Nice post and I'm all for the new changes if it makes me think a little bit longer and harder about what I'm doing. I'm still confused as to what they mean by 'Potions will instantly restock'. Where exactly are they restocking from?
Health and Healing: A View from the Outside
#526
Posté 11 octobre 2014 - 02:26
#527
Posté 11 octobre 2014 - 02:27
I think it's actually that, perhaps counter intuitively, people have a greater aversion to setting the difficulty to Easy over Casual. Casual conveys a different type of experience, while Easy conveys a "you're not very good at the game" message.
This is so true, and I have very strong feelings about difficulty settings.
Far too many people link preferred setting to gaming ability, but I think there is absolutely nothing wrong with playing on Nightmare or Casual if you prefer that. I like it when settings have a non-judgmental description. Something like, 'Casual - This setting is best for a player who prefers story and exploration and doesn't want the combat to be very difficult.'
#528
Posté 11 octobre 2014 - 02:42
Easiest fix as in how to deal with the OPness of healing. It's much easier to remove the most broken thing and work from scratch than it is to try to adjust other things in order to make the broken thing less broken.
There is no "OPness" of healing. Calculating approximates of how much sustain different builds can provide is easy. The only question is how to deal with it. Increase the overall damage or make it spiky giving enemies more special attacks? Theorycrafting 101.
In both previous game designs they just didn't bother much balancing this. They just included all ability ideas that older rpgs featured. The games provide defensive cooldowns that you could just rotate and take no damage at all and enough cc and aoe to reduce most fights into 4v1. If you do everything right you don't take any damage at all. The inclusion of regenerating abilities can't be balanced because it's the definition of overkill.
If they instead tone down the defensive abilities, then healing can be balanced and then everyone will have to play the healer actively cause it will be more of a traditional trinity setup. This is probably the reason they ditched the healing and focused on defensive cooldowns, because trinity isn't their design choice. And arguably is the right choice.
- Illyria God King of the Primordium aime ceci
#529
Posté 11 octobre 2014 - 02:57
Nice post and I'm all for the new changes if it makes me think a little bit longer and harder about what I'm doing. I'm still confused as to what they mean by 'Potions will instantly restock'. Where exactly are they restocking from?
The benefits of actually RUNNING a major organization. You have people to make health potions for you. The fact that you actually run the Inquisition is honestly one of my favorite elements in this game. FINALLY I am not answering to a King, the Jedi Council, the Citadel leadership or anyone else. Now, I have people to clean my boots, patrol areas where I have influence, and draw me a bath after a long day of killing demons.
I could get used to this.
I don't know. It's just frustrating that a choice was taken away because THEY felt I don't need it or should have it. Is every class just a different sort of dps style or what?
Have you seen the various dev posts on the subject, I'd rather not re post the answers if you have.
- Estelindis et Hammerstorm aiment ceci
#530
Posté 11 octobre 2014 - 02:59
Actually, its fights like that with the Arishok that DAI's combat system is built to avoid.
So not fun. I hope something like this is not in DA:I.
- Illyria God King of the Primordium aime ceci
#531
Posté 11 octobre 2014 - 03:00
Nice post and I'm all for the new changes if it makes me think a little bit longer and harder about what I'm doing. I'm still confused as to what they mean by 'Potions will instantly restock'. Where exactly are they restocking from?
From any place of rest. Camps for example.
#532
Posté 11 octobre 2014 - 03:02
That's totally how I fought the Arishok...
#533
Posté 11 octobre 2014 - 03:03
I've played mitigation specced healers before, it's not a unique or innovative concept to me (My discipline priest in WoW and my Inquisitor in SW are both built around this tenet). But both have the 'oh sh*t back up button' of tossing in a heal at the same time to help with damage control. Doing mitigation without heals (and don't hold up a force ability you get later in game which is limited as once per combat as your 'oh ****' button after half the group is down as anything even close to 'healing') is like performing a high wire act without the net. Still possible to do, mind you, but far less forgiving and one slip and the 'oh ****' becomes 'party wiped'.
Isn't that exactly what potions in DA:I are, though?
#534
Posté 11 octobre 2014 - 03:05
There is no "OPness" of healing. Calculating approximates of how much sustain different builds can provide is easy. The only question is how to deal with it. Increase the overall damage or make it spiky giving enemies more special attacks? Theorycrafting 101.
