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Does bioware hate healing and healers?


257 réponses à ce sujet

#1
Buffy-Summers

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First the shared poultice cooldown

Then the long cool down on poultices

And now you cant even cast a healing spell  and then anything but a healing spell


Whats going on Bioware?

Are you chantry templars in disguise?

Blood magic sustained wasnt bad enough you had to make a healing magic sustained as well

You know people arent going to just be a dedicated healer

You know that people are now just going to have to cast healing aura, cast heal, remove healing aura

You did nothing except excerbate carpel tunnel or force people to keep just one healer in the party at all times

http://dragonage.wik..._(Dragon_Age_II)

Healing Aura
Sustained
Range: 6m
Health regeneration rate: +50% for all party members
Upkeep: 30%
Cooldown: 10s
While this mode is active, the mage can
use spirit healer spells and becomes a locus for restorative energies,
increasing the natural healing of all allies within the aura. The mage
cannot cast any offensive spell
for the duration of the effect.
 

#2
upsettingshorts

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I think they've said they want healing to be more tactical than just spamming heals.

#3
MasterSamson88

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They're just trying to make healing more tactical. As opposed to spamming heal.

Edit: JYNX

Modifié par MasterSamson88, 28 février 2011 - 05:47 .


#4
EricTheLoon

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I see nothing wrong with this.

#5
Nonoru

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In short kill them before they kill you!

#6
Esbatty

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I liked having my Mage with a stack of heal/regen spells. It made me feel like Oprah.

"And you get a heal, and you get a heal, and you get a heal!"

#7
Sharn01

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I am cool with longer cooldowns on heals to make things more tactical, I just think that healing magic should be more effective then chugging potions constantly.

#8
BeardedNinja

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You mean I cant be an infinite healing GOD anymore? I actually have to think more about tactics? Oh the DRAMA! lol

#9
zyron_the_great

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Nonoru wrote...

In short kill them before they kill you!


this works too

#10
Sarielle

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No, they just hate you, I'm sure. :B

#11
AustinKain

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I may not be a full time healer with my mage, but having another mage in the party as such thing was my plan anyway.

#12
Saphara

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and people were complaining about the game being less tactical...

I bet on a higher difficulty, later in the game beyond the demo intro, this will be quite interesting to figure out.

#13
djwyattwood

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Any reason to have a healing mage then? Should I just stack healing pots?

#14
EricTheLoon

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AustinKain wrote...

I may not be a full time healer with my mage, but having another mage in the party as such thing was my plan anyway.


This. I'll let Anders worry about the healing. I just want to kill stuff.

#15
Beerfish

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I kind of agree with the op in this going by the way the demo played out for me. Why is it more 'tactical' to have a long long cool down on healing and seemingly much shorter ones for offensive spells? It may be my imagination but that is the way it seemed. I'd much rather use spells more for healing and have them restrict healing potions.

#16
LK Tien

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Healing has been smarted up.

#17
Saphara

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djwyattwood wrote...

Any reason to have a healing mage then? Should I just stack healing pots?


except you cant chug potions now either Posted Image

#18
Wissenschaft

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djwyattwood wrote...

Any reason to have a healing mage then? Should I just stack healing pots?


Those pots have long cool down times. So yeah, its good to have some extra healing from a mage. Whether or not its worth being a spirit healer is another matter.

#19
Atmosfear3

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Healing Aura will probably be one of those spells you only ever use for situations where your entire party is taking a lot of damage, in which case I don't see a problem with only being able to cast healing spells while under the aura as a mage.

#20
Buffy-Summers

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Removing all the healing isnt tactical its neutering half of the value of mages

Maybe we should critical attacks that would make rogues way more tactical

Maybe we should remove armor for warriors, now the tactics is just flying all over the place

6m aura is tiny

What do they want me, in the pocket of the armored ogre fiend while my friends hit it with sticks a few hundred times

Seems like the only response was "more tactical"

I guess its more tactical by limiting options, is less really more?

#21
rwilli80

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I can see the long cool down time for the healing spell, but the long wait between the poultice is ridiculous. I mean they are little jugs, if the player wants his character to down three or four in a row I don't see why Bioware has to dictate other wise.

#22
Saphara

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Buffy-Summers wrote...

Removing all the healing isnt tactical its neutering half of the value of mages

Maybe we should critical attacks that would make rogues way more tactical

Maybe we should remove armor for warriors, now the tactics is just flying all over the place

6m aura is tiny

What do they want me, in the pocket of the armored ogre fiend while my friends hit it with sticks a few hundred times

Seems like the only response was "more tactical"

I guess its more tactical by limiting options, is less really more?


Heal hasnt been "removed". You just have to be smarter about when to use it, when to activate the aura, when to use the heal pot for maximum effectiveness, ect...

#23
Phoenixblight

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 First the shared poultice cooldown



Source? Because in the demo they do not share a CD each character has its own CD for potions. 

#24
BeardedNinja

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Buffy-Summers wrote...

Removing all the healing isnt tactical its neutering half of the value of mages

Maybe we should critical attacks that would make rogues way more tactical

Maybe we should remove armor for warriors, now the tactics is just flying all over the place

6m aura is tiny

What do they want me, in the pocket of the armored ogre fiend while my friends hit it with sticks a few hundred times

Seems like the only response was "more tactical"

I guess its more tactical by limiting options, is less really more?

Well you asked and people answered w/ what they thought, sorry if it wasnt what you were looking for.

#25
Guest_distinguetraces_*

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I really like these changes -- I typically make my main a crowd control/support mage, and this will make that role more interesting to play.

However, I slightly prefer making all healing items heal-over-time to simply putting a cooldown on them -- the way it is in Fallout New Vegas on hardcore. That way there's no magic bullet, you have to look ahead in managing your health.