my question here is, does each character have there own supply of potions or is it a set lot shared between the group?
I'm pretty sure it's 8-10 for the whole party.
my question here is, does each character have there own supply of potions or is it a set lot shared between the group?
I'm pretty sure it's 8-10 for the whole party.
You can run. Players never run anymore but not murdering everything in a genocidal run to get maximum XP used to me an option.
Running hasn't been encouraged in previous DA games. Or Bioware games in general. Heck sometimes teh doors slam shut behind you and "combat" becomes "cage match"
This was basically the direction taken by Baldur's Gate and I loved it. You had stacks of potions of lots of healing spells, but everything was a limited resource that you had to manage and had to rest to regain.
It worked wonderful back then and I love that feel.
To some extent, it is. But you could still rest in most places and recover your hit points and resources. If you were willing to risk getting jumped by monsters.
Will that be possible?
We can always hope that combat XP just goes away. I'm OK with loot. Grinding combat should have some benefit for the folks who want to do it.
That's certainly one possibility. Though that does suppose combat is in some way avoidable.
Ok. That sounds like an idea. Lets all leave here and go to the developers tweeter accounts and ask for them to explain more things about the game.
I'm sure peple are asking. But not everyone has a Twitter account. And devs do sometimes answer questions/concerns in the forums.
And based on the perks you pick at the War Table, this number can be increased.I'm pretty sure it's 8-10 for the whole party.
And based on the perks you pick at the War Table, this number can be increased.
Well yeah, that's the 10. I don't think it's getting higher than that... there were only 2 perks mentioned, but there may be a third we haven't seen yet... on the bright side, they appear to be free based on what I've heard so far...
There are more serious and relevant problems I'd say. Healing is game mechanic and identity both. Something for you to do in combat besides just whackin them enemies. Something you - are - besides a whacker of enemies. To get rid of it is stripping one (well loved) mechanic from game and an idenity from your players. It is mind numbing and ridiculous people are finding ways sugar coat this away by talking about potions.
It is one step further from RPGs and RPG combat, one step more towards reactionary designed-for-pads action.
This is true, but there are other things mages can (theoretically) do besides kill it with fire/cold/llightning/spirit/nature damage. We have seen examples of mages using buff spells, crowd control, even constructing defensive cover.
Not that I'm unsympathetic to those who want ot devote themselves to healing.
Guest_Dandelion_Wine_*
D&D healing is different. With rare exceptions you couldn't really keep your healing up in battle. You usually exhausted spells quickly and used resting to restore spells then casted them afterward. This why BG 2 just let you autocast left over healing to save time.
Sounds pretty much like what we're getting. You rest (at camp in DAI) to restore your reserve of healing. Spells and potions were both limited so you had to resource manage that.
To some extent, it is. But you could still rest in most places and recover your hit points and resources. If you were willing to risk getting jumped by monsters.
Will that be possible?
From what we understand, you find potential campsites dotted across the landscape. So the setup is very similar.
Hearing there are runes we can equip onto our weapons to recover health with every hit makes me feel a lot better.
I use and love that enchantment feature in any game that has it, so hooray for that. I'm honestly just looking for a way around the no-health regen thing at this point, because I have despised it in every game I have ever played that had it, and rage quit several of them. I nearly did with Dragon's Dogma until I discovered a health regen perk, but I had to do a lot of backtracking early on in that game due to health management and I really hated that aspect.
I'm thinking I might also ditch playing a mage and go for a Reaver, since they can health steal. With no healer to roleplay as, I'm afraid my love of mages has taken a serious hit for DAI.
Anyway, good news for me with the runes.
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.
Do you honestly belive that the lack of healing spells in the game is due to templars hiding in the bushes and looking at mages to see if they cast healing spells, and then kill them? And managing to kill all of them as well?
Do you honestly belive that the lack of healing spells in the game is due to templars hiding in the bushes and looking at mages to see if they cast healing spells, and then kill them? And managing to kill all of them as well?
Why do you find it so hard to believe Templar (who the lore notes fear Spirit Healers more than other mages) wouldn't make it a priority to kill any Mage Healers they come across?
Adrian can't. Also the Codex entry: The Four Schools of Magic: Creation states it is a difficult school to master.
