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No healing spells whatsoever


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#1426
Maeshone

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Sounds like you want a visual novel and not a "RPG" to me. Games have failure states...that's just inherent to games, even if the failure state is different for each genre.

 

Hey now, most visual novels also have failure states! ... Sort of anyway, I mean bad endings totally count towards that right? :P



#1427
Xilizhra

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If you are worried about camp spamming, play on an easier difficulty?  I'm sure BioWare did not intend for us to camp spam and if we end up doing that, well I guess it means we're not ready for that difficulty.

That's not the point. All I want is to have my Heal back.



#1428
skipsarg

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As an older (lot older) female player who's dexterity is quite different to a seven year old, I get the feeling I am going to spend a lot of time dead.  I hope not!


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#1429
nisallik

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That's not the point. All I want is to have my Heal back.

 

Sadly, there will not be a single target heal.  How healing will function, seems very similar to how Sage/Sorcerer healed in SW:TOR prior to the first expansion launched in their PvP battlegrounds.  They did not heal.  They shielded their team, which when their shield broke - enemy targets in an AoE around the shield explosion would be stunned for 2 - 3 seconds.  They also pulled their allies out of danger while also providing other functions, such as damage/CC.  Were the other healers pumping out actual huge heals on the team targeted first?  No, the primary targets were always the Sage/Sorcerer as the shield w/ shield explosion were the backbone of the team.  

 

With the post from Patrick Weekes, it seems that Mages can spec similar to how the Sage/Sorcerer operated.  Though you may not be able to pull allies out of a fire trap like in a Hutt Ball match, your character can spend their focus on an AoE heal/Res.



#1430
Icy Magebane

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As an older (lot older) female player who's dexterity is quite different to a seven year old, I get the feeling I am going to spend a lot of time dead.  I hope not!

You can use the Tactical Cam to pause the game and give commands... I doubt that the 7 year old in question had the patience to do this, so it will probably be useful to you.  All you really need to keep in mind is 1) Build up Guard on Warriors, and 2) Use Barrier on everybody.

 

Of course, there are other ways to deal with this, like using abilities that have Freezing, Paralysis, Fear, Stun, and Sleep debuffs.  The enemy isn't very dangerous if they can't move.  :P



#1431
Xilizhra

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Sadly, there will not be a single target heal.  How healing will function, seems very similar to how Sage/Sorcerer healed in SW:TOR prior to the first expansion launched in their PvP battlegrounds.  They did not heal.  They shielded their team, which when their shield broke - enemy targets in an AoE around the shield explosion would be stunned for 2 - 3 seconds.  They also pulled their allies out of danger while also providing other functions, such as damage/CC.  Were the other healers pumping out actual huge heals on the team targeted first?  No, the primary targets were always the Sage/Sorcerer as the shield w/ shield explosion were the backbone of the team.  

 

With the post from Patrick Weekes, it seems that Mages can spec similar to how the Sage/Sorcerer operated.  Though you may not be able to pull allies out of a fire trap like in a Hutt Ball match, your character can spend their focus on an AoE heal/Res.

Unless, of course, my mod works out.

 

I'm not interested in barriers, I'm interested in healing.



#1432
Nohvarr

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They have a heal spell, it's at the end of the tree and uses focus.



#1433
Aimi

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I don't see it as cheating unless it creates a state that I couldn't possibly have, mechanically, at any given point in time.


Which it does. A spammable in-combat Heal spell (or spammable in-combat healing potions) effectively removes any possible upper limit on party health, meaning that the only real way to balance individual encounters is to massively raise enemy damage output and increase enemy access to traps and stuns (in order to prevent in-combat healing in the first place). Mechanically, a Heal spell totally changes the game; enemy damage and behavior wasn't balanced for it at all, and it would trivialize gameplay both in the short term (each separate battle could simply be healed through) and medium term (damage taken from cumulative battles no longer exists, as it can be healed on the trail at zero cost in time or resources). Enemy damage has been balanced for series of individual engagements that collectively attrite the party's health reserves over time.

#1434
H0RSE

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Challenge aside, what about the players that like to play healers?...



#1435
Iakus

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When has DA ever had a spammable healing spell though?

#1436
Xilizhra

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Which it does. A spammable in-combat Heal spell (or spammable in-combat healing potions) effectively removes any possible upper limit on party health, meaning that the only real way to balance individual encounters is to massively raise enemy damage output and increase enemy access to traps and stuns (in order to prevent in-combat healing in the first place). Mechanically, a Heal spell totally changes the game; enemy damage and behavior wasn't balanced for it at all, and it would trivialize gameplay both in the short term (each separate battle could simply be healed through) and medium term (damage taken from cumulative battles no longer exists, as it can be healed on the trail at zero cost in time or resources). Enemy damage has been balanced for series of individual engagements that collectively attrite the party's health reserves over time.

