Gamers hate change. Surprise surprise.
I'd say people hate change as we're all individualistic and gamer is too accurate. The whole human race can't get along, so this doesn't surprise me.
Gamers hate change. Surprise surprise.
I'd say people hate change as we're all individualistic and gamer is too accurate. The whole human race can't get along, so this doesn't surprise me.
Crowd Control, exploiting weaknesses, cross-class combos and many more. x)
I have the distinct feeling that part of removing healing has everything to do with trying to really force the cross-class combo. Freeze+Mighty Blow. Rinse Repeat. It's also why they have given you limited spells and abilities. What I am gathering from this, and I could be wrong, is that Bioware wants you to play a certain way, and that way is combo/buff/combo.
And my feeling is that this is an RPG and people should be able to play how they want. Not switch to "EASY" like so many people keep suggesting. Taking away healing reduces choice. And I doubt it's only healing that's gone. Part of the fun of this franchise is mixing and matching your companions, not just to maximize their abilities, but for role playing purposes. Part of the fun, for me, is the diversity that comes with building your party and the different ways you can PLAY THE GAME.
My hype level went from 10 to like a 6. I'm really bummed. It's easy to get over things like romance or hair choices. (The rage at that seems silly). But they've changed the very mechanics of gameplay. And, to be honest, I think it DOES have something to do with multiplayer. Because multiplayer, as they've hinted, is all about cross class combos.
Also, as I've mentioned in other posts about difficulty, many people that I know bought Origins quit playing at Ostagar. Why? The game was too hard. I head that over and over again. And I haven't been able to convince them to come back to the Dragon Age franchise. Watching Cameron Lee, a guy who designed the game, get stomped through half the map and wiping out his party on Normal, is not reassuring. If Origins was too hard and caused people to rage quit, what will this do? Remains to be seen, I suppose. But I got a bad feeling..
Sorry if its been mentioned already, didn't Mike Laidlaw mention in the demo there is a spirit spell that acts as a ranged revive? That sounds pretty neato
OK so lets count the spells that are mandatory for mages: barrier, the revive spell, the focus group heal if its still there. And we have an 8 ability limit..........................
Why remove healing spells but keep healing potions in? If bioware wanted a challenge, then the player should not be using healing potions either. If you are supposed to learn to manage your health bar, then potions are like healing spells that you buy with money.
The only advantage i see here is having a healer (or someone with a heal spell) is no longer mandatory, therefore you have more freedom with party selection.
I rarely actually had a dedicated healer
Gamers hate change. Surprise surprise.
been here before wasn't fun... how is this about change and not me not liking a gameplay style. stawmen are bad kay?
Gamers hate change. Surprise surprise.
I think consumers hate change in general if the company has made some questionable decisions
Not entirely. A group heal spell is still available.
Is it a spell? I thought it was a limit break type thing.
Is it a spell? I thought it was a limit break type thing.
focus spell which is basically a limit break. big move with special mana bar just for that skil.
*snip*
But what about Easy? Well, last weekend, on Easy/Casual, starting the game with a mage and me not saying a word, my seven year old played for two hours that included many battles, including rifts and beating the crap out of a low level Pride demon. No party wipes. I covered his ears once.
I think you'll be fine.
I wish I was your 7-year old.
But the lack of healing, and the buffs etc gained from crafting kind of sound like some stuff taken from HoDA. (although now that I think about it there are mages in HoDA that will heal companions on an attack)
And the healing back from enemy deaths....are we all reavers now or would something like that only be for them? 'Cause that was kind of a reaver-ish or a mage ability.....and if other classes don't have a way to 'get back' health from an enemy death......with the lack of healing/background health regen......then I could possibly see classes with a reaver-health-regen ability being the ones that get selected most often.
Edit:
Reading what NedPepper just above posted....
Now I have reservations.....that with the lack of abiities (being forced to a max of 8), and the potential emphasis on cross-class combos.....that I will potentially be 'locked' into the companions that I take with me based on their abilities and my abilities being compatible......which means, if I wanted to see the other companions, and play decently well without dying all over the place or continually having to run back to camp, I am going to have to be doing a lot of play throughs with numerous class types and specializations. I kind of feel *blah* at that thought.
That's one thing I liked about DAO or DA2, I could spec my character how I wanted for my play, spec out the followers, and then I could go through almost any encounter with almost any companion set up.....
focus spell which is basically a limit break. big move with special mana bar just for that skil.
Ugh ![]()
Not only are we limited in the ways we can play now and the strategies we can use but now that specialization plays a part in certain dialogues, cutscenes, etc...healer is gone. I was really looking forward to playing a spirit healer/creation user and seeing the effect it would have.
I feel you, Nefla.
I wish I was your 7-year old.
But the lack of healing, and the buffs etc gained from crafting kind of sound like some stuff taken from HoDA. (although now that I think about it there are mages in HoDA that will heal companions on an attack)
That would only work well in a turn-based combat system
Thanks for the postA lot of people are picturing trying to play DAO/2 with no heals. Of course that wouldn't work, those games weren't balanced for that. But how well were they balanced with heals, really? I'm not a numbers guy, but I like a good fight. And here's what made it make sense for me.
There's a very simple reason why this is a good decision, and it's also why the balance in DAO/2 was all over the map. It's in the question "How many health points does a player have?" Because we need to know this before we can design an encounter and know how balanced it is.
So, how many HP? Well, we'd hope it starts with "somewhere between the minimum for a mage and the max for a warrior, varied based on party makeup." Okay, good place to start. That's a real number. We can build encounters that do somewhere within that range of total damage + effects.
