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No healing spells whatsoever


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#851
KoorahUK

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To be honest I don't think we've been given definitive answers to either.

I do recall Mike doing a video where he allowed us to 'nerd out' and level up IB, and that was at camp. Whether that was coincidence of mandatory, I don't think we know yet.

#852
Iakus

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I thought Knight Enchanters could conjour light sabers?

 

Omniblades, actually :P


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#853
AresKeith

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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?

 

:mellow:  :mellow:



#854
TheGusWho

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I don't even recognize this series anymore...

 

All I've wanted for the last 5 years is a sequel to Dragon Age: Origins -- that's it, you can stop re-imagining the core concepts of the game...just give me another Archdemon to slay and I'm good.

 

I gave Bioware a pass on Dragon Age: II -- because hey, we all make mistakes, but now comes insult-to-injury in the form of Dragon Age: Inquisition; with all of these changes that only serve to give the illusion of difficulty...and I Just. Don't. Have. It. In. Me this time...

 

Maybe this is going too far, but I honestly feel like the removal of the Spirit Healer is a Bioware's way of giving a large middle-finger to me as an individual.

 

Like, Bioware is upset that I clown-stomped both of their games on Nightmare as a dedicated healer -- so they removed the entire class to show me whose boss.

 

You've shown me whose boss, alright -- you couldn't make a game that challenged good healers so you had to eliminate us from the series. I can't reward this design decision with a first-week purchase...but I'll hold my nose and get the game at some point in the future, hopefully by then, the PC modders would have corrected some of these mistakes.

 

Good lordy. Take your ball and go home, then. Also good luck getting any mods on this game, given the engine - of course, you'll probably see that as just another personal affront to you and you only.



#855
volkoff

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Good lordy. Take your ball and go home, then. Also good luck getting any mods on this game, given the engine - of course, you'll probably see that as just another personal affront to you and you only.

hey! didn't we agree during our national BSN meeting with the dev's that we wouldn't talk about the front we've created to annoy Dlaren to the best of our ability's? i forgot.

thanks for the PM.

nothing to see here; move along.

yeah, heard it a couple of times before that the engine wont be mod friendly. how come? that difficult to work with?



#856
Bekkael

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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.

 

 

Heh, my 5 (or was it 6?) year old was playing Halo and destroying enemies as Master Chief. It wasn't gory, so I had no problem with it. He is now a very well adjusted 17 year old gamer. :)



#857
andar91

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Oh my goodness. Okay. /takes deep breath

 

First of all, the title of this thread is flat-out wrong. I believe there is a heal and a revive spell both linked to Focus, so they're useable, just not all of the time.

 

Lore explanation? Not that I'm aware of, and I'm not interested in dissecting this part of the discussion. If you don't like it, that's valid. I don't care that much since they're still present, albeit in a different form.

 

Want to wade in and not  worry? Play on Easy. Difficulty settings are not an indication of gaming skill, they're a way of setting the game to a suitable place for YOUR gaming style. Some people play games for years and years, but they play on Easy because they just care about story and not combat and so on.

 

I cannot - CANNOT - believe that Bioware and its huge Dragon Age team of awesome developers would have been so neglectful (especially with the release pushed back) to not figure out a way to balance the game so that it plays at a level appropriate for difficulty setting. Do you really think that, on Normal, you will generally be in a situation where your average player will wipe over and over? In the Twitch Stream, they were distracted by talking and answering questions, and Cameron was playing fairly fast and loose. I think most of these changes (to varying degrees) add interesting depth to the game, but I don't think potion/healing limitations will be so severe as to stunt us. Rather, they're to prevent situations like in DA:O (as Lukas explained) where you had literally 80 lesser healing potions that healed mages up to full every use (and no cooldown on the potion either). It's to make combat matter, at least a little bit. But this ain't Dark Souls, people. 

 

Oh, and the whole 8 ability thing. We can switch them outside of combat, so I still don't see the big deal. And saying that mages are somehow obligated to take Barrier and so forth is just silly because it ignores all of the other options for mitigating damage/healing like crowd control and a Warrior's guard. Cassandra can build up guard with the right abilities and attract foes away from more vulnerable members. Solas can freeze a target solid to stop them from attacking, and lightning does some of the same things. Rogues can put people to sleep or kill them really quickly (most players can do that to some extent). A Shield Bash can knock somebody down and stop them from dealing damage.

 

TL;DR Version: Bioware made these design decisions early in the process, and they'll account for them in the game design. This is not Dark Souls, and I seriously doubt they want the game to be punishingly difficult on lower difficulties (Easy/Normal).


