Healing Potion cooldown.
#176
Posté 25 février 2011 - 10:08
I don't mind the cooldown if I can tell how many seconds are left.. so far, I've not found a way to see when the cooldown is up, the icon doesn't highlight or anything....
#177
Posté 25 février 2011 - 10:08
Sabariel wrote...
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.
The argument is if potion spamming is a fun mechanic. Not too hard to understand.
#178
Posté 25 février 2011 - 10:08
FieryDove wrote...
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.
Really? Huh, that's odd. Did you try slapping him upside the head first?
#179
Posté 25 février 2011 - 10:18
And someone correct me please if I'm wrong, but I kinda got the impression from the demo that there'll be only one kind of potions which increases your health/mana/stamina to the fullest. A shorter countdown would make them little bit overpowered in this case.
#180
Posté 25 février 2011 - 10:27
One man's timely fashion is another man's "spam", I suppose. When I played DA:O the first time, I found the cooldown on the heal spell very frustrating. It's longer now, but I also found it easier to keep my tank up, at least in the demo. So far, I think it's too soon to tell whether the cooldown is too long or short. That we get the same cooldown on all potions is a good thing.Sabariel wrote...
Once again, no one is asking to be able to "spam" potions and healing. Just to use them in a timely fashion.
#181
Posté 25 février 2011 - 10:35
Aldandil wrote...
One man's timely fashion is another man's "spam", I suppose. When I played DA:O the first time, I found the cooldown on the heal spell very frustrating. It's longer now, but I also found it easier to keep my tank up, at least in the demo. So far, I think it's too soon to tell whether the cooldown is too long or short. That we get the same cooldown on all potions is a good thing.Sabariel wrote...
Once again, no one is asking to be able to "spam" potions and healing. Just to use them in a timely fashion.
Well, my definition of spam is to use something (in this case a potion or heal spell) nearly simultaneously , over and over again. That is not what I am asking for.
#182
Posté 25 février 2011 - 10:37
Xewaka wrote...
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.
You know, I wonder why Bioware did away with Compaion autolevel when it seems that some people think that there is only one way to play the game; their way.
#183
Guest_iOnlySignIn_*
Posté 25 février 2011 - 10:52
Guest_iOnlySignIn_*
#184
Posté 25 février 2011 - 11:49
#185
Posté 26 février 2011 - 04:02
#186
Guest_distinguetraces_*
Posté 26 février 2011 - 04:03
Guest_distinguetraces_*
#187
Posté 26 février 2011 - 04:12
distinguetraces wrote...
I like the change a lot. It means defense will be about positioning and crowd control rather than spamming one spell.
Since I enjoy repeatedly repeating myself, no one is asking to "spam" any spell. Just to be able to use it in a timely fashion.
#188
Guest_distinguetraces_*
Posté 26 février 2011 - 04:15
Guest_distinguetraces_*
Sabariel wrote...
in a timely fashion.
...yes, every 40 seconds.
Seriously, this does seem like something it would be reasonable to vary by difficulty level.
#189
Posté 26 février 2011 - 04:18
distinguetraces wrote...
Sabariel wrote...
in a timely fashion.
...yes, every 40 seconds.
Seriously, this does seem like something it would be reasonable to vary by difficulty level.
FieryDove wrote...
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?
It seemed much longer than 40s to me and if it was 40s it was 40s too long. I'd take it down to 20 or 30s.
I've also already said that if it increased/decreased with difficulty that that would be awesome, but I haven't gotten any solid info yet.
#190
Posté 26 février 2011 - 04:19
Elvoria wrote...
Do we really need it like Dungeon Siege?, swing, gulp,swing,gulp, lol
DS potions had a good implementation, they had no cooldown, but they didn't heal you all at once, instead they granted increased mana/health regeneration for a few seconds. It was still easy to die if caught in a bad position. In DA, it was literally impossible to die if you had many potions - and all of them were on different cooldowns, which meant you could spam them like crazy.
#191
Posté 26 février 2011 - 04:21
wowpwnslol wrote...
Elvoria wrote...
Do we really need it like Dungeon Siege?, swing, gulp,swing,gulp, lol
DS potions had a good implementation, they had no cooldown, but they didn't heal you all at once, instead they granted increased mana/health regeneration for a few seconds. It was still easy to die if caught in a bad position. In DA, it was literally impossible to die if you had many potions - and all of them were on different cooldowns, which meant you could spam them like crazy.
All the potions in DAO have a 0.5s cooldown so you really wouldn't need to use different strengths to spam anyway.
#192
Guest_distinguetraces_*
Posté 26 février 2011 - 04:44
Guest_distinguetraces_*
FieryDove wrote...
On my PC demo it says 60 sec on heal. Different builds/download centers?
Peter Thomas (the lead gameplay designer) has said that he argued for 60 seconds but was dickered down to 40. The PC tooltip must be a relic of that debate.
#193
Posté 26 février 2011 - 04:55
#194
Posté 26 février 2011 - 04:59
Modifié par Manic Sheep, 26 février 2011 - 05:00 .
#195
Posté 26 février 2011 - 05:06
#196
Posté 26 février 2011 - 05:12
#197
Posté 26 février 2011 - 07:24
rumination888 wrote...
TeamLexana wrote...
Ideally most of the time yes but there is the odd time when the tank doesn't catch all the aggro fast enough which is where healing is suspose to come in so u can last enough to kill what's being difficult and attacking what isn't the tank esp early game when u don't have that many abilities yet to cc and aggro manage.
Fight the ogre again in the demo, except pick Heroic Aura instead of Heal on Bethany/Hawke when you level up. Watch as none of your characters will have a need to use a health potion. If your Hawke is a mage, pick up Winter's Grasp instead of Fireball and watch as the combination of Heroic aura + Winter's grasp makes the ogre about as threatening as a single genlock.
I always give Bethany Heal and Herioc Aura when I'm a squishy rogue. Sometimes it works just fine and it's "wow", and sometimes it doesn't and that's very fustrating cuz when it doesn't it's more because my god damn rogue won't attack or use her abilities when I know they are off cooldown so the incomming dps doesn't get reduced fast enough. The camera angles are very difficult to work with, esp with how fast the combat moves and trying to shift around a bit to hit that sweet spot so Hawke will actually attack.
When I'm a mage, I don't get heal, it's useless. Sadly, it's useless because there are far less of the akward camera and aiming issues, for me at least when I'm mage as opposed to DW Rogue because there's much moving around really. I do move around but not as near as much as the craprat crazy DW Rogue with that flipping around I'm going god damn it, now I can't see! ATTACK! *tank or me almost dead* DAMN IT!
#198
Guest_Glaucon_*
Posté 26 février 2011 - 07:35
Guest_Glaucon_*
#199
Posté 26 février 2011 - 07:36
#200
Guest_Glaucon_*
Posté 26 février 2011 - 07:39
Guest_Glaucon_*
Maria Caliban wrote...
I played an archer tonight and never needed to use a potion.
Yeah, I've played most of the variations now and have only needed potions a few times. Can we really say anything about the difficulty level of the game based on a demo that surely would have been designed to attract players?





Retour en haut






