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No healing spells whatsoever


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#826
Dutchess

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I thought this game was rated 18+?



#827
Nohvarr

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So.....now instead of one character having to be focused in healing/protection, everyone will have to be......further reducing our open ability slots.

 

Sweet. /sarcasm

 

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.

 

I thought this game was rated 18+?

 

He already said he covered the kids eyes and ears and certain points.



#828
Medhia_Nox

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@Dutchess:  Violence is 7+ here in America.  They probably didn't let the kid see any of the sexy parts which is like... 80+ here in the states.


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#829
Dutchess

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He already said he covered the kids eyes and ears and certain points.

 

But hacking enemies to pieces is fine for a seven-year old? Okay. I'd think that is major reason the game is not suitable for kids.

 

@Dutchess:  Violence is 7+ here in America.  They probably didn't let the kid see any of the sexy parts which is like... 80+ here in the states.

 

LOL, yes, I am aware of the US' love/hate relationship with breasts. :P  I don't think there is a solid age recommendation for violent content here (Netherlands). I assume it depends on how extreme it is. Mild stuff like Power Rangers would be 6+, but I can't imagine they would judge DA's violence as acceptable for children of that age.

 

Edit: just checked. We use the European PEGI system, and that system judges DA to be 18+ because of the violence in it. This recommendation is also made for the DLCs such as Mark of the Assassin, The Exiled Prince and Legacy.

Out of curiosity also checked the rating for the Witcher games. 18+ for both because of violence and language (swearing). Not for sexy bits.



#830
Nohvarr

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But hacking enemies to pieces is fine for a seven-year old? Okay. I'd think that is major reason the game is not suitable for kids.

 

His kid, his call. I was watching Terminator at that age and have had no issues. In fact I dislike guns in general, and view them as something to be used only when no other viable options are available.



#831
Xilizhra

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Why didn't they just take out the damned potions and leave our healing alone, if potion chaining is the problem?


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#832
CronoDragoon

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So.....now instead of one character having to be focused in healing/protection, everyone will have to be......further reducing our open ability slots.

 

Sweet. /sarcasm

 

Guard is generated as a byproduct of abilities you would already be using, such as Taunt. It's built into the flow of the class.

 

I'm hesitant to say any more because I'm suspicious that you are actually not interested in how it works at all.


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#833
Jester

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His kid, his call. I was watching Terminator at that age and have had no issues. In fact I dislike guns in general, and view them as something to be used only when no other viable options are available.

 

I played Serious Sam series when I was 9 - it's an FPS with hordes of aliens getting literally blown to pieces, spraying blood EVERYWHERE. 

I also played Diablo II. 

 

Can't say I had any issues with it, though the latter did give me some mild nightmares. 



#834
Jaulen

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@Jaulen:  Yeah, let's look at it only from our own selfish playstyle instead of saying:  "Great, now people can play really viable 4 man fighter groups if they wish."

 

 

I mainly play DAO without taking a healing mage, or mages in general.

In DA2 I also rarely takes mages. I do tote Anders around 'cause I like his banter, but he doesn't go everywhere, and Merrill stays at home unless it's for story reason.

 

I also rarely ever play a mage. I think I have 1 DAO and 1 DA2 playthrough as a mage. I find DA mages to be way over powered for the game, which isn't fun to me.

And I play on normal or hard.

 

Even in the other games there were viable 4 man teams without having to take a mage.

 

 

My main issue is that to mitigate damage, with the limited healing potions, we are now forced to spec our characters and companions with some sort of damage mitigation/barrier.....and with only having 8 slots available (and not being able to re-slot in battle) it limits what you are going to be able to do with your team. And with how you spec your character and companions, it's likely going to really force certain companion teams/specs if you want to even slightly optimize your gameplay.

 

What's the point in giving someone an ability if you aren't going to be able to readily use it? Am I going to have to have precognition before a battle to know what abilities I should have slotted? Or is it there's really only going to be certain abilities that are 'useful'.

 

In DAO and DA2, yes, there were optimal builds and teams, but I could play around with the abilities, and my team makeup, and still not have to take a mage around with me, and play through every encounter without feeling 'forced' to have a certain character along or have a character/companion spec'd a certain way. Which to me makes it more fun since then I can play around with abilities and use stuff that isn't optimal.

 

It just sounds like with DAI, there will be less of an ability to play around with sub-optimal builds and team combos.

 

 

 

Guard is generated as a byproduct of abilities you would already be using, such as Taunt. It's built into the flow of the class.

 

I'm hesitant to say any more because I'm suspicious that you are actually not interested in how it works at all.

 

If it chains off of other abilities, great, but then again, now you're being forced to use those abilities to get the guard ability.

 

Which, with what everyone else is saying about 'choice' really reduces 'choice' in how you play and abilities you use.

