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No healing spells whatsoever


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#301
Rawgrim

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Yup, we already discussed the treshold thing ;).
If you feel this way, I think it might be a reasonable approach.
As I said, I do care about DA lore, I just can't consider the gameplay a valid rapresentation of the lore.

 

Most rpgs actually adjust the gameplay to the gameworld and the lore. Wich is why I am used to it, I guess. Looking forward to the exploration and the NPC interaction in the game greatly. Also hoping for a skip-combat button.



#302
The Elder King

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And why would the templars target people with healing spells? Do they magically know every mage out there that has that spell learned? I would think they would target the more dangerous mages first. You know. the ones that can do serious damage to the templars. It makes zero sense. Its like focusing on the medics in WWII and ignore the tanks, airplanes and cannons.


Besides, we don't know all the characters we'll meet. It's possible we'll meet a famous healer mage, or see mages healing other people.

#303
Arvaarad

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In a lot of games, "temporary hitpoints" like Barrier and Guard count as healing. They don't fill up the health bar and can't be refilled by potions, but they otherwise function like normal hp. Barrier has a timer on it, but Guard looks like it persists from fight to fight. And likely there are several other abilities that grant draining or non-draining temporary hp.

If I have a full health bar and full temporary hp, my health pool can be doubled or tripled, a mechanic which wasn't present in previous games. Based on the cooldowns in the demo, it looked like temporary hp builds pretty quickly, far quicker than the cooldown on DA2's heal.

So the health bars are a bit deceptive. If I'm low on health, I can have my melee characters menace helpless woodland creatures and their Guard will fill right up. It's the same as healing to full, except now I have some sweet, sweet nug leather.
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#304
Rawgrim

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Besides, we don't know all the characters we'll meet. It's possible we'll meet a famous healer mage, or see mages healing other people.

 

Won't it be worse if we see other characters in the game use healing spells all the time, and we can't?



#305
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Most rpgs actually adjust the gameplay to the gameworld and the lore. Wich is why I am used to it, I guess. Looking forward to the exploration and the NPC interaction in the game greatly. Also hoping for a skip-combat button.

I know. I'm just used to follow this approach for DA. My treshold is likely lower then average. I guess since I'm applying it since DAO I'm used to it.
My guess would be to play on easy, since other then the lower difficulty there's a limited health regen after every fight. It'll speed up the combat phases.

#306
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Won't it be worse if we see other characters in the game use healing spells all the time, and we can't?

My post was meant to support your post on the healer mages being all killed as unlikely.
It'll probably be, so I guess Bioware might've decided to not include them as NPCs.

#307
Rawgrim

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I know. I'm just used to follow this approach for DA. My treshold is likely lower then average. I guess since I'm applying it since DAO I'm used to it.
My guess would be to play on easy, since other then the lower difficulty there's a limited health regen after every fight.

 

Yeah I will play this one on casual. Get it over with fast so I can continue on with the (most likely great) story.



#308
Nohvarr

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And why would the templars target people with healing spells? Do they magically know every mage out there that has that spell learned? I would think they would target the more dangerous mages first. You know. the ones that can do serious damage to the templars. It makes zero sense. Its like focusing on the medics in WWII and ignore the tanks, airplanes and cannons.

To quote the lore:

 

 

 

Spirit healers focus on restoration, not destruction. They know that the best way to win a battle is to keep themselves and their allies in the fight as long as possible. They are the mages most likely to be accepted—or at least tolerated—by common people, and yet templars fear them as much or more than the damage-focused specializations.

 

And they are likely to know a lot about mages since they've been watching over them for years. When a Templar archer sees a Mage trying to heal someone he likely puts an arrow through their head first thing.



#309
Rawgrim

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My post was meant to support your post on the healer mages being all killed as unlikely.
It'll probably be, so I guess Bioware might've decided to not include them as NPCs.

