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No healing spells whatsoever


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#976
Morroian

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But maybe I also feel this way because I think it opens up more playstyles.  

 

But they get restricted again by the 8 ability limit.



#977
Wissenschaft 2.0

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But they get restricted again by the 8 ability limit.

 

If you can use more talents through the tactics set up then this is a moot point. A lot of support and situation talents can then be left to the tactics page which frees up a lot of space on your ability bar.



#978
Iakus

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If you can use more talents through the tactics set up then this is a moot point. A lot of support and situation talents can then be left to the tactics page which frees up a lot of space on your ability bar.

In which case you can do more with characters you aren't directly controlling than the ones you are.



#979
omnitremere

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But they get restricted again by the 8 ability limit.

 

I understand the concern regarding this but honestly the mage class is the only one I feel is seriously affected.  For both DAO and DA2 there were only about 3 or four abilities I activated on a regular basis besides sustains.  And considering that sustains have been taken out and there's a much greater emphasis on passives I think it'll be 8 solid abilities that I use all the time not 4 abilities and then 4 slots for passives that I may or may not have active at the time.  For mages though I definitely see the issue.  Especially if you want to be an offensive mage with healing spells things are looking very tight.  But who knows maybe we'll be surprised.  



#980
Treacherous J Slither

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Not all mages are created equal. Some are strong in the power and some are not. But for there to be no healing spell in a group with 3 (potentially 4) powerful mages is absolutely ridiculous.

 

Heal is a simple, basic spell. Not a big deal. The Creation school may be tough to master but learning and casting this one incredibly useful spell is not. So many mages are running around fighting Templars and demons and we players are supposed to believe that they don't see fit to learn how to mend their wounds with a gesture? They'd rather rely on an item that might not always be available to them? Sure, some may decide that but all of them? I don't think so.

 

Fade tears should make magic stronger not weaker. Mages are being given greater access to their source of power ffs. These tears should be the Sozen's Comet of DA. An incredible boost of power. Healing magic somehow becoming extremely difficult to use seems  very silly to me.

 

I hope the devs have a perfectly good and reasonable lore explanation for this nonsense. Doubt it though. Gameplay is important but it shouldn't toss lore completely out the window.


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#981
NedPepper

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Your not doing what he wants which apparently means your a jerk. Best not to respond to rude people. It gets you nowhere and is just frustrating.

 

 

I wasn't even talking to David Gaider.  Or responding to David Gaider.  I was responding to someone else who was quoting David Gaider. If I didn't write my intent clearly enough, I apologize, but I'm not about to come on here and insult the writer of Dragon Age.   Someone who I actually deeply respect.

I posted it might be a good idea to post a twitch video just showcasing combat to allay all of the trepidation that has come out about combat mechanics.  A guy said it would be better if they just let people play the game and decide for themselves.  David Gaider said that was how they were going to do it.  I took that as encouraging and had no real strong opinion on it, either way.  Then another poster  attacked everyone in this thread talking about combat while quoting Gaider, and I told him to stop dismissing the people in this thread's opinions. And somehow that turned into me calling David Gaider a dismissive jerk.  Which I didn't do.

If there is one thing I can't stand, it's being misrepresented and then attacked for it.

I think I'm done with this forum.  

I hope everyone enjoys the game.

 



#982
ElementalFury106

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I don't know what your talking about. The loot in DA:O was mostly junk and back in the day when the game first came out, there were debates on whether or not a rogue was actually needed since most of the chests contained nothing of worth. It was quite annoying to have to spend 4 talents of lock-picking when there wasn't much to be gained from the chests you found. I'm very happy that the removed that requirement in the following games.

 

Lock chests contained high level poultices top tier equipment, it gave you the option to get tier 6-7 equipment at low levels...

 

Examples are in the Deep Roads and New Haven.



#983
falconlord5

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If Wynne wasn't healing when you wanted her to in DAO, that's your fault for botching her tactics setup. Unless you preferred having her blow up stuff.

 

I didn't. I dropped Wynne pretty early after realizing the spirit healer specalization didn't have the spells I needed and that Wynne would waste her time buffing the party as opposed to doing what I needed her to do.

 

So I swapped to Morrigan (who was as useless, but for a totally different reason) and relied on potions/better tactics. And also making sure my warriors and archer had the gear to do their job.



#984
Imajasjam

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If Bioware have balanced the combat mechanics around not having healing spells then there isn't any problem.


