Aller au contenu

Photo

Health and Healing: A View from the Outside


1390 réponses à ce sujet

#651
The Elder King

The Elder King
  • Members
  • 19 630 messages
I'm very excited for KE and the fact We are able to wield a spirit blade and the staff together.

#652
sylvanaerie

sylvanaerie
  • Members
  • 9 436 messages

Ok that makes sense if i loved role playing a healer id probably be a little annoyed too. you can still play a supportive role if that helps and imo id rather be protected from a stab than get stabbed then healed cause id think being stabbed hurts :).

 

 

Like they said, there are plenty of barrier spells and upgrades.  Probably a few other mitigation spells as well.  You could slightly change your mage to be more 'guardian' than healer.  When I play healer, there usually are never enough spells in the healing tree to be a pure healer.  Neria, in DAO, had an affinity for 'decay' and 'weakness' themed spells as well as healing.  The idea that healing magics can be used for evil as well as good.  Those will still be there.

 

 

I'm very excited for KE and the fact We are able to wield a spirit blade and the staff together.

 

Yea, now that the idea has sunk in that I have to adjust what I wanted, all of these aspects appeal to me and will be part of my RP, I think.



#653
Morty Smith

Morty Smith
  • Members
  • 2 462 messages

It was also broken because reliable healing meant burst damage is the only way mobs and bosses can threaten you, with overwhelm and the like.  Every RPG that uses the tank/heal/DD triumvirate has this problem.  Burst damage is not fun.  Get rid of instant friendly healing, and all damage could add up to break down your barrier, meaning all damage is a threat, not just burst damage.

 

Well, all damage is still a threat even with "easy-access". But dealing with the real dangerous hits, that is the fantasy behind playing a healer and even a tank.

 

"I´m the one who can deal with spike- and burst-damage. Leave snaring and interupting to the DPS- peasants and if they fail, I´m the hero, the decurser, the life-saver"

 

That is what those roles excel in and there is a playerbase that enjoyes that role.



#654
Hannador

Hannador
  • Members
  • 17 messages
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.

 

I completely understand the logic and theory behind the design and it's in no way dissuading me from purchasing the game.  

 

But I probably fall in with a small minority here by saying that I'd would prefer a restricted capacity to regenerate mana and/or stamina in-combat (hence limiting heals/regens and thus also becoming tactical in the process), rather than take away the majority of the healing mechanic.

 

 

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.

 

That was a very poor suggestion on my part. I was mainly pointing out that I'd settle for something so insignificant, just to have... something.  

 

But I believe my statement about the lore is a valid point.  How can I just finish reading "Asunder" and not fail to notice that some of the characters (who are in the same contemporary setting as DA;I), attempt to utilize healing magic in several occasions in and out of combat... just to see dedicated healing magic nearly vanish in the next title release? Did the practitioners of healing magic die along with the concept of the Circle of Magi ?  Will there be a way to tie the missing game mechanic into the lore via codex entry? 

 

I understand that game mechanics has to trump the lore for gameplay purposes and I completely respect your company's decision on why this was done.  But that doesn't stop me from being just a tiny bit perplexed.

 

Thanks for the response!


  • Treacherous J Slither aime ceci

#655
lolwut

lolwut
  • Members
  • 26 messages

There are healing spells.



#656
Scerene

Scerene
  • Members
  • 453 messages

i dont understand why it cant be something we toggle, just like friendly fire. Tbh its not something ive been overly worried about but it does make the rp aspects more difficult because you have to adapt pretty heavily to combat both with your own characters build and the companions you pick. Plus it doesnt really make sense that mages arent able to heal, especially when they could in the previous games.



#657
dutch_gamer

dutch_gamer
  • Members
  • 717 messages
@Serene

Mages still can heal only not as often and easily as before. Being able to heal more often in previous games was never lore but a gameplay mechanic.

Also, a toggle goes against the whole design of combat having been built from the ground up with less healing in mind. It would imbalance all difficulties.

And if one wants to only RP or control one character without managing your companions that is what casual mode is for (and setting companion tactics).

