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Health and Healing: A View from the Outside


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#1201
Heimdall

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According to the dev videos there is a degree of level scaling to parts of the game. I believe/assume that the plot questline has some degree of level scaling built in, but most of the exploration type quests do not, so if you are level 10 say and wander into

Spoiler
then you probably die very quickly, however if you are level 10 and wander into
Spoiler
then the game probably adjusts the level of the enemies to a comparable level for your group and you hopefully are able to deal with the challenge. 

Is that how it works?  Or something like that anyway?  That's a relief.  Removal of level scaling is one of the few things that worries me about this game.



#1202
Treacherous J Slither

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Practicing Blood Magic is quite possibly perceived as the most hideous thing that the mage can do. It's basically treated as a crime worse than murder. Punishment for Blood Magic is death in all nations where Chantry has influence. People (who mostly worship Andraste and the Maker) would never follow someone who practices Blood Magic.

I know that DA2 allowed you to run around a Templar controlled city, opening your wrists during every encounter and no one seemed to care, and in DA:O it was basically the same, only you were not such a public figure (still, you could use Blood Magic to attack Loghain in front of a Grand Cleric and entire nobility); but that's the very reason why this specialization was dropped for DA:I. 

 

Necromancy is frowned upon, but as long as it is not used in conjunction with Blood Magic, I don't believe it is even forbidden strictly speaking. 

And being a Qunari? You really compare being of a different race (our Qunari does not follow the Qun) to being the worst kind of criminal in Thedas?

 

The Anderfels is the most devoutly Andrastian place in all of Thedas and they accept blood mage Wardens just fine. Because they know the value of a powerful tool.

 

The worst kind of criminal in Thedas is probably someone that eats babies or something horrible like that. A blood mage is simply the most dangerous.

 

Necromancy can involve summoning spirits which is very dangerous. That's how people get posessed after all. I find it ridiculous that using your own blood to power a spell is somehow seen as worse than that.

 

Qunari are big and scary looking. And they have horns. >__>



#1203
TheEternalStudent

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Necromancy can involve summoning spirits which is very dangerous. That's how people get posessed after all. I find it ridiculous that using your own blood to power a spell is somehow seen as worse than that.

So does Spirit Healing, blood magic is dangerous because it is a power source for acts no other known former of magic can reproduce, and it feeds demons. I like to think of it as directing a nuclear explosion through a straw, it is phenomenally powerful, unbelievably dangerous, and naturally worrisome.

Necromancy is about binding spirits, taking that nuclear blast, sealing it up with the thickest sheets of lead you can find, and using it to power a golem (shut up, I can mix reality and fantasy) yes, it can still go wrong, but it's a lot harder.



#1204
Heimdall

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The Anderfels is the most devoutly Andrastian place in all of Thedas and they accept blood mage Wardens just fine. Because they know the value of a powerful tool.

 

The worst kind of criminal in Thedas is probably someone that eats babies or something horrible like that. A blood mage is simply the most dangerous.

 

Necromancy can involve summoning spirits which is very dangerous. That's how people get posessed after all. I find it ridiculous that using your own blood to power a spell is somehow seen as worse than that.

 

Qunari are big and scary looking. And they have horns. >__>

Maybe they accept it, but I doubt the Wardens are open about it and go about announcing themselves as blood mages.

 

Necromancy and blood magic often go hand in hand, is the thing.  Spirit healers dabble in spirit summoning, Necromancy is just its darker cousin.  It's also not using your own blood that bothers people so much as many blood mage's habit of using other peoples' blood to power their spells and indulging in mind control.



#1205
wcholcombe

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Maybe they accept it, but I doubt the Wardens are open about it and go about announcing themselves as blood mages.

 

Necromancy and blood magic often go hand in hand, is the thing.  Spirit healers dabble in spirit summoning, Necromancy is just its darker cousin.  It's also not using your own blood that bothers people so much as many blood mage's habit of using other peoples' blood to power their spells and indulging in mind control.

In the Anderfells they accept the Wardens and using bloodmagic because next to the Dwarves, the Anderfells have the closest thing to a permanent blight in Thedas.  The Wardens are reverred and the 1st Warden more or less rules the country except for the capital city which the king controls.

 

So does Spirit Healing, blood magic is dangerous because it is a power source for acts no other known former of magic can reproduce, and it feeds demons. I like to think of it as directing a nuclear explosion through a straw, it is phenomenally powerful, unbelievably dangerous, and naturally worrisome.