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#985
Reaverwind

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I didn't. I dropped Wynne pretty early after realizing the spirit healer specailization didn't have the spells I needed and that Wynne would waste her time buffing the party as opposed to doing what I needed her to do.

 

So I swapped to Morrigan (who was as useless, but for a totally different reason) and relied on potions/better tactics. And also making sure my warriors and archer had the gear to do their job.

 

Morrigan had early access to crowd control abilities, so she was useful when I wasn't running a mage-hating party. Wynne was useless from the get-go. After playing an EQ2 mystic, I'm not thrilled about DA:I's barrier abilities, either. 



#986
falconlord5

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Morrigan had early access to crowd control abilities, so she was useful when I wasn't running a mage-hating party. Wynne was useless from the get-go. After playing an EQ2 mystic, I'm not thrilled about DA:I's barrier abilities, either. 

 

I found Morrigan useful because while she was dying, she would distract the bad guys from the rest of my team. Actually, the person I found OP was Leliana. She cleared the field before I could close with my enemies most of the time.

 

I found the barriers and weapons enchanting useful in DA2, though. DAI will probably work like that.



#987
AlanC9

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I didn't. I dropped Wynne pretty early after realizing the spirit healer specalization didn't have the spells I needed and that Wynne would waste her time buffing the party as opposed to doing what I needed her to do.

So I swapped to Morrigan (who was as useless, but for a totally different reason) and relied on potions/better tactics. And also making sure my warriors and archer had the gear to do their job.

Ah. Makes sense. I didn't follow what you meant by "Wynne would do anything but heal." Yeah, it takes quite a few levels to turn her into an offensive powerhouse. Though I found Wynne and Alistair to be a really useful combo if you don't mind long fights.

#988
Reaverwind

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I found Morrigan useful because while she was dying, she would distract the bad guys from the rest of my team. Actually, the person I found OP was Leliana. She cleared the field before I could close with my enemies most of the time.

 

I found the barriers and weapons enchanting useful in DA2, though. DAI will probably work like that.

 

LOL - so Morrigan was cannon fodder, so to speak. Yea, Leliana was awesome. I got tired of her kill-stealing.  :P


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#989
falconlord5

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LOL - so she was cannon fodder, so to speak. Yea, Leliana was awesome. I got tired of her kill-stealing.  :P

 

Pretty much.



#990
AlanC9

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I hope the devs have a perfectly good and reasonable lore explanation for this nonsense. Doubt it though. Gameplay is important but it shouldn't toss lore completely out the window.


There wasn't a reason why nobody would teach the PC levitation or teleportation magic in Skyrim either.
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#991
Xhal

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I can understand they wanted to remove the fact that with near unlimited potions you had near unlimited health, but it seems these changes went overboard.

 

Possible fixes to unlimited health : 

 

- Add a cooldown to potions and or limit the amount you can carry (seems they already did the 2nd part)

- Increase cooldown to healing spells and / or make them cost a lot more mana. In DAO heal cost almost nothing.

 

In my opinion they went a little overboard by not only limiting potions, removing healing abilities and removing health regen on top of that.

 

If all they wanted was prevent people from casting 20 heals and chugging 20 potions per battle then they could simply have put a cooldown on potions and limit the amount carried and increased healing spell cooldown, healing regen after battle didn't need to be removed.

 

Seems that since now health will be extremely limited they will actually have to tone down each fight since they cannot assume that you will go into the fight with your full strength.

 

Or they will actually tune the fights assuming you go in with your full strength which will in turn force players to rely on gimmicks to win.

 

For older gamers out there most games in the 1990s and early 2000s didn't have health regenerating either and that meant you didn't just have to win a fight you had to win it using the least possible amount of resources or health, meaning sometimes you would win a fight but still have to reload and retry it until you managed to win it without losing too much health.

 

Anyone who's played games like Ninja Gaiden on the original Xbox or God of war or one of its 200 clones will understand.

 

I guess we still don't know enough about the game to have a clear idea of how things work yet but so far it seems drastic indeed.

 

Watching the 2 developpers on twitch monday had me really concerned, health bars for their entire team were empty pretty much the whole time they played, they were barely surviving fights and eventually wiped because they just ran out of health, and that was only on normal.

 

I foresee a lot of gimmick kite tactics that people will use or ridiculous stuff like a tank chain taunting a rat or raccoon outside a dungeon to build up his ablative armor before engaging in a real fight. Or killing every ennemy in a pack except one and keeping it CCed so again the tank can chain taunt and build his armor back up, thinking about it like that makes it sound tedious indeed.


