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No healing spells whatsoever


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#1251
KoorahUK

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Lol,even the best of the best get hurt once in a while.

Thats what your potions are for.


I'd rather have someone who can keep my team operating at 100% than go out in the field where any one of them can suffer injuries that can hamper my mission.

Besides all the Inquisitor needs is one healer.

Taking up space in my party when I can use other abilities that make their role redundant.
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#1252
Rawgrim

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Off to bed, people. Its late up here in the frozen north. Take care and be well. And don't inhale too much from those healing grenades, or you might develop immunities to it before the game launches.


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#1253
eyezonlyii

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You could indeed, and that very reason could be applied to why your party mages don't learn healing too.

The fact mages have had heal in the past is not adequate reason to demand they have it now though. Its just tradition rather than law.

What's interesting to me is the fact that every Circle trained mage we've had has had a heal spell. 

 

Don't know if that means anything though



#1254
TheEternalStudent

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What's interesting to me is the fact that every Circle trained mage we've had has had a heal spell.

Don't know if that means anything though

The Chantry is far cooler with mages knowing how to mend wounds then cause them.
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#1255
Medhia_Nox

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There was a picture of the Spirit tree on here somewhere... and in that tree was a Hand with a plus sign in it. 

 

Do we know what THAT spell is - cause it sure seems like "Heal".

Do we know if the "Focus" spells show up on the trees?



#1256
rocsage

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I'm trying to look at what I said and understand how that translates into "dismissive jerk". Explain, please?

2665217-132177323722_headcannon.png


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#1257
Grayvisions

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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.

 

 

Aaaand just like that, I'm less worried, now.


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#1258
Giantdeathrobot

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There was a picture of the Spirit tree on here somewhere... and in that tree was a Hand with a plus sign in it. 

 

Do we know what THAT spell is - cause it sure seems like "Heal".

Do we know if the "Focus" spells show up on the trees?

 

The end of the Spirit tree has a combat revival spell, if I recall correctly. They said so in the Twitch stream. Normally you can revive party members by going to them, the spell allows you to instantly top them up from a distance.



#1259
Star fury

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Anytime healing is done in cutscenes/lore it's a long process and not some instant lemmy throw this super fast instant heal at you repeatedly. In fact the ones that are done in combat involve summoning spirits (hell most of them might be). The only major exception to this are spirit healers which... fuse them selves 'with' a spirit and use the spirit to do major, fast heals.

I think this is why Healing is in the spirit tree, atm, as it's the thing that makes the most sense for combat healing - calling on a spirit to do a drastic, powerful heal (or revive) mid combat.

What DA cutscene shows that healing is a long difficult process? I don't remember lore saying that too.

#1260
Adhin

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Someone already posted a scene, by anders, where it took him awhile to heal someone and he's a spirit healer. The other stuffs all in the books, not in codex entries. It doesnt matter though all the changes are for gameplay purposes.

 

And there is a healing spell for a mage in the game. It's been confirmed before, reconfirmed, and re-reconfirmed this Sept-30th. This whole thread is misleading and it's shocking it's been going on for 50 pages. But every few pages someone comes in, doesn't read ****, sees the title and flips there collective **** over there being no heal spells.

 

Someone needs to make a bot that periodically posts every hour in this thread stating there is a heal spell.


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#1261
Chrom72

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Bioware is not going to try and come up with a lore explanation for every single gameplay change from game to game. It would be cool if they could, but frankly the lore is inconsistent enough anyway; they don't need to add more problems to it. Honestly, was anyone really satisfied when they handwaved the DA2 teleporting mages by saying the turned invisible and then ran to the other spot? And healing is not gone from the game entirely, it's just much more limited. The mage support role is just focused less on restoring health up and more on blocking and/or keeping the damage from happening. 



#1262
volkoff

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Selective Hammer Space is funny that way.Though if the Inquisitor could fit 50 different weapons or armor in the inventory then having more potions should be a trivial task.

 

dude, our inquisitor has OCD! potions go in the POTIONS BELT!!!!! and armor goes into the ARMOR PACK!!!! and dont you dare change it or you'll be hung!!!


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#1263
Joseph Warrick

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Virgen santa. To think that a developer has to come to appease fans with a detailed explanation because they're so mad about a mechanic they haven't even tried yet. it's like kids and broccoli.


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#1264
natalscar

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Aren't we able to revive our players mid-battle regardless of class? That may make up for the restrictions on healing, though still unhappy that support role is gone.