#658
DooomCookie

DooomCookie
  • Members
  • 519 messages

Well, all damage is still a threat even with "easy-access". But dealing with the real dangerous hits, that is the fantasy behind playing a healer and even a tank.

 

"I´m the one who can deal with spike- and burst-damage. Leave snaring and interupting to the DPS- peasants and if they fail, I´m the hero, the decurser, the life-saver"

 

That is what those roles excel in and there is a playerbase that enjoyes that role.

 

I'm arguing it's the other way round.  Burst damage is the only (the biggest) threat to the group, the tank in particular.  So they like dealing with big hits because in doing so, they're instrumental to the group.  They're doing their job well.  The fantasy derives from that role



#659
sylvanaerie

sylvanaerie
  • Members
  • 9 436 messages

There are healing spells.

 

There are potions--limit 8 at first for the entire party, more slots to open up if you choose those perks.  There is a healing 'focus ability'--like a limit break in FF, not a spell.  Very limited in scope and unusable as a true battle heal.  It's use seems to be more of an 'oh sh*t' button.  And a Revive spell usable when your companions are down.  

Later game will include revive 'bombs' from my understanding, making Revive something any mook with alchemy/herbalis--unsure which crafting makes them--can do. 



#660
rubynorman

rubynorman
  • Members
  • 1 373 messages

I don't know, 1 of the reason that BW eliminate healling spell is that we don't have to bring a mage in our party every time. But as I understand, we still have to bring a mage ( and maybe a tank too ) for barrier and guard now instead of 1 mage to heal xD.


  • Heimdall aime ceci

#661
The Elder King

The Elder King
  • Members
  • 19 630 messages

There are potions--limit 8 at first for the entire party, more slots to open up if you choose those perks.  There is a healing 'focus ability'--like a limit break in FF, not a spell.  Very limited in scope and unusable as a true battle heal.  It's use seems to be more of an 'oh sh*t' button.  And a Revive spell usable when your companions are down.  
Later game will include revive 'bombs' from my understanding, making Revive something any mook with alchemy/herbalis--unsure which crafting makes them--can do.

There are also another type or healing potions and a grenade that grants health regen for some time.

#662
sylvanaerie

sylvanaerie
  • Members
  • 9 436 messages

I don't know, 1 of the reason that BW eliminate healling spell is that we don't have to bring a mage in our party every time. But as I understand, we still have to bring a mage ( and maybe a tank too ) for barrier and guard now instead of 1 mage to heal xD.

Also need rogues.  Certain areas of the game to explore require the holy trinity of warriors (to break down doors), Rogues (to pick locks) and mages to (build bridges?).  So you still need all three to effectively explore.  Then, I suppose, you could bring those three, get things scoped out, opened up then fast travel back to camp, pick up who you want and go deal with X mission objective after you clear the way.



#663
sylvanaerie

sylvanaerie
  • Members
  • 9 436 messages

There are also another type or healing potions and a grenade that grants health regen for some time.

But those are not spells.  He says 'there are healing spells' in the game.  Potions are not spells.


  • Ariella aime ceci

#664
Scerene

Scerene
  • Members
  • 453 messages

@Serene

Mages still can heal only not as often and easily as before. Being able to heal more often in previous games was never lore but a gameplay mechanic.

Also, a toggle goes against the whole design of combat having been built from the ground up with less healing in mind. It would imbalance all difficulties.

And if one wants to only RP or control one character without managing your companions that is what casual mode is for (and setting companion tactics).

Are you talking about that focus ability? Because im pretty sure there wont be any "spells" and that focus ability barely counts if you can only use it very sparingly. What difference does it make to you if somebody wants to toggle auto heal after combat? Nobody would be forcing you to do it.



#665
NRieh

NRieh
  • Members
  • 2 913 messages

I don't know, 1 of the reason that BW eliminate healling spell is that we don't have to bring a mage in our party every time. But as I understand, we still have to bring a mage ( and maybe a tank too ) for barrier and guard now instead of 1 mage to heal xD.

According to Patrick's OP - 100% true.

 

As I mentioned before. Those who like playing no-healer had been doing that for two games. Those who preferred normal, conventional  healing are **ed and explained how just fine it is to play DAI with no healer.  Also, if they have no dex-tanking (again!), it means that the only viable tank is S+S Cassandra. 