Necromancy is about binding spirits, taking that nuclear blast, sealing it up with the thickest sheets of lead you can find, and using it to power a golem (shut up, I can mix reality and fantasy) yes, it can still go wrong, but it's a lot harder.

Blood Magic is dangerous because it attracts demons(read last flight) and because according to Gaider there and world of thedas there is a corruptive temptation present in blood magic to use the blood of others to fuel more powerful spells. 



#1206
TheEternalStudent

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Blood Magic is dangerous because it attracts demons(read last flight) and because according to Gaider there and world of thedas there is a corruptive temptation present in blood magic to use the blood of others to fuel more powerful spells. 

That's the 'it feeds demons' and 'is a power source for acts no other known form of magic can reproduce' part of my quote.



#1207
Treacherous J Slither

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So does Spirit Healing, blood magic is dangerous because it is a power source for acts no other known former of magic can reproduce, and it feeds demons. I like to think of it as directing a nuclear explosion through a straw, it is phenomenally powerful, unbelievably dangerous, and naturally worrisome.

Necromancy is about binding spirits, taking that nuclear blast, sealing it up with the thickest sheets of lead you can find, and using it to power a golem (shut up, I can mix reality and fantasy) yes, it can still go wrong, but it's a lot harder.

 

Blood magic does not feed demons. You are operating under misconceptions.

 

Necromancy is accepted because the Templars can control it. Blood magic is not accepted because the Templars can't control it. Simple as that I imagine.

 

If the Templars were willing to allow mages to join their ranks then they could effectively crack down on everything and in a far more efficient manner.



#1208
TheEternalStudent

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Blood magic does not feed demons. You are operating under misconceptions.

 

Necromancy is accepted because the Templars can control it. Blood magic is not accepted because the Templars can't control it. Simple as that I imagine.

 

If the Templars were willing to allow mages to join their ranks then they could effectively crack down on everything and in a far more efficient manner.

Demons can draw power from blood magic, allowing them to enter our world from the weakening of the veil, giving them increased power. They don't use it for nourishment like a vampire.

We don't know how well the Templars control Necromancy, and I would love to see the Templars try to tell a country full of dragon hunters to stop doing anythingf they don't want to.

I do agree on this last point though, especially as it encourages the 'us v. them' mentality and how delightfully overpowered mana clash was. 5 Mages with that could clear out a city full of abominations (possible exaggeration, but not by much)



#1209
Treacherous J Slither

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In the Anderfells they accept the Wardens and using bloodmagic because next to the Dwarves, the Anderfells have the closest thing to a permanent blight in Thedas.  The Wardens are reverred and the 1st Warden more or less rules the country except for the capital city which the king controls.

 

Blood Magic is dangerous because it attracts demons(read last flight) and because according to Gaider there and world of thedas there is a corruptive temptation present in blood magic to use the blood of others to fuel more powerful spells. 

 

All bloodshed weakens the Veil. As does all magic use.

 

I've read and re-read WOT and saw no mention of a definitive corruptive force in blood magic. This isn't Star Wars.



#1210
Treacherous J Slither

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Demons can draw power from blood magic, allowing them to enter our world from the weakening of the veil, giving them increased power. They don't use it for nourishment like a vampire.

We don't know how well the Templars control Necromancy, and I would love to see the Templars try to tell a country full of dragon hunters to stop doing anythingf they don't want to.

I do agree on this last point though, especially as it encourages the 'us v. them' mentality and how delightfully overpowered mana clash was. 5 Mages with that could clear out a city full of abominations (possible exaggeration, but not by much)

 

I've never heard of demons drawing power from blood magic. Do you have a source you can link me to or something?

 

Templars can fight necromancers much like they fight any other mage. Shut down casting ability then kick ass.

 

Nevarra sounds damn cool doesn't it?



#1211
TheEternalStudent

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I've never heard of demons drawing power from blood magic. Do you have a source you can link me to or something?

 

Templars can fight necromancers much like they fight any other mage. Shut down casting ability then kick ass.

 

Nevarra sounds damn cool doesn't it?

It's the use of blood magic that weakens the veil, allowing them to come through in full power, no longer in thrall. It's what happened to Avernus at Soldier's Peak. There's also discussion of it between Lambert and Rhys regarding Cole in Asunder.

