I just brought people my Quizzys liked and it worked out
Health and Healing: A View from the Outside
#1326
Posté 26 novembre 2014 - 06:31
#1327
Posté 27 novembre 2014 - 05:37
I don't mind the changes but they could have let us have 10 positions instead of 8...
But apart from that everything else is just the way I like it.
(Better having two extra just to be on the safe-side)
#1328
Posté 01 décembre 2014 - 08:06
How healing affects gameplay and tactics don't matter to me. What matters is that i don't get to play as a healer.
Much like MMORPG with the holy trinity system, there are loads of players who are dedicated to their roles especially Healers and Tanks, they tend to only play these classes and nothing else because they enjoy it, love it. The next generation of MMOs are steering away from the Holy Trinity system and it is culling the Tank and Healer population, to make matters worse even single player RPG DAI is doing it now. It saddens me that DAI is removing the healer class. It like you're tell me there is no place for Healer players in DAI.
#1329
Posté 01 décembre 2014 - 08:39
After playing the game i can say this was a huge mistake, you regularly run out of potions, barriers fall too quickly and the resupply options are poorly placed either there are too many where you don't need them or not enough where you do. Add to that if you run out during a hard fight you have to fast travel back to a camp and then slow travel all the way back and hope your enemies haven't respawned along the way. Your upgrade for the number of potions you can carry takes too long to unlock and having to use a table to craft regenerative spells limits your only other options.
It's just plain annoying.
- Grayvisions, Frybread76 et DanteYoda aiment ceci
#1330
Posté 01 décembre 2014 - 10:00
I'd just like to say I wasn't very happy with the change, because I play on casual, and I am a completionist, and I'm a perfectionist. That means I don't care about combat and tactics at all, but I want to play absolutely all the quests, and I can't stand not full health bars.
In my case, DA3 situation is agony, because I don't want to be picking and choosing a party for the best strategy. I just want to play and enjoy the game. I want to be with the characters I love and want to play, and I don't care that Cole is useless in a fight(for example).
I really think we need regeneration - going to camp after every second or third encounter with a giant(hello, Emerald Graves!) is time-consuming. Also, levels matter: I find leaving the area painful if I haven't discovered all there is, so there's level 7 me going against level 10 baddies, and healing potions melt.
I also really, really miss healers in a roleplaying sense. Anders and his healing clinic were great, and did justice to his character. I liked Morrigan admitting she's no good at healing.
In other words, I love magical healing, and I just don't believe it could be replaced with potions. It's like some inner ancient magic, a core part of Dragon Age and it just can't be gone.
- Frybread76 aime ceci
#1331
Posté 01 décembre 2014 - 10:06
Well, ok. But the game shouldn't be balanced around casual level.
#1332
Posté 01 décembre 2014 - 10:25
Your upgrade for the number of potions you can carry takes too long to unlock
Worse, to get it you have to waste a lot of influence (two points in inventory size upgrades)
#1333
Posté 01 décembre 2014 - 10:26
I also really, really miss healers in a roleplaying sense. Anders and his healing clinic were great, and did justice to his character.
hahahaha... pun intended?
#1334
Posté 01 décembre 2014 - 01:47
Didn't miss healing as much as I thought I would. Barriers are way more useful than in previous games.
#1335
Posté 01 décembre 2014 - 02:03
I rarely restock my potions and I play on hard - it's fantastic. The AoE Healing Grenade is amazing in a pinch (except it seems to be bugged since it randomly flies off into the sky if you toss it from too far away, which is really irritating) and fully upgraded regen potions are a dream for tanks. I used perks to get maxed out potions but I don't really need it, next play through I will avoid that all together. 8 is more than enough.
Barriers are great, so is the Rock Armor potions for mages. If you CC and keep barriers up + craft gear with guard build up on your tanks, it's very hard to die. Love it. good job Bioweep Bioware.
