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Heal cooldown to long?


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#26
Kamifel

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well, i always think that the cd of the heal was too short in DA:O.

In the demo, with the rogue and the mage (didn't try the warrior since they are two of them alread) you must kill the adds before the boss, if not you're tank won't make it. It's important that's already the case in normal, it annoce great thing for the nightmarish difficulty :)

The rogue is very enjoyable (finally), in dao, well he was boring ( from my point of view), the warrior was nice and the mage was very impressive (battle mage :D). In the demo, i enjoyed much more the rogue but without the feeling of being owerpowered, if i were not carefull and taking too many aggro, well my rogue was just dying as he should since the heal was not ready to save him :D

I constat also that there's many more crow control technique, it may be one of the reason why the heal is on a very long cd, for forcing us to use cc and be more tactil than a "bloody dps without thinking and you char never die because he is always saved by "heal"."

Modifié par Kamifel, 23 février 2011 - 06:32 .


#27
Guest_elektrego_*

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lazuli wrote...

AustinKain wrote...

I had to run around like a chicken with my head cut off in the Ogre fight with my mage. IT was something i would have expected from a MMO but not my beloved DA. I mean i finally got the ogre down, but it was a pain to run away so much so i could use a heal potion/spell to be albe to fling a fireball at the thing.

Heal/potion cd needs to be toned down IMHO.


Or you should use the other abilities available to you.  Yes, the cooldown is incredibly long compared to what it was in DA:O.  But there's a different philosophy behind combat now.  Stun the enemy and run.  Draw aggro to someone else.  You have options, even in the demo.


There are stil players out here, who enjoy Bioware games mainly for their great story and who do not want to micromanage every single party member all the time!
The healing cooldown is the only issue I have, so far! A really  bad move in the gameplay department!

#28
PinkShoes

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yes! in origins its 5 seconds in DA2 its 60 seconds. Way too long.

#29
Sesana

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As far as I can tell, you'd only be able to level twice by the time you get to the ogre. If you took Heal, you have, at best, one attack spell. Taking Heal early is actually counterproductive, even if you intend your Mage to be a healer. I don't see how having such a long CD (one minute? really? damn) on a simple, low-level spell is good game design or good strategy for a gamer. It discourages you from using it but in an emergency, sure. But if you've already taken it as a spell, it cripples the character.

#30
hamlin69

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Sesana wrote...

As far as I can tell, you'd only be able to level twice by the time you get to the ogre. If you took Heal, you have, at best, one attack spell. Taking Heal early is actually counterproductive, even if you intend your Mage to be a healer. I don't see how having such a long CD (one minute? really? damn) on a simple, low-level spell is good game design or good strategy for a gamer. It discourages you from using it but in an emergency, sure. But if you've already taken it as a spell, it cripples the character.


I took it right away, thinking ill stand back and heal the party and do damage with my staff in the meantime. I usually enjoy playing that roll as support but I guess I can't in this game. Oh well.

Modifié par hamlin69, 23 février 2011 - 07:50 .


#31
PsychoBlonde

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PinkShoes wrote...

yes! in origins its 5 seconds in DA2 its 60 seconds. Way too long.


It's more like 15 seconds, IIRC.  Either that or the upgrade DRASTICALLY reduces the cooldown time.

#32
PsychoBlonde

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hamlin69 wrote...

PsychoBlonde wrote...

Why is this in the tech support forum, though?


Not to sound rude, but why do you care if it is?


Because I don't like to miss interesting threads and I do if they're in the wrong place?

#33
naphidcorp

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 I agree, heal cool down is definitely a bit too long

#34
Arllekin

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i don't think is to long, is more than Origins, you just need to adapt, i see as good thing, everytime you are constantly healing your not constantly doing damage.

#35
aleroy

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lazuli wrote...

There is now a greater emphasis on proactive defense. Healing is reactive defense; the damage has already been done and you are reacting to it. The Rogue's Evade ability would be proactive defense- you move out of the way and redistribute aggro, ideally before too much damage has been done.


I couldn't agree more. The rogue class, especially, has a satisfying number of escape abilities. Every class has at least one AOE knock-back or stun ability. I like that the warrior is required to have Taunt early in the ability tree.

elek trego wrote...

There are still players out here, who enjoy Bioware games mainly for their great story and who do not want to micromanage every single party member all the time!


That's what the tactics feature is for. But, you still make a good point. For the tactics to be genuinely effective, you need to be able to switch tactics mid-battle. A single battle often calls for a drastic change in tact--a shift that simply cannot be expressed in less than 20 commands. Furthermore, in my experience, more command entries in a characters tactics left him less effective. The best tactics were the concise set of commands intended to achieve a specific objective.

I would like to see the option of multiple custom tactics sets and the ability to switch between them sans game menu.

{edit: actually, if we just had the ability to switch the behavior part of the tactics via radial or perhaps the direction pad ... that would be enough ... for me anyways}

Modifié par aleroy, 23 février 2011 - 08:11 .


#36
Katreyn

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I admit it made the last Ogre battle practically impossible if you take up Heal as your skill point, (I took Heal/aura) and not a damage skill. I had to restart my mage, just to get past that part. All the micromanaging in the world didn't make it any less impossible for me. Carter wasn't pulling enough dps (mostly he was always on adds), and staff damage alone was not enough for that Ogre.



Something did feel wrong here to me. It may be better later in the game. But as a first spell, I don't think it was a good idea to pick. Just my two cents.




