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No Healing Class


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#76
The Baconer

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Massive Mind Reap of Hells -> Actually have mage travel inside mind of your enemy, enter memory of enemy's  childhood. have your mage equip a dagger  and kill mother of your enemy  with a dagger [...]

 

Mage confuses enemy for 8 seconds!

 

then leave his mind and return to field of battle proceed to  teleport the enemy 1000 feet above the ground and watch him fall while losing his sanity  < -  Proper spell!

 

Telekinetic slam for 100 damage!



#77
AlanC9

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In TES? It's still there. Just ask that incredibly annoying Dunmer necromancer in the tomb near High Hrothgar.


Never met him. So it's in there but we can't use it, eh?

#78
Sylvius the Mad

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Did they explain why the teleportation magic went away?

Or Levitation?  Levitation disappeared between Morrowind and Oblivion.


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#79
Riverdaleswhiteflash

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Never met him. So it's in there but we can't use it, eh?

Yup.



#80
Br3admax

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Or Levitation?  Levitation disappeared between Morrowind and Oblivion.

Because of city cells. There's nothing inside those gates really. 



#81
AlanC9

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Or Levitation? Levitation disappeared between Morrowind and Oblivion.


Yeah. My guess was that it was to keep players on the expected paths, but I think Br3admax probably has it right.

#82
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Or Levitation?  Levitation disappeared between Morrowind and Oblivion.

 

don't forget slowfall.  I remember using that in Daggerfall



#83
Riverdaleswhiteflash

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Or Levitation?  Levitation disappeared between Morrowind and Oblivion.

The books in Oblivion seem to indicate that the power still exists. Only we don't get to use it.



#84
AlanC9

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Come to think of it, I did kill that teleporting necromancer. Jeez, two weeks in and it's already blurring together.

#85
Sylvius the Mad

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Because of city cells. There's nothing inside those gates really.

There was in Oblivion. I used a dupe bug to build a ramp over the walls of Imperial City, and the city was in there. But the textures were all wrong, because the game apparently loaded a different texture set for urban and rural environments.

#86
Sylvius the Mad

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Yeah. My guess was that it was to keep players on the expected paths, but I think Br3admax probably has it right.

To Skyrim's credit, it does a pretty good job of letting you wander off expected paths. Just like driving the Mako up mountains, you can walk pretty much anywhere if you have the patience. Even in dungeons that works pretty well.
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#87
Joseph Warrick

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I'm wondering what the reaction would be if I were to change your sentence slightly? "A warrior class always becomes obligatory and the whole gameplay is affected to account for that."

 

I can't see many people being happy if sword and shield warrior, or 2 handed warrior were completely removed from the game. Just because it isn't your or other's favorite class type it is tolerated and lauded. I loved playing a healer for roleplaying reasons (same with blood mage), not just gameplay, but my roleplaying options have now changed because of reasons.

 

It seems a lot of people are rejoicing over this, but I hope some of you will allow that there are also those of us who are severely disappointed and upset by this change, for reasons of both gameplay AND roleplay.

 

Except you can have Merrill tank and mage Hawke dps, but only a healer can heal. In DA:O you could easily run all-mage groups. Healer a much more specific party member than all non-mages and most mages. Removing healer isn't like removing sworders. It's more like removing Reaver. It would be strange if a Reaver were essential in higher difficulties.

 

I can relate. For me it's a pity dual wielding is restricted to rogues and daggers. I love it when warriors use a sword and a dagger which hasn't been possible after DA:O. We can only wait and see and hope this was a worthwhile trade-off.


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#88
Dutchess

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You're wrong again. We don't know anything about any non circle theory of magic as we've never been introduced to them. Specializations don't fall within a particular school of magic, unless you have an argument for what force magic or arcanewarrior should fit within.

We know for a fact that there are differences between different cultures if magic, as aside from the example with Flemeth we have the qunari spells in DA2 which do not clearly fit within any of the known taxonomies. Then there is the fact that the dark spawn have their own means of casting magic from the Taint. That's something part of the lore but no the codex because it isn't known to the rest of Thedas. We then have the "arcane" spells and the battlemage and keeper specialization from DA a which does not fit within the traditional scheme.

Saying that you're "sure for a fact " is not a response - it's a baseless assertion. We see keepers control trees. What type of spell is that? What type of existing taxonomic class is shape shifting? Morrigan turns into what are basically bees.

The fact that Bioware did not waste time with codices on an academic debate about the classification of magic does not mean that the codex is somehow a fundamental truth about reality.

As for DA2 what I am telling you is that the literal name if a tree of spells doesn't somehow mean academics did anything different. We know Newtonian mechanics is wrong but that doesn't somehow mean that engineers need to abandon what are simplifying assumptions. In the same way, the fact that fire and thunder spell trees were split in DA2 does not mean that whoever writes magical treatises threw out the notion of primal magic OR that primal magic is somehow a metaphysical truth about reality.

What I am telling you is that the name for a random grouping of spells in your skill tree has nothing to do with the lore or the codex.

