benny Hill style.

His version of the feat is one that the PC can never get, sadly.
That fight was a nightmare on my rather crappy, first playthrough Warlock character. I won the trial with flying colors, and then was thrown into a fight my character totally wasn't suited for. If you don't know that when he uses that ability, you just have to run, you're totally screwed.
 

CM156_v1legacy

Revelation 9:6
Mar 23, 2011
3,997
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AlternatePFG said:
CM156 said:
The trial by combat fight in Neverwinter Nights 2

The enemy gets a version of "Deathless frenzy" that prevents him from dying from anything. And he always, always, always pops it at 1 HP. So you have to run around the arean whils't he chases you, Benny Hill style.

His version of the feat is one that the PC can never get, sadly.
That fight was a nightmare on my rather crappy, first playthrough Warlock character. I won the trial with flying colors, and then was thrown into a fight my character totally wasn't suited for. If you don't know that when he uses that ability, you just have to run, you're totally screwed.
I was a damage-sponge Paladin, so I was actually able to take his hits and stand my ground. I got low in health, but I LoH'd and was fine.

I will say that if you're an Evoker Sorcerer, or a Monk, it's a bit easier.
 

TheIronRuler

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Mar 18, 2011
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Krantos said:
There are a lot of ways to add difficulty to games. A GOOD way is to present the player with competent enemies who act and react in realistic ways.

A BAD way is to make the player conform to certain in-game rules, while not applying those rules to enemies. I was thinking about this while fighting a Sorcerer in Witcher 2's new Arena Mode.

Let me just say, I love the Witcher 2, and I love the changes 2.0 added, but these guys can F.R.O.

When Geralt is casting his "signs" (read spells) it's important to make sure the enemy is not close enough to hit you because they take about a second to cast and are easily interrupted. This is good, it encourages the player to consider positioning and emphasizes keeping distance between you and enemies.

Sorcerers can also cast spells. They can teleport, cast fireballs, heal themselves, and cast a shield. They're challenging opponents, especially when supported by melee fighters. However, they have one very glaring mark against them: Only their fireballs and healing can be interrupted by melee attacks.

Now, maybe this is just my game, maybe it's glitched/bugged/whatever. However, whenever they start the animations to teleport or cast their shield, they become immune to Geralt's attempts to hit them. What makes this worse, is the immunity begins as soon as their animation begins, oftentimes before the player actually sees them move. This leads to a lot of instances of hitting them with quick attacks only to see your sword suddenly go through them, and then their shield appearing.

Or a running attack looks to go right through them as they stand there for half a second before teleporting. At least with the teleporting you stop being able to target them. The game is perfectly willing to let you fruitlessly try hitting them while they cast their shield.

After trying to kill one of them on Hard for half an hour I said f*** it and came here to share.

So how about it Escapists? What are some examples of when you've been frustrated when a game breaks its own rules to make things harder?
Considering Game Lore, Witcher signs are just little toys compared to what a real wizard/witch can do, if you listen to the various conversations you had with your sweetheart in the witcher 1.
So it makes sense for them to have different, better abilities than you.
 

Krantos

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Jun 30, 2009
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TheIronRuler said:
Considering Game Lore, Witcher signs are just little toys compared to what a real wizard/witch can do, if you listen to the various conversations you had with your sweetheart in the witcher 1.
So it makes sense for them to have different, better abilities than you.
Still doesn't explain why my sword can go right through them before they've actually cast anything.

I don't think it was a design choice. I think they just didn't code the animations right. Especially since the invulnerability starts a split second before they start moving.

Even if you can't interrupt them you should be able to damage them. After all, if they've got the ability to make themselves completely immune to weapons, it seems like they would use that more often, not just on those two animations.