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"Dragon Age: Origins-Awakening" combat experience about Awakening
According to the official promotion, Awakening is an expansion pack that focuses on combat and weakens the plot. However, after completing the game, I did not feel that the combat part was strengthened or that the plot was weakened in proportion. In fact, since the overall length of Awakening is only 10-20 hours, the plot left a deeper impression on me - compared to the battle that can be summarized with "seconds, seconds, seconds, everyone comes to DARKSPAWN" .
1. "So we have a transparent dragon? That's great!" - Awakening BOS_Design
Although many players complained about BOSS's design of BOSS I'm lazy (for example, using the models of Gaolong and BROODMOTHER), but I actually like the awakened bosses better than those in the origin. Thinking back to the BOSS battle in Origin, what flashes through your mind? Fire dragon? OGRE? Lots and lots of OGRE? Lots and lots of fire dragons?
The awakened translucent dragon BOSS is really refreshing to me (although I am indeed playing WOW). Its combat mode isn't as monotonous as its cousins ??(although it's almost laugh-out-loud difficult). BROODMOTHER lost weight. It is said that it was caused by criticism from Fox News, but in any case, this crazy young woman is easier to remember. You know, chubby bald monsters are everywhere in the game world, but girls with several pairs of breasts are as slender as supermodels? It’s hard to say how many I’ve seen.
The Demon BOSS in the swamp is also outstanding. We finally don't have to deal with the succubus anymore. You said it looks like OGRE? Indeed, but you have to admit that watching a beautiful woman transform into an OGRE is also a visual pleasure.
Whether it is a BOSS or a character, THEARCHITECT has plot depth and appearance that other villains cannot compete with. It’s so good that even B Company uses it as the title picture for its web page. 9.5 points, and the remaining 0.5 is deducted for "too short playing time", but this is another issue I want to talk about.
Unfortunately, neither BROODMOTHER nor OGRE have impressive new moves. Is it difficult to design an interesting battle?
2. "Remember, you are a hero. You will not die, but your enemies will die in groups." - Awakening Combat Design
This is a It's an expansion pack that allows you to play on NORMAL difficulty without having to kill your teammates throughout the game. This is an expansion pack that allows you to play solo freely on NM difficulty, and the whole team does not need to load files. This is an expansion pack in which most elites and mini-bosses will fall before you can see its name clearly. This is an expansion pack where you are invincible and your enemy is SB.
No more despair than when confronting F Witch, Gao Long? A joke. So I was curious why B Company thought it had strengthened the battle of awakening. Maybe B Company meant that it had strengthened the protagonist's battle?
I am very satisfied with the new occupations. They make DAO a more diverse world and somewhat complete the background setting. New skills also have the same function. Mages who are proficient in elemental power, thieves lurking in the shadows, and warriors who sacrifice themselves for their companions provide new possibilities for players' role-playing.
While praising new things, I will not forget to criticize their shortcomings. "Diversification" in DAO means multi-directional development, rather than single specialization. The multi-job system without punishment is a bit strange, but in Awakening, each player can hold at least 3 jobs-this is a stupid thing no matter how you think about it. And the more multi-tasks you have, the stronger your strength will be, and the faster your enemies will die. The faster the enemies die, the less necessary the protagonist becomes to become stronger, thus losing the motivation to research different job classes and skill combinations. This is an expansion pack that makes players lazy. It loses the excitement it was supposed to provide.
Also, except for new skills and new professions (and damn new potions), everything about it is old. The invincible skills in Origin are still useful in Awakening, but there are more invincible skills in Awakening.
3. "I don't think I have been to this place before, I haven't, the color of the walls is different!" - Awakening's maze design
Awakening not only follows the model of the origin; The original dungeon is used. The underground passages of the dwarves, the forest mazes of the elves, the cold rooms of the prison This is why Awakening feels like a fan work to me. A MODDER can freely use the models of the original game to create new mazes, and this is what the game developers of B Club do. You haven't left the place where you fought all those months ago. You're still there, but you've just encountered a new enemy.
Excluding the models and looking at the maze itself, the Awakening Dungeon is completely unenjoyable for players. After going around it, players will find that it is just a bigger place. There are more small traps like those encountered when the Stone Man releases the succubus in the DLC, but there are fewer truly fun traps. The guessing games about Holy Ash in Origins are even more interesting!
4. "I have so much money that I have nowhere to spend it. What should I buy? By the way, let's make some runes and play with them!" - Awakening Rune Manufacturing System
Yes, the rune system is as complete a system as the herbal system. Yes, the rune system is as useless as the herbal system.
How many players only learned level 1 herbal medicine when clearing the level? How many players don't even learn herbal medicine?
You can learn level 4 runes and spend money to make the best ones. You can also buy NOVICE level runes and then pass the level in NM mode without loading files. We call those things that are of no use but don’t want to give up casually as useless. The rune making system is a pure piece of useless stuff.
When players can kill groups of monsters no matter what they do, what is the point of systems that enhance combat capabilities? Bethesda could really just install a store selling NOVICE runes and announce: "We have an unlimited supply of runes in Awakening!" - I would be happier instead of spending 6G to wash out the rune skills. Just to spend another 6G to wash it off.
5. "The Creator created more powerful equipment so that we can kill the enemy in different ways." - Awakening equipment design
Also because of overly simple combat What loses its true value is the new equipment in Awakening. As long as you are not too perfectionistic, you can definitely use the T7 equipment at the end of Origin to clear Awakening. T9 is used for collection and sales.
In addition, if the weapons and armor purchased for more than 100 G in Origins are perverted enough, there are even more perverted things in Awakening. Mental damage 100. Mental damage 30 comes with various other excellent attributes. Spell resistance 50 for all schools. Absorbs damage and increases evasion rate. 50 Stamina. 1MANA/HEALTHREGEN and a bunch of top attributes added at the same time.
I am afraid that you are not bored enough.
The awakened mage equipment "perfectly" follows the model of the origin, but the armor and physical attack weapons have some more nice designs. I really like the shield and the one-handed sword made of the finest materials, perfect for my arcane warrior. The heavy armor in the swamp, which seems to be called SENTINEL ARMOR, is cooler than any armor in Origins! Rogues also have nice-looking leather armor, thank God.
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