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Health and Healing: A View from the Outside


1390 réponses à ce sujet

#601
Allan Schumacher

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I suppose if someones self confidence is so easily wounded by the description of a difficulty setting then sure. But if thats the case they have bigger problems imo.

 

People have egos.  I'm not going to judge them for going "eh, I don't play on easy."  I'd argue you summarily dismissed most of the human race.

 

I'd prefer to not talk down towards people about it, so it stops now.


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#602
Ajna

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I'm good at running away kiting, I'll be fine.


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#603
Allan Schumacher

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Just throwing in my two coppers worth here:

 

What I wonder is why there isn't a healing spell that's only available for use outside of combat? 

 

Hell, I wouldn't mind if it was a small out of combat "Heal over Time" (HoT) that has a 1-hour cooldown. But to take away healing magic is more or less taking a small slice of the embedded lore away from the series... in my immensely small and extremely humble opinion.

 

 

Edit: correction of grammar errors due to working a 14-hour shift prior to posting.

 

Healing outside of combat undermines no health regeneration, unless we also take on the cascading changes to mitigate it.  We have pretty fast resource regeneration (mana/stamina) in the game.  This lets players play their characters and use their abilities.  If we have that, and still have healing spells outside of combat, then we might as well just have natural health regeneration and it undermines the goals we had for combat design in this game.

 

 

Unfortunately I don't think your solution of a 1 hour cooldown HOT would make much of a difference.  It'd basically mean a spell slot for a spell that can only be used once per hour which depending on its effects either means "one get out of one combat damage free per hour" (a limited benefit) or that the HOT is longer and has effectively brought back some level of health regeneration.


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#604
Allan Schumacher

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I don't see why cutting healing spells would be the easiest, it requires designing all the encounters around the lack of healing spells. I seriously doubt that was their reasoning.

 

It is definitely not easy as it requires, as you point out, a different approach to encounter design.



#605
Allan Schumacher

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This as well. Why must every difficulty Mode have the same across the board feature list? Let Easy mode have HP regen out of Combat, and let Hard and Nightmare have no regen. Have lower difficulties have unlimited potion slots, and limit it more and more the higher the difficulty. That is the entire POINT of Difficulty levels is it not? Why are you forcing your design philosophy upon ALL players? You are now forcing everyone to play the game basically the same way every time. This imo totally destroys the appeal of ever replaying the game. 

 

They don't *have* to.  But again it's an opportunity cost thing. 

 

Casual mode I believe does, however, grant you more health when you pick up a party member that has fallen in combat.  So we do make concessions for the easier difficulties.  This is on top of the fact that things like barriers and guards will innately last longer on easier difficulty as well.


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#606
The Elder King

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They don't *have* to.  But again it's an opportunity cost thing. 
 
Casual mode I believe does, however, grant you more health when you pick up a party member that has fallen in combat.  So we do make concessions for the easier difficulties.  This is on top of the fact that things like barriers and guards will innately last longer on easier difficulty as well.

I think it was said that easy has partial health regen as well, recently too.

#607
Joe-Poe

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God i hope there are console commands so i can just micro the heal party code and bypass the no heal thing if it becomes a problem for my play style.



#608
Mr.Hmm

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Hmm this sure will make it more fun , If the healing is gonna be like this then the game is gonna feel like a Big Adventure(talking about a realistic adventure, you dont expect to find yourself at perfect condition in an instant) in a party of 4 people/animals(if DOG is back that is :(


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#609
Joe-Poe

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Hmm this sure will make it more fun , If the healing is gonna be like this then the game is gonna feel like a Big Adventure(talking about a realistic adventure, you dont expect to find yourself at perfect condition in an instant) in a party of 4 people/animals(if DOG is back that is :(

No Dog this time..... :(



#610
Mr.Hmm

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No Dog this time..... :(

 

*Kick's every person he finds in the road* WHERE'S MY DOG?! 

 

I.... miss the furry guy :(  I had too much fun petting him.... damn now i am crying.



#611
Gtdef

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Dog is back. You can't take him with you though.

