Healing Potion cooldown.
#151
Posté 25 février 2011 - 01:02
#152
Posté 25 février 2011 - 01:19
kyles3 wrote...
I noticed in the demo that there don't seem to be injuries anymore after a character falls in battle. I suppose that offsets the longer cooldowns somewhat; if you're nearing the end of a fight, just let someone die and mop up with whoever's left in your party. Worked in ME2.
I believe I saw some injury kits being looted in the new video footage that Mike Laidlaw was showcasing involving Fenris. Injuries may be disabled in the prologue phase, or vary based on difficulty this time around?
#153
Posté 25 février 2011 - 01:26
1- if you're knocked back/down, you can't drink potion (same in Origins).
2- if you're casting an ability, you can't drink potion (same in Origins).
3- however, often, Carver and Aveline wouldn't stop auto-attacking when I told them to drink potion. I actually had to move them away from the combat, reclick drink potion, and only then they'd do it. That one seems new (and not too practical).
#154
Posté 25 février 2011 - 01:27
#155
Posté 25 février 2011 - 01:42
elektrego wrote...
Since a game like that is all about options, they should not force you to play their "intended" strategy. If someone wants to beat the game with the help of healing powers, they should be able to.
Personally, i adapted rather quickly and i manage to have my whole pary survive easily, but they still should not take away the option to play it differently. I am all for a cooldown for potions and healing powers, but right now they are definitly too long, imo.
If someone isn't as skilled or just wants to see the story just play it in easy or normal, till you feel you can go up one notch.
I suppose someone already said this but meh.
Faster combat, less damage, higher cooldown on heals = use those heals properly. If you're still being out damaged then either analyse your tactics and make em better, or play the game on an easier diffculty.
Hugs.
#156
Posté 25 février 2011 - 09:34
Vrex_12 wrote...
Does the combat work the same in DA:O as in DA 2?
That depends. Console players might find combat a bit more responsive and easier to control (at least I did), but I can't really vouch for PC players.
Anyway, back on topic.
I'm not asking to be able to spam potions (because based on how gameplay was, I probably wont even need to), but on more difficult fights (ESPECIALLY since the harvester is back, and there will probably even be more than one in the game), a shorter cooldown time would be useful.
Something like 5 seconds for casual, 10 for normal, 15 for hard, and 30 for nightmare.
Saying that just because you like something to be hard means everyone else should have it hard too isn't very good logic.
#157
Posté 25 février 2011 - 09:36
Atricks wrote...
This will make defensive abilities more valuable. I like it.
Agreed. I never liked the potion spamming in DAO.
#158
Posté 25 février 2011 - 09:36
nijnij wrote...
3- however, often, Carver and Aveline wouldn't stop auto-attacking when I told them to drink potion. I actually had to move them away from the combat, reclick drink potion, and only then they'd do it. That one seems new (and not too practical).
I tried to get Carver to drink a potion, 3 times. He never did, no one had I was watching so no cooldown should stop it...just ugh
#159
Posté 25 février 2011 - 09:37
#160
Posté 25 février 2011 - 09:40
#161
Posté 25 février 2011 - 09:42
nicodeemus327 wrote...
Atricks wrote...
This will make defensive abilities more valuable. I like it.
Agreed. I never liked the potion spamming in DAO.
I've never quite understood this argument. If you don't want to "spam" potions in DAO then... don't? I sold all my health potions or spaced out the use of them if I wanted an added challenge while I was playing (which wasn't often, but it did happen
Ah, yes. The real charmers are coming out of the woodwork, aren't they?Sabresandiego wrote...
Potions ruined Dragons Age origins.
If there is no cooldown on potions, there is no reason to ever invest
in defense and health. If it were up to me, potions would have a 5
minute cooldown. If you think potion cooldown is high, then set the game
to casual where you belong.
Modifié par Sabariel, 25 février 2011 - 09:46 .
#162
Posté 25 février 2011 - 09:46
I like how The Witcher did it with blood toxicity. I think that it's weird that potions can be drunk without any repercussions. Yes, I understand this is fiction and fantasy, it's just a personal gripe. A potion being a medicine doesn't mean that drinking a lot of it is a good idea eg irl medicines. Anyway, in The Witcher, the more potions you drank the higher your blood toxicity and if it maxes out then you die. I thought that was really cool. It forced me to prepare before a battle which made me feel like I was really beating the game and not just relying on heals to get me through a tough encounter.
#163
Posté 25 février 2011 - 09:49
#164
Posté 25 février 2011 - 09:50
Add to that that Mage Hawke, unlike Bethany, does not start with a AoE effect, and you see the problem is not the healer, but the total party configuration and subpar starting skill selection.
Modifié par Xewaka, 25 février 2011 - 09:51 .
#165
Posté 25 février 2011 - 09:51
Sabariel wrote...
Once again, no one is asking to be able to "spam" potions and healing. Just to use them in a timely fashion.
Oh, I see. So, say, a 20 sec cooldown then? Ithink that that is just long enough to make you think and short enough for it to be easier to use on the fly. Also, Abhorsen? Love those books a ton. Wish he would make more of them.
#166
Posté 25 février 2011 - 09:51
Xewaka wrote...
I'll post it again. The problem you're experience has nothing to do with potion cooldowns. It has everything to do with the fact that, in the demo build, two-hand weapon fighters are underperforming in relation to their intended power level (as indicated by Woo in another thread), and thus Carver's damage-to-durability ratio is lower than it should be.
Perhaps and perhaps not. Even if "it's all Carver's fault" the heal cooldown is still too long. I'd take 40s or 30s on Heal.