#1265
Adhin

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The support role isn't gone. There is plenty of support (as well as a mage heal). Limiting healing does not 'remove' support roles. There's a whole tab dedicated to support related stuff. Also yes you can run up to the person and directly revive with anyone, mages also get a spell (in the SUPPORT related spell tab) that can revive at range.



#1266
KoorahUK

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Aren't we able to revive our players mid-battle regardless of class? That may make up for the restrictions on healing, though still unhappy that support role is gone.

Not only is the Support role very much alive and well, its arguably much more important than before. Buffing, debuffing and cc are going to be a major componant of battles. Don't forget the fundamental change here is not "get rid of healing" - healing still exists in the game, its prevent damage before it is received rather than heal damage afterwards.

I'm very much looking forward to being a Support powerhouse on my Mage playthrough.


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#1267
sylvanaerie

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Not only is the Support role very much alive and well, its arguably much more important than before. Buffing, debuffing and cc are going to be a major componant of battles. Don't forget the fundamental change here is not "get rid of healing" - healing still exists in the game, its prevent damage before it is received rather than heal damage afterwards.

I'm very much looking forward to being a Support powerhouse on my Mage playthrough.

 

"Healing still exists in the game" but any sword swinging mook can drop a 'revive bomb' or quaff an (extremely limited number of) healing potions.  Mages, once a unique, versatile and dynamic class, are now the same as any warrior off the street.  Worse, they now seem hogtied to a small number of skills dedicated to not dying (buff/debuff/cc).  Tanks and Rogues typically had the same type of skill sets, limiting damage vs regenerative capacity.  Focus heal is what...once every 2 minutes?  How many combats have you seen last that long?  Especially when you don't have any natural regenerative capacity at all.  I am imagining fights being like the DA2 Arishok battle, forever running around in circles, screaming like a little girl and taking pot shots at their knees, quaffing potions trying not to die.

 

I don't mind the only 8 skills active (I typically only used a few favorites each fight in previous games with a lot of passive abilities), so I don't really mind that part of the game, but I will truly miss the uniqueness of playing a character the way i wanted to play them.

 

I get that people are into the combat/tactical part of the game. I'm not, I find it boring.  I like the story, it's why I play on Easy/Casual mode, so I can relax, have fun and enjoy the tale.  If they wanted to make it harder, why didn't they just make nightmare truly nightmarish and take away the healing?  Now it seems like no matter what setting it's on, it's going to be all 'nightmare mode' for me.

 

But I guess I'm glad to see they made someone happy with rendering mages as mundane as every other shmoe in Thedas.


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#1268
Tevinter Soldier

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You get injuries when knocked down\out. + its a hitpoint based system, so... How would you feel about swords being removed for the next game? or bows?

 

I don't use either so poor example.

 

I'd rather have healing magic myself but, But I'm not going to complain about the lore aspect of it.

 

If we want to get down to it, Healing takes time and concentration they are some of the hardest spells to accomplish.

Reviving someone near death is the hardest of that.

 

spamming health spells mid combat  on the fly from a single spell doesn't fit with the laws of magic. But neither does most of the gameplay mechanics, From cool downs to people carrying 8+ potions and sculling them in the midst of combat, people other than mages banishing Demons for good, etc, etc.

 

Gameplay is gameplay, If you want to complain about the removal of healing fine. but don't bring up Lore because every single part of combat in this game is lore breaking.



#1269
pdusen

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This topic has gotten beyond ludicrous. They did not completely remove healing, you are not going to have to constantly run back to camp to heal, and easy is not going to be the new nightmare mode.

 

They are human, but the game designers aren't idiots. They've basically been doing nothing but QA for the last few months. They would have noticed by now if their shifted focus away from healing magic had completely broken the game.

 

Can we get this topic locked? The subject is misleading, and this discussion has become highly cyclical.


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#1270
Rawgrim

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Someone already posted a scene, by anders, where it took him awhile to heal someone and he's a spirit healer. The other stuffs all in the books, not in codex entries. It doesnt matter though all the changes are for gameplay purposes.

 

And there is a healing spell for a mage in the game. It's been confirmed before, reconfirmed, and re-reconfirmed this Sept-30th. This whole thread is misleading and it's shocking it's been going on for 50 pages. But every few pages someone comes in, doesn't read ****, sees the title and flips there collective **** over there being no heal spells.

