Dragon's Dogma: Dark Arisen

Dragon's Dogma: Dark Arisen

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Kuromiya Jan 27, 2018 @ 12:18pm
Disabling Affinities?
Is there any way to prevent magical pawns from using Affinity/Boon type spells unless and until they are specifically ordered to do so? And, if not, is there any way to use search conditions to PREVENT Pawns with Affinity spells from appearing on the Search screen?
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Showing 1-15 of 15 comments
zadymek Jan 27, 2018 @ 12:30pm 
1. They base the decision of using their skills on inclinations, if the Pawn has no Utiliatrian and/or Medicant as one of top 3-4 inclinations they won't use enchantments in battle.
2. I think there is a filter for supporting spells in the Rift search option.
Kuromiya Jan 27, 2018 @ 12:35pm 
The filters only seem to be inclusive, not exclusionary; is ther a way to exclude the terms that I'm missing?
Striker Jan 27, 2018 @ 1:39pm 
no, you just have to search through the pawns in the rift until you find one that you like.
capricorn1971ad6 Jan 27, 2018 @ 2:01pm 
If you want a mage without affinities you should see the pawn on this account, it was designed for MK players.

solves your problem in one foul shot.

but be forewarned, i am not planning on leveling her for a bit, i have 6 mages I am working on all at once, this mage will never exceed level 30, ever, it is intentional.

low level mages cause your XP to increase once they are 25 levels lower than you.

enjoy.
Elfie Jan 28, 2018 @ 8:22am 
Pawn order system is intentionally designed to be ret-arded here. This is one of the main flaws of this game, but both devs and old players seem comfortable with it, so its not gonna change ever.
Last edited by Elfie; Jan 28, 2018 @ 8:22am
zadymek Jan 28, 2018 @ 9:53am 
Originally posted by Jambatti:
Pawn order system is intentionally designed to be ret-arded here. This is one of the main flaws of this game, but both devs and old players seem comfortable with it, so its not gonna change ever.
Pawn order system is designed to match the controller ;)
It's contextual (works differen in battle and in travel) and strongly relies on Pawn AI, yes, but you can manage to get the most of your orders done.
Migromul Jan 28, 2018 @ 9:53am 
If you search for pawns by level and filter only mages, you can check the primary and secondary skills before you summon them. Then click on the pawn you want to summon, to check the details (equipement, augments, profiles.) If you search for best pawns, most will be hightly above your level, if you aren't already level 150 at least...

But this is the reason, why my pawn is a mage usually. I can set the skills myself. There is no other class, which is so situation-depended as a mage imho.
Elfie Jan 28, 2018 @ 11:23am 
Originally posted by zadymek:
[
It's contextual (works differen in battle and in travel) and strongly relies on Pawn AI, yes, but you can manage to get the most of your orders done.

No you can't even the very basics. Controller is no problem - 3 orders are more than enough to to tactics. The problem is with how its done. They could have done like all others console games did:

1)"Charge" - If in battle, pawns charging forward and battling foes until none left or they are given other order. If not, works same as "Go".
2)"Stand you ground" - Pawns will stand still, only battling foes that come to them.
3)"At will" - resets all pawn orders.

Instead, what we have in DD:
1)useless command "go", since pawns are unable to go far from hero anyway.
2) "come". Instead of giving order to stand ground 1 times, I have to repedately press f2 like im a babysitter in the kindergarten. ffs
3)"Help" is not needed at all, since magical pawns will cast heal and wep enchantment spells at their earliest convenience, so using this is also no effect.

So you cant really into any conscious tactics. All you can is charge forward and hope for the best.

Also, pawn personalities, combat-wise mean little - even Scyther-Pioneer types longbows cant stand on at least average range, always charging melee or uselessly running from boss to player.


Last edited by Elfie; Jan 28, 2018 @ 11:25am
zadymek Jan 28, 2018 @ 12:39pm 
Originally posted by Jambatti:

No you can't even the very basics. Controller is no problem - 3 orders are more than enough to to tactics. The problem is with how its done. They could have done like all others console games did:

1)"Charge" - If in battle, pawns charging forward and battling foes until none left or they are given other order. If not, works same as "Go".
2)"Stand you ground" - Pawns will stand still, only battling foes that come to them.
3)"At will" - resets all pawn orders.
DD "Go" works exactly as your "Charge"
BTW Why wasting a button for a simple reset? Why not "use one time to reset, use again for stand ground"?
Originally posted by Jambatti:
Instead, what we have in DD:
1)useless command "go", since pawns are unable to go far from hero anyway.
2) "come". Instead of giving order to stand ground 1 times, I have to repedately press f2 like im a babysitter in the kindergarten. ffs
3)"Help" is not needed at all, since magical pawns will cast heal and wep enchantment spells at their earliest convenience, so using this is also no effect.
My take on controlls is a bit different:
"Go" mean "go and search for stuff" and in battle "go and attack". I use it to clean rooms of loot fast or to trigger maneaters/traps aso. Also helps with hard to spot item drops. A bit bugged as Pawns tend to stand ground in tight environment and go nuts in multi story locations.

"Come" means literally "cease whatever you're doing and come to me". Works... modertely.

"Help" activates curative options and enchantments. It's a manual call for these as Pawns may prioritize other stuff. Also, and sadly, it helps when Pawns refuse to use curatives too.

