The Angry One wrote...
I don't object to the idea of a hardcore mod, but removing the use of poultices, potions and kits entirely is a bit much.
I think you'd be amazed at how this change really is not that severe.
The Angry One wrote...
I don't object to the idea of a hardcore mod, but removing the use of poultices, potions and kits entirely is a bit much.
DrUcross wrote...
Key tactics in use are:
- drawing enemies to you
- focus fire
- pulling away allies who are being focused
- low life allies should be at range using the bow
- powerful enemies tend to have larger increase of helath instead of damage, so kill them last
- disables should be used consistantly and immediately throughout the battle to prevent damage
Vadavim wrote...
You know, instead of outright disabling healing poultices and the like... it might be interesting if they shared a common timer. I'm unsure if there's a feesible way of doing this, but it would put a damper on spamming all of the poultices.
Mordern wrote...
Making healing effects weaker won't make using mages worse, it'll just mean you need to bring even more of them to compensate. Healing's an integral part of the game.
My suggestion would be making the standard 'healing' spells and whatnot only usable via the Spirit Healer specialization, or by activating a mode that decreases damage from spells by 'x' percent. That way a mage can still heal, but they have to sacrifice damage or CC potential in order to do so. Make it a tradeoff so that being a healer actually means being a healer and not a healer/damager/ccer.
FLdash wrote...
Poultices, potions, and injury kits are
crutches. Poultices and potions could make a return with significantly
reduced effects, including non-instant healing (slow regeneration) and
much, much longer cooldowns.
DrUcross wrote...
Yea, we are working on the AI. It's a much more challenging fix though.
Modifié par Vadavim, 13 novembre 2009 - 10:53 .
Modifié par Vadavim, 13 novembre 2009 - 10:54 .
Modifié par Vadavim, 13 novembre 2009 - 10:56 .
Mordern wrote...
Making healing effects weaker won't make using mages worse, it'll just mean you need to bring even more of them to compensate. Healing's an integral part of the game.
My suggestion would be making the standard 'healing' spells and whatnot only usable via the Spirit Healer specialization, or by activating a mode that decreases damage from spells by 'x' percent. That way a mage can still heal, but they have to sacrifice damage or CC potential in order to do so. Make it a tradeoff so that being a healer actually means being a healer and not a healer/damager/ccer.
Modifié par Vadavim, 13 novembre 2009 - 10:58 .
“Lyrium, health poutices, and injury kits are not useable”
Why?
I have always disliked potions in games. If I went into a battle with 100 potions that healed for 50hp each it is almost the same as going into the battle with 5000 more health. I have fought battles in DA:O where I could just sit there and solo a hard boss by constantly guzzling potions.
Modifié par BackwardCompatibility, 15 novembre 2009 - 04:38 .