 

Vivienne and the human mage Inq will come straight from the Circle. Yet they will not use the apparent "Circle system" of the four schools of magic and just blink sheepishly when asked about healers.

 

"Creation requires considerable finesse, more than any other school, and is therefore rarely mastered. Those mages who have made a serious study of creation are the highest in demand, useful in times of peace as well as war."

 

So the most loved and respected group of mages just no longer exists? They are creating conflicts with their original lore, no matter how much you want to claim subjectivity on the four schools.


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#89
Bayonet Hipshot

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Vivienne and the human mage Inq will come straight from the Circle. Yet they will not use the apparent "Circle system" of the four schools of magic and just blink sheepishly when asked about healers.

 

"Creation requires considerable finesse, more than any other school, and is therefore rarely mastered. Those mages who have made a serious study of creation are the highest in demand, useful in times of peace as well as war."

 

So the most loved and respected group of mages just no longer exists? They are creating conflicts with their original lore, no matter how much you want to claim subjectivity on the four schools.

 

Yep, my point exactly. However Exile just choose to ignore the fact that magic schools in DA are not something that is purely subjective.

 

Additionally, there is no way Circle mages can just rewrite their whole classification, publish books about it and spread the new school of thought wide enough to the point a non-Circle mage like Lavellan or Adaar to pick it up. It also makes no sense that this new system is then willingly accepted without any debate amongst the mages, many of whom are academics (something Exile choose to ignore because academic work is not something that is fully subjective). Furthermore, given the fact that this is a time of war and strife, you would think magics such as Creation and Spirit Healing would be in demand, not phased out yet this seems to be exactly the case. The real world equivalent of this is the military of warring nations removing field medics from their ranks in exchange of some simple first aid methods. 

 

I have said it before and I will say it again. One of Bioware's weakest, perhaps their weakest element in creating RPG games is their inability to mesh lore and gameplay together. They can make good characters, they can occasionally make story with decent plot but their lore work, especially how it relates to gameplay is terrible. From magic school to Vallaslin, they really need to step their game up in this area. If following lore means making mages powerful and flexible than so be it, that's the reality in Thedas.


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#90
M i l k y

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I like that there is no healing class, actually. The healer is usually my go-to class and 9 times out of 10, if there is the option, I will be a healer. I kinda want a change of pace in DA:I. I will make a mage and use healing abilities, but I'll be forced to use other spells as well, which I like. In the previous games, I felt like my party was stunted if I didn't have a healer since they were so OP, so I'd always bring the same companion with me if I was not one myself, but I guess it matters less now. Allows more variation.



#91
In Exile

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Vivienne and the human mage Inq will come straight from the Circle. Yet they will not use the apparent "Circle system" of the four schools of magic and just blink sheepishly when asked about healers.
 
"Creation requires considerable finesse, more than any other school, and is therefore rarely mastered. Those mages who have made a serious study of creation are the highest in demand, useful in times of peace as well as war."
 
So the most loved and respected group of mages just no longer exists? They are creating conflicts with their original lore, no matter how much you want to claim subjectivity on the four schools.


You're still conflating the taxonomy in the codex with the gameplay categories. There's no reason for these to overlap. Citing the codex for some metaphysical principle is nonsense because the codex is not an objective source. It's like citing the codex as proof that the Maker exists.

Yep, my point exactly. However Exile just choose to ignore the fact that magic schools in DA are not something that is purely subjective.
 
Additionally, there is no way Circle mages can just rewrite their whole classification, publish books about it and spread the new school of thought wide enough to the point a non-Circle mage like Lavellan or Adaar to pick it up. It also makes no sense that this new system is then willingly accepted without any debate amongst the mages, many of whom are academics (something Exile choose to ignore because academic work is not something that is fully subjective). Furthermore, given the fact that this is a time of war and strife, you would think magics such as Creation and Spirit Healing would be in demand, not phased out yet this seems to be exactly the case. The real world equivalent of this is the military of warring nations removing field medics from their ranks in exchange of some simple first aid methods. 
 
I have said it before and I will say it again. One of Bioware's weakest, perhaps their weakest element in creating RPG games is their inability to mesh lore and gameplay together. They can make good characters, they can occasionally make story with decent plot but their lore work, especially how it relates to gameplay is terrible. From magic school to Vallaslin, they really need to step their game up in this area. If following lore means making mages powerful and flexible than so be it, that's the reality in Thedas.


You clearly don't understand what taxonomies. They can be objective without being metaphysical truth. The taxonomy proposed by Linnaeus was objective and we know it's wrong today. That doesn't make it subjective.

You're acting as if the codex is somehow the sum total of knowledge in thedas, which exhausts every single academic consideration of magic in existence. What, do you also think Genetivi is the author of around 10% of total human knowledge? Do you think that math doesn't exist at all as a field of inquiry in threads because there's no codex on it? There's no codex on farming methods, so obviously that's not something that exists in Thedas. Do you think the Dalish have ZERO treaties ex or books on magic, because the codex entries on magic are all from the Circle. Do you think Arlathan had no academic knowledge of magic? There's no codex on their knowledge either.