I'm talking about rules, if the Nevarrans don't want Necromancers oppressed, the Templars in Nevarra can't do much about it unless they want to risk pissing off a country full of people who look at dragons and say "I bet I could take that."

Hells yes.



#1212
wcholcombe

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All bloodshed weakens the Veil. As does all magic use.

 

I've read and re-read WOT and saw no mention of a definitive corruptive force in blood magic. This isn't Star Wars.

Fine I will quote Gaider for like the millionth time on this forum:

 

"Blood magic isn't inherently evil, but the temptation to do evil when you have the power to bend others to your will must be insidious." -David Gaider

 

"It's not corruption in the way that the Blight is a corruption... A lot of it is opinion and fear, [of] the things that a Blood Mage is capable of. Which, as we're moving forward, we'd like to show that a little bit more, especially the mind control. And it is based on people who have that kind of power, the ability to influence other people's minds, the temptation to misuse it is a corruption. That kind of power is corrupting, right? That's the danger, not a physical 'I suddenly turn to the dark side and my eyes have gone black' kind of corruption." David Gaider

 

Also

Cameron Lee:

 

Cameron: Blood magic is an interesting one. Pure blood magic in the lore of the game is really supposed to be a very evil power. In previous games it wasn't really perceived to be that way. We talked about it being that way in the lore, we'd talk about crazy mages who went down the blood magic route and how that would have nasty consequences. So in Inquisition if we can't bring that across, that consequence across then we won't do it. We're looking at a couple of different options that still give that quasi-evil kind of fantasy element without trying to go into the nitty gritty of blood magic conflicting with other elements, but we haven't landed on which one's going to be there.

 

I never said it was the Dark side of the force. However, it is the corruption of power in human nature that makes it corruptive.  If you have the ability to make other people do what you want them to do, it is an extremely temptive and corruptive temptation.  As Gaider says, you may start off doing it for their own interest and don't notice you are crossing a line.

 

Also, just read Last Flight.


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#1213
wcholcombe

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I've never heard of demons drawing power from blood magic. Do you have a source you can link me to or something?

 

Templars can fight necromancers much like they fight any other mage. Shut down casting ability then kick ass.

 

Nevarra sounds damn cool doesn't it?

Read Last Flight. It definitley shows a very strong link between blood magic and demons.



#1214
eyezonlyii

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Isn't it also mentioned that Demons resist blood magic as well? One more reason not to practice it during the Breach.



#1215
Jester

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I find it ridiculous that using your own blood to power a spell is somehow seen as worse than that.

Two most prominent uses for Blood Magic are:

 

1) Tearing the Veil - using Blood Magic may tear the Veil, either sending someone into the Fade (like Jowan can do in Redcliffe Castle questline in DA:O) or bringing something from the Fade - like many blood mages in DA2 do during combat. 

2) Controlling people - Blood Magic allows for direct domination of someone's body/mind - which is the most prominent and obvious violation of Chantry's most important rule - "Magic exists to serve man, and never to rule over him". Even one blood mage can control an entire nation - blood slaving a noble, who helps him reach the castle, where he takes control of a guard, who leads him to the king... And suddenly a whole nation becomes enslaved. 

Because the most popular use of Blood Magic directly violates the rule, the Chantry was based on, and is the main source of fear in non-magical people it can never be accepted by those who Inquisition is supposed to lead.



#1216
Eledran

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I think the changes are quite promising from a gameplay perspective. Not too bothered by the lack of a basic healing spell, you can sort of explain it away rather easily by thinking differently about what healthbars represented in the first two games.

 

The healing class will be replaced by more of a buff class, but that's still the useful support role that many people like.

 

Can't wait to jump into Nightmare difficulty straight away, though I'm still debating on whether or not to turn on friendly fire straight away.



#1217
DarthLaxian

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As we have shown and announced more of the gameplay features in Inquisition, some of our fans have voiced concerns about one feature in particular: the removal of healing spells from the game. Luke Kristjanson gave an excellent explanation of our designers' reasons for making this change, but because folks are still concerned, I asked if it would be helpful to give my perspective as someone who is not, by any stretch of the imagination, a hardcore tactical expert. Someone who is, many people would say, DIFFERENTLY COMPETENT in his play style. Someone who heard the initial plan to remove healing magic and went, "What, no, I need that for my healths and stuff, why are you doing this?"

 

*SNIP*

For those of you who were concerned about the changes to how health and healing work, I hope this was reassuring.