 

Hehe, yes I know. I shot my supporter in the leg, didn't I? :)


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#310
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whether you think it is good or bad, the healing process reminds me of Mass Effect's Omni gel use with the use of limited healing pots.   I personally like this type of combat.  When going on a mission, I can feel the weight of continuous combat wearing down my companions.  I also never played as a healer, so I have less attachment compared to others.  I think people who love to RP healers, I feel for ya on this one.  I think Knight Enchanter is the new "healer" class, there are buffs on that tree that can keep companions alive as well as healing spells (hopefully)



#311
Rawgrim

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To quote the lore:

 

 

 

 

And they are likely to know a lot about mages since they've been watching over them for years. When a Templar archer sees a Mage trying to heal someone he likely puts an arrow through their head first thing.

 

 

You also have a heal spell from the Creation school. That was the one I was talking about. I doubt a templar, or anyone really, could tell the difference between healing spells. Spirit Healers are rare too, so.

 

Again - Why would anyone focus on the medics instead of the tanks, cannons, and things that can wipe out your army in the blink of an eye? If the templars did this they would lose in less than a week.



#312
Medhia_Nox

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The examples shown made it seem like you could, if you at least pay some attention to what you're doing - not even take damage at all.

 

The fighters have some sort of massive defense ability to protect themselves - and we know Reaver has a self-heal.

 

We're aware of some sort of Focus Heal

We know there are Regeneration Grenades which will heal the whole party.

 

And I think some people are wrong about the amount of potions for the party.  Some people seem to think there's 8 potions for the whole party... while I think there's 8 potions for each character (feel free to cite corrections if I'm wrong in this).  I think there will be a total of 40 potions in the party at "Full" and I believe there are two upgrade of +1 each.  So that would make 44 and 48 respectively.  

 

We know you can "rezz" party members similar to ME - by running over and picking them up off the ground.

 

We were told if you run away - your party will not only rezz but teleport to your location (not a huge fan of that - but seriously - how much of a freebie easy mode is THAT).

 

So even if I'm totally wrong about the potion part - there are still MANY ways to mitigate damage and heal damage not mitigated.  

 

Again - this DA is about prevention over reaction. 



#313
Nohvarr

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You also have a heal spell from the Creation school. That was the one I was talking about. I doubt a templar, or anyone really, could tell the difference between healing spells. Spirit Healers are rare too, so.

 

Again - Why would anyone focus on the medics instead of the tanks, cannons, and things that can wipe out your army in the blink of an eye? If the templars did this they would lose in less than a week.

You kill the medic so he can't heal the other people. Templars are trained to fight mages who deal damage, they can shrug off some of their attacks. However, if every time you stab said mage the guy behind him just heals said person right up you have a serious problem. Kill the healer and you immediately made things a lot easier on your forces.

 

Heck you know this, it's one of the reasons people are complaining about the lack of healing. They know it will make things harder.

 

As for the creation spell....as I pointed out Merrill wasn't able to use it so there's no guarantee it's as common a skill as you are thinking.



#314
Rawgrim

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You kill the medic so he can't heal the other people. Templars are trained to fight mages who deal damage, they can shrug off some of their attacks. However, if every time you stab said mage the guy behind him just heals said person right up you have a serious problem. Kill the healer and you immediately made things a lot easier on your forces.

 

Heck you know this, it's one of the reasons people are complaining about the lack of healing. They know it will make things harder.

 

As for the creation spell....as I pointed out Merrill wasn't able to use it so there's no guarantee it's as common a skill as you are thinking.

 

Haven't been in the army, have you?

 

Making a game more of a challenge is good. But doing so by just limiting the player's options, isn't allways the best way to do it. Now we have 8 abilities to use and no healing spells. Sword and shield or two-handed sword only for warriors (apparantly a soldier can't even lift a bow anymore), and rogues are limited to bows or daggers. The amount of options are dropping very very fast.