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#992
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Not all mages are created equal. Some are strong in the power and some are not. But for there to be no healing spell in a group with 3 (potentially 4) powerful mages is absolutely ridiculous.

 

Heal is a simple, basic spell. Not a big deal. The Creation school may be tough to master but learning and casting this one incredibly useful spell is not. So many mages are running around fighting Templars and demons and we players are supposed to believe that they don't see fit to learn how to mend their wounds with a gesture? They'd rather rely on an item that might not always be available to them? Sure, some may decide that but all of them? I don't think so.

 

Fade tears should make magic stronger not weaker. Mages are being given greater access to their source of power ffs. These tears should be the Sozen's Comet of DA. An incredible boost of power. Healing magic somehow becoming extremely difficult to use seems  very silly to me.

 

I hope the devs have a perfectly good and reasonable lore explanation for this nonsense. Doubt it though. Gameplay is important but it shouldn't toss lore completely out the window.

 

you are right but you are addressing lore.   This was probably a gameplay decision (like thermal clips).  so toss away



#993
Morroian

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If you can use more talents through the tactics set up then this is a moot point. A lot of support and situation talents can then be left to the tactics page which frees up a lot of space on your ability bar.

 

I understood tactics were restricted to the 8 abilities equipped.



#994
Morroian

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I understand the concern regarding this but honestly the mage class is the only one I feel is seriously affected.  For both DAO and DA2 there were only about 3 or four abilities I activated on a regular basis besides sustains.  And considering that sustains have been taken out and there's a much greater emphasis on passives I think it'll be 8 solid abilities that I use all the time not 4 abilities and then 4 slots for passives that I may or may not have active at the time.  For mages though I definitely see the issue.  Especially if you want to be an offensive mage with healing spells things are looking very tight.  But who knows maybe we'll be surprised.  

 

And this is why its a big issue for me cause I like playing mage most of all. I plan to have 3 mage inquisitors, 1 for each spec and a rogue.



#995
Star fury

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No, that's because Morrigan kept dying on me, or Wynne would do anything but heal in DA:O, and in DA2 I just used Merrill, who had no healing spells.

You know, you could directly order Wynne to heal a party member. If you don't like micromanagement with giving commands to your party, then don't play higher difficulties, because bioware explicitly wrote that you would need to micromanage on hard & nightmare.
Besides, as already was mentioned you could just make tactics so a mage would automatically heal a party. Frankly with a sensible tactics I didn't need to micromanage even on nightmare in DA:O, only some boss fights forced to directly manage party members.

#996
Star fury

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Double post, please delete.

#997
Star fury

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I found Morrigan useful because while she was dying, she would distract the bad guys from the rest of my team. Actually, the person I found OP was Leliana. She cleared the field before I could close with my enemies most of the time.

I found the barriers and weapons enchanting useful in DA2, though. DAI will probably work like that.

Using Morrigan as a tank and Leliana being a prime damage dealer is creative I guess.

#998
Allan Schumacher

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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.

 

Depends on the parents most likely?  The rating system is a guideline to help inform parents and if someone is okay with the content and their kids consuming it, I don't think there's any real issue with that.


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#999
Star fury

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I didn't. I dropped Wynne pretty early after realizing the spirit healer specalization didn't have the spells I needed and that Wynne would waste her time buffing the party as opposed to doing what I needed her to do.

So I swapped to Morrigan (who was as useless, but for a totally different reason) and relied on potions/better tactics. And also making sure my warriors and archer had the gear to do their job.

Complains that Wynne don't heal him, but didn't take a spirit healer spec. Facepalm.jpeg. Creation branch had a healing spell too BTW.

 

cnyca.jpg


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#1000
Nohvarr

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Not all mages are created equal. Some are strong in the power and some are not. But for there to be no healing spell in a group with 3 (potentially 4) powerful mages is absolutely ridiculous.

 

Heal is a simple, basic spell. Not a big deal. The Creation school may be tough to master but learning and casting this one incredibly useful spell is not.

Why? Because the hero of the previous game knew it? We already have an example of a powerful mage that had no healing ability. Merrill had access to ancient elven lore and no ability to heal no matter what you did.

 

Now let's be fair, the decision to have healing spells be available as they were in previous games had far more to do with game play than lore. Lore implies Healing is hard, requiring a lot of concentration, and yet for gameplay purposes they let any of your mages learn it and use it in combat when people are trying to kill you.