Bioware absolutely plays and lose with their own lore in the service of whatever they want to do in a particular game or even across plots in the same game.

Being right about how the company disregards the lore doesn't make you tot about the lore.
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#92
Sidney

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This is a game and to hogtie their design because of a codex entry they wrote a decade ago is silly. I know some people are really, really, really, really into the lore and that is great but the reality is gameplay > lore. There are violations of lore that would be hard to deal with -- if they decided that now eleves were not oppressed bu revered you'd have an issue but minor items like taxonomy of magic school is not one of them. As any series of games evolves things will change. Happened in TES, happened in Fallout, happened in ME.

 

Plus, there is nothing in the DA world that says the spells available to you are all of the magic of the world. There are clearly forms of magic we do not use as PC's in both DAO and DA2. Why those are outside our realm I don't know but in this case that healing magic fell outside our happy circle of ability if you need to rationalize.



#93
Dutchess

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You're still conflating the taxonomy in the codex with the gameplay categories. There's no reason for these to overlap. Citing the codex for some metaphysical principle is nonsense because the codex is not an objective source. It's like citing the codex as proof that the Maker exists.

 

:blink: But they're not just swapping spells around and putting the Heal spell under Spirit or Primal in the level up trees. In addition to changing what Spirit magic can do (and thereby contradicting the spell trees in the previous games, or at least DAO) they apparently remove specialized healing spells completely, and therefore make it impossible for mages specialized in healing to exist. A codex entry referring to the existence of healers is not the same as one that claims to prove the Maker exists. The existence of these healers can easily be confirmed in the "real" world of Thedas. If they have played an important part in past battle this will have been recorded by historians. Sick or injured people can confirm they have been healed by magic. Scholars experienced with the arcane write texts on the possibilities and limits of healing power. Adding a new or previously forgotten spell creates less contradiction (*cough* teleportation *cough*) then suddenly wiping an important, commonly known spell from existence. 


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#94
Patchwork

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The severe limitations in combat sound tedious to me, I'm not looking forward to that part of the game, but lore wise healing magic simply has to exist in Thedas even if it's not available to the player or used by the enemies we face.

 

I am worried about lightning spells being in a Entropy skill tree which has no hexes but hopefully I'm behind on the news on that front and it's been changed to something that makes more sense. 


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#95
Wulfram

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:blink: But they're not just swapping spells around and putting the Heal spell under Spirit or Primal in the level up trees. In addition to changing what Spirit magic can do (and thereby contradicting the spell trees in the previous games, or at least DAO) they apparently remove specialized healing spells completely, and therefore make it impossible for mages specialized in healing to exist. A codex entry referring to the existence of healers is not the same as one that claims to prove the Maker exists. The existence of these healers can easily be confirmed in the "real" world of Thedas. If they have played an important part in past battle this will have been recorded by historians. Sick or injured people can confirm they have been healed by magic. Scholars experienced with the arcane write texts on the possibilities and limits of healing power. Adding a new or previously forgotten spell creates less contradiction (*cough* teleportation *cough*) then suddenly wiping an important, commonly known spell from existence. 

 

There will still be some healing spells, as I understand it.  Just it'll be more limited.

 

Also, the existence of magical healers does not necessarily mean that there is the sort of battlefield healing we see in games exists.  Maybe it takes time, and is more of a long term thing, rather than instantly closing up stab wounds moments after they're dealt


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#96
Adanu

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I want to play this game for the story, but thus far everything I'm reading about the gameplay screams consolitus.


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#97
TheLittleBird

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:blink: But they're not just swapping spells around and putting the Heal spell under Spirit or Primal in the level up trees. In addition to changing what Spirit magic can do (and thereby contradicting the spell trees in the previous games, or at least DAO) they apparently remove specialized healing spells completely, and therefore make it impossible for mages specialized in healing to exist. A codex entry referring to the existence of healers is not the same as one that claims to prove the Maker exists. The existence of these healers can easily be confirmed in the "real" world of Thedas. If they have played an important part in past battle this will have been recorded by historians. Sick or injured people can confirm they have been healed by magic. Scholars experienced with the arcane write texts on the possibilities and limits of healing power. Adding a new or previously forgotten spell creates less contradiction (*cough* teleportation *cough*) then suddenly wiping an important, commonly known spell from existence. 

 

Just because healing has been changed doesn't mean healers can't exist.

Because the game offers you these three specializations:

 

- Knight-Enchanter

- Rift Mage

- Necromancer

 

, that doesn't mean that they are the only fields of magic a mage can specialize in. The only thing this combat change actually means is that in the game's gameplay (which, as has been pointed out before, shouldn't be taken as a completely accurate representation of the lore), we won't have the traditional healer as we had in DA:O and DA2.


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#98
Orzammar OG

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I don't even think BioWare can deny that this is casualization. I'm not saying it will make the game terrible, just not as deep.



#99
Wulfram

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I don't even think BioWare can deny that this is casualization. I'm not saying it will make the game terrible, just not as deep.

 

It's the opposite of casualisation.


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#100
Joseph Warrick

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Vancian magic is for casuals. Ability spamming is what the really hardcore people do.