 

Only Merril can't use that spell. Every other mage in the series can. The Warden, Wynne, Morrigan, Velenna, that elf fellow in the Leliana dlc, Finn, Bethany, Anders. Every one of these can use the Heal spell from the creation school. And all of these mages have different backgrounds and comes from different places in the world too. Its a common spell.



#315
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Haven't been in the army, have you?

 

Making a game more of a challenge is good. But doing so by just limiting the player's options, isn't allways the best way to do it. Now we have 8 abilities to use and no healing spells. Sword and shield or two-handed sword only for warriors (apparantly a soldier can't even lift a bow anymore), and rogues are limited to bows or daggers. The amount of options are dropping very very fast.

 

Only Merril can't use that spell. Every other mage in the series can. The Warden, Wynne, Morrigan, Velenna, that elf fellow in the Leliana dlc, Finn, Bethany, Anders. Every one of these can use the Heal spell from the creation school. And all of these mages have different backgrounds and comes from different places in the world too. Its a common spell.

 

I am going to play devil's advocate on this one.  If healing was as prevalent as it was in DA2 or origins, what's the point of buffers like casting shield or a warrior using defensive tactics when you have a healing spell up your sleeve.  I see this as a trade for one spell (healing) for 8 abilities.  There are even more options now when you get rid of the healing spell and creates unique challenges on how to strategize ways to survive versus using the "I'll just use my healing spell"



#316
Nohvarr

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Haven't been in the army, have you?

 

Actually in the Navy, spent some time in Afghanistan, had a chance to talk with a lot of Medical personal and learn just how hard they fight to save lives, and become impressed with what they could bring a person back from. One of the stories I ran into involved a Corpsmen likely being the only reason a group of Marines survived an ambush.

 

So I have some idea of just how important a medic is, and how damaging it would be to kill them first in a world where they can heal people from grievous wounds in a ridiculously short amount of time.

 

Only Merril can't use that spell. Every other mage in the series can. The Warden, Wynne, Morrigan, Velenna, that elf fellow in the Leliana dlc, Finn, Bethany, Anders. Every one of these can use the Heal spell from the creation school. And all of these mages have different backgrounds and comes from different places in the world too. Its a common spell.

 

You ran into a small sampling of mages that happened to have a talent for healing. Though when you look at the situations you find them in (Wynn at a military camp, Anders as a Warden etc) it's not hard to imagine why they were there. Considering the sheer number of mages in the world and the fact that a war has been going on for a  few years, and that a lot of talented mages were killed in the games opening, it's not a surprise to me that you rolled a snake-eyes on magical healing party members this time.


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#317
PhroXenGold

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I am going to play devil's advocate on this one.  If healing was as prevalent as it was in DA2 or origins, what's the point of buffers like casting shield or a warrior using defensive tactics when you have a healing spell up your sleeve.  I see this as a trade for one spell (healing) for 8 abilities.  There are even more options now when you get rid of the healing spell and creates unique challenges on how to strategize ways to survive versus using the "I'll just use my healing spell"

 

This is a good point. I don't know for sure that it will work well in DA:I, but removing options is not an inherently bad thing. Often, the more options you have, the more likely there will be a clear cut best option - as healing was, particularly in Origins - and so, to all intents and purposes, there is no choice. By removing options, you increase the likelyhood of there not being a "right" option, meaning you actually have to think about what to do, and choose from a range of non-optimal options, each of which has advatages and disadvatages. While on paper you have less choice, in practice, you've created choice where there wasn't really any before, as you just took the obviously best option.


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#318
Jester

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Having non-regenerating health, but giving player access to simple healing spell is wrong on 3 accounts:

 

1) It kills the whole mechanic, cause you can just wait the cooldowns and spam healing after combat, geting everyone back to full without any cost or effort.

2) Makes a mage with healing spell an optimal choice for any party and therefore a must-have, unless you want to purposefully nerf yourself. Something like that is always a bad design decision.