#666
Muspade

Muspade
  • Members
  • 1 280 messages
The focus heal is only learned by mages, mages use spells ergo the heal using the resource "focus" is a spell.

#667
Xilizhra

Xilizhra
  • Members
  • 30 873 messages

I still find the healing changes to be absolute crap and hope that they're received as such, with Inquisition taking a big enough hit popularitywise that they have to revise the system again in the fourth game. I enjoy playing a healer and find their removal, as well as most other changes to mages, to be utter bloody idiocy.

 

I don't give a **** about potions or grenades or focus; I want to play my prior healers. I'd say it'd be better to remove the potions if necessary.



#668
rubynorman

rubynorman
  • Members
  • 1 373 messages

In mass effect if you are good at playing, you wont have to use a single medpack because you can avoid being damaged by hiding in cover/ using ability that can refill your shield ( Vanguard charge/ electrical overload ). That's the reason that game doesn't have healing spell. However in Dragon age, I don't see any way to perfectly avoid getting hit. So no normal healing spell is kinda uncalled for IMO. People will have to use the potion whether they have a sage or not.



#669
Scerene

Scerene
  • Members
  • 453 messages

yes from what i understand focus is a party based ability that doesnt even require a mage. I find it curious that they would go ahead with this design knowing full well it was going to rub a lot of people the wrong way and cause controversy. I can already see the reviews mentioning it as a con.

 

edit. ah so there is a heal and can only be used by a mage but you have to be in focus mode



#670
Muspade

Muspade
  • Members
  • 1 280 messages

yes from what i understand focus is a party based ability that doesnt even require a mage. I find it curious that they would go ahead with this design knowing full well it was going to rub a lot of people the wrong way and cause controversy. I can already see the reviews mentioning it is a con.


Focus is acquired by class combo's but is spent seperately on each characters focus ability.

#671
The Elder King

The Elder King
  • Members
  • 19 630 messages

But those are not spells.  He says 'there are healing spells' in the game.  Potions are not spells.

 
Sorry, I was referring to the Second part of your post, when you stated other healing options, not to the spells part. 

I still find the healing changes to be absolute crap and hope that they're received as such, with Inquisition taking a big enough hit popularitywise that they have to revise the system again in the fourth game. I enjoy playing a healer and find their removal, as well as most other changes to mages, to be utter bloody idiocy.
 
I don't give a **** about potions or grenades or focus; I want to play my prior healers. I'd say it'd be better to remove the potions if necessary.

Well, if DAI will take a Good enough hit in terms of popularity They might decide to stop making DA games completely.

#672
The Elder King

The Elder King
  • Members
  • 19 630 messages

yes from what i understand focus is a party based ability that doesnt even require a mage. I find it curious that they would go ahead with this design knowing full well it was going to rub a lot of people the wrong way and cause controversy. I can already see the reviews mentioning it as a con.


The Heal Focus spell still requires a mage to cast it.

#673
jtav

jtav
  • Members
  • 13 965 messages
I have to admit I'm a little mystified by the consternation at having to change play style. I play BG2 differently from NWN, or Morrowind, or Arcanum. All I really need to know is if it's too hard on easy aaand generally fun. Dev posts have given me optimism for both.
  • Starscream723 aime ceci

#674
Xilizhra

Xilizhra
  • Members
  • 30 873 messages

Well, if DAI will take a Good enough hit in terms of popularity They might decide to stop making DA games completely.

That's the difficult balance, yes. But I do hope this feature alone receives the hatred it deserves.



#675
rubynorman

rubynorman
  • Members
  • 1 373 messages

@Serene

Mages still can heal only not as often and easily as before. Being able to heal more often in previous games was never lore but a gameplay mechanic.

Also, a toggle goes against the whole design of combat having been built from the ground up with less healing in mind. It would imbalance all difficulties.

And if one wants to only RP or control one character without managing your companions that is what casual mode is for (and setting companion tactics).

 

If you read the Calling, you'll see that Fiona healed all the time in the book while they were going in a "dungeon"- the deep road.
 


  • Treacherous J Slither aime ceci