The only thing that'd improve current situation woud be to replace "Go" with manual target pointer.
zadymek Jan 28, 2018 @ 1:21pm 
Originally posted by Jambatti:
Instead, what we have in DD:
1)useless command "go", since pawns are unable to go far from hero anyway.
2) "come". Instead of giving order to stand ground 1 times, I have to repedately press f2 like im a babysitter in the kindergarten. ffs
3)"Help" is not needed at all, since magical pawns will cast heal and wep enchantment spells at their earliest convenience, so using this is also no effect.

"Go" directs a Pawn to a location and orders to search stuff to gather or enemies. I use this to trigger maneaters or traps, or to simply clean loot faster. It also helps with hard to notice loot.
"Come" makes Pawn to cease what he's currently doing and come to the Arisen. It works... moderately.
"Help" is a manual call for enchantment or curative, it helps when Pawns have different priorities, and, sadly, also make them use curatives if they refuse to do so.

Originally posted by Jambatti:
Also, pawn personalities, combat-wise mean little - even Scyther-Pioneer types longbows cant stand on at least average range, always charging melee or uselessly running from boss to player.
Actually, Scather SUPPOSE TO make pawns maintain melee distance. So, it works ;)
Last edited by zadymek; Jan 28, 2018 @ 1:22pm
Elfie Jan 28, 2018 @ 1:25pm 
zadymek, I'll assume you play melee clas on your main char?. That would explain why you dont see flaws in orders work. Just charge em head on, yes, the only tactic in this game.

But if you'd play ranged, you'll see the difference - like:

-Melee and even mage pawns running back to you because even magick bow range (shortest of all bows) is too far for them (again Scather+Pioneer - the MOST outgoing combination, still...).

-Sometimes you need not charge boss, but stick explosives to it, or use narrow passages to your advatage to dispose of huge foe with relative ease. And you want your pawn alive cause after that there will a lot of common mob to clear.
No, you can't do that. Instead of having 1 button to hold position for pawns, you have to expend you weekly supply of curatives to keep them alive trough this...so convenient for sure.
Thus may not be an issue in the original game, but in BBI it matters ,cause battles are hard, and sometimes "charge up front without plan or formation" is simply not enough against monster designed for characters dozens of levels and tons of gear above you.

And also, if you would actually look around, then you will see - that if you do not give any order, your pawns act 90% the SAME as if you would have given them an order.
Elfie Jan 28, 2018 @ 1:27pm 
Originally posted by Jambatti:
Actually, Scather SUPPOSE TO make pawns maintain melee distance. So, it works ;)

In fact, this means that melee characters randomly running between MC and the boss, cause they want to maintain close distance to boss while limit how far a Pawn in theory can go from MC is restricted to distance shorter than the least projectile shoot distance.
zadymek Jan 28, 2018 @ 2:01pm 
Originally posted by Jambatti:
]zadymek, I'll assume you play melee clas on your main char?. That would explain why you dont see flaws in orders work. Just charge em head on, yes, the only tactic in this game.

But if you'd play ranged, you'll see the difference - like: (...)
I actually play ranged classes mainly ;)
And I do see the limitations. Just your idea won't solve those as the order system strongly relies on AI - which is both the coolest and most infuriating part of the game. The system is set up so the Pawns had some dose of autonomy, otherwise the Pawn knowledge and Inclinations would have no purpose.
The game requires a Pawn AI improvements as what you're texting about are bugs.

Originally posted by Jambatti:
Thus may not be an issue in the original game, but in BBI it matters ,cause battles are hard, and sometimes "charge up front without plan or formation" is simply not enough against monster designed for characters dozens of levels and tons of gear above you.
Oh, don't get me started on BBI ;)
It's a ton copypasta, missed ideas (no wonder, they're from Dark Souls) and a huge pile of glitches. The Midnight Helix itself is a Pawn management nightmare the size of Chomolungma...
Originally posted by Jambatti:
In fact, this means that melee characters randomly running between MC and the boss, cause they want to maintain close distance to boss while limit how far a Pawn in theory can go from MC is restricted to distance shorter than the least projectile shoot distance.
Aww, you see only negatives I see. Well, actually if you want your Pawn to keep the distance there's Pioneer for this. And no, without it Pawns don't go constantly in and out of combat, that's the Guardian+Scather's job.
Last edited by zadymek; Jan 28, 2018 @ 2:02pm
Elfie Jan 28, 2018 @ 2:34pm 
You can't read, do you?. I already answered all your "replies" in my comments above, yet you reply here with copypasta again at again like a mindless drone, not even trying to use your brain (or at least to read my previous comments).

Are you sure you could pass the Turing test?
Last edited by Elfie; Jan 28, 2018 @ 2:34pm
zadymek Jan 28, 2018 @ 3:05pm 
Originally posted by Jambatti:
You can't read, do you?. I already answered all your "replies" in my comments above, yet you reply here with copypasta again at again like a mindless drone, not even trying to use your brain (or at least to read my previous comments).

Are you sure you could pass the Turing test?
Oh, I thought we had a conversation here not "I answered so f*ck off".

Well, if we already got to summary:
1. Your ideas are misguided, at best.
2. BBI stuff is not the argument on Dragon's Dogma systems.
3. Your game's order system objections are based on bugs/glitches.

Also: You know s#it about Pawn distance limits - I literally look right now as my Lola fights Drake, I stand and look from the max Shortbow effective range (I barely see a heart). She's a Challenger/Utilitarian/Mitigator btw. And somehow she doesn't run back and forth, amazing right?
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Date Posted: Jan 27, 2018 @ 12:18pm
Posts: 15