idonthavetimeforthiscrap said:so i see vault dweller is hoping to become a part of the PHANTASTIC game review world, and probably has already received money from someone...
Yes. Unique weapons like the Green Blade or Starfang have 1 or more rune slots you can use to customize. Common weapons don't have them tho.relootz said:Do you need special weapons that are specifically upgradable.
made said:They have an explanation of the difficulty scaling over here:
http://dragonage.gulbsoft.org/doku.php/ ... ge_scaling
Looks sensible to me. I went to the forest after I finished Orzammar and it was noticeably easier than the endless orc infested tunnels.
Hahaha, shit. I thought Orzammar was putting up a hell of a fight. Just was in a non-stop battle against like 30-40 darkspawn and survived by the skin of my teeth. Getting some ridiculous equipment and experience down here but definitely hitting some tough fights.made said:They have an explanation of the difficulty scaling over here:
http://dragonage.gulbsoft.org/doku.php/ ... ge_scaling
Looks sensible to me. I went to the forest after I finished Orzammar and it was noticeably easier than the endless orc infested tunnels.
Multi-headed Cow said:Also, yeah, that many darkspawn. The level scaling seems to mean more darkspawn, not more powerful darkspawn necessarily. I can two-shot a genlock if I roll high. Have hit some ogres, ogre alphas, and a new sneaky type of darkspawn though.
Yes they did. Its just hard to believe its all there is to it because it sucks ass.After all, Bio didn't tell what the Reapers' motivations in ME were, saving them for the sequel instead.
relootz said:Multi-headed Cow said:Also, yeah, that many darkspawn. The level scaling seems to mean more darkspawn, not more powerful darkspawn necessarily. I can two-shot a genlock if I roll high. Have hit some ogres, ogre alphas, and a new sneaky type of darkspawn though.
I think that that map is only indicative of the start of the area. It started out very easy for me in the forest which is situated at around level 7 but when i went further i think its probably higher level. The skeletons got better anyway.
Just when I said I wanted insidious double-talk in my games."Why have challenge scaling? asks the D&D purist forgetting that minor entity called 'The Dungeon Master' that probably did a great job of designing encounters on the go for their party.
But Baldur's Gate didn't have them states the BG veteran, forgetting that challenge in Baldur's and NWN gate was controlled by customized AI scripts and encounter trigger scaling creature numbers to the player party capabilities or CR.
If the game was completely statics as some people demand, it would be completely linear as there would be only a single path through it. With Dragon Age's open world portion offering significant freedom to the player in terms of where to go next, this would be counter productive."
I don't think the level sclaing is the problem. The problem here is that pretty much every opponent has a knockdown/stun type of talent so when you are facing 6+, yopu pretty much gonna have one of your characters constantly stunned/being useless. There's no way that I know off that you can constantly repeatly resist these special attacks.
made said:They have an explanation of the difficulty scaling over here:
http://dragonage.gulbsoft.org/doku.php/ ... ge_scaling
Looks sensible to me. I went to the forest after I finished Orzammar and it was noticeably easier than the endless orc infested tunnels.
Players should NOT try to play on Nightmare the first time they play the game, it is guaranteed to be not fun that way.
Monkeyfinger said:Hell, enemies don't even use skills, so the fact that you gain them at all puts you at an advantage.