#167
Posté 25 février 2011 - 09:54
Sabariel wrote...
I've never quite understood this argument. If you don't want to "spam" potions in DAO then... don't? I sold all my health potions or spaced out the use of them if I wanted an added challenge while I was playing (which wasn't often, but it did happen)
That's just what I did. The game is still designed with their use being spammable. Having the game balanced differently, especially when its my play style (ie potions only for emergencies), is great.
#168
Posté 25 février 2011 - 09:55
Carver requires more healing than his damage output should ask for. And the heal coooldown is 40 s as per the tooltip.Sabariel wrote...
Perhaps and perhaps not. Even if "it's all Carver's fault" the heal cooldown is still too long. I'd take 40s or 30s on Heal.Xewaka wrote...
I'll post it again. The problem you're experience has nothing to do with potion cooldowns. It has everything to do with the fact that, in the demo build, two-hand weapon fighters are underperforming in relation to their intended power level (as indicated by Woo in another thread), and thus Carver's damage-to-durability ratio is lower than it should be.
The fact that most people didn't have that much trouble facing this encounter indicates that the problem is not in the encounter balance, but in using a suboptimal approach to it. It is design intent that battles of attrition are a losing position for the player. That's why there's reinforcement waves on a timer, rather than on amount of remaining enemies. If you can't command a fight with a strategy other than overheal incoming damage, then this game combat is not for you.
Modifié par Xewaka, 25 février 2011 - 09:57 .
#169
Posté 25 février 2011 - 09:56
Do we really need it like Dungeon Siege?, swing, gulp,swing,gulp, lolSabariel wrote...
Please, please, please tell me this won't be present in the actual game... or will at least be a toggle. Because with the much more frenetic combat having a health potion cooldown that long is... counterproductive to say the least
Edit: Forget the part asking about it not being in the game. I'll ask this instead: Is it a toggle? Or does it increase/decrease with difficulty? Or is it set?
#170
Posté 25 février 2011 - 09:56
But the choice of spamming them or not is yours. Perhaps if the game forced you to use a potion every ten seconds in battle or it stopped working I could understand this argument.nicodeemus327 wrote...
Sabariel wrote...
I've never quite understood this argument. If you don't want to "spam" potions in DAO then... don't? I sold all my health potions or spaced out the use of them if I wanted an added challenge while I was playing (which wasn't often, but it did happen)
That's just what I did. The game is still designed with their use being spammable. Having the game balanced differently, especially when its my play style (ie potions only for emergencies), is great.
#171
Posté 25 février 2011 - 09:56
Sabariel wrote...
Once again, no one is asking to be able to "spam" potions and healing. Just to use them in a timely fashion.
Yes or even almost untimely...Carver would not do it at all.
#172
Posté 25 février 2011 - 09:58
Xewaka wrote...
Carver requires more healing than his damage output should ask for. And the heal coooldown is 40 s as per the tooltip.
On my PC demo it says 60 sec on heal. Different builds/download centers?
#173
Posté 25 février 2011 - 09:59
I meant 30 or 20s, but I can't type. Though I could have sworn the Heal cooldown was a lot longer than 40s...Xewaka wrote...
Carver requires more healing than his damage output should ask for. And the heal coooldown is 40 s as per the tooltip.Sabariel wrote...
Perhaps and perhaps not. Even if "it's all Carver's fault" the heal cooldown is still too long. I'd take 40s or 30s on Heal.Xewaka wrote...
I'll post it again. The problem you're experience has nothing to do with potion cooldowns. It has everything to do with the fact that, in the demo build, two-hand weapon fighters are underperforming in relation to their intended power level (as indicated by Woo in another thread), and thus Carver's damage-to-durability ratio is lower than it should be.
The fact that most people didn't have that much trouble facing this encounter indicates that the problem is not in the encounter balance, but in using a suboptimal approach to it. It is design intent that battles of attrition are a losing position for the player. That's why there's reinforcement waves on a timer, rather than on amount of remaining enemies. If you can't command a fight with a strategy other than overheal incoming damage, then this game combat is not for you.
Modifié par Sabariel, 25 février 2011 - 09:59 .
#174
Posté 25 février 2011 - 10:00
Xewaka wrote...
I'll post it again. The problem you're experience has nothing to do with potion cooldowns. It has everything to do with the fact that, in the demo build, two-hand weapon fighters are underperforming in relation to their intended power level (as indicated by Woo in another thread), and thus Carver's damage-to-durability ratio is lower than it should be.
How is this different from a player that chooses to play with sub-optimal builds? The game should allow for different playstyles within reason, so saying that Carver's weakness is a "limitation of the Demo build" doesn't remove the desire for a reasonable cooldown on some things.
#175
Posté 25 février 2011 - 10:06
If a player desires to play with suboptimal builds then he should not complain his build is not optimal for combat.ladydesire wrote...
How is this different from a player that chooses to play with sub-optimal builds? The game should allow for different playstyles within reason, so saying that Carver's weakness is a "limitation of the Demo build" doesn't remove the desire for a reasonable cooldown on some things.Xewaka wrote...
I'll post it again. The problem you're experience has nothing to do with potion cooldowns. It has everything to do with the fact that, in the demo build, two-hand weapon fighters are underperforming in relation to their intended power level (as indicated by Woo in another thread), and thus Carver's damage-to-durability ratio is lower than it should be.
I found the cooldown on heal reasonable. I needed to heal Aveline once in the whole fight.
Modifié par Xewaka, 25 février 2011 - 10:07 .





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