3) Encourages player to wait after each encounter to heal whole party with heal spell, instead of "wasting" potions - which would make another bad design decision.

 

Therefore, access to unlimited healing is pointless if you introduce non-regenerating health mechanic.

 

On the other hand, we probably have some kind of group heal as a focus ability (it's in the tree description, and nobody said it was removed), which makes such a restricted healing a much more powerful and worthy of speccing in a tree ability. A mage that can bring full party to health mid-encounter is a really valuable asset - but because it's a limited ability it' not a must have. 


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#319
Reaverwind

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This is a good point. I don't know for sure that it will work well in DA:I, but removing options is not an inherently bad thing. Often, the more options you have, the more likely there will be a clear cut best option - as healing was, particularly in Origins - and so, to all intents and purposes, there is no choice. By removing options, you increase the likelyhood of there not being a "right" option, meaning you actually have to think about what to do, and choose from a range of non-optimal options, each of which has advatages and disadvatages. While on paper you have less choice, in practice, you've created choice where there wasn't really any before, as you just took the obviously best option.

 

Yea, making Dragon Age more Diablo-like is not a good thing, in my book. 



#320
Illyria God King of the Primordium

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Haven't been in the army, have you?

 

Making a game more of a challenge is good. But doing so by just limiting the player's options, isn't allways the best way to do it. Now we have 8 abilities to use and no healing spells. Sword and shield or two-handed sword only for warriors (apparantly a soldier can't even lift a bow anymore), and rogues are limited to bows or daggers. The amount of options are dropping very very fast.

 

Only Merril can't use that spell. Every other mage in the series can. The Warden, Wynne, Morrigan, Velenna, that elf fellow in the Leliana dlc, Finn, Bethany, Anders. Every one of these can use the Heal spell from the creation school. And all of these mages have different backgrounds and comes from different places in the world too. Its a common spell.

Ever heard of asymmetric warfare?  It's where you attack your enemy's supply lines, etc. rather than engage in open combat.  It'd be PERFECT against Mages, who are gods in flesh and can summon storms of fire to wreck your ****.  

 

Attacking medics is a must.  There's a reason I always attack the mages first in DAO - because he can heal people.  

 

Also, Spirit Healers aren't as rare in gameplay as they are in lore.  Finn, Anders, Wynne were all SH by default, and almost anyone in Origins could be given that spec.  



#321
PhroXenGold

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Yea, making Dragon Age more Diablo-like is not a good thing, in my book. 

 

What has Diablo got to do with this?



#322
Muspade

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Yeah I will play this one on casual. Get it over with fast so I can continue on with the (most likely great) story.

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#323
Lumix19

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Only Merril can't use that spell. Every other mage in the series can. The Warden, Wynne, Morrigan, Velenna, that elf fellow in the Leliana dlc, Finn, Bethany, Anders. Every one of these can use the Heal spell from the creation school. And all of these mages have different backgrounds and comes from different places in the world too. Its a common spell.

Adrian can't. Also the Codex entry: The Four Schools of Magic: Creation states it is a difficult school to master.



#324
Nohvarr

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Adrian can't. Also the Codex entry: The Four Schools of Magic: Creation states it is a difficult school to master.

You're right!

 

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.

 

Makes sense that military forces like the Grey Wardens would seek out and employ mages with a talent for the school....Now, however with a war on I'm guessing their numbers have been reduced.



#325
Iakus

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I am going to play devil's advocate on this one.  If healing was as prevalent as it was in DA2 or origins, what's the point of buffers like casting shield or a warrior using defensive tactics when you have a healing spell up your sleeve.  I see this as a trade for one spell (healing) for 8 abilities.  There are even more options now when you get rid of the healing spell and creates unique challenges on how to strategize ways to survive versus using the "I'll just use my healing spell"

Spamming heals was never a really viable option in either DA game.  At least for me.  The cooldown was simply too prohibitive. 

 

What they were good for was ensuring that some healing was always available. 


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