Aller au contenu

Photo

Should Mages be able to use Heal and Group Heal easier?


26 réponses à ce sujet

#1
cJohnOne

cJohnOne
  • Members
  • 2 418 messages
It was sort of strange having to use a sustained ability to use goup heal.  Shouldn't you be able to use heal and group heal together on your mage?

I'll admit that I'm use to not having group heal around but it would be great if you could use it easier.  That's a major reason why you bring along a mage, isn't it?

Modifié par cJohnOne, 13 juin 2012 - 12:31 .


#2
Direwolf0294

Direwolf0294
  • Members
  • 1 239 messages
Personally, I think they need to downplay the importance of heals in DA3. In DA:O they were really important and it basically meant you were forced to bring a healer companion and also that mages felt really, really OP. In DA2 it was better but they went a bit too far the other way by making heals have an insanly long cool down. I think they need to aim at what they had in DA2 but just shorten the cooldown slightly. Also, all mages should have access to a healing tree.

#3
Kidd

Kidd
  • Members
  • 3 667 messages
Indeed I agree, it was great how you weren't required to have a healer in DA2. Healers helped - a lot at that - but they were not a necessity.

By making healing more powerful you will either require every party to have a mostly dedicated healer or make those parties who have one ridiculously overpowered.

#4
andar91

andar91
  • Members
  • 4 752 messages
I think healing and support should be a more valid option in DA3 (I felt like DA2 REALLY wanted me to be a blaster mage). I think the cooldowns should be a little more forgiving, and there should be at least 3 basic healing spells. For instance, Heal with a 30s cooldown, Regeneration with a 40s cooldown, and Glyph of Healing with a 60s cooldown (and a duration of 10s or so?). This would give more than just one basic healing spell without having too many things repeat themselves.

Edit: By Glyph of Healing, I mean something that increases health regeneration, not something that instantly regenerates health when someone's within range.

Modifié par andar91, 13 juin 2012 - 12:22 .


#5
AkiKishi

AkiKishi
  • Members
  • 10 898 messages
Mages are too powerful as it is.

#6
fchopin

fchopin
  • Members
  • 5 071 messages
Yes, if a mage cannot heal then i don’t want them in my team.

Mages that cannot heal are not real mages.

#7
Fast Jimmy

Fast Jimmy
  • Members
  • 17 939 messages
^
I'm pretty sure a correctly spec'd Merril Blood Mage damage dealer would really disagree with you. If you leveled her right, she was a game breaker and made every fight a walk in the park.

Who needs healing when your enemies drop dead at your feet within seconds?

#8
Teddie Sage

Teddie Sage
  • Members
  • 6 754 messages
YES, YES, YES!

As a pro healing addict, I hated how the cooldowns were so slow in Dragon Age 2. I like to play buffs and healers the most in rpgs because I like being in control of everything. I simply hate cooldowns on healings and buffs.

#9
SerTabris

SerTabris
  • Members
  • 254 messages
60 seconds for regular Heal was pretty bad. It really surprised me when I first got it in DA2, since I played it right after Origins (where I think it was 5 seconds or so).

Another thing I've always really wanted for healing was highlighting of dead allies for area-of-effect revival spells/items. I've mistaken fallen enemies for my allies a few times and wasted the spell (Origins)/item (DA2).

#10
MichaelStuart

MichaelStuart
  • Members
  • 2 251 messages
I would prefer they get rid of cooldown times.
I find having cooldown times redundant, when we already have a mana/stamina meter to stop us spamming abilities.

Having modded my game to remove cooldown times, I found combat was quicker, but no less hard.
I still ended up losing the same amount of health.

#11
TJX2045

TJX2045
  • Members
  • 1 111 messages

cJohnOne wrote...

It was sort of strange having to use a sustained ability to use goup heal.  Shouldn't you be able to use heal and group heal together on your mage?

I'll admit that I'm use to not having group heal around but it would be great if you could use it easier.  That's a major reason why you bring along a mage, isn't it?

The lack of healing skills is very evident when compared to DAO.  It was really disappointing.

In DAO, you had a Regular Heal, a Regeneration Heal, a Stamina/Mana Regeneration spell, and even Protection style heal/support skills (4 extra skills).  When you added Spirit Healer, you got a group heal, a revival skill, a skill that negates fatal damage and a sustained aura that heals and cures injuries every so often.

Altogether, DAO had about 12 or more defensive mage skills that healed/negated damage.

The only ones that carried into DA2 were the sustained protective aura and the regular heal.  With Spirit Healer you got a group heal, a revival skill, and a sustained aura that only heals.  On top of that, you can only use defensive skills and no offensive skills, rendering all of your other skill trees and specializations that are offensive useless until you disabled your aura, which then made group heal and revival useless until it recharged or until you used it again.

