- Joined
- Jan 28, 2011
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- 97,537
I find challenge rewarding. After a decade of popamole games where you can't really lose, it doesn't seem like it should be that surprising when I go "Hellz yeah, now you're talking" when I see Eder getting torn to bits after I fail to support him properly.
What do you mean by this, exactly? Could you give a kind of a blow-by-blow of what you did wrong? I'm wondering because my problem with difficulty in RtwP is that it often involves failure by omission rather than by decision, i.e. that you simply couldn't be bothered to pause enough or manually manipulate each of your party members consistently.
Off the top of my head, I'd say it comes down to:
1) Forming your line properly so your main tank doesn't get mobbed by too many enemies at a time. It's often tempting to rely on one single tank while everybody else does damage, but when the enemies are too tough, the results can be disastrous. So yes, you do need to put that other character at risk despite the fact that his Deflection score is kind of ass.
2) Despite your characters now being spread out to hold back the enemy, you still need to successfully focus-fire enough so that you can actually take out enemies instead of wearing them all down simultaneously. With the game's DT-based armor system and its preponderance of area of effect attacks, you can find that actually attaining sufficient damage output on any one enemy can be a real problem. You'll survive for a long time, but just kinda fail to kill the enemies, and eventually your guys start dropping.
3) Use debuff and crowd control spells to take the edge off the enemy as they arrive. And more crucially, commit yourself to using them some more as they run out. This ties in to what I said earlier in the thread about keeping things in reserve. You'll often think that "okay, I used that spell once, killed some of the enemies, I think I can take on the rest of them now without wasting any more". And often, you'll be wrong. It's a habit that comes from being used to D&D-style Vancian casting, where every individual casting needs to be memorized. But of course, you don't want to waste too many spells either. Appraising the "correct number of spells" to use in a battle is an inevitable thing in these sorts of games.
I wouldn't say that micromanagement/manipulation is a huge factor here, except in the sense of keeping your eyes on the remaining spell duration counters. I believe you can win surprising victories by leading enemies on micromanagement-heavy kiting-like goose chases that end up disrupting their formations and allowing them to be flanked, but I don't use that tactic often.
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