 

Thanks to Cameron Harris for making sure that my words made sense.
 


 

Hey Patrick (hope you don't mind me calling you that - do you?),

 

It's nice that you defend your choice.

 

It still does not make it a good choice - like parking your car in a stopping restricted zone...yes it may look like a good idea at first, particularly if you are in a hurry (late for a meeting or an appointment), it stops being a good idea if the police show up to have your car dragged off (and you needing to pay in order to get your ride back).

 

It's exactly the same here - while camps might be a good idea (and fast travel points, too), removing the healing (in and after fights, without having to take potions that are - severly - limited, too...and probably have a cooldown (like in DA2) as well) is still basically a misstake, same as removing automaticly being fine after surviving combat (if you need to add attrition, your fights are not well designed IMHO)...it's just a big time-sink (it was done away in gaming for exactly that reason...almost all older games had it, but the mechanic died out - like a Dinosaur! - because it was not a good one!) that is endlessly repetitive (note: I would probably still secure the camp first, if I didn't need it, because a fast travel point is good to have...now however it is almost a necessity, not just a good option you should take, because without one near you, you will run out of potions eventually...and BAM, some low-level enemy kills you because you have no more potions...fun, really....NOT!)

 

Why is it exactly that you tell us such things, but don't react appropriately (by changing at least some of the design choices you made), while telling us our oppinions do interest you?

 

Are you playing "How to annoy our fans this week"? - And whoever does best on your teams gets a big prize? (sometimes it looks that way - at least for me, as an outsider...as many complaints have been voiced for years...walk animations for female characters for example, weapons not being worn on the back is another, healing spell removal was bashed (shitstorm!) right after it was announced...oh and recently the 8-spells only thing you (sorry for my wording, I just feel strongly about this) fucked us over with...if you plan on ignoring your fans, then please tell us directly (I myself would not even be all that mad, as long as you continued to make decent games - but that's just me, I LIKE HONESTY...and one of your teams (ME3!) had the audacity of lying to the fans directly, so please don't repeat that (be honest))

 

greetings LAX


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#1218
sylvanaerie

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The 8 slots doesn't bother me much.  I typically get into a rhythm of how I do things in the game and typically my faves get used a lot more, with lesser used magic/skills just kind of sitting over to the side.  Not the most tactical plan, but I think it will serve me well in this new system.  Thinking a lot of what's on the skill trees may be passives or 'take this to get to X skill I really want'.  

I'll see.  Just had my new video card installed and looking forward to running my Inquisition when it comes out next month.



#1219
eyezonlyii

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Limited potions

No heal spells

No health regen after fights...

 

We've seen this before. 

 

external_link_bumper.png



#1220
Iakus

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Maybe they accept it, but I doubt the Wardens are open about it and go about announcing themselves as blood mages.

 

Necromancy and blood magic often go hand in hand, is the thing.  Spirit healers dabble in spirit summoning, Necromancy is just its darker cousin.  It's also not using your own blood that bothers people so much as many blood mage's habit of using other peoples' blood to power their spells and indulging in mind control.

Indeed.  It's more accurate to say the Wardens tolerate Blood Magic, as long as it's a tool used against the darkspawn.  

 

As for necromancy, of the non-BM type, it seems to be a combination of the Spirit and Entropy schools.  Nothing really forbidden about it, and necromancers are actually highly respected in Nevarra  



#1221
Heimdall

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Hey Patrick (hope you don't mind me calling you that - do you?),
 
It's nice that you defend your choice.
 
It still does not make it a good choice - like parking your car in a stopping restricted zone...yes it may look like a good idea at first, particularly if you are in a hurry (late for a meeting or an appointment), it stops being a good idea if the police show up to have your car dragged off (and you needing to pay in order to get your ride back).
 
It's exactly the same here - while camps might be a good idea (and fast travel points, too), removing the healing (in and after fights, without having to take potions that are - severly - limited, too...and probably have a cooldown (like in DA2) as well) is still basically a misstake, same as removing automaticly being fine after surviving combat (if you need to add attrition, your fights are not well designed IMHO)...it's just a big time-sink (it was done away in gaming for exactly that reason...almost all older games had it, but the mechanic died out - like a Dinosaur! - because it was not a good one!) that is endlessly repetitive (note: I would probably still secure the camp first, if I didn't need it, because a fast travel point is good to have...now however it is almost a necessity, not just a good option you should take, because without one near you, you will run out of potions eventually...and BAM, some low-level enemy kills you because you have no more potions...fun, really....NOT!)
 
