It's a sign of bad/lazy writing.
No more than magic existing at all is bad writing.
It's a sign of bad/lazy writing.
No more than magic existing at all is bad writing.
It's because it sounds retarded, there were no healing "grenades", and health potions are one of the most common things in the games. How these grenades recognise who to heal, do they have a sophisticated friend or foe system?
It's because it sounds retarded, there were no healing "grenades", and health potions are one of the most common things in the games. How these grenades recognise who to heal, do they have a sophisticated friend or foe system?
That's why gameplay segregation exists
Excuse me? Did all the healing arts get lost in the uprising of the Circles? How in the hell can you cut out healing? One of the major class types of mage is the spirit healer! HEALER! Ok?
You know why I liked my healer? Because I roll a tank on one play through. You know what a tank needs? A DAMN HEALER!
This irks me.
It's because it sounds retarded, there were no healing "grenades", and health potions are one of the most common things in the games. How these grenades recognise who to heal, do they have a sophisticated friend or foe system?
There were healing grenades in DA2.
Doesn't make them any less ridiculous.
BTW. Your links is wrong. And those grendes, they are not healing. They are reviving.
Excuse me? Did all the healing arts get lost in the uprising of the Circles? How in the hell can you cut out healing? One of the major class types of mage is the spirit healer! HEALER! Ok?
You know why I liked my healer? Because I roll a tank on one play through. You know what a tank needs? A DAMN HEALER!
This irks me.
Spirit Healer isn't a specialization this game
And all of healing isn't cut
Doesn't make them any less ridiculous.
BTW. Your links is wrong. And those grendes, they are not healing. They are reviving.
Spirit Healer isn't a specializtion this game
And all of healing isn't cut
Indeed. We have Resurgence, which heals the entire party and can even resurrect them when dead.
http://dragonage.wik.../Mythal's_FavorWhether they are ridiculous or not was not what I was responding to; the quoted poster clearly stated that there were no healing grenades in previous games, and by golly there were. The Mythal's Favor grenade revives all characters in its area of effect and restores their health to full (along with mana/stamina). That - italics emphasized - is the definition of healing, no?
And yeah, the link is wonky and I'm not sure why; the original BBcode is fine, the URL is correct, it just doesn't seem to know how to parse it and I dunno why you have HTML nonsense in your post. EDIT: Forum is changing the link as soon as I post it. Bizarre. Did they just break hotlinking or something?
Yes Mythals Favor do esactly what you desvribed - It's primary function is to revive somene first, heal later.
But you cant use it on not fallen member (am I right about that ?)
So, you cant's it is healing grenade since it clearly isn't
And about the links - all i fine.
http://dragonage.wik.../Mythal's_Favor
this one you posted
Yes Mythals Favor do esactly what you desvribed - It's primary function is to revive somene first, heal later.
But you cant use it on not fallen member (am I right about that ?)
So, you cant's it is healing grenade since it clearly isn't
And about the links - all i fine.
this one you posted
<a data-ipb="nomediaparse" data-cke-saved-href="http://dragonage.wikia.com/wiki/Mythal" href="http://dragonage.wikia.com/wiki/Mythal" s_favor"="">but wanted to post his one
The Healing grenade in DA:I also revives companions in its area of effect if you guys didn't know.
Yeah, see, you've adopted an idiosyncratically hyperspecific definition of "healing grenade" that just changes goalposts. Mythal's Favor is a grenade that applies healing effects to companions in its area of effect that fall under a certain category. One might as well say that Aid Allies/Group Heal isn't a healing spell because it doesn't heal downed party members.
And, uh, nope, it's doing the same thing to your links.
Fixed the link
http://dragonage.wik.../Mythal's_Favor
No. Healing spell is made to heal. This is his purpose. Fallen haracter can't be healed, because he is broken beyond repair, even healing spell can't help him. Thats when Mythal's Favor is comming, now its job is to revive those wrecks on the ground.
in short
Healing spell - to heal, cant be used to revive soemoen
Greande - to revive, cant be used to heal not fallen member.
They are both utilities, and each of the has it's own use.
It's because it sounds retarded, there were no healing "grenades", and health potions are one of the most common things in the games. How these grenades recognise who to heal, do they have a sophisticated friend or foe system?
The same sophisticated friend or foe system that allows you to enter a wall of fire if the guy who cast it happens to like you (if FF is off)? I mean, we don't even know how it works. Perhaps it heals enemies as well if FF is on. And I fail to see how healing fluids are a-OK, but healing vapors totally break the lore in a thousand little pieces.