 

 

 

Added: Although I do really like that it seems like crafting will be in depth and USEFUL this time around.



#835
PhroXenGold

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Why didn't they just take out the damned potions and leave our healing alone, if potion chaining is the problem?

 

Because that doesn't solve the underlying problem of healing effectively giving you infinite HP in terms of balancing how much damage an encounter is expected to do to the party? Have you even read the dev posts on this subject?



#836
volkoff

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This is just about the worst argument anyone could think up for this issue

 

Of course its not an issue if you can breeze through Nightmare with your eyes half closed, the rest of us who can't are going to have a rougher go of it.

 

if it's a bad argument in your opinion(because it doesnt agree with your view), doesnt actually make it an bad argument. why have higher difficulty's if you make it so easy everyone and their mother can do it? if it's to though you can lower the difficulty which fits your playstyle more. thats the whole point about setting difficulty. the whole reason difficulty setting was invented was so every gamer can choose the difficulty which fits their skill level(or mood). so you wouldn't have a bunch of people whining its to though/easy. it's not so every 15yo can delude themselves into thinking they're cool because they(and the entire community) got a 'nightmare' achievement/trophy. it's to make the game enjoyable to everyone. so if you're having problems either adjust -your playstyle- or lower difficulty.

and people whom 'breeze' through nightmare are able to 'breeze' through it due to 'talent'(very,very,very small portion),knowledge,experience & practice. not because of some magical juju. (sure some people learn at a quicker pace and some are more proficient right off the bat. but you catch my drift)
 

 

I agree with you about the pointlessness of that argument, ignore and move on. 

 

I think all you can say without playing the game is that the rest of us are going to ahve a "different" time of it. For all you know, this system may actually work better for you.

 

You have to look at it holistically - its not just that healing has been removed in isolation of anything else, combat has been completely overhauled. We really have nothing to base our expectations of how hard or not it is other than our approach to it must change. 

 

If you didn't read Lance's reply on this is worth a look, it really clears up the thinking from a mechanical level about why they took this route,

 

http://forum.bioware...ver/?p=17416109

yes! it's absolutely pointless to learn new patterns and playstyles, new ways and views to broaden your horizon, gain new knowledge and to adjust your playstyle accordingly. it aint rocket science! or wait, i jest, it is! a tip; they use liquid hydrogen and oxygen. hope that helps!

 

Being able to breeze through nightmare means encounters were so poorly designed that 1) they follow an utterly predictable pattern and 2) game is too gear-centriic - meaning once you have the appropriate gear and know the boss's pattern, the challenge disappears, and higher "difficulty" becomes a matter of how much tedium you're willing to endure. I've been waiting for an RPG with more intelligent enemy AI. From what I've been seeing, I don't think DA:I is going to be that game.

 

with limited amount of resources spend on AI you'll always have this problem. beside it's not that different from real life. people always react in patterns. those whom are severely unpredictible are generally located in a psych ward. the whole reason a commander is able to predict enemy's on the battlefield is because there are a finite amount of sensible decisions you can make. which lead to the best possible outcome's!(you arent gonna run up to a tank with a kitchen knife right?) sure, game bosses are more predictable then human beings (use X ability at Y%, stomp when player is close, etc etc etc.) but even if they make an 'intelligent' ai you'll always end up having an finite amount of sensible choices ( unless the AI is loony). sure they'll pose more of an challenge but still, you'll never get rid of predictable patterns. so every game is going to be that game.
 

 

Fewer options = less choice. Although the choices in this game, even if fewer, can have more impact on the combat.

so making the right choices is more of an importance, making it more skill driven & fun.

 



#837
volkoff

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But hacking enemies to pieces is fine for a seven-year old? Okay. I'd think that is major reason the game is not suitable for kids.

 

 

LOL, yes, I am aware of the US' love/hate relationship with breasts. :P  I don't think there is a solid age recommendation for violent content here (Netherlands). I assume it depends on how extreme it is. Mild stuff like Power Rangers would be 6+, but I can't imagine they would judge DA's violence as acceptable for children of that age.

 

Edit: just checked. We use the European PEGI system, and that system judges DA to be 18+ because of the violence in it. This recommendation is also made for the DLCs such as Mark of the Assassin, The Exiled Prince and Legacy.

Out of curiosity also checked the rating for the Witcher games. 18+ for both because of violence and language (swearing). Not for sexy bits.

 

oh a fellow dutchy! 18+? really? you're able to get soft-drugs quite easily. same goes for beer(alcohol is just as, if not even more damaging then soft drugs) and not to forget hookers, they actually have to ask for ID's because sometimes they get 'client's' below the minimum age :P

and a game is 18+ because of 'violence'?! lol...



#838
KoorahUK

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Why didn't they just take out the damned potions and leave our healing alone, if potion chaining is the problem?

Read this. Explains everything behind their thinking.

