I don't know much about it yet but this worries me. I do not find it fun to play inventory clerk my whole game. It is NOT fun to get half way through a dungeon/area and have to give up or find out you are screwed cuz you forgot to load up on minor health potions. I REALLY hope this dose not turn itself into a chore. But I am skeptical.
Worried about the no health regain and no mage healers...
#3
Posté 23 août 2014 - 11:11
The Combat Q&A didn't say that Mages couldn't Heal just that they were focusing on defensive magic. My guess is there will still be a generic 'Heal' spell but there might be less of the powerful group healing or rejuvenation spells. Instead
I think the focus on defensive spells is a good thing, I can't count the amount of playthroughs I have of DA:O and DA2 and I don't think I ever bothered with the defensive spells like Barrier, unless I was playing on Nightmare and even then it didn't seem like they had much of a benefit.
If your defense is high than you need to heal less.
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#4
Posté 23 août 2014 - 01:26
This seems to be continuing a trend stared after DA:O. This is one of the multiple reasons I am not pre-ordering or even buying at release, if I buy at all.
Unlike phantomrachie, I like Healing vs defensive magic. I don't like buffing much (played too many games over the years where that was too necessary) for a fight that might happen before the buffs run out or get cancelled for some reason. I also like healing and fixing things, it's in my nature. I'm not smart enough (or hard working enough) to design a more reliable computer/car/train/whatever, but I can probably fix it better than most.
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#5
Posté 23 août 2014 - 02:45
This seems to be continuing a trend stared after DA:O. This is one of the multiple reasons I am not pre-ordering or even buying at release, if I buy at all.
Unlike phantomrachie, I like Healing vs defensive magic. I don't like buffing much (played too many games over the years where that was too necessary) for a fight that might happen before the buffs run out or get cancelled for some reason. I also like healing and fixing things, it's in my nature. I'm not smart enough (or hard working enough) to design a more reliable computer/car/train/whatever, but I can probably fix it better than most.
I don't understand. Continuing trend after DA:O? DA2 had regenerating health, potions and a number of healing spells for a Spirit Healer and Anders.
DA:I doesn't have regenerating health, at least not to the same extent to as the first two games, at least a few healing spells and potions, with the added bonus of being able to revive your party ME3 style.
So DA:I is the first DA game not to feature regenerating health or a Mage specific designed to heal, that is not a trend.
#6
Posté 23 août 2014 - 03:01
Yes, I meant after DA:O, literally. I noticed that options were a little more limited in Awakenings (through NPC options) and more so in DA2 (through the game was built).
Sorry to have misunderstood or disagreed with you. But the bottom line though is DA:I seems to have, trend or not, squished a certain game mechanic which I like.
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#7
Posté 23 août 2014 - 03:18
Yes, I meant after DA:O, literally. I noticed that options were a little more limited in Awakenings and more so in DA2.
Sorry to have misunderstood or disagreed with you. But the bottom line though is DA:I has, trend or not, squished a mechanic and style I like.
I noticed no difference, except that Awakening added stamina potions.
No need to apologise for disagreeing with me, I'm just trying to understand exactly which part of the healing mechanic you felt was changed after DA:O since for me the healing mechanic was pretty much the same until DA:I
I understand being upset that a mechanic you like has been changed, though I do think that we don't know enough to make any assumptions on exactly how it will work.
#8
Posté 23 août 2014 - 03:22
I noticed no difference, except that Awakening added stamina potions.
No need to apologise for disagreeing with me, I'm just trying to understand exactly which part of the healing mechanic you felt was changed after DA:O since for me the healing mechanic was pretty much the same until DA:I
I understand being upset that a mechanic you like has been changed, though I do think that we don't know enough to make any assumptions on exactly how it will work.
Perhaps we don't. But the material that is available seems to show that what I call "Healing and Restoring" isn't going to be it. Bioware isn't so off the boil (yet!) to have no non-potions healing options at all. But what we seem to be getting in the next installment is way off the beams I like to travel.
#9
Posté 23 août 2014 - 03:30
it would be great to see if warrior can self heal through skill in arcane enchanter class or something like this.
#10
Posté 23 août 2014 - 04:36
I'm happy about the wolverine trait removal actually, I feel that DAO could become too easy if you rested between each match to get your health back to 100% and DA2 was awfull faster than DAO (even between the infinite hordes of pinatas)
#11
Posté 23 août 2014 - 06:34
I thought the health just wouldn't regain during combat. So you mean if you finish a battle and all the enemies are dead, your health still won't replenish?
#12
Posté 23 août 2014 - 06:38
I don't know much about it yet but this worries me. I do not find it fun to play inventory clerk my whole game. It is NOT fun to get half way through a dungeon/area and have to give up or find out you are screwed cuz you forgot to load up on minor health potions. I REALLY hope this dose not turn itself into a chore. But I am skeptical.
Pretty sure they're actually limiting how many potions you can bring with you. The idea is to focus the strategic thinking towards avoiding rather than continuously soaking damage and restoring health.
So, my impression is that going back for more potions so that you can continue to spam them is not the viable route. Finding better battle strategies (or turning down the difficulty if you don't like this mechanic) is the better way to go.
Edit: The most recent game I can think of where I felt I actually had to turn around to get more potions and heal up was actually DAO...Deep Roads.