Altogether, DAO only had 2 healing skills that were not sustained abilities and one sustained protection spell outside of the glyphs which do not negate or protect allies outside of repelling enemies or paralyzing them which become a bit useless during boss fights as opposed to the defensive/offensive auras in DAO.

In Origins, I avidly used spirit healer even when I was an arcane warrior.  In DA2, I have no desire to use that specialization because I wanted to attack AND heal like I had done in the original game.  I only ever used it to group heal occasionally and to resurrect fallen allies.  And during the fight with the darkspawn in Legacy where there's constant damage after a while.

Modifié par TJX2045, 13 juin 2012 - 09:21 .


#12
Vormaerin

Vormaerin
  • Members
  • 1 582 messages
Since its entirely possible to play through the two DAs without a healer as it is, if you pump up the mages' healing abilities you'd have to rebalance the fights in some way, either by buffing mobs or nerfing healing (fewer pots avaiable or each casting is less effective).   And if you go the buffing mobs route, you risk something worse:  mandatory mages in the party.

Modifié par Vormaerin, 13 juin 2012 - 09:26 .


#13
TJX2045

TJX2045
  • Members
  • 1 111 messages

Vormaerin wrote...

Since its entirely possible to play through DA2 without a healer as it is, if you pump up the mages' healing abilities you'd have to rebalance the fights in some way. And then you'd be in a worse situation: needing the mage healer or else.

You didn't have to have a mage healer in DAO and they had 12 skills at their disposal defensively.  And could go on the offensive without having to disable a sustained aura.

Only difference is you used less potions and poultices. ;)

Modifié par TJX2045, 13 juin 2012 - 09:23 .


#14
Vormaerin

Vormaerin
  • Members
  • 1 582 messages

TJX2045 wrote...

You didn't have to have a mage healer in DAO and they had 12 skills at their disposal defensively.  And could go on the offensive without having to disable a sustained aura.

Only difference is you used less potions and poultices. ;)


Yes, I know you didn't need a mage healer.  I completed the game with a party of Sten, my 2h warrior, Oghren (or Loghain), and Leilana.   Only place I had a mage after Ostagar was the Tower (since I didn't kill Wynne).

#15
PsychoBlonde

PsychoBlonde
  • Members
  • 5 130 messages

Direwolf0294 wrote...

Personally, I think they need to downplay the importance of heals in DA3. In DA:O they were really important and it basically meant you were forced to bring a healer companion and also that mages felt really, really OP. In DA2 it was better but they went a bit too far the other way by making heals have an insanly long cool down. I think they need to aim at what they had in DA2 but just shorten the cooldown slightly. Also, all mages should have access to a healing tree.


I've played through both games with parties that contained no mage.  You do not HAVE to have a healer in EITHER game.

#16
mopotter

mopotter
  • Members
  • 3 743 messages

TJX2045 wrote...

Vormaerin wrote...

Since its entirely possible to play through DA2 without a healer as it is, if you pump up the mages' healing abilities you'd have to rebalance the fights in some way. And then you'd be in a worse situation: needing the mage healer or else.

You didn't have to have a mage healer in DAO and they had 12 skills at their disposal defensively.  And could go on the offensive without having to disable a sustained aura.

Only difference is you used less potions and poultices. ;)


The sustained aura irritated me a lot.  Especially as far as healing went.  DA:O I set up all mages to heal and revive.  One was a healer but still had a few damage spells and my fighting mage mostly did damage, but could heal and revive as needed.   I used potions mostly when I wanted to do something without a mage along. 

 DA2 I had to get rid of healing sustain if I wanted them to fight and then go back to sustain if I wanted them to heal.  I love mages, but I did not like having to use sustained auras. :)  I actually used more poutions in DA2 becuase it was such a pain having to switch around.  

Modifié par mopotter, 14 juin 2012 - 11:10 .


#17
mopotter

mopotter
  • Members
  • 3 743 messages

PsychoBlonde wrote...

Direwolf0294 wrote...

Personally, I think they need to downplay the importance of heals in DA3. In DA:O they were really important and it basically meant you were forced to bring a healer companion and also that mages felt really, really OP. In DA2 it was better but they went a bit too far the other way by making heals have an insanly long cool down. I think they need to aim at what they had in DA2 but just shorten the cooldown slightly. Also, all mages should have access to a healing tree.


I've played through both games with parties that contained no mage.  You do not HAVE to have a healer in EITHER game.


Yes.  I've done this too.  Sometimes it was actually easier not to rely on my mage, I just made sure I had plenty of potions.  

#18
cJohnOne

cJohnOne
  • Members
  • 2 418 messages
Well, I was hoping for more input from the comminity on this topic.

#19
Allan Schumacher

Allan Schumacher
  • BioWare Employees
  • 7 640 messages

I'll admit that I'm use to not having group heal around but it would be great if you could use it easier. That's a major reason why you bring along a mage, isn't it?


