It would be nice to see a life drain or life steal mechanic in the game for people who don't want to invest in potions all the time. One of my main gripe with Dragon Age II was that the potions cost a chunk of money and investing in them should purely be considered a choice and not a compulsary option. It was nice that we could craft our own potions in DA:O but since that feature was not availale in DAII, it would be nice to see magic imbued weapons with life steal/drain ability; healing a percentage of the damage dealt to the enemy with each blow.
God knows it would suck if we had to invest in (bankrupting) potions on Hard difficulty with the already limited economy of the game as stated officially (game's resources will be limited, have to used the wisely.) I know I don't want to run around everywhere wasting money on potions, I wanna buy the expensive equipments, tools, accessories and anything else that is of great use on the quest. Definitely not looking to waste it all on potions trying to heal melee chars.
Although I doubt any such mechanics could be added to the game at this point in time if they haven't already added something similar but alas one can hope/dream.
Please tell me there is a life steal/drain mechanic in DA:I...
#1
Posté 23 avril 2014 - 11:31
#2
Posté 24 avril 2014 - 10:43
#3
Posté 24 avril 2014 - 01:22
Sorry, there will be no Gabriel Belmonts in this game to suck people's blood for health. The closest thing that comes to life draining is that one spell from Origins in the Entropy school. Maybe it'll make a comeback, maybe not. And honestly, I don't understand the logic behind it when you said "people should be given alternate ways to regain health". There are healing spells for Mages but the whole point of playing in a harder difficulty is to have limited supply of potions and limited ways to regenerate health. If you don't want to play like that, lower the difficulty.
- hallfing aime ceci
#4
Posté 25 avril 2014 - 01:49
I think the idea behind the harder difficulty setting is you have to use everything at your disposal to beat certain combat encounters, it's supposed to push your team and your abilities as a player, if you didn't have to use potions (in conjuction with healing spells and life drain abilities) then it wouldn't be much of a challenge, and in fact if you want to challenge yourself even more why not just no buy the potions and just use the abilies and spells of the classes you take into combat? On the other if you don't like using potions then the lower difficulty settings are probably more for you.
I'm pretty sure I'm aware of what harder difficulties are all about. I've played Origins countless times and Not once after level 14 have I bothered using potions on the hardest difficulty on Origins. The lifesteal/drain ability would be a welcome feature for the main tank while he chugs an occasional potion or two so that mages don't have to go with a supporting build, instead they can go pure AoE damage based builds with enemy disabling builds that stuns or disables the enemy (basically griefing a mob). Contrary to popular beliefs not everybody wastes points on heal based spells.
Sorry, there will be no Gabriel Belmonts in this game to suck people's blood for health. The closest thing that comes to life draining is that one spell from Origins in the Entropy school. Maybe it'll make a comeback, maybe not. And honestly, I don't understand the logic behind it when you said "people should be given alternate ways to regain health". There are healing spells for Mages but the whole point of playing in a harder difficulty is to have limited supply of potions and limited ways to regenerate health. If you don't want to play like that, lower the difficulty.
Good catch with Gabriel. As for healing spells - if the Spells cooldown system of DA:I is anything like DA II then it will be a horrible experience for anyone that likes to go mostly melee party with a mage dps as their main strat. I don't think 1 mage can heal the entire party in a mobfight like the "wave enemies." And no, the whole point of playing at a harder difficulty is not to have limited potions or limited ways to regenerate health, -__- if that's what you took away from the difficulty levels then your way of playing has ultimately failed you.
Harder difficulty pushes you into using clever strategies agianst tougher opponents whilst making sure you have a challange. Dark Souls would like to have a word with you!
#5
Posté 25 avril 2014 - 01:57
Having to fight using well thought out strategies goes without saying in a hard difficulty, that's why I didn't mention it. Having limited healing will push you towards using those strategies and change your party setup more often to meet the demands of the challenge. If you knew that, I don't know why you were asking for alternate ways to heal other than options, that would make survivability easier. You are contradicting yourself.
#6
Posté 25 avril 2014 - 09:24
Having to fight using well thought out strategies goes without saying in a hard difficulty, that's why I didn't mention it. Having limited healing will push you towards using those strategies and change your party setup more often to meet the demands of the challenge. If you knew that, I don't know why you were asking for alternate ways to heal other than options, that would make survivability easier. You are contradicting yourself.
Sigh... I've played DA:O & II at least 8 times each now and 5 of those playthroughs were all on the hardest difficulty on both games. I know my playstyles better than you do and If you can't understand what I'm saying then don't bother replying. I'm not here for your "opinion" This post is meant for bioware community team.
#7
Posté 25 avril 2014 - 02:40
Onto the matter at hand though. Personally if I had a life stealing ability on my main tank and melee characters as I think you are proposing, then yes that would negate the use of potions, but it is not making the game a little easier, if you have all the best gear from simply buying it from vendors does it not make the difficulty irrelevant for you, as you are essentially “out gearing” the content?
Having to bring pots and make preparations before a fight and plan your strategy is all part of what makes the higher difficulty settings more fun and engaging, you need to spend time and prep, I think for me, obviously you have a different opinion, but for me knowing that my tanks do not have a life draining capability means I have to build them to absorb damage, and plan potion use and healing spells around them, it adds more of a challenge I think. In addition, making potions adds some gameplay as you have to go out and search for the ingredients and what not, so you don’t really HAVE to waste money on potions. If you aren’t aware Inquisition will have a different resource mechanic, so crafting items like Elfroot will actually respawn over time, so you will not be limited by the specific spawns like in DA:O and in DAII, so that is something to think about as well.
