I think that the Very Difficult setting should be accompanied with a note informing the player that it's a setting which makes a difference only on lower levels, makes the game unbalanced and should only be turned on if Hardcore is really not good enough for you.
Except even on lower levels it could make no difference in many cases or a very small difference while in others it could be massive : /
What you're doing with actually altering the difficulty of creatures manually with different difficulty settings is light years better.
Interestingly, in the modules I've played, I didn't notice low level gameplay being particularly hard. But then, I don't think I've ever played modules aimed at very experienced in combat players.
Try Swordflight Chapter 1 or A Peremptory Summons. Though the way I designed most things in APS means Very Difficult would have less of an impact (and if you're a capable player you likely won't find APS too difficult overall, the same is true to a smaller degree with Swordflight).
If it gets easier as levels increase, what's so bad about that? The point is, I'm not a power gamer, and I don't use optimised builds or equipment when I do my tests, so playing and succeeding at even a slight handicap should mean that most players should be able to get through my content. And if they can't, they should be able to do it by choosing to use a lower difficulty setting.
Two things are so bad about it:
1, people expect (and should get) a consistent difficulty. If I play on Hard that I means I want the whole game to be hard...not for it to be twice as difficult as Easy initially and then 5% more difficult than Easy later on.
2, it doesn't do what it says it does.
And the second point addresses the second half of your quote. Say you have a mage boss with sneak attacking rogues guarding him. You barely get through it and think "Well, if I made it through on Very Difficult then it should be fine for others on Hardcore." Wrong! Because the difficulty of that fight barely changes at all on Very Difficult.
I'm sorry, but I can't understand your terminology here. I can't tell if you mean that the combat uses poor AI or if you're using these words to mean "difficult". In any case, it seems quite subjective, so I don't think there's much to discuss here. (Note: I played DA:O on the hardest difficulty the whole time, and intentionally refused the patches that kept making the combat easier.)
I specifically did *NOT* use the word difficult because it was *NOT* difficult. It was stupid. Terrible. Headache-inducing. See below...
Hmm, I understand it is a matter of taste, but honestly Dragon Age: Origins combat is one of my favorite RPG combats (I played on Nightmare). By it being stupid, you probably mean incredibly high HP pools and enemy damage to create a challenge instead of the enemies being clever and resourceful? If so, I agree, it indeed was a rather poor design.
No, I don't mean that. I can live with that style of difficulty because then it means you need to worry about optimizing your stats, abilities, and party composition. What I mean by stupid would include the following:
1, armor reduces damage by a flat amount. Which means enemies doing more damage is an even larger difference. If Alistair has 50 armor and enemies do 60 damage, he takes 10 damage per hit. Then let's say we bump the difficulty up and enemies do 33% more (80 per hit). Well, Alistair is now going to take 30 damage per hit, *triple* the damage. Even in full plate armor (the best available at the time) and using defensive abilities (including the sustained ones) he simply got wrecked by just about everything even with myself and Wynne spamming heals on him (Heal, Regen, Group Heal).
2, potential solution to #1 -- avoid the attacks rather than trying to minimize the damage taken. How? Well, focus on getting his Dexterity super high to let him dodge attacks (which requires sacrificing Heavy Armor as it requires strength -- note that Alistair is portrayed as a heavy armored warrior in general so this is weird to start). Problem A -- you cannot respec in DA:O, so HAHAHAHA at you for thinking the game would make sense in that strength plus heavy armor would be good for tanking when that's how the character is presented. Problem B -- some enemies will use Perfect Striking and just hit you every time. Sucks to be you.
3, no problem, we'll just chain Force Field with two mages. Send Alistair in, have him Taunt, them make him immune to all damage while enemies keep attacking him and AoE them all down (or just auto attack a boss because your spells are worthless against single big enemies for the most part). When that invulnerability wears off, have him taunt and then just have a second mage recast Force Field. Repeat until all enemies are dead. Such deep combat.
4, enemy mage. HAHAHAHA Mana Clash. Oh, he randomly resisted it? Well, that sucks. SECOND MANA CLASH. Oh, he resisted that too? Crushing Prison. Oh, he resisted that too? SECOND CRUSHING PRISON! Note that any of those are literally or effectively 1 hit kills and the odds of resisting all of those are pretty low.
5, if all else fails, just Blood Wound.
6, bows? Ha, what are those, they suck. Unless you're in Awakening then you deal like 5 times as much damage as anyone else.
Accuracy grants the following bonuses:
- +(Dexterity - 10) to attack,
- +(Dexterity - 10) to damage,
- +(Dexterity - 10) * 0.5% to ranged critical chance,
- +(Dexterity - 10) * 0.5% to ranged critical damage.
Yeah, letting people pump up single stats super high and then making those scale linearly (and exponentially within the talent itself) makes total sense. If you have 20 Dex you get 10 attack, 10 damage, 5% crit, and 5% crit damage. If you have 50 Dex you get 40 attack, 40 damage, 20% crit, and 20% crit damage. And it only gets worse from there (you get 3 stat points per level and can usually hit level 30). For plot reasons I had Sig at the end rather than Nath but she still had 130ish Dex even with Nath having the better stuff. So my main and Vel are auto attacking for 60-70 every second as mages...Jus is meleeing for 80ish every second as a 1H + Shield tank...and Sig is shooting for 400 damage every second. Oh, and Jus has 200 attack vs Sig's 280ish attack. So it's even worse than it looks because Jus will miss a lot more too.
Yeah.
7, you're a warrior and want to use abilities rather than just auto attack? Sucks to be you, many of them are actually DPS losses to use. They sure sounded cool, though, right?
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I could go on but you get the picture, I hope. The combat in DA:O was so horrible in so many ways. Makes NWN look like the most balanced/fun/sensible game in existence. Maybe it didn't really matter on Normal or whatever, flaws of the system weren't as obvious/problematic...but Nightmare was just...ugh.