#37
Kronaras

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Well i dont know about you guys, but i think aveline is badass! She never dies xD I only used 1 potion during the ogre battle. And when i played the demo as a tank aveline + hawke were hitting the ogre while having bethany running arround and throwing fireballs. No one died, but it took a little more than my rogue playthrough to finish ^^
Though i really hope spirit healers will have a better healing spell, or at least a passive skill that reduces the healing cooldown.

Modifié par Kronaras, 23 février 2011 - 08:19 .


#38
ArmeniusLOD

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My opinion is they are going Mass Effect on DA by making all classes action-oriented. In my opinion DA should stay a classic RPG, meaning a healer should be a healer that can cause damage if they want, even though that damage is very minuscule. A healer's main objective is to keep the party healthy, and they can't do that when they are crippled by abhorrently long cooldown times on their healing spells.

#39
hamlin69

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ArmeniusLOD wrote...

My opinion is they are going Mass Effect on DA by making all classes action-oriented. In my opinion DA should stay a classic RPG, meaning a healer should be a healer that can cause damage if they want, even though that damage is very minuscule. A healer's main objective is to keep the party healthy, and they can't do that when they are crippled by abhorrently long cooldown times on their healing spells.


Agreed!

#40
aleroy

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My first time through, I played battle-mage and made Bethany a healer (which was pointless, b/c just didn't even get to fight) ... but yeah, I wound up having to kite the ogre.

But after that I had no problems using Bethany as healer. I always defeated the ogre with at least three members alive. Granted, she was only able to heal once ... sometimes twice. But if you set her tactics to not Heal herself (or at least set it down to 25%) she won't waste a minute on herself. So long as you keep the baddies off her back and an eye on her health, it isn't difficult to switch control to her, drink a potion, and switch back.Also, set her behavior to "Ranged". That way she will run away from melee rather than waste her abilities swinging her ineffective staff in melee.

More to topic ... I often play cleric (especially in MMOs). I think the other classes often become far to dependent on them. In extreme cases, they forgo--even the most basic--strategy to blindly wail on their opponent. Of course, I realize that is not the average situation. But, likewise, micromanaging your party is not necessarily required for proactive healing. It will require more care and consideration in choosing abilities, certainly. But it will also require more attention to the tide of battle ... which is not micro in any way. There will likely be a lot of trial and error before you figure out which abilities and which tactics work best for your group. Battles will have to be planned rather than rushed. In my opinion, the longer Heal CD gives rise to a greater level of strategy. I'm all for it.

But perhaps that is not everyone's cup of tea.

#41
streunekatze

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way too long, I agree. I was shocked when I first used heal and wanted to use it again later but no it was still in cool down >_<

#42
aleroy

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ArmeniusLOD wrote...

... In my opinion DA should stay a classic RPG, meaning a healer should be a healer that can cause damage if they want, even though that damage is very minuscule.


My DA2 healer dealt minscule damage just fine--more than enough actually. I had to set her tactics to deal less damage. No melee. Her only offensive spell was her AOE freezing spell, which is effectively just as good as a minor healing spell. Less blood lost means less blood to restore.

A healer's main objective is to keep the party healthy, and they can't do that when they are crippled by abhorrently long cooldown times on their healing spells.


Healing is overrated. I agree with the decision to implement it as such.




{edit: grammar}

Modifié par aleroy, 23 février 2011 - 09:30 .


#43
Eurypterid

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Hard to tell with the limited demo, but I felt it was too long as well. With the timer set as it is right now, you really only have time to cast one healing spell per battle. It's pretty much over with by the time the spell's ready to cast again. At least, it seemed that way from the demo.

#44
Hadark

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I never really noticed. I was clearing out areas without needing to use it more then once. Until i used a health potion, switched to someone else to heal, then switched back in time to watch my Hawk die because she needed to heal but couldn't because spell and potion cooldowns were both taking forever.

#45
Urazz

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I felt heal's cooldown was way too long. Maybe if it was like 20 to 30 seconds, it would make more sense but 60? Wow! They really don't want us healing much at all.

#46
AustinKain

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Yeah i know this is a demo, but if they keep the heal/potion cd's the way they are i will never get off casual mode.

#47
MKDAWUSS

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It was a bit long. You might be able to get away with it if there's only one enemy and you can have others stun/KD him, but when there's multiple enemies, you're in a bit of trouble. I know I was a bit overwhelmed and dependent on health poultices again...



I guess that's something consider for Patch 1.01...

#48
corym77

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Yeah Heal has wayyyyyyyy to long a cooldown. Why not just keep the potion/heal cooldowns where they were? or at the very least make it no more than 15 seconds for either.

#49
Darkhour

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That healing spell is downright useless in any practical sense.

And I hear you also share a potion timer...Image IPB WTF are they thinking.  I was never a big potion spammer in DAO, and like the idea of longer cooldowns (I find quick potions cheap), but one person being able to heal at a time. So am I to take it that enemies don't have any AOE and taunt is EXTREMELY POWERFUL and 100% unresistable so that only one person in the party should ever be taking damage? 

#50
Urazz

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Darkhour wrote...

That healing spell is downright useless in any practical sense.

And I hear you also share a potion timer...Image IPB WTF are they thinking.  I was never a big potion spammer in DAO, and like the idea of longer cooldowns (I find quick potions cheap), but one person being able to heal at a time. So am I to take it that enemies don't have any AOE and taunt is EXTREMELY POWERFUL and 100% unresistable so that only one person in the party should ever be taking damage? 

They were wanting to make it a bit harder actually.  DAO isn't really hard since all the potions are on seperate cooldowns and the heal spells had such short cooldowns.  So making all healing potions share the same cooldown was the right thing to do.  What is bad though is the really long cooldown they put on heal.