#8
Posté 26 avril 2014 - 01:30
I think the point of the forum is two fold, yes you might be posting here just for the eyes of the developers to see, but everyone can see as well, and you've started a discussion and people can use their discretion if they want to join that discussion, personally I thing this is a conversation worth having, and I am in no way trying to be disrespectful to you so apologies if I came across as being condescending.
Onto the matter at hand though. Personally if I had a life stealing ability on my main tank and melee characters as I think you are proposing, then yes that would negate the use of potions, but it is not making the game a little easier, if you have all the best gear from simply buying it from vendors does it not make the difficulty irrelevant for you, as you are essentially “out gearing” the content?
Having to bring pots and make preparations before a fight and plan your strategy is all part of what makes the higher difficulty settings more fun and engaging, you need to spend time and prep, I think for me, obviously you have a different opinion, but for me knowing that my tanks do not have a life draining capability means I have to build them to absorb damage, and plan potion use and healing spells around them, it adds more of a challenge I think. In addition, making potions adds some gameplay as you have to go out and search for the ingredients and what not, so you don’t really HAVE to waste money on potions. If you aren’t aware Inquisition will have a different resource mechanic, so crafting items like Elfroot will actually respawn over time, so you will not be limited by the specific spawns like in DA:O and in DAII, so that is something to think about as well.
That opinion thing wasn't aimed at you, buddy. I love discussing things but I hate most of these aggressive condescending forum members that go around putting down everyone.
However, I agree with you. This is indeed a conversation worth having because it's 2014 and "potions" as a regen mechanic are kinda overdone at this point. I feel like the RPGs would benefit from having more than 2 specific mechanics in a game where "options and choices" are so essential to the gameplay. I also don't think that buying all the expensive equipment hinders the difficulty challange in any way considering the fact that even with all possible upgrades in DA II the qunari mage decimates my party on the hardest difficulty within seconds if I don't disable him instantly. Same with DA:O, the damn shrieks and hurlock/genlock spellcasters just tear my team apart from afar. Good to hear that resources work differently, though!
#9
Posté 26 avril 2014 - 01:35
Seeing as how there is a Reaver warrior specialization now, I think you'll get your wish.
#10
Posté 26 avril 2014 - 11:51
I think until we learn how the Reaver will work exactly it's a bit premature to assume it'll have life drain, if i remember the Reaver abilities from Origins correctly then it took some health back from enemies that had already been killed and it sacrificed it's own health to deal more damage, not really the best tanking class.
I think my main problem with life drain is it can feel cheap, if the ability was there to drain life, and it had a longish cool down, i could probably get in on that. I was watching a video just recently and one of the developers mentioned there will be limited bag space for potions so you can't carry unlimited amounts around with you. That idea i do like quite a bit, it forces you to be even more tactical and think carefully and not just chug potion after potion. so in that scenario i can see a health drain be a good thing, again if the cool down wasn't so short that it made the ability seem too powerful.
#11
Posté 27 avril 2014 - 02:58
Seeing as how there is a Reaver warrior specialization now, I think you'll get your wish.
my warden was a melee champion+reaver tank in DA:O and additionally a Spirit warrior in DA:A. I honestly miss that class as it was a very unique class imho.
#12
Posté 27 avril 2014 - 05:02
I hear that there's a "Life Drain" that you can flush periodically to send the souls of your slain enemies to the Void.
#13
Posté 28 avril 2014 - 04:30
I hear that there's a "Life Drain" that you can flush periodically to send the souls of your slain enemies to the Void.
I heard that there's no "Random Drain" to flush pointless and off-topic replies into the void. Pity.
#14
Posté 28 avril 2014 - 09:26
Just because it's 2014, potions are outdated? I don't know about all that... in a medieval fantasy setting, there are only three possibilities I can imagine for curing wounds and disease: magic, potions, and medicine. Since none of us has the time or patience to stare at the screen while our characters recover from broken limbs and comas ("unconsciousness"), I think medicine's out of the equation...
I'm all in favor of one or more drain life spells... hopefully we'll see at least the basic spell from DA:O return... Reaver has already been mentioned, and I can't imagine that without a life drain ability. Then again, I never imagined they'd remove the blood mage and spirit healer specs, but apparently they have, so you never know...
Weapons with draining characteristics... eh... maybe if it's like the ultimate legendary weapon that you have to kill 5 dragons and a pride demon to acquire, but adding something like that to the standard rotation of enchantments sounds OP.... it almost always is in Elder Scrolls games, for example, and in DA, enchantments aren't even limited by charges.
One last thing about the life drain spell... it's only cheap/OP if it costs too little mana for the amount it heals and damages... I'd be fine with life drain spells that are as powerful as elemental magicks but maybe at an extra 50% mana cost... maybe they only heal for 75% of the damage caused? There are definitely ways to balance it. Removing such spells entirely isn't necessary... althout they do seem very fixated on preventing us from healing in DA:I. Let's hope they give us solid blocking and defensive mechanics to compensate for that.
#15
Posté 28 avril 2014 - 09:30
2 words...
blood
magic.





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