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No healing spells whatsoever


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#426
Hellion Rex

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My one caveat is that I'll have to utilize a talent point very early in the game to go to Barrier, since I don't know how soon I'll get another mage in the party. It'll be very interesting though, since I'm gonna have to keep Barrier equipped at all times, which, along with Fade Step, will eat up 2 of my 8 slots.



#427
ADeadDiehard

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@The Elder King:  So the heal is a group heal? 

 

- Group heal spell.

- Regeneration grenades

- Healing potions

- Revive

- Barrier

- Warrior "Guard" ability

- Camp refills healing potions for free and heals

 

Just how much healing do people need?

 

Or is it really just the overreacting hyperbole we crave so very much?

Alrighty then! This is plenty of healing for me. My fears are swept away.



#428
Gustave Flowbert

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Your warrior's can build up barrier/guard as well though, don't forget that (I think it was taunts and damage dealt out that built it up on the gameplay from yesterday)! An all mage party is going to have unique difficulties working around how to deal with damage but I think that will be part of the fun, really.



#429
Iakus

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@The Elder King:  So the heal is a group heal? 

 

- Group heal spell.

- Regeneration grenades

- Healing potions

- Revive

- Barrier

- Warrior "Guard" ability

- Camp refills healing potions for free and heals

 

Just how much healing do people need?

 

Or is it really just the overreacting hyperbole we crave so very much?

The (potential) problems, as I see them:

 

Group heal:  Focus-based ability, unknown how easy it is to build up focus, or what else it can be spent on (I know that some sort of Haste ability is also available using focus)

 

Potions and grenades: limited.  May have to hike all the way back to camp to get more, unless they can be found as loot.

 

Revive: capstone ability  May not be available for a while

 

Barrier and Guard:  damage mitigation abilities, not healing

 

Camp refills:  see potions problem.

 

Like I said, maybe this will work.  It seemed to well enough for Mass Effect.  Still, I can see why people are concerned.


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#430
Icy Magebane

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Your warrior's can build up barrier/guard as well though, don't forget that (I think it was taunts and damage that built it up on the gameplay from yesterday)! An all mage party is going to have unique difficulties working around how to deal with damage but I think that will be part of the fun, really.

Honestly, I think a well-built party of 4 mages might have the easiest time... they have the potential to shielded by of a Barrier at all times and can use mines or Wall spells to block enemies from making progress while they blast away at them from range.  Plus, Fade Step is absolutely insane... it lets you travel several meters away in the blink of an eye.  So if you get swarmed, just Fade Step and you're immediately safe from harm.



#431
10K

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I think removing healing will cause the player to pick a more balanced and a more diverse party, making them actually strategize in who to bring with them. In DA2 Anders and my mage Hawke could take on any threat together, we were healing and buffing maniacs, it was too easy. DA:O wasn't better either, if you spec Morrigan right she becomes the MVP of the party every time. As I see it this is a way to have the player play with every party member.



#432
Medhia_Nox

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@Iakus:  Concern is not really what's being shown here though.

 

"I don't know everything about this game, but I know I'm REALLY angry about it!"

 

And I respect it if you don't - but I consider mitigation MORE important than healing.

Prevention is always better than reaction.


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#433
Guest_TrillClinton_*

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Healing spells are usually overpowered in games anyway. Especially if they even allow resurrection. Provides a disconnect when someone important dies in the story and you cannot utilize your abilities to resurrect them.

(Unless of course you are playing arcanum)

#434
Gustave Flowbert

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Honestly, I think a well-built party of 4 mages might have the easiest time... they have the potential to shielded by of a Barrier at all times and can use mines or Wall spells to block enemies from making progress while they blast away at them from range.  Plus, Fade Step is absolutely insane... it lets you travel several meters away in the blink of an eye.  So if you get swarmed, just Fade Step and you're immediately safe from harm.

 

Great points! I think a good thing to take away from what we've seen so far of combat (and hopefully more examples to come) is that we have a ton of options as it is with a good many more to be revealed. Once we get into crafting demos (presumably traps, poisons, healing grenade variations, etc.) and really find out all the ways damage can be avoided, mitigated, or transferred, I think these concerns will wash away. I'm repeating myself like crazy but I'm really warming to the approach and I want to get other fans on board too.


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#435
Illyria God King of the Primordium

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I continue to be amused by people's assertions that the only solution to this will be 'camp spamming'.  Surely the solution will be to play smartly and tactically?  Why would you deliberately break the game in order to make it something it's not (i.e. DA2/DAO)?  


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#436
Icy Magebane

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Great points! I think a good thing to take away from what we've seen so far of combat (and hopefully more examples to come) is that we have a ton of options as it is with a good many more to be revealed. Once we get into crafting demos (presumably traps, poisons, healing grenade variations, etc.) and really find out all the ways damage can be avoided, mitigated, or transferred, I think these concerns will wash away. I'm repeating myself like crazy but I'm really warming to the approach and I want to get other fans on board too.