 

Someone needs to make a bot that periodically posts every hour in this thread stating there is a heal spell.

 

 

Actually its you who don't read posts. People just want an ingame explanation for why a common spell got removed, when the world is ending.



#1271
Rawgrim

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I don't use either so poor example.

 

I'd rather have healing magic myself but, But I'm not going to complain about the lore aspect of it.

 

If we want to get down to it, Healing takes time and concentration they are some of the hardest spells to accomplish.

Reviving someone near death is the hardest of that.

 

spamming health spells mid combat  on the fly from a single spell doesn't fit with the laws of magic. But neither does most of the gameplay mechanics, From cool downs to people carrying 8+ potions and sculling them in the midst of combat, people other than mages banishing Demons for good, etc, etc.

 

Gameplay is gameplay, If you want to complain about the removal of healing fine. but don't bring up Lore because every single part of combat in this game is lore breaking.

 

I didn't bring up the lore, the hurt fanboys did. I just wanted an ingame explanation for why mages decided not t use that basic heal spell, when the state of Thedas is what it is in this game.



#1272
sylvanaerie

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It would probably help a lot if they released some kind of demo for the game like they did for DA2, allowing players to sample the new combat instead of just showing videos of people playing it online.  Skill varies from person to person and I can't judge what the game will be like from someone else's experience.  

 

It wouldn't have to be much, just a couple combats with a random sampling of companions.  Instead, we are left to speculate.

 

But i doubt this close to release we're going to get anything like that.



#1273
KoorahUK

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"Healing still exists in the game" but any sword swinging mook can drop a 'revive bomb' or quaff an (extremely limited number of) healing potions.  Mages, once a unique, versatile and dynamic class, are now the same as any warrior off the street.  Worse, they now seem hogtied to a small number of skills dedicated to not dying (buff/debuff/cc).  Tanks and Rogues typically had the same type of skill sets, limiting damage vs regenerative capacity.  Focus heal is what...once every 2 minutes?  How many combats have you seen last that long?  Especially when you don't have any natural regenerative capacity at all.  I am imagining fights being like the DA2 Arishok battle, forever running around in circles, screaming like a little girl and taking pot shots at their knees, quaffing potions trying not to die.

Ok first, I should point out that making a dedicated healer (or even a part time healer) is also hog tying your character to "a small number of skills dedicated to not dying".

If you are imaging combat to be the same as in DA2, just without healing, then that would indeed suck, which is why that is NOT what is happening in DA:I. Combat has been rebuilt from the ground up to be balanced around not having access to healing. 

I'm assuming you haven't seen it, so this post explains it very well (I'm really going to have to add this to my sig, lol :))

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

 

You will note that the devs 7 year old son played through on Casual for 2 hours with no problem. If that was your plan anyway you really have nothing to worry about. 
 

But I guess I'm glad to see they made someone happy with rendering mages as mundane as every other shmoe in Thedas.

I really don't get this though. Mages can rain fire from the heavens, fill enemies with terror, effectively slow down time, conjour magical barriers, bind spirits to their will, make their friends fight longer, harder and weaken their enemies yet they are as "mundane as every other shmoe" because they can no longer fill up a hit point bar?

I get that you liked playing a healer and despite being very in favour of this system, I do have symapthy for players who feel their role has been sacrificed in the interests of over all gameplay design, becasue quite frankly it has. However I do believe the system employed will improve the combat of the game significantly. I'm afraid its a "greater good" type of thing.



#1274
Tevinter Soldier

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I didn't bring up the lore, the hurt fanboys did. I just wanted an ingame explanation for why mages decided not t use that basic heal spell, when the state of Thedas is what it is in this game.

 

Because that spell doesn't fit with the lore, that spell is purely a gameplay mechanic.

they have changed the gameplay mechanics to not include on the fly healing, so that spell which was PURELY a gameplay mechanic has been removed.

 

It's like asking for a reason why no warrior dual wields anymore.



#1275
Rawgrim

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Because that spell doesn't fit with the lore, that spell is purely a gameplay mechanic.

they have changed the gameplay mechanics to not include on the fly healing, so that spell which was PURELY a gameplay mechanic has been removed.

 

It's like asking for a reason why no warrior dual wields anymore.

 

 

Read back a few pages and you will see why people think about it. Your current post is 20 pages too late, and you will just revive stuff allready adressed several times.