- Heimdall, Estelindis et VilhoDog13 aiment ceci
#1336
Posté 02 décembre 2014 - 06:26
Doesn't hurt survivability so I don't care. Though in my case, I never used healers much, so now that it's balanced for not having them that's actually an improvement
#1337
Posté 13 décembre 2014 - 09:25
So, having beaten the game, I have to agree that taking healing spells out was a pretty bad idea. Yes, you get 8 potions, but those run out -fast-. I mean, seriously, fighting the last dragon for the achievement, I ran out of potions before he'd lost even half health, and thats after using all those dragon bones and scales and whatnot to craft new armor/weapons for my team.
I don't use sword/shield warriors, seems kinda cliche to me. So, I used Iron Bull. Lots of damage, no guard. Leaving the only defense I had, the barriers my mages(yeah, I needed 2 just to survive, alternating barriers and that still lead to wipes AND potions running out), while I rogue'd everything as best I could.
Honestly, it would not have broken the game to replace one of those crappy spirit spells for a heal spell. I never used Mind Blast, seems a waste of a spell, could replace it with a heal/area heal and the whole game would have been 10X more enjoyable, even if it was just a regen kind of thing, it would have been helpful. Instead of having to rely solely on -limited- potion supply.
Despite that though, I very much enjoyed the game, the story, the characters, all but that one irksome part made the game fantastic.
- Frybread76 et ZipZap2000 aiment ceci
#1338
Posté 24 décembre 2014 - 03:28
How healing affects gameplay and tactics don't matter to me. What matters is that i don't get to play as a healer.
Much like MMORPG with the holy trinity system, there are loads of players who are dedicated to their roles especially Healers and Tanks, they tend to only play these classes and nothing else because they enjoy it, love it. The next generation of MMOs are steering away from the Holy Trinity system and it is culling the Tank and Healer population, to make matters worse even single player RPG DAI is doing it now. It saddens me that DAI is removing the healer class. It like you're tell me there is no place for Healer players in DAI.
Lots of love for healers...every MMO I play is as a PURE healer. Single player games if not playing a healer, I have one along. Really annoyed I had the option removed, as it destroys the play-style I love.
Everquest - Cleric
World of Warcraft - Holy Priest
Star Wars(TOR) - Inquisitor(Corruption) and Sage(Seer)
Lord of the Rings Online - Bard
All max level and PURE healers.
Lots of other MMO's just not maxed level.
- Frybread76 aime ceci
#1339
Posté 13 janvier 2015 - 04:29
Honestly this is all BS, the game is a grind now, no fun anymore... I just feel like dropping the piece of crap seriously..
#1340
Posté 13 janvier 2015 - 04:44
Anyone who is dying on anything other than nightmare and blaming the removal of healing is a complete and utter baddie. You should go and play MLP instead.
The removal of healing is a moot point (Equally as many arguements against it as well as for it). The problem is if you replace healing with support, make a support role. Currently the 'barrier' tree is pointlessly weak compared to the offense trees (And lightning in particular). What it means is there is no reason to take additional upgrades in the barrier tree as opposed to elemental / specialisation tree.
#1341
Posté 13 janvier 2015 - 04:53
It's easier than it's ever been.
DAO's Normal is this game's Nightmare.
- Cantina aime ceci
#1342
Posté 27 octobre 2015 - 07:02
My thought on this issue is simple. They could of just put in the game that after the rifts opened healing magic became either dangerous or impossible for some reason.
#1343
Posté 27 octobre 2015 - 07:21
People dying on casual blaming a lack of healing... Are you all trying to kill things several levels higher than you?
I may only play on normal, but the only time I ever felt in serious danger was against some of the Dragons, everything else was an absolute joke. That any character can now revive characters in combat especially takes a lot of the bite out of not having healing.
- Waving_Dolphin aime ceci
#1344
Posté 27 octobre 2015 - 07:31
People dying on casual blaming a lack of healing... Are you all trying to kill things several levels higher than you?
I may only play on normal, but the only time I ever felt in serious danger was against some of the Dragons, everything else was an absolute joke. That any character can now revive characters in combat especially takes a lot of the bite out of not having healing.