As long as I don't use Heal more than eight times in any given battle, it won't be any different mechanically than if I camp spammed. I'm not doing anything fundamentally different, mechanically speaking, than what I could be doing, just making it much less tedious.



#1437
Aimi

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When has DA ever had a spammable healing spell though?


For the definition of 'spam' that is 'there are no practical upper bounds on the number of times it can be used in a single combat'. You know: the definition that makes sense given the rest of my post.

The only limitation on the number of Heals and Group Heals you could cast in DA:O, DA:A, and DA2 was mana level, which was a renewable resource.

As long as I don't use Heal more than eight times in any given battle, it won't be any different mechanically than if I camp spammed. I'm not doing anything fundamentally different, mechanically speaking, than what I could be doing, just making it much less tedious.


That's not down to mechanics, that's down to personal use and preference; if there's nothing in the game stopping you from using all those Heals, then there is, to be tautological, nothing in the game stopping you from using all those Heals.

#1438
Iakus

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So how is this different from the wholly allowed method of camp spamming?


I have a question.

What did you think of medigel healing in Mass Effect? Especially 1 and 3 which had no out of combat healing

#1439
Iakus

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For the definition of 'spam' that is 'there are no practical upper bounds on the number of times it can be used in a single combat'. You know: the definition that makes sense given the rest of my post.

The only limitation on the number of Heals and Group Heals you could cast in DA:O, DA:A, and DA2 was mana level, which was a renewable resource.

That's not down to mechanics, that's down to personal use and preference; if there's nothing in the game stopping you from using all those Heals, then there is, to be tautological, nothing in the game stopping you from using all those Heals.


Nothing but cool downs

It doesn't matter how much mana you have if you still have to wait until it finishes refreshing

Healing spells are not I Win buttons. It's still resource management. Just a different kind

#1440
Aimi

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Nothing but cool downs

It doesn't matter how much mana you have if you still have to wait until it finishes refreshing

Healing spells are not I Win buttons. It's still resource management. Just a different kind


Exactly, which meant that in order to make fights non-trivial, enemies would have to do a lot of burst damage to stay inside the loop of all potential CDs. With multiple heal spells, each with a separate CD, and then also healing potions with their own CDs, fights would either be ridiculous or they would be possible to just buy (or kite) one's way through.

#1441
Guest_Act of Velour_*

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I love using a mod in Origins that disables regenerating health, but the lack of heal magic is... worrisome.



#1442
Jester

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When has DA ever had a spammable healing spell though?

In DA:O. Basically a tank could be on "Regenerate" at all times + Heal every 5 seconds. And that even without Spirit Healer. 



#1443
Muspade

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Hey now, most visual novels also have failure states! ... Sort of anyway, I mean bad endings totally count towards that right? :P


I was not dissing visuel novels! They just have lighter failure states.

#1444
Almostfaceman

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Unless, of course, my mod works out.

 

I'm not interested in barriers, I'm interested in healing.

 

We get it, you're spamming at this point. You can either try the game out or not buy. For me, there's enough of this game that I like that I'm willing to give their changes a chance. 

 

Truly, though, it can't be said definitively that anyone will have to "camp spam". If someone has played a final build of the game and says this is their experience, that will be worth considering - otherwise this is faulty conjecture based on previous games with different mechanics. 



#1445
Xilizhra

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I have a question.

What did you think of medigel healing in Mass Effect? Especially 1 and 3 which had no out of combat healing

I think of it as irrelevant, because it doesn't have the precedent of DA having healing spells.



#1446
Iakus

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I think of it as irrelevant, because it doesn't have the precedent of DA having healing spells.

Not arguing the lore problem.  Just wondering about the whole having to run back to camp bit.  



#1447
Rawgrim

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Not arguing the lore problem.  Just wondering about the whole having to run back to camp bit.  

 

We do have horses in this game. I think it would have made more sense to stock healing potions on them so we wouldn't have to run back to the camp all the time.



#1448
Icy Magebane

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Patrick Weekes mentioned that there are sometimes "potion tables" right outside of boss lairs... that should cut down on trips to camp... plus there are going to be multiple camps per area, so they shouldn't be difficult to return to if necessary (especially with fast travel and mounts).  I don't think we'll really need to make that many trips though.  As long as we aren't completely reckless, we should be able to avoid taking serious damage and winding up with 2-3 potions after only a few fights.

 

Resurgence is also extremely powerful based on the description... it revives, heals, and gives health regen... that sounds like a very valuable spell for people who are afraid they will wind up taking too much health damage.



#1449
wolfhowwl

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Patrick Weekes mentioned that there are sometimes "potion tables" right outside of boss lairs... that should cut down on trips to camp... plus there are going to be multiple camps per area, so as long as we aren't completely reckless, we should be able to avoid taking serious damage and winding up with 2-3 potions after only a few fights.


That sounds dangerously casual.


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#1450
Muspade

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That sounds dangerously casual.

 

Makes sense, considering some people being exactly that.