Hey people.
I initially loved the no healing change because its more challenging. Lukas kristjanson talked about this:
(Read all of it here: http://forum.bioware...ever/?bioware=1 and feel free to correct me if Ive misunderstood something or quoted out of inteded meaning or context)
However It struck me that the new mechanics - using mitigation - only moves the problem, it doesent seem to have an actual change. Note that I stilll love this change so Im not trying to bash it in any way, this is merely an observation.
Potions and heals had cooldowns
Mitigation spells and abilities has cooldowns
Mitigation abilities are no different than healing if you look at the math. Consider this:
DA:O + DA:2 mechanic example
Bob and his team has 500HP, every 18 seconds they can be healed for 300. The group also has aoe heal which heals everyone for 250HP.
DAI:
Bob and his team has 500HP which does not replenish normally or through heals, every 18 seconds they can each block 300HP. The group also has an aoe barrier that blocks 250 damage for the whole team.
By opening fights with mitigation skills and using them on CD, this adds the same effective HP as a heal would thereby instead of removing the problem with healing, mitigation simply moves the same effective HP with mitigation.
Im no math-expert so Im very curious if this is correct or not. Could someone come with a counter example/argument? The thing Im wondering is basicly this: Havent mandatory healing spells simply been replaced with mandatorty mitigation spells? Like for example: Barrier now seems like a MANDATORY SKILL in the exact same way healing was mandatory.
Again, Im not bashing the change - I still love it because it seems more challenging to me. But after all the gameplay videos it seems to me that the problem they were trying to fix has only been moved - effective hp will stay the same? Did I miss something with Lukas's post? (or the math behind this change in game mechanics)





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