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cooldowns between heroic aura and heal mixed up?


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#1
Mr.House

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Am I the only one that thinks the cooldowns are mixed yup for these two spells? Heal has a cooldown of 60s which makes it useless while heroic aura has a short cool down(5s) which makes no sense since it should have
a long cooldown. Was this a bug or is this how the cooldowns will be fort he two spells, if so that's very lame because being a healer is nerfed now.  Hope Bioware responds to this :)

Modifié par Mr.House, 23 février 2011 - 12:00 .


#2
Sharn01

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Whats the cooldown on potions now? It does seem silly for heal to have a long cooldown if you can potion spam, but if they are both on long cooldowns then it may just be they want you to think rather then heal every little bit of damage.

#3
Isaidlunch

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Doubt it's a bug since Elemental Weapons has a 5 second cooldown as well and is also a party buff. It's more likely that they're balancing the game around slower and more gradual damage which wouldn't work well with a short Heal cooldown.

#4
Captain Crash

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I agree with House. Heal just seems far too long although having a 5s cooldown would be far too quick.



I know in the main game you can customise your tactics but in the demo Heal was a pain. For Bethany I found that often she would heal herself when damaged during an encounter rather then healing a more wounded squadmate. Then with the exceptionally long cooldown you ended up consuming a lot more potions. They too have a cooldown.



Maybe its gameplay and we need to get used to it. But something tells me its not quite right.

#5
adneate

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Kazanth wrote...
Doubt it's a bug since Elemental Weapons has a 5 second cooldown as well and is also a party buff. It's more likely that they're balancing the game around slower and more gradual damage which wouldn't work well with a short Heal cooldown.


If that's the case it's a failure because damage spells still have a short cooldown in addition to being more plentiful than healing spells. I can cast damage spells in a volley one after the other but the 60 second cooldown on Heal means that I can cast it once or twice a fight and make pretty much no difference whatsoever. I can't bring your party back from the brink because it only heals one person every now and then and it can't keep a tank on it's feet because the cooldown is so long that all the health you restore will get beat out of the tank in about 30 seconds.

Heal is a useless spell now, there is no point in taking it.

#6
Hedera

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I noticed this as well. Used heal once, then couldn't use it for the duration of the battle. Kind of defeats the purpose, no?

#7
Mr.House

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adneate wrote...

If that's the case it's a failure because damage spells still have a short cooldown in addition to being more plentiful than healing spells. I can cast damage spells in a volley one after the other but the 60 second cooldown on Heal means that I can cast it once or twice a fight and make pretty much no difference whatsoever. I can't bring your party back from the brink because it only heals one person every now and then and it can't keep a tank on it's feet because the cooldown is so long that all the health you restore will get beat out of the tank in about 30 seconds.

Heal is a useless spell now, there is no point in taking it.

Pretty much, heal is a useless spell in the demo, it's more wise to use a potion then heal >.>

#8
Quackk_Attack

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Yeah, I think you're right, unless they mean to end Heal spamming...which is an RPG staple.

#9
adneate

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Quackk_Attack wrote...
Yeah, I think you're right, unless they mean to end Heal spamming...which is an RPG staple.


They didn't end damage spamming so it's a really dumb decision, heal can never even come close to matching damage dealt which means it's better to not heal anyone and never take the spell investing instead in ways to damage enemies so you can end the encounter quicker and prevent people from taking more damage than they can withstand.

If that's their "balancing" method they should just remove the spell completely because as it stands it's good for nothing.

#10
Loc'n'lol

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Heroic aura is a modal, of course it has a small cooldown, you can turn it on and off pretty much as you want.
And heal has a long cooldown because they decided to get rid of heal spam and that's great. Make that one heal spell count, you won't get another one for a long time.

adneate wrote...
They didn't end damage spamming so it's a
really dumb decision, heal can never even come close to matching damage
dealt which means it's better to not heal anyone and never take the
spell investing instead in ways to damage enemies so you can end the
encounter quicker and prevent people from taking more damage than they
can withstand.


Nonsense. Heal regenerates 40% of the health of whoever you cast at, 60% with the upgrade. You'll have a hard time finding an ability that an take off 40% of a boss health in one hit. There's only so much damage you can do in a given amount of time, and enemies come in waves, the healing spell is very useful in long battles.

Modifié par _Loc_N_lol_, 23 février 2011 - 12:37 .


#11
scootermcgaffin

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Maybe they did that so there would be an actual reason for the Spirit Healer spec? Instead of "eh, give a mage Heal and you're good to go"?

#12
adneate

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_Loc_N_lol_ wrote...
Nonsense. Heal regenerates 40% of the health of whoever you cast at, 60% with the upgrade. You'll have a hard time finding an ability that an take off 40% of a boss health in one hit. There's only so much damage you can do in a given amount of time, and enemies come in waves, the healing spell is very useful in long battles.


No it's not I can cast Winter's grasp, Fireball, Firestorm and probably be ready to cast all those spells again in about 5 seconds. I cast Heal once and have to wait an entire minute to cast what is essentially a potion again. You still have to rely on potions for any serious healing and the point is a waste when you're sacraficing your ability to deal greater damage to get the ability to heal your companions.