Why is it exactly that you tell us such things, but don't react appropriately (by changing at least some of the design choices you made), while telling us our oppinions do interest you?
 
Are you playing "How to annoy our fans this week"? - And whoever does best on your teams gets a big prize? (sometimes it looks that way - at least for me, as an outsider...as many complaints have been voiced for years...walk animations for female characters for example, weapons not being worn on the back is another, healing spell removal was bashed (shitstorm!) right after it was announced...oh and recently the 8-spells only thing you (sorry for my wording, I just feel strongly about this) fucked us over with...if you plan on ignoring your fans, then please tell us directly (I myself would not even be all that mad, as long as you continued to make decent games - but that's just me, I LIKE HONESTY...and one of your teams (ME3!) had the audacity of lying to the fans directly, so please don't repeat that (be honest))
 
greetings LAX

Well... That was condescending and pretentious as hell.

Presumptuos too.
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#1222
sylvanaerie

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Limited potions

No heal spells

No health regen after fights...

 

We've seen this before. 

 

external_link_bumper.png

 

There is limited health regen after fights.  Easy restores you up to 50%, Normal is 25% and Hard/Nightmare is 10%.



#1223
eyezonlyii

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There is limited health regen after fights.  Easy restores you up to 50%, Normal is 25% and Hard/Nightmare is 10%.

Party pooper  <_<  :P



#1224
wolfhowwl

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Hey Patrick (hope you don't mind me calling you that - do you?),
 
It's nice that you defend your choice.
 
It still does not make it a good choice - like parking your car in a stopping restricted zone...yes it may look like a good idea at first, particularly if you are in a hurry (late for a meeting or an appointment), it stops being a good idea if the police show up to have your car dragged off (and you needing to pay in order to get your ride back).
 
It's exactly the same here - while camps might be a good idea (and fast travel points, too), removing the healing (in and after fights, without having to take potions that are - severly - limited, too...and probably have a cooldown (like in DA2) as well) is still basically a misstake, same as removing automaticly being fine after surviving combat (if you need to add attrition, your fights are not well designed IMHO)...it's just a big time-sink (it was done away in gaming for exactly that reason...almost all older games had it, but the mechanic died out - like a Dinosaur! - because it was not a good one!) that is endlessly repetitive (note: I would probably still secure the camp first, if I didn't need it, because a fast travel point is good to have...now however it is almost a necessity, not just a good option you should take, because without one near you, you will run out of potions eventually...and BAM, some low-level enemy kills you because you have no more potions...fun, really....NOT!)
 
Why is it exactly that you tell us such things, but don't react appropriately (by changing at least some of the design choices you made), while telling us our oppinions do interest you?
 
Are you playing "How to annoy our fans this week"? - And whoever does best on your teams gets a big prize? (sometimes it looks that way - at least for me, as an outsider...as many complaints have been voiced for years...walk animations for female characters for example, weapons not being worn on the back is another, healing spell removal was bashed (shitstorm!) right after it was announced...oh and recently the 8-spells only thing you (sorry for my wording, I just feel strongly about this) fucked us over with...if you plan on ignoring your fans, then please tell us directly (I myself would not even be all that mad, as long as you continued to make decent games - but that's just me, I LIKE HONESTY...and one of your teams (ME3!) had the audacity of lying to the fans directly, so please don't repeat that (be honest))
 
greetings LAX


There is a difference between listening to someone (they made this thread to address fan concerns) and doing what someone says (changing the design of a multimillion dollar project a few months from release based on the demands of people who haven't even played the game yet).
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#1225
Treacherous J Slither

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It's the use of blood magic that weakens the veil, allowing them to come through in full power, no longer in thrall. It's what happened to Avernus at Soldier's Peak. There's also discussion of it between Lambert and Rhys regarding Cole in Asunder.

I'm talking about rules, if the Nevarrans don't want Necromancers oppressed, the Templars in Nevarra can't do much about it unless they want to risk pissing off a country full of people who look at dragons and say "I bet I could take that."

Hells yes.

 

Avernus summoned more than he could control per his commanders orders. That is what happened at Soldiers Peak.

 

I'm not arguing with you over Nevarra. I'm just saying that the Templars can handle necromancy but they can't handle blood magic.

 

Nevarra roolz.