Actually, now that you mention it... has anybody brought up the weapons with % Life Drain capabilities?  I saw that in one of the earliest crafting videos... assuming it's still in the game, that could easily become one of the most useful weapon enchantments... so while this new system is very restrictive on the surface, there are still a lot of ways to manage the limitations and still have fun with the game.


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#437
Hellion Rex

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Actually, now that you mention it... has anybody brought up the weapons with % Life Drain capabilities?  I saw that in one of the earliest crafting videos... assuming it's still in the game, that could easily become one of the most useful weapon enchantments... so while this new system is very restrictive on the surface, there are still a lot of ways to manage the limitations and still have fun with the game.

YES. Cameron mentioned Vampiric runes!!!!!!


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#438
Medhia_Nox

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@Icy Magebane:  Ahh, so I wasn't wrong about the Life Drain ability... I mentioned it before, but wasn't sure if I was imagining it.

 

Add that to the long list of healing abilities in this game.

 

@Illyria:  It's the new "sky is falling" hyperbole of the change is bad crowd.



#439
Osena109

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I know why there will be no healing console people don't know how to cast them so we can't have them lol


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#440
The Elder King

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I know why there will be no healing console people don't know how to cast them so we can't have them lol


Casting heal on console in the past blocked the game and ask you to pick which character you want to heal. How can anyone fail to use if properly?

#441
Icy Magebane

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Casting heal on console in the past blocked the game and ask you to pick which character you want to heal. How can anyone fail to use if properly?

I agree.  Blaming consoles for everything is a really bad habit... it prevents players from critically analyzing the game mechanics.



#442
Arvaarad

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As far as I can tell, Barrier and Guard aren't damage mitigation, they're temporary hp. Damage mitigation would be if they increased the party's armor so that instead of taking, say, 50 damage, you take 10.

Temporary hp swallows 100% of damage until it's depleted. Gaining temporary hp is exactly the same as healing real hp, except that once temporary hitpoints are gone they can't be recovered by health potions.

Quite frankly, we seem to have access to more frequent healing, the only difference is which bar the hp fills (the Guard bar rather than the health bar). Even charging into combat, Cameron was building up Guard really quickly.
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#443
Osena109

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Casting heal on console in the past blocked the game and ask you to pick which character you want to heal. How can anyone fail to use if properly?

i was being Factious some poeple need to learn to take a joke



#444
Jester

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I don't know why there will be no healing spells it makes no sense to me

There is a healing spell (Focus based Group Heal is confirmed). Maybe more than one, but that's speculation.



#445
Icy Magebane

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As far as I can tell, Barrier and Guard aren't damage mitigation, they're temporary hp. Damage mitigation would be if they increased the party's armor so that instead of taking, say, 50 damage, you take 10.

Temporary hp swallows 100% of damage until it's depleted. Gaining temporary hp is exactly the same as healing real hp, except that once temporary hitpoints are gone they can't be recovered by health potions.

Quite frankly, we seem to have access to more frequent healing, the only difference is which bar the hp fills (the Guard bar rather than the health bar). Even charging into combat, Cameron was building up Guard really quickly.

I think Barrier prevents all damage until it wears off, though... I seem to recall everyone's Barrier fading at the same time, regardless of how much damage they'd taken while encased in it.  Am I mistaken?  Guard I will agree with you on.... that's clearly additional HP that gets chipped away from taking damage.



#446
The Elder King

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i was being Factious some poeple need to learn to take a joke


Sorry for misunderstanding your post. I wasn't angry or anything though.

#447
In Exile

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Like I said, they could've included a really basic spell that heals about 30% of your health with a long cooldown, 120 seconds maybe. Not too far off from DA:2's basic healing spell. It would've made having a Mage in the party that much more necessary.

It also pretty much forces us to always include Barrier and Shield Wall within our Inquisitors and Mage/Warrior companions on harder difficulty settings, giving us one less of the already limited ability slots to mess around with.

I'm not so much complaining as I am surprised. It's out of place considering the previous two games, but if they were going for change they sure got it.


That would just lead to really annoying waits as players would wait to cool down. Or if you had few encounters per area you could just go exploring and heal to 100%.

#448
Reaverwind

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I think removing healing will cause the player to pick a more balanced and a more diverse party, making them actually strategize in who to bring with them. In DA2 Anders and my mage Hawke could take on any threat together, we were healing and buffing maniacs, it was too easy. DA:O wasn't better either, if you spec Morrigan right she becomes the MVP of the party every time. As I see it this is a way to have the player play with every party member.

 

Forcing "balanced" parties in a single-player RPG is a deal-breaker. I love my all-warrior / all-rogue parties. Leave the balanced party nonsense to mmo's.



#449
Osena109

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Sorry for misunderstanding your post. I wasn't angry or anything though.

its all good but i make no secret about i wish for the  utter destruction of the console platform but even i know  not every thing is there fault



#450
In Exile

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Forcing "balanced" parties in a single-player RPG is a deal-breaker. I love my all-warrior / all-rogue parties. Leave the balanced party nonsense to mmo's.


Nothing stops you from having all warrior parties. The fact that they might suck relative to other ones isn't any different from an unbalanced game.
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