In both previous game designs they just didn't bother much balancing this. They just included all ability ideas that older rpgs featured. The games provide defensive cooldowns that you could just rotate and take no damage at all and enough cc and aoe to reduce most fights into 4v1. If you do everything right you don't take any damage at all. The inclusion of regenerating abilities can't be balanced because it's the definition of overkill.
If they instead tone down the defensive abilities, then healing can be balanced and then everyone will have to play the healer actively cause it will be more of a traditional trinity setup. This is probably the reason they ditched the healing and focused on defensive cooldowns, because trinity isn't their design choice. And arguably is the right choice.
What defensive abilities are you talking about, exactly?
#535
Posté 11 octobre 2014 - 03:05
Actually, its fights like that with the Arishok that DAI's combat system is built to avoid.
Oh, really? Say you run out of potions and mana for Barriers. Or maybe you're not a mage so you don't have a Barrier. I guess it's game over, then.
#536
Posté 11 octobre 2014 - 03:07
Isn't that exactly what potions in DA:I are, though?
No.
- TheRevanchist aime ceci
#537
Posté 11 octobre 2014 - 03:09
No.
inb4 "you have a Focus Heal for your 'oh s***' button <.<"
#538
Posté 11 octobre 2014 - 03:09
Honestly I hope this idea of 'Being in Charge' extends to the next ME game. It might be because I was recently watching Babylon 5 Crusade (Which was ruined by the Network since JMS plan was to solve the Drakh plague mid-way through season 2 and have the rest of the series be about Earth Force using illegal Shadowtech in Blackops forcing the crew of the Crusade to go on the run) but the idea of running an explorer ship far away from any Alliance authority is suddenly very appealing to me.
Oh, really? Say you run out of potions and mana for Barriers. Or maybe you're not a mage so you don't have a Barrier. I guess it's game over, then.
Actually no....you're warriors still have the ability to use guard, you can design armor and weapons to give back health after every kill, or increase your guard. So I'd say you're still in the fight.
- Illyria God King of the Primordium aime ceci
#539
Posté 11 octobre 2014 - 03:10
Oh, really? Say you run out of potions and mana for Barriers. Or maybe you're not a mage so you don't have a Barrier. I guess it's game over, then.
Guard + Threat management from warriors?
And I didn't even play the game yet. I'm pretty sure, that there will be a ton of options.
#540
Posté 11 octobre 2014 - 03:10
Actually, its fights like that with the Arishok that DAI's combat system is built to avoid.
No, no it is not. Those Barriers last a whole 20 seconds. That would nothing with a fight like the Arishok, no matter how many times you cast it. You will likely run out of Mana and Potions before he is defeated.
#541
Posté 11 octobre 2014 - 03:11
Oh, really? Say you run out of potions and mana for Barriers. Or maybe you're not a mage so you don't have a Barrier. I guess it's game over, then.
Guard. Those dodgy abilities we've seen a bit of, or parry which none of the youtubers used despite how blatantly helpful it was. Uh, lots of stuns, or freezes, to prevent the enemy dealing damage in the first place. Hell, that rogue-teleport ability everyone popped a rage-boner over because ooh, it was new and different, could help. Knockdown attacks. Really really high 'defence' so the enemy's hit chance is really low.
There's tonnes of things to do after Barriers are down.
#542
Posté 11 octobre 2014 - 03:12
What defensive abilities are you talking about, exactly?
For DAO. Heroic Defense/Aura, Forcefield, Glyphs, Mass CC, Mitigation abilities of the tank. Just with the "heroic" line you can make the tank pretty much immune to physical damage.
For DA2. Obscure Effects, Fatiguing Fog, Gravitic Ring, Barrier and many more with lesser effects. But any combination of these 4, especially upgraded, makes the party completely immune to damage for an extended period of time, and can be rotated.
And in addition to these, there are gameplay elements like kiting, dodging the slow animations etc.
#543
Posté 11 octobre 2014 - 03:13
No, no it is not. Those Barriers last a whole 20 seconds. That would nothing with a fight like the Arishok, no matter how many times you cast it. You will likely run out of Mana and Potions before he is defeated.