 

Spoiler


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#612
metalfenix

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Sometimes I wonder if they cut the healing spells out of the game so they don't have to deal with balancing them on multiplayer (I still remember the constant "nerf operative/scoundrel healz omg!!111!oneeleven" of swtor).


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#613
Giantdeathrobot

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Sometimes I wonder if they cut the healing spells out of the game so they don't have to deal with balancing them on multiplayer (I still remember the constant "nerf operative/scoundrel healz omg!!111!oneeleven" of swtor).

 

That was PvP, however, where it IS pretty frustrating to see someone being healed faster than you can kill them, healer itself included.. I don't think I've seen anyone advocate for heals to be less effective in any co-op game. 



#614
Cratto

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From the videos, it looks like health is broken down into blocks - so could there not be a similar system to Mass Effect 3? After combat, that block of health refills but no more. There was limited health potions / med packs in ME3 too so you had to use it sparingly.

 

The other question is: can you add extra health potions to the extra slot on the belt? It wasn't clear on the videos. You'd have health but lack options for anything else (so it'd be a balancing act).



#615
The Elder King

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From the videos, it looks like health is broken down into blocks - so could there not be a similar system to Mass Effect 3? After combat, that block of health refills but no more. There was limited health potions / med packs in ME3 too so you had to use it sparingly.
 
The other question is: can you add extra health potions to the extra slot on the belt? It wasn't clear on the videos. You'd have health but lack options for anything else (so it'd be a balancing act).

1)Nope.
2)There are other healing potions (or grenades) for the extra slots, yes.

#616
finc.loki

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On Normal.

 

Note that it sometimes does require a bit more management than I did in my mini-experiment, but it's also having more abilities and the benefits that those provide.  I'm level 6-7 in my game right now and any mob that is less than me is pretty trivial.  Most groups I fight are between 4 and 8.  This is with my mage character, and between her and Varric I can usually take out a lower HP enemy in an opening attack.  This often turns fights into 4 vs 3/2.  I use Cassandra as my tank, and have passive abilities that improve the guard generation as well as improve damage mitigation from the flanks (which ensures her barriers/guards stay up longer).  As long as Cass can hold aggro and I outnumber the opposition, it's unlikely my party takes any damage unless I am careless.  Which is part of the learning process too.

 

It also feeds my reward mechanic as I feel rewarded to get through combats without losing any health.

 

 

 

 

 

Immersion is a subjective thing unfortunately.  Full heal out of combat requires different combat encounter design than what we have.  Unless you'd be okay with the game being super easy, at which point you'll probably find the casual difficulty to be perfectly fine for you.

 

It's also important to restate that you discover new camp locations while adventuring.  Establishing these increases Inquisition power, restores your health and potions, and gives you a new fast travel destination if you need it.  A lot of the times my supplies are replenished simply by continuing to explore and not needing me to backtrack to a place I have already been.

 

 

 

 

 

 

Opinions will of course differ about this.  I think it means that even a smaller encounter can still be meaningful, rather than a pointless speed bump that poses 0 threat/cost to the player.

 

 

 

 

 

Yes I can understand your perspective.  Can you understand mine?  They are two different perspectives on game design.  I know I'm a BioWare dev so take my words with a grain of salt, but I find the combat of the game fun.

 

 

 

 

There are plenty of people that felt this was necessary even with the healing mechanic.

 

 

 

 

That might be the case sure.  It might not be too.  I actually believe that you'll probably improve your skills.  If you absolutely find you can't get around this, on the plus side all rogues can be made into ranged attackers if you need so you can still make up the party the way that you like.

Thank you for your answers.

 

I still find the combat is fun and the rest of the game. I am merely stating a possible worry about a game mechanic. When I play the game I might find it to be a cake-walk and maybe even love the new game mechanic. Won't know until Nov 18th.

 

About the dual wield rogue. It really does seem that it is best to be in control of one or they do seem to end up taking damage.

I will play Archer or Mage, the mage looks like so much fun. I am sad that there haven't been any Quizzy video as an archer, I would love to see more of that.

 

I make this comment short, I find that I woke up with a cold and itchy throat and headache so I am barely have the energy to type this out. LOL. 