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#858
TheGusWho

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hey! didn't we agree during our national BSN meeting with the dev's that we wouldn't talk about the front we've created to annoy Dlaren to the best of our ability's? i forgot.

thanks for the PM.

nothing to see here; move along.

heard it a couple of times before that the engine wont be mod friendly, how come? that difficult to work with?

 

DAMMIT. I forgot about that blood pact!

 

To be honest, I'm such a modding neophyte that I don't really know much more than "lol Frostbite modding is a shitshow." Precisely why that is, I have no idea. I'm guessing it's just the engine doesn't allow for it.



#859
Annihilator27

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No heal spells? Challenge accepted.


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#860
Medhia_Nox

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That video says: "individual load outs for each party member right when they're showing the TWO sections of "Regeneration POTIONS" and "Healing Potions" (Note: I CAP "Potion" because the item described in another video was grenade like... this "might" be it - but the two have been separated in the past.

 

And there is a third slot on this character presumably for even another type of healing potion (or other types of resistance, attack grenades, etc.)

 

This was an individual character... Makkon 10th lvl rogue... carrying 8 Healing Potions and 6 Regen potions.

 

That suggests that I'm right about each character carrying their own amount of potions... which - in this instance would be 32 Healing potions and 24 Regen potions at this point.

 

It is so painfully obvious that a non-mage party will have more than enough heals... and that a mage party with a defensive/healer will have room for plenty of fun 'splody grenade type weaponry.
 


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#861
NedPepper

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You know, the real thing Bioware should do is to explain their vision and SHOW us how it works.  Not Cameron Lee dying halfway through.  Most of us love this series.  We've all got our pre-orders.  So instead of coming in here with glib comments or three word non-answers on Twitter, put out the firestorm before it happens.  Show us how the game plays.  If you're not going to give us a demo, then do another Twitch with someone who knows how to play the game.  Explain the choices and show how they  work in the new balancing system.

The last thing Bioware needs is another case of disgruntled fans leading into the game.  I think even the people who are defending this decision (and some are reaching, to be honest with these lore explanations) probably could also benefit from seeing how the game plays.  Don't let this ill will fester.  Allay fears and explain your development vision.


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#862
TheGusWho

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You know, the real thing Bioware should do is to explain their vision and SHOW us how it works.  Not Cameron Lee dying halfway through.  Most of us love this series.  We've all got our pre-orders.  So instead of coming in here with glib comments or three word non-answers on Twitter, put out the firestorm before it happens.  Show us how the game plays.  If you're not going to give us a demo, then do another Twitch with someone who knows how to play the game.  Explain the choices and show how they  work in the new balancing system.

The last thing Bioware needs is another case of disgruntled fans leading into the game.  I think even the people who are defending this decision (and some are reaching, to be honest with these lore explanations) probably could also benefit from seeing how the game plays.  Don't let this ill will fester.  Allay fears and explain your development vision.

 

Disagree - waiting for people to actually just play the game is the best thing they could do at this point. 


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#863
Medhia_Nox

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@NedPepper:  They've shown me a million things that make me not worry about healing at all.  In fact, I think there's a bit of an overcompensated glut of healing now that they don't have a ton of healing spells.

 

Not sure just how much of the game you need to see to be satiated.



#864
David Gaider

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Disagree - waiting for people to actually just play the game is the best thing they could do at this point. 

 

And that is very likely what we will do.

 

I'm not a combat designer, so I'm not one to explain anything related to it...but I would say it's a mistake to imagine the old combat system and then take out healing from it and figure that's how it must work. With the new engine, combat has been redesigned from the ground up, and it was constructed with the idea that there should be less reliance on healing as a mechanic.


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#865
Brogan

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And that is very likely what we will do.

I'm not a combat designer, so I'm not one to explain anything related to it...but I would say it's a mistake to imagine the old combat system and then take out healing from it and figure that's how it must work. With the new engine, combat has been redesigned from the ground up, and it was constructed with the idea that there should be less reliance on healing as a mechanic.

For such a talented writer to have to come on here and say what most of us already knew says a lot about the attention span/level of rational thought of some posters...
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#866
NedPepper

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@NedPepper:  They've shown me a million things that make me not worry about healing at all.  In fact, I think there's a bit of an overcompensated glut of healing now that they don't have a ton of healing spells.

 

Not sure just how much of the game you need to see to be satiated.

I don't think it's about how much I want to see.  I just think that the hype has been so positive.  This is a bump in the road.  And I think it's a little different than being mad about romances or Qunari hair styles.  I mean, this is the gameplay mechanics.  What people will be doing most of the time.