That's actually longer than I was expecting them to be.
#544
Posté 11 octobre 2014 - 03:14
Guard. Those dodgy abilities we've seen a bit of, or parry which none of the youtubers used despite how blatantly helpful it was. Uh, lots of stuns, or freezes, to prevent the enemy dealing damage in the first place. Hell, that rogue-teleport ability everyone popped a rage-boner over because ooh, it was new and different, could help. Knockdown attacks. Really really high 'defence' so the enemy's hit chance is really low.
There's tonnes of things to do after Barriers are down.
All of things require mana/stamina, right? So how is this any different from the fight in DA2?
Seriously, that fight was BS. It was right about then that BioWare jumped the shark by making combat strategy more important than roleplaying. And from what I've seen, they've continued that trend. ![]()
#545
Posté 11 octobre 2014 - 03:16
Oh, really? Say you run out of potions and mana for Barriers. Or maybe you're not a mage so you don't have a Barrier. I guess it's game over, then.
How is this any different to just running out of mana for heals?
In fact, considering a lot of DA2 gameplay was essentially heal->mana potion->heal->mana potion ad nauseam replacing healing spells with healing potions isn't really any different at all.
#546
Posté 11 octobre 2014 - 03:17
Actually, its fights like that with the Arishok that DAI's combat system is built to avoid.
Not really. I required very little healing in that fight (mostly if I mistimed a spell/shot and got clobbered). Mostly it was about mitigating damage by kiting, and minor dps to whittle down his health.
So, yea this is kind of the kind of fight I am picturing throughout the entire game.
#547
Posté 11 octobre 2014 - 03:18
All of things require mana/stamina, right? So how is this any different from the fight in DA2?
Seriously, that fight was BS. It was right about then that BioWare jumped the shark by making combat strategy more important than roleplaying. And from what I've seen, they've continued that trend.
Not quite. Looking them over....
Guard - yes, though mana/stamina regen is pretty speedy now. No idea about parry - think it deducts a tiny amount every time you block a blow or someat. Haven't seen much of the rolling lately. Good high crafted gear probably can auto-stun/freeze. The rogue teleport is set up in advance with stamina and then you trigger it again to teleport back, so I don't think it drains stamina on 2nd activation. Last one is entirely gear based.
The more I read the more I think people just don't get it. It isn't DA2/O! The situation's not the same! Mana/stamina regen is improved - hell, some abilities don't even have cooldowns any more!
- dutch_gamer aime ceci
#548
Posté 11 octobre 2014 - 03:21
You are missing the point that the fight with the Arishok was balanced around the possibility you may have had infinite healing at your disposal.No, no it is not. Those Barriers last a whole 20 seconds. That would nothing with a fight like the Arishok, no matter how many times you cast it. You will likely run out of Mana and Potions before he is defeated.
Again folks are applying DAI mechanics to DAO/2 combat and saying it won't work.
- Hammerstorm aime ceci
#549
Posté 11 octobre 2014 - 03:24
You are missing the point that the fight with the Arishok was balanced around the possibility you may have had infinite healing at your disposal.
Again folks are applying DAI mechanics to DAO/2 combat and saying it won't work.
DA2 had pleanty of "mitigation" abilities, as listed above. You could keep these up most of the fight and it does not change how annoying the fight is. The Arishok fight is now basically going to be EVERY fight in DAI.
#550
Posté 11 octobre 2014 - 03:26
How is this any different to just running out of mana for heals?
In fact, considering a lot of DA2 gameplay was essentially heal->mana potion->heal->mana potion ad nauseam replacing healing spells with healing potions isn't really any different at all.
yes, it is. In DA2 if a character needed a heal, I had the option of "Cast a spell OR have them quaff a potion".
Okay, say Varric quaffed a potion instead. Well for those few seconds he's drinking a potion instead of doing what he does best and that's blasting away at things. Less DPS. Whereas my healer could pop a heal spell on him (either group heal if everyone needed it or single person, both on different cooldowns) while he continues to wail on the bad guys with Bianca.
DAI's system now requires that he quaff that potion--costing dps--because my Inquisitor and all her helper mages no longer have that option to heal him instead.





Retour en haut