#617
finc.loki

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You've made up your mind on this, so all I can say is that it's far too late to change, so we're going to have to live or die with whether or not it's successful.  It's not going to change and based on the encounter design it's not going to change with a patch either.

 

If you're absolutely not sure if you'll enjoy the game, wait and see what others are saying at release and use it to inform your opinion.  If you still aren't convinced, pick a price point that you feel is worth the risk, and pick up the game when the price drops below then, to ensure you don't find yourself picking up a game that you ultimately don't enjoy and feel you've wasted money on.

 

I plan on recording a Lets Play of my game (very like doing Dalish Elf) so you'll definitely be able to get a visual feel for the combat difficulty on normal, as I plan on playing on normal.

 

 

Cheers.

I am picking up the game. I merely say it CAN be a nuisance. That doesn't mean I otherwise don't love everything else I've seen, including the combat itself.

There are many games I love that also have small nagging issues in them.

So don't think I am hating the game.



#618
finc.loki

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Bioware has always made heavily storydriven RPGs, if some guy decides not to buy the game because of a subsystem of the combat mechanics (potions in this case) - then lets be perfectly honest here, he didnt give the game a chance to begin with.

That is not the case at all. I AM picking up the game and I love everything else I've seen. It is as you said a subsytem and yes it could be a nuisance but not nearly enough for me not to want the game.

I am just a vocal critic of this particular game mechanic.


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#619
Swagger7

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The only issue I have is that the visual effect for barrier seems really distracting.  I'll probably avoid using it even if it means turning down the difficulty.



#620
Grayvisions

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Fantastic, deep, insightful post. Thanks so much.



#621
Al Foley

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OK, as many points as the post from Mr. Weekes addresses it now raises one more with me.  Just how do the Rogues achieve guard?  I have heard in a couple of the recent vids and live streams, that, in effect Rogues and Warriors gain guard and Mages gain something called 'spirit guardian'.  But no information that I know of about how rogues (or for that matter mages) go about specifically achieving that.  Warriors do it through successful taunts and warrior-y things but a Rogue can't do those things specifically.  So what, successfully engaging in stealth/ counter attacks?  It is something I am more then curious about given how much focus has been given to the Warriors in this regard. 



#622
Dunbartacus

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OK, as many points as the post from Mr. Weekes addresses it now raises one more with me.  Just how do the Rogues achieve guard?  I have heard in a couple of the recent vids and live streams, that, in effect Rogues and Warriors gain guard and Mages gain something called 'spirit guardian'.  But no information that I know of about how rogues (or for that matter mages) go about specifically achieving that.  Warriors do it through successful taunts and warrior-y things but a Rogue can't do those things specifically.  So what, successfully engaging in stealth/ counter attacks?  It is something I am more then curious about given how much focus has been given to the Warriors in this regard. 

Warriors generate guard, mages cast barrier. As far as i know rogues have stealth which drops aggro and when upgraded drops harmful effects such as damage over time or debuffs. they also have a passive that reduces threat generation.


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#623
laudable11

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Such a shame. People thinking this is about making the game more difficult or "tactical". It's all about streamlining the game for a broder audience.  

 

The "casuals" aren't the people who want to role-play as healers. These people have been playing BioWare games for over a decade!

 

The purpose of this streamlining is to attract the "casuals".



#624
n7stormrunner

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Such a shame. People thinking this is about making the game more difficult or "tactical". It's all about streamlining the game for a broder audience.  

 

The "casuals" aren't the people who want to role-play as healers. These people have been playing BioWare games for over a decade!

 

The purpose of this streamlining is to attract the "casuals".

 

 

I don't think this is true. they are making the game pointlessly complex thats the opposite of streamlining . if anything their pandering to "hardcore" players not casuals. 



#625
Ieldra

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The purpose of this streamlining is to attract the "casuals".

This is nonsense. Anyone with the ability to judge this is, almost by definition, not a casual gamer. Those will pick up the game based on the information they pick up from marketing. You can blame the purpose of attracting a wider audience for the exaggerated flashiness of combat, but not for something as intricate as a healing mechanic.

 

Also, this is predictably perceived as being more difficult than the old system, even though it need not be. Who do you think is it made to attract? I feel rather attracted FWIW.


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