My principle combat uses for mages are typically always offensive instead of defensive. Whether through crowd controls or direct damage type of abilities.

#20
cJohnOne

cJohnOne
  • Members
  • 2 418 messages
Well I like to bring along Merril and she's all offense but I also like Wynne.

#21
TJX2045

TJX2045
  • Members
  • 1 111 messages

mopotter wrote...

TJX2045 wrote...

Vormaerin wrote...

Since its entirely possible to play through DA2 without a healer as it is, if you pump up the mages' healing abilities you'd have to rebalance the fights in some way. And then you'd be in a worse situation: needing the mage healer or else.

You didn't have to have a mage healer in DAO and they had 12 skills at their disposal defensively.  And could go on the offensive without having to disable a sustained aura.

Only difference is you used less potions and poultices. ;)


The sustained aura irritated me a lot.  Especially as far as healing went.  DA:O I set up all mages to heal and revive.  One was a healer but still had a few damage spells and my fighting mage mostly did damage, but could heal and revive as needed.   I used potions mostly when I wanted to do something without a mage along. 

 DA2 I had to get rid of healing sustain if I wanted them to fight and then go back to sustain if I wanted them to heal.  I love mages, but I did not like having to use sustained auras. :)  I actually used more poutions in DA2 becuase it was such a pain having to switch around.  

This so much.

I hate it.  Almost as much as the restriction of Blood Magic as well.  In DA:O they couldn't be healed completely the normal way but they still got health.  DA2 says the only healing they have is to take health from other party members.  Which was lame. <_<  Haven't played blood mage (not fully anyways as I changed the specialization because of that) yet so I can't necessarily see how it works in combat, and I don't think it's as bad as what they did with Spirit Healer since it doesn't restrict everything but the blood magic skills.

With how Spirit Healer is, it means you are pretty much useless in one way or another unelss all your skills are defensive/indrect offensive (Like Elemental Weapons).

It works for Anders, but I am not interested in playing all healing like I would have in DAO since all the other healing skills, that were really useful instead of having you just sitting around waiting for the cooldown on Heal, were cut out. :pinched:

Modifié par TJX2045, 14 juin 2012 - 09:44 .


#22
Wulfram

Wulfram
  • Members
  • 18 950 messages
I don't think needing the healing sustain was a good idea. Much too much hassle to turn it on and off.

Otherwise, I thought healing was well balanced this time around. Valuable, but not vital. And healing potions were no longer game breakingly spammable, which is good.

Though the creation tree overall was overpowered. Not for healing, but for haste and heroic aura.

#23
Pzykozis

Pzykozis
  • Members
  • 876 messages
I can see I'll be all lonely on my side of the fence, but nah, I'd prefer to get rid of combat healing pretty much all together or somehow give it downsides temporary health (that can knock a person out when it wears off) or something to mitigate damage for a short period of time no filling health bars back up, it does bad things to overall balance and encounter design.

#24
Ghidorah14

Ghidorah14
  • Members
  • 180 messages

TJX2045 wrote...

This so much.

I hate it.  Almost as much as the restriction of Blood Magic as well.  In DA:O they couldn't be healed completely the normal way but they still got health.  DA2 says the only healing they have is to take health from other party members.  Which was lame. <_<  Haven't played blood mage (not fully anyways as I changed the specialization because of that) yet so I can't necessarily see how it works in combat, and I don't think it's as bad as what they did with Spirit Healer since it doesn't restrict everything but the blood magic skills.


In DA2, there's an ability you can get that allows you to replenish a nice chunk of health from dead bodies (and and upgrade for that  allows some health to also be drained from living enemies).

That said, I LOVE playing as a blood mage in DA2. It's just so damn fun to bust through armored enemies with Hemorrhage and then recover off of their defeated allies with Grave Robber. In DAO it took FOREVER to unlock anything useful. And by that point, you spent most of the game not playing as a blood mage.

#25
iheartbob

iheartbob
  • Members
  • 583 messages
I might have been okay with group healing requiring the sustained ability being active if it weren't for the fact that it negated all your offensive powers.  I think that's what actually requires all the switching back and forth. My guess is the idea is that if you had a healer in your group for DA:II they were expecting you to be running with an all Defense mage.

I generally run with two mages in my party at all times and I rarely ever speck any of my mages to be purely offensive or deffensve. 

The fact that Merril didn't have access to the Creator tree (and thus a basic heal spell) meant that unless I was playing as a mage with healing capabilities I would often use Anders instead. 

I wouldn't mind the sustained ability needing to be active in DA:III because a spirit healer is not unlike a bloodmage in that their extra abilities are augmented in some form from a creature from the fade.  So it makes sense that you might have to use a sustained ability.  Just take away the condition of not being able to cast offensive spells while in that mode.