I thought the health just wouldn't regain during combat. So you mean if you finish a battle and all the enemies are dead, your health still won't replenish?
Correct. No health regen after combat.
#13
Posté 23 août 2014 - 08:17
I am okay with the removal of automatic health regeneration, but I am not a fan of the apparent removal of healing spells. I predict a lot of tedious backtracking or heavy use of the fast travel system to circumvent this... I don't like the idea of being forced to rely on defensive buffs, but we'll see how it goes...
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#14
Posté 23 août 2014 - 08:49
I admit I'm very much a heal heavy RPG gamer myself... Though if this means I don't need a healer maybe I can do entirely different party styles...
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#15
Posté 24 août 2014 - 05:00
healing potions on 5 second cool-down for each tier, done.
To compensate, bosses might have to be really overwhelming at some point, just like hard enrage bosses in WOW.
#16
Posté 24 août 2014 - 09:13
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#17
Posté 24 août 2014 - 10:11
I hope there's (limited) healing spells too. Don't want to completely rely on health potions & setting up camp.
I don't understand why BioWare doesn't clear things up. There's quite some confusion about it.
#18
Posté 24 août 2014 - 11:21
I'm actually looking forward defensive spells and what they've done with them. I always felt mages were lacking in that aspect.
I am not. For me there is little fun wasting 'magic time' on glass cannon panic. I am old school. I have no problem with Mages being more powerful than warriors, I want them to be more powerful It's magic for feck's sake! Sure, there can be exceptions, and a mage may be more complicated and harder to play at lower levels, but that's fine for me. I have zero interest in PvP games these days, and MP outside of a couple of RTS games is also of zero interest to me.
Bioware seems to have a habit (defining "habit" rather loosely) nowadays of taking away or reducing things that people like. Or at least miss when it's gone. Sometimes the reasons are better than others, but they still don't sit well with this old gamer. Usually they seem about cost or making designers and 'balancers' lives easier. E.g.:-
Large maps with little revisiting/repetition?
Healing?
Not to mention: No more holstering for you!
Quality Control needs to improve, not get worse. I still have bad memories even with DA:O on this score (v1.3 Stealing, Awakenings Silverite Mine, etc.)
- Bayonet Hipshot et Enesia aiment ceci
#19
Posté 24 août 2014 - 12:52
What I don't get is that there seems to be some (albeit very few) abilities that regenerate health still. This makes no sense to me with the system they seem to have implemented (mana/stamina regenerates, abilities can be used in or out of combat, health doesn't regenerate past the bar markers divided into fifths). Let me explain.
If you have ANY healing spells at all on a character with this "no health regen" system, that character is instantly going to become the MVP, the most overpowered party member. To a FAR greater extent than in DA:O or DA2. What's to stop you from spamming that spell after a fight until everybody's health is maxed out for the next battle? The only thing it costs is mana. OK, so let's say they try to stop that kind of thing by only making spells usable IN-combat. That's even worse. The strategy now becomes: kill all the enemies as fast as possible except leave ONE weak one alive while kiting it so that the healer can spam the heal spell until everybody's health is full again. That seems like a huge oversight if that's the way they're designing the healing system.
I hope Bioware has something up their sleeve that I haven't thought of yet so that what I described above doesn't become the reality of DA:I.
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#20
Posté 24 août 2014 - 01:28
Well, I don't think that has to be a problem. I mean healing potions were often found as a loot from defeated enemies, right? So if there really is no healer or healing spell (which I highly doubt, but we'll see), maybe they will make it up by having enemis drop more healing potions.
#21
Posté 24 août 2014 - 01:37
@Biotic Sage. Perhaps the healing spells that do exist require the Focus Points they've been talking about, so they cannot be spammed.
#22
Posté 24 août 2014 - 01:46
I don't know if I'm supposed to believe there's no out of combat healing via magic or not. I suspect that spamming heal spells after combat will totally be a thing.
Correct. No health regen after combat.
Correction: there is limited health regeneration after combat. The level your heath regens to depends on the difficulty.
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#23
Posté 24 août 2014 - 01:57
Exactly and since you only gain focus during combat, good luck spamming heals after combat once you are out of focus. At least that is how I expect it to work.@Biotic Sage. Perhaps the healing spells that do exist require the Focus Points they've been talking about, so they cannot be spammed.
And no, I don't think the change is annoying at all. I think players have become far too reliant on healers in pretty much every RPG. Instead of preparing for a battle, it is all about "go, go, go", rushing through the content because anything else is seen as boring.
I also see little to no point in restricting potions but at the same time allowing players to just bypass this system entirely with healers.
- pandemiccarp180 et dekarserverbot aiment ceci
#24
Posté 24 août 2014 - 02:09
@Biotic Sage. Perhaps the healing spells that do exist require the Focus Points they've been talking about, so they cannot be spammed.
Ah, focus points! This is what I was hoping to hear from somebody to alleviate my concerns. Thank you ![]()
Hopefully this is exactly how it will work and healing won't be tied to mana/stamina.
- Zatche aime ceci
#25
Posté 24 août 2014 - 08:06
Traps have been the worst thing ever, making them a pain in the ass, buy elements tons of expensive. And then the damage it caused was ridicule. So what is the point of being an artificer. I want being a bard and a ranger
- Bayonet Hipshot et dekarserverbot aiment ceci





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