Doesn't seem to difficult to get into. All you need is to be a level 1 mage and pick the Heal spell.
Doesn't seem to difficult to get into. All you need is to be a level 1 mage and pick the Heal spell.
If the Inquisitor has not trained in creation and has no talent for it, why are you calling it a lore violation?
The PC's background should be up to the player to decide. Headcanon and all that.
The PC's background should be up to the player to decide. Headcanon and all that.
Only to a certain extent. Some aspects of the background are set. Why shouldn't things like not being able to cast healing spells be part of that?
The PC's background should be up to the player to decide. Headcanon and all that.
That's never been true in Dragon Age.....origins was all about you playing out a set opening that could give you a family, a clan and more in your background.
By this exact same logic there's no reason for the Inquisitor to have trained in or have a talent for it. That statement works both ways. The lore states that creation requires considerable finesse, and is therefore rarely mastered. That implies that even base level creation spells require finesse, not just the high level stuff.
The creation school should have been part of a Spec, then. Not a common mage spell-list. Those are the basic spells, really. Specs are rare.
A 'basic spell' that merill an experienced mage and next in line to be keeper could not do....a basic spell none of the other mages in DAI's party can do.
You're also not the Warden or Hawk and do not have the same skills and talents they do. Nothing in the lore guarantees the Inquisitor the ability to caste heal.
It swaps one choice for another, it alters the tactics you have to employee and forces you to rethink you party, gear and approach in ways the previous games did not.
And just to note, I find it interesting that every time Bioware does something a poster does not like on this forum, they'll often go to 'It takes away choice' argument. People said that when they learned Anders was the only healer in DA2. They said it when it was revealed that your starting Origin in the first game would dictate some of your initial abilities, they said it about the romances in DAI and most recently they said it about the Qunari female hair. It's like anything Bioware does....takes away choice by somebodies reckoning.
I don't get why you keep bringing up Merril as some good example. She is arguably the dumbest character in Thedas. No wonder she can't master a simple healing spell.
Why do you find it so hard to believe Templar (who the lore notes fear Spirit Healers more than other mages) wouldn't make it a priority to kill any Mage Healers they come across?
That's probably the case, but tbh this is a very poor justification for healing spells not being in the game... a hermit like Solas would probably have needed to know some kind of healing spells to stay alive in the woods for so long, Dorian comes from a nation where magical talent is nurtured and mostly unrestricted, and Vivienne was First Enchanter of her Circle I think? She would probably have known a variety of spells, including healing spells. The mage/Templar conflict has nothing to do with this.
Why do you find it so hard to believe Templar (who the lore notes fear Spirit Healers more than other mages) wouldn't make it a priority to kill any Mage Healers they come across?
What will you do when the game tells you this isn't what the Templars have been doing at all? Because it will.
Oh for heaven sake, this is getting silly.
"A Mage that can't heal is not a Mage". I guess that Merrill and Morrigan who I never specced into healing are not mages? I can bring down a storm of fire, summon the dead, freeze my enemies, suck their life force, make my friends fight faster, protect them with invisible barriers, make their blows hit harder and strike fear and confusion into their targets with a wave of my staff, but because I can't rub a bruise better I am "not a mage" and the class is "broken".
/facepalm
Only to a certain extent. Some aspects of the background are set. Why shouldn't things like not being able to cast healing spells be part of that?
If we get an in-game explanation for why there are no healing spells, I will have zero problems with it. Judging by experience, we won't get an explanation for it.
Will the healing grenades heal enemies too? If they "explode" too close to one? Or does the grenade itself know wich person it is to heal?
The creation school should have been part of a Spec, then. Not a common mage spell-list. Those are the basic spells, really. Specs are rare.
It's a bit of gameplay practicality. DA:O's gameplay was design around healing, therefore the player needed access to healing spells early, even if the lore doesn't support it.
Will the healing grenades heal enemies too? If they "explode" too close to one? Or does the grenade itself know wich person it is to heal?
They probably should... I could have sworn I heard something about a beneficial ability that could also help enemies if they got caught in it... was it the grenades they were talking about? Unless I imagined this... that is also a possibility.