But, if they feel confident that once people play, they will enjoy it and all of this will just be a distant memory and silence is the best option...well, their confidence in their new system I suppose does perhaps say a lot.

I still don't think it's a bad idea to do another Twitch.  But, ultimately it doesn't really matter what I think.



#867
NedPepper

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For such a talented writer to have to come on here and say what most of us already knew says a lot about the attention span/level of rational thought of some posters...

And  dismissing angry, passionate fans is what got Bioware in a mess to begin with.  This is their fanbase, like it or not.  So being a dismissive jerk when people have questions is not helping anyone, dude.



#868
aphelion4

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As someone who primarily plays a healer whenever possible (what I love MMOs for), I have to say I'm very disappointed at its removal. It's not the difficulty that bothers me, I welcome challenge as the first two games were easy. I hope support is still viable at least? Crowd control type spells like paralysis, sleep, fear, etc? Buff spells to increase damage mitigation, damage output, (hopefully more creative than that) etc? Or are Mages just flashy versions of Rogues now? Mindlessly flogging away at an enemy and dodging occasionally until it dies isn't exactly my idea of tactical or fun. XD

 

Mages losing one of their primary functions sucks, particularly when a Warrior "tanking" seems to be more important than ever. Oh well, the game still looks amazing overall.



#869
Al Foley

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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.

So then is BioWare going to have an 'are you a better gamer then a 7 year old contest' ?:P



#870
SomeoneStoleMyName

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Maybe its just me but I think this is a great change for the better.


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#871
Brogan

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And  dismissing angry, passionate fans is what got Bioware in a mess to begin with.  This is their fanbase, like it or not.  So being a dismissive jerk when people have questions is not helping anyone, dude.

 

Passion is fine.  Anger because of incorrect assumptions and misinformation is just lazy posting.

 

Also, my post was not directed at anyone in particular,  as I have not even read most of this thread.  The issue is not a new one, however, and the reasons for the lack of info on the new systems are more than likely legit.


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#872
NedPepper

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Passion is fine.  Anger because of incorrect assumptions and misinformation is just lazy posting.

 

Also, my post was not directed at anyone in particular,  as I have not even read most of this thread.  The issue is not a new one, however, and the reasons for the lack of info on the new systems are more than likely legit.

 

I suppose that's fair.



#873
CronoDragoon

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As someone who primarily plays a healer whenever possible (what I love MMOs for), I have to say I'm very disappointed at its removal. It's not the difficulty that bothers me, I welcome challenge as the first two games were easy. I hope support is still viable at least? Crowd control type spells like paralysis, sleep, fear, etc? Buff spells to increase damage mitigation, damage output, (hopefully more creative than that) etc? Or are Mages just flashy versions of Rogues now? Mindlessly flogging away at an enemy and dodging occasionally until it dies isn't exactly my idea of tactical or fun. XD

 

Mages losing one of their primary functions sucks, particularly when a Warrior "tanking" seems to be more important than ever. Oh well, the game still looks amazing overall.

 

Considering the descriptions for the specializations (Knight Enchanter in particular with its buffing) I don't think we have to worry about mages losing buff/debuff utility.



#874
falconlord5

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As someone who primarily plays a healer whenever possible (what I love MMOs for), I have to say I'm very disappointed at its removal. It's not the difficulty that bothers me, I welcome challenge as the first two games were easy. I hope support is still viable at least? Crowd control type spells like paralysis, sleep, fear, etc? Buff spells to increase damage mitigation, damage output, (hopefully more creative than that) etc? Or are Mages just flashy versions of Rogues now? Mindlessly flogging away at an enemy and dodging occasionally until it dies isn't exactly my idea of tactical or fun. XD

 

Mages losing one of their primary functions sucks, particularly when a Warrior "tanking" seems to be more important than ever. Oh well, the game still looks amazing overall.

 

Yes, support is still a viable option for Mages, according to the twitch stream anyway.



#875
Reaverwind

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As someone who primarily plays a healer whenever possible (what I love MMOs for), I have to say I'm very disappointed at its removal. It's not the difficulty that bothers me, I welcome challenge as the first two games were easy. I hope support is still viable at least? Crowd control type spells like paralysis, sleep, fear, etc? Buff spells to increase damage mitigation, damage output, (hopefully more creative than that) etc? Or are Mages just flashy versions of Rogues now? Mindlessly flogging away at an enemy and dodging occasionally until it dies isn't exactly my idea of tactical or fun. XD

 

Mages losing one of their primary functions sucks, particularly when a Warrior "tanking" seems to be more important than ever. Oh well, the game still looks amazing overall.

 

Ugh - tanking and spanking has been so overdone it needs to be put to rest.


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