 

http://forum.bioware...ver/?p=17416109



#839
Riverdaleswhiteflash

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Read this. Explains everything behind their thinking.

 

http://forum.bioware...ver/?p=17416109

It also explains those damn Blighted Shadow Wolves from Awakening, and anything that leads to those not existing is okay by me.


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#840
Vilegrim

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A 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.

 

 

well explained, thanks



#841
CronoDragoon

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If it chains off of other abilities, great, but then again, now you're being forced to use those abilities to get the guard ability.

 

Which, with what everyone else is saying about 'choice' really reduces 'choice' in how you play and abilities you use.

 

It only reduces choice in the sense that determining the optimal abilities for your party always reduces choice.

 

Let's put it this way: Origins has more builds available to you. Most of them suck. In order to play at the higher difficulties, it really boiled down to specific specializations and abilities. Dragon Age 2 has less builds, but it has more builds that you can viably use at the higher difficulties. In Inquisition, the higher difficulties will probably require that you use one or two abilities that build guard, because maintaining guard will be the optimal way to use warrior (this is all hypothetical as we don't know much about warrior). However, you might choose to forego Guard and build your warrior for something else, which may entail having a Knight Enhanter for protective buffs or an Artificer rogue for healing grenages (again, for example). I don't think it's bad design at all for a game that has bothered to include lots of buff spells to require you to build at least one character in your party to use said buff spells. If you could beat the higher difficulties without using a significant portion of the designed abilities, then that's bad game design.

 

The lower difficulties may not require you to make specific builds at all. For Easy that will most certainly be the case.



#842
Nohvarr

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Note the potion that gives you regen for 60 seconds

the +42% Guard damage bonus

The "on Hit gain 10 Guard"

10% chance to gain walking fortress

 

And for you Knight-Enchanters...you apparently get a great sword (00:16)


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#843
JEMEDAOME2

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ElementalFury is right. That seriously reduces the Aumont of spells and talents you can use.

 

Erm not really currently playing a DAO runthru as Arcane warrior and I personally love the Skill Wheel and yeah will admit i'm kinda miffed that they removed the skills from the wheel but they gave us that extra map skill on bringing us to that total of eight.  What I have noticed while playing DAO is I have bunch of favorite talent or spells you use more often than not I make those sit up front so to speak mapped to X Y and B  and the ones I barely use sit at the back and during a tough battle I may break out the wheel to quick heal or move a party member  or break out a big spell combo but with the tac camera I don;t think we need the wheel anymore



#844
The Elder King

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Erm not really currently playing a DAO runthru as Arcane warrior and I personally love the Skill Wheel and yeah will admit i'm kinda miffed that they removed the skills from the wheel but they gave us that extra map skill on bringing us to that total of eight.  What I have noticed while playing DAO is I have bunch of favorite talent or spells you use more often than not I make those sit up front so to speak mapped to X Y and B  and the ones I barely use sit at the back and during a tough battle I may break out the wheel to quick heal or move a party member  or break out a big spell combo but with the tac camera I don;t think we need the wheel anymore

The wheel still exist on console.
It depends on people in the end, but my point was that in those eight slots you might have to put abilities that you can use only in certain circumstances (Focus based spell and talents).
Though I guess that you might put the focus abilities in the slots only when your focus bar is full/near full.

#845
AresKeith

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Note the potion that gives you regen for 60 seconds

the +42% Guard damage bonus

The "on Hit gain 10 Guard"

10% chance to gain walking fortress

 

And for you Knight-Enchanters...you apparently get a great sword (00:16)

 

Not really

 


User
Hi Mike, the new video shown a weapon named Knight-Enchanter greatsword, does this mean KE mages can use swords?
 
No.
 
I expect someone named it that after crafting it. Cheeky buggers.
 
:(


#846
KoorahUK

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I thought Knight Enchanters could conjour light sabers?

#847
KoorahUK

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I thought Knight Enchanters could conjour light sabers?

#848
Wulfram

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I think my main problem with the healing changes is that DA2's healing was actually pretty well balanced.  Really, it was probably the main thing from DA2 I'd have been happy to see repeated.

 

So I'm sceptical about the new system because it's replacing something that worked.



#849
SetecAstronomy

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I haven't heard this asked anywhere, so Ill go ahead

 

1) Is health restored to full upon levelling up?

2) Can we level up at any time/place outside of combat?

 

The answers to these could save many Inquisitors' collective bacon if timed right, say before a boss fight.



#850
wcholcombe

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I like the new system. I like that their is an element of strategy/danger to healing and using your potions.

 

I personally rarely used healers in my groups.  Early on in DAO I did, but I came to think it made the game too easy even on nightmare and took the majority of the difficulty and suspense out of battles.

 

So I started playing without it in DAO and then latter in DA2, it wasn't easy, but I found it much more fun.