Mycroft Holmes said:
And secondly I have no idea wtf death curse is. Theres a spell called death hex... but that's not a combo.
Death cloud + death hex.
It consumes the death hex, but not the death cloud, in order to cause a massive amount of single-target damage without interrupting the damage from death cloud. In fact, if you cast it carefully you can get most of the bonus damage from death hex first then cast the cloud to trigger the combo. Not to mention it also means getting vulnerability hex.
I was misremembering the name though. It's called Entropic Death.
Mycroft Holmes said:
Thirdly and lastly, there's tons of good combos. Nightmare, shattering, the shockwave combo is a great follow up after you have used force field to tank a bunch of damage.
Nightmare is a half-damage entropic death without the cloud Shattering is pointless except for detonating walking bomb, which Entropic Death can also do in addition to its many other functions. Shockwave is okay, but is ultimately a waste of two very useful spells for a highly situational benefit.
Mycroft Holmes said:
Again one of those doesn't exist. The mass paralysis really isn't better than just sleeping everything and then waking nightmare. And storm of the century is either a waste of time or downright counterproductive.
Well, I guess if you think paralysis explosion and waking nightmare are the same that explains why you didn't get much out of storm of the century.
You can solo a good deal of nightmare very, very easily by relying primarily on those two spell combinations. Frankly, the huge AOE doesn't matter because you don't even particularly need a party, and if you are bringing a party you should just be bringing more mages just to cast more instances of storm of the century, entropic death, paralysis explosion, mass paralysis, cone of cold, (virulent) walking bomb, blood wound and mana clash. Because that's all that really matters.
Mycroft Holmes said:
Pretty much everything is overpowered if you do it correctly...
..which would be the same thing as saying nothing is overpowered, which would be great. That would be the ideal state and the state which Dragon Age 2, for all its many flaws, almost got to. However, unfortunately..
..it's just not correct in the case of Origins.
Mycroft Holmes said:
Not even remotely true. Shatter lets Leliana and mages wreck mid level opponents very quickly as well as take down single targets.
..or, you could just take storm of the century and paralysis explosion, and not ever have to deal with mid level opponents at all.
Mycroft Holmes said:
sleep+horror does extremely high single target damage useful for dueling sections like the proving and the duel with loghain.
Or you could just take entropic death, which does (more than) twice as much damage with a secondary AoE effect.
See what I'm getting at yet?
Mycroft Holmes said:
DA2 is basically less a combo and more just a basic debuff with a tiny visual indicator icon. It's boring and not very effective.
What..
Firstly, it is a combo. There are specific abilities which consume the debuff in order to trigger another effect, leading to a pattern of setting up and triggering. I don't see in what universe that is if not a combo.
Secondly, it's extremely effective and one of the best methods of removing mid level enemies, which you
actually have to think about in Dragon Age 2 because you can't just rely on exploiting a few broken skills.
Mycroft Holmes said:
Then maybe they should learn how to use the abilities they got instead of just assuming the game is broken? I know it requires thinking, but isn't it supposed to be in part a combat strategy game?
Well, that would be very sound thinking and all if we'd decided
a priori that the game is perfectly balanced and thus any observation of imbalance within it is due to one's own inadequacy in playing it.
Again..
This is not true. Get over it.
Seriously, I think you're taking this way too hard. I
absolutely love Origins. I've spent more time playing it than any other game, and for much of that time I never really considered these issues too deeply. So yes. I know why you're defending it like it's the last stick in the ground, I just don't think you need to. We don't have to pretend that a good game is flawless, and it doesn't compromise our enjoyment to admit that there are things wrong with it. Because there are serious things wrong with Origins.
I love Origins, but I don't want to keep playing it forever. I actively
don't want Bioware to just settle for simply regurgitating Origins over and over again. I'm really glad that they tried some new things in Dragon Age 2, even if the game as a whole was far worse, because it did fix a lot of the problems with Origins and I believe that if that can be learned from then it can only bring improvement.
Mycroft Holmes said:
They do different things and that doesn't make one of the tools worthless.
Except that the game is largely based on numerical effects, and some options are clearly superior to others.
Mycroft Holmes said:
Shield warrior isn't going to be ultimate badass DPS superstar.
Nope. In fact, shield warrior isn't particularly good for anything because, counter-intuitively, a two-handed warrior makes a better tank.
This is primarily down to a fact which is, again,
never explained to the player, which is that knockdown effects cause a character to lose threat, which is why your shield-using tank will occasionally fail to work even when you seem to be doing everything right. Thus, while your two weapon tank may take slightly more damage (largely unimportant due to the availability of infinate potions and low cooldowns on healing spells) they actually make a better tank while also being able to do more damage.
So now you know.
Mycroft Holmes said:
The mage can't do super high single target damage.
?Hate. Let me tell you how much I've come to hate mana clash since I began to live. There are around 4000 points of damage in my one-hit-kill on Gaxkang on nightmare difficulty. If the word hate was engraved on each nanoangstrom of those thousands of points of damage it would not equal one one-billionth of the hate I feel for mana clash at this micro-instant. Hate. Hate."
Mycroft Holmes said:
DA2 on the other hand tried to amalgamate all the classes together to the point where most everything is practically a texture swap.
I don't buy that.
In DA2, a shield-using warrior is actually the best tank while a two handed warrior still does more damage. You know why? Because as well as damage reducing abilities (which are now more important due to the limits on healing), shield warriors also have abilities which help them to gain and hold threat better.
In DA2, rogues are able to deal the most single target damage, while mages remain able to deal the most AoE damage. Furthermore, both are actually useful and play a role in most engagements in the game.
In DA2, only mages can still heal (although healing spells in general are much less important, and thank God).
In Origins, half of the mage specializations were focused on melee combat.
In fact, in Origins you literally
could build a rogue to play like a warrior, or a warrior to play like a rogue. Actually, I think that was one of the areas in which Origins had an outright better character creation system, because while neither of those builds was terribly strong (the warrior far less so than the rogue) they were fun to play on low difficulty levels and it was nice to have that option. It just should have been better balanced.
So no, I think Origins had far less class distinction. However. I also think in some ways that also made it better, just maybe not in others.