How it worked in Origins was fine, it was rapidly recharging spell with a merly average amount healed but continual casting was very draining on your mana pool. In DA2 it's useless when compared to damage dealing. You can't adequately restore damage so it's better to kill enemies and prevent damage from occuring in the first place.

#13
Isaidlunch

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adneate wrote...

Kazanth wrote...
Doubt it's a bug since Elemental Weapons has a 5 second cooldown as well and is also a party buff. It's more likely that they're balancing the game around slower and more gradual damage which wouldn't work well with a short Heal cooldown.


If that's the case it's a failure because damage spells still have a short cooldown in addition to being more plentiful than healing spells. I can cast damage spells in a volley one after the other but the 60 second cooldown on Heal means that I can cast it once or twice a fight and make pretty much no difference whatsoever. I can't bring your party back from the brink because it only heals one person every now and then and it can't keep a tank on it's feet because the cooldown is so long that all the health you restore will get beat out of the tank in about 30 seconds.

Heal is a useless spell now, there is no point in taking it.


Sorry, I worded it wrong. What I meant was that they may be trying to make incoming damage be slower and have healing be more about prolonging a fight rather than a necessity like in Origins. If that's what they're going for then I disagree that it makes no difference. A Heal inbetween health poultice cooldowns could be the difference between losing and winning.

#14
Mr.House

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Group heal has a shorter cooldown then heal.... It's a bug or a design flaw.

Modifié par Mr.House, 23 février 2011 - 12:49 .


#15
Arttis

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SHould have made it 45 seconds.


#16
Mr.House

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Arttis wrote...

SHould have made it 45 seconds.

I say 5 to 20 seconds.

#17
Arttis

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nah would make potions almost useless.I would compromise with 30 seconds.
Picking up heal first thing as mage in that demo made me near useless.

Modifié par Arttis, 23 février 2011 - 12:54 .


#18
adneate

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Kazanth wrote...
A Heal inbetween health poultice cooldowns could be the difference between losing and winning.


Unlikely since Fireball has both a shorter recharge time and the ability to hit and knock down multiple enemies leaving them unable to attack and vulnerable to attack themselves. Heal's 60 second cooldown time can't compete with that since if I cast it on someone in touble all those enemies that are beating his head in are still beating the crap out of him. If I had hit them with a fireball they'd all be on the ground taking damage and not dealing it.

The problem is that a healing mage is substantially less useful than a damage dealing mage because they have dramatically less ability to influence the course of battle. Maybe heal is a great little bonus later on once you have all the great damage spells but if you're starting out as a Healer you might as well put a gun in each of your companion's mouths and pull the trigger because you sure as hell can't help them.

#19
Sharn01

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Kazanth wrote...

adneate wrote...

Kazanth wrote...
Doubt it's a bug since Elemental Weapons has a 5 second cooldown as well and is also a party buff. It's more likely that they're balancing the game around slower and more gradual damage which wouldn't work well with a short Heal cooldown.


If that's the case it's a failure because damage spells still have a short cooldown in addition to being more plentiful than healing spells. I can cast damage spells in a volley one after the other but the 60 second cooldown on Heal means that I can cast it once or twice a fight and make pretty much no difference whatsoever. I can't bring your party back from the brink because it only heals one person every now and then and it can't keep a tank on it's feet because the cooldown is so long that all the health you restore will get beat out of the tank in about 30 seconds.

Heal is a useless spell now, there is no point in taking it.


Sorry, I worded it wrong. What I meant was that they may be trying to make incoming damage be slower and have healing be more about prolonging a fight rather than a necessity like in Origins. If that's what they're going for then I disagree that it makes no difference. A Heal inbetween health poultice cooldowns could be the difference between losing and winning.


It should be the occasional health poultice between healing spells not the other way around.  I really hate potion spamming.

#20
adneate

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I think a reduction to 40 - 45 seconds would solve the entire problem, the spell would be useful enough to help keep your companions in the action so they can deal the damage you had to give up in order to be able to heal them yet at the same time not undermine the Spirit Healer spec or the utility of potions.



With the current cooldown what you have to give up doesn't equal out to what you gain.

#21
Nautilus1516

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yeah this must be a bug, it makes the Heal spell completely useless/not worth it.

#22
The_mango55

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Gotta agree that heal is not worth spending a point on right now.

#23
Leonick91

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Gonna bring this up, adding that I too find it rather odd with such a long cooldown.



Would be nice to get some Bioware input and hear how it is in final.

#24
Quackk_Attack

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Yeah, some input would be nice, is this how it was designed? Or is it a bug?



It seems we may never know until the final release. Which isn't really that bad, but it could really gimp the mage class/healing in general. And could end up causing potion spamming to be necessary.

#25
Neverwinter_Knight77

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That is just one of the many things that angered me about this demo. A healing spell with a completely absurd cooldown and a "quick heal" button that worked once and became unresponsive in subsequent clicks. This isn't a multiplayer game, so I don't know why people would complain "balance" anyway.