Now add in healing. How many HP does the player have? "Somewhere between the minimum for a mage and the max for a warrior, plus somewhere between the minimum and maximum number of healing spells/potions and between the min/max of their mana/potions."
Okay, how much HP is that exactly? Since potions restore mana, and potions also restored HP, the actual number of potential HP was somewhere between the minimum for a mage and the total amount of gold you had available to spend on potions. And the later in the game it was, the more the top reached astronomical numbers. And so the greatest power the player had in previous games was not any one of their abilities, it was the ability to make the number of HP impossible to estimate.
And to counter effectively infinite HP, "balance" meant we needed to hit the player with far more potential damage than their characters could withstand, and do it all but instantly. In effect, replacing HP damage (unknown limits) with death/resurrection (known limits). Or we had to stop them from chaining potions, meaning more enemies that put them to sleep or confused them, or otherwise made the player not able to take action. Alpha strikes and crowd control, neither of which were tactics that were fun to face again and again, because they "balanced" by removing actions, by removing control.
Now in Inquisition, by reducing healing, by actually defining HP to a range that can have real numbers in it, we can better balance encounters. And no, players can't rely on chaining potions. So what do they get instead?
Abilities/gear/choices that actually have an effect on the battle that is greater than infinite health on your belt. And because your greatest ability isn't chugging potions, we need less effects that shut you down. You spend more time in control of your characters making more varied decisions to have a greater effect on the flow of the battle. You have regen from spells and potions and gear. You have effects you can craft that grant health on enemy deaths. You have damage mitigation through abilities and buffs and crafting. Limiting health and balancing enemies accordingly makes more tactical choices viable while keeping the challenge.
Does this make it more difficult? On Nightmare, Well, you asked for a challenge, and you'll have one that you can overcome in many more viable ways than previously possible.
But what about Easy? Well, last weekend, on Easy/Casual, starting the game with a mage and me not saying a word, my seven year old played for two hours that included many battles, including rifts and beating the crap out of a low level Pride demon. No party wipes. I covered his ears once.
I think you'll be fine.
Lukas' post sorta reassured me but I'm still skeptical. I only wish we had a playable demo available before the big release, so I could test it and see for myself.
That would only work well in a turn-based combat system
I took it from this part of the post:
"Abilities/gear/choices that actually have an effect on the battle that is greater than infinite health on your belt. And because your greatest ability isn't chugging potions, we need less effects that shut you down. You spend more time in control of your characters making more varied decisions to have a greater effect on the flow of the battle. You have regen from spells and potions and gear. You have effects you can craft that grant health on enemy deaths. You have damage mitigation through abilities and buffs and crafting. Limiting health and balancing enemies accordingly makes more tactical choices viable while keeping the challenge."
Kind of makes me think of the rune system in HoDA, and the 'bonuses' certain characters give to other characters/themselves.
I look forward to the challenge ![]()
My only concern is whether to play with friendly fire on or off...I plan to play nightmare difficulty first.
Lukas' post sorta reassured me but I'm still skeptical. I only wish we had a playable demo available before the big release, so I could test it and see for myself.
experience tells me can you trust it. even games from series about gameplay screwing you over repeatedly can rather easy on lower difficulties.
experience tells me can you trust it. even games from series about gameplay screwing you over repeatedly can rather easy on lower difficulties.
Also I'm not sure my PS3 could handle the game, which is why I would like to see how it would look like with a Demo.
I took it from this part of the post:
"Abilities/gear/choices that actually have an effect on the battle that is greater than infinite health on your belt. And because your greatest ability isn't chugging potions, we need less effects that shut you down. You spend more time in control of your characters making more varied decisions to have a greater effect on the flow of the battle. You have regen from spells and potions and gear. You have effects you can craft that grant health on enemy deaths. You have damage mitigation through abilities and buffs and crafting. Limiting health and balancing enemies accordingly makes more tactical choices viable while keeping the challenge."
Kind of makes me think of the rune system in HoDA, and the 'bonuses' certain characters give to other characters/themselves.
Maybe we will have runes to that effect
Also I'm not sure my PS3 could handle the game, which is why I would like to see how it would look like with a Demo.
is there something wrong with you ps3?
is there something wrong with you ps3?
It's last gen. ![]()
It's last gen.
just play the ps3 version, you'll be fine. ![]()
Also I only got 83 GB remaining in my HDD, so I'm starting to feel worried about the total size of Dragon Age Inquisition and its future DLCs and possible expansion. I also want to purchase other games and I think I'll be forced to remove some games from my HDD until I update -- though I don't see the point since I want to purchase a PS4 as well. *starts shaking* Ugh...
OK so lets count the spells that are mandatory for mages: barrier, the revive spell, the focus group heal if its still there. And we have an 8 ability limit..........................
Also I only got 83 GB remaining in my HDD, so I'm starting to feel worried about the total size of Dragon Age Inquisition and its future DLCs and possible expansion. I also want to purchase other games and I think I'll be forced to remove some games from my HDD until I update -- though I don't see the point since I want to purchase a PS4 as well. *starts shaking* Ugh...
*pats on head* there there, it'lll be ok.
Good CC coverage prevents all damage rather than healing back a finite amount. It's probably a more efficient choice given limited slots.
Seriously though, why is crowd control the redheaded stepchild to most players? Does it just not look flashy enough?
Or is it that, psychologically speaking, someone who saves the party from death looks more heroic than someone who prevents them from getting near death? To paraphrase the saying, an ounce of CC is worth a pound of healing.
The one who does the cpr allways gets more credit than the fellow who yells "look out!"