Also, ''healing potions are a common thing in games'' is a stupid argument. Health bars are in almost every game, and they are nowhere near realistic nor make any sense whatsoever. But it makes for good gameplay.
As I was saying, selective suspension of disbelief ho!
Becuase it comes from the RL perception.
When you feel weak you go and buy some sort of energetizer and drink it.
When I hear grenade, nothing other than "blowing someone to the pieces" comes to my mind - especially not healing somene by grenading him.
So it feels akward and somehow unnatural.
I can see the Mage's healing line in DAI being only useable after battle much like the Jedi's healing in Star Wars they tended to the fallen soldiers , healed when needed and eased the dying.
In battle there is to much going on to really focus to cast a heal spell as the amount of concentration needed would keep the mage from being able to avoid taking damage and thus loosing concentration and the heal spell all together.
Heal pots would be more accessible in the heat of battle but would leave you open to being attacked if you didn't disengage from the fight and seek shelter to use the healing potion.
After a battle the Mage would then be able to heal wounded party members and thus save potions for other encounters.
<I really wish I could be like some of you who claim Insane difficulty was so easy, I couldn't make it through hard in DA:O or DA2 I used potions and healing spells and still wiped my party countless times.>
Though I'll probably play on Casual setting my first play through to get a feeling for the game and to gauge how much goes on in a battle, I have a hard time these days after having a head injury my reflexes are pretty dismal and I no longer play MMO's because of it, can't anticipate other players moves. I tried BF4 I died to snipers in my first match 187 times I was persistant but I didn't learn I kept forgetting what I did and kept repeating it.
I just hope I can learn when I play DAI otherwise it won't be much fun.
Excuse me? Did all the healing arts get lost in the uprising of the Circles? How in the hell can you cut out healing? One of the major class types of mage is the spirit healer! HEALER! Ok?
You know why I liked my healer? Because I roll a tank on one play through. You know what a tank needs? A DAMN HEALER!
This irks me.
Just because you've played poorly designed systems where healing was the only method of keeping the tank alive doesn't mean that it is neccesary. What a tank needs is a method of mitgating the damage their recieve. And DA:I will be providing this through effects like Barrier and Guard.
Stuff like this usually feels like fake difficulty to me. I don't want to have to constantly backtrack to refill my potions. Nor do I want to play on easy, because that is too dang easy!
What is the difference between "fake" and "real" difficulty though?
What is the difference between "fake" and "real" difficulty though?
I don't think it really applies in this case (whether or not going back to heal regualrly is real or fake), but in general, I would say "fake" difficulty is when the game throws random unpredicatable, inconsistent crap at you with little purpose other than making you reload and try again knowing what to do. Stuff like suddenly discovering that a particular patch of gound makes you fall into a bottomless pit. After stepping on it. When it looks no different to anywhere else. A lot of the "super difficult" platformers seem to do this. "Good" difficulty tests your abilities, your skills, your knowledge, but it gives you all the tools and information you need to succeed, if you're good enough.
Techicaly, by the lore, spirit healers are supposed to be RARE. Not sure about the regular healers but I never got the impression that all mages could heal....
What is the difference between "fake" and "real" difficulty though?
The following is 'Fake Difficulty' because there's no way of getting through the level first time without knowing exactly where everything is. There's another version of this video with more cussing that shows a fist run through attempt if you want to see the frustration.
Thanks for those. I can understand that. I'm not sure I agree that our game is "fake difficulty" given that you can usually see what challenges lie before you and you have a reasonable amount of information as to whether or not you are equipped for those challenges.
I don't think it really applies in this case (whether or not going back to heal regualrly is real or fake), but in general, I would say "fake" difficulty is when the game throws random unpredicatable, inconsistent crap at you with little purpose other than making you reload and try again knowing what to do. Stuff like suddenly discovering that a particular patch of gound makes you fall into a bottomless pit. After stepping on it. When it looks no different to anywhere else. A lot of the "super difficult" platformers seem to do this. "Good" difficulty tests your abilities, your skills, your knowledge, but it gives you all the tools and information you need to succeed, if you're good enough.
This is one of the better descriptions I've seen. That said, 'fake difficulty' in this definition seems to most refer to old arcadey-style games that were initially designed to eat up money by forcing you to commit to endless sequences of trial and error.
Thanks for those. I can understand that. I'm not sure I agree that our game is "fake difficulty" given that you can usually see what challenges lie before you and you have a reasonable amount of information as to whether or not you are equipped for those challenges.
It's not fake difficulty, per se; rather, it's real tedium and apparently ridiculous things like potion tables right before bosses.