I do miss the injury kits. I liked the idea that being KO'd and revived didn't just mean you popped up and walked away.
My biggest annoyance with no healing is out of combat. Having a healing spell for my characters after combat would be nice, especially since it converses my potions for in combat when I need them. And considering that they've said the reason healing is out is because it's too complicated/strenuous whatever to do during combat a non combat heal would be nice and lore friendly.
And someone still needs to explain to me how the Knight Enchanter's heal ability doesn't break said lore. Actually if someone could explain how focus actually relates in game, like mana or stamina, I'd be a happy girl. Because outside of the Mark, Focus and the abilities that it grants tend to make little sense (Necromancer with Haste is the worst imo)
#1345
Posté 27 octobre 2015 - 07:36
I do miss the injury kits. I liked the idea that being KO'd and revived didn't just mean you popped up and walked away.
My biggest annoyance with no healing is out of combat. Having a healing spell for my characters after combat would be nice, especially since it converses my potions for in combat when I need them. And considering that they've said the reason healing is out is because it's too complicated/strenuous whatever to do during combat a non combat heal would be nice and lore friendly.
And someone still needs to explain to me how the Knight Enchanter's heal ability doesn't break said lore. Actually if someone could explain how focus actually relates in game, like mana or stamina, I'd be a happy girl. Because outside of the Mark, Focus and the abilities that it grants tend to make little sense (Necromancer with Haste is the worst imo)
True, I would prefer a better explanation behind Focus. It's one of my favorite gameplay aspects of DAI, but there is next to no detail about it.
Agreed on out of combat healing, too. If the idea was resource management, it didn't work well. If my party is at 1/4 health and I have three healing potions left, it's not a hard decision to run back to camp and restock before heading into a dungeon. It just adds time having to fast travel to the closest camp and then make my way back to the dungeon entrance. And if enemies respawned en route to the dungeon, I'll be low on health again by the time I reach the dungeon!
#1346
Posté 27 octobre 2015 - 07:42
What a load of nug ****.
Another employee of a game company trying to soothe peoples worries with pretty words. Been there, read that crap before.
So what? The Bioware team saw the previous game fights were challenging and decided to replace it with boring enemies, pointless barriers, guard and push one button combat?
Bioware, "Man, the previous games had challenging encounters. Lets dial it all the way down to hand-holding."
Granted DAO and DA2 combats were not perfect but at least I was not hitting the "A" button repeatedly.
I for one am all for change, but when a change comes with a ****** poor reason and so far out in left field that people like Wizard's of the Coast would be rolling their eyes and laughing I tend to see the problems.
RPG games should be challenging. When proper healing is involved you know the fights are going to be interesting. Not once was there EVER a moment in DAI to where I sat on the edge of my seat trying to to figure out how to fight an enemy. Even though it has been a long time, I went back and played the previous two DA games and there were several moments to where I was on the edge of my seat.
Hell the Arishock fight was more damn challenging then the Cory fight even on freaking Nightmare.
Oh but the topper to all this is the idiotic Trials. Bioware deiced to remove healing spells but added in a Trial that gives enemies new abilities. This should have been injected into Nightmare mode to begin with. A trial such as this paired with Nightmare mode actually makes things challenging but it screams the necessity of healing spells. Thus I turned it off shortly after testing it.
True the game does have one healing spell. But even playing a mage I found it more of an "Oh **** button then anything else. Once my character and her team got good gear I never used it even when fighting dragons.
By all means add in things like barriers, guard and whatnot but it should not be a replacement nor an excuse to remove healing spells
If a lazy man is tired of walking several steps to his fridge to get a snack, his solution is to just move the fridge next to him.
With words like these I applaud Brent Knowles for leaving.
#1347
Posté 27 octobre 2015 - 07:47
True, I would prefer a better explanation behind Focus. It's one of my favorite gameplay aspects of DAI, but there is next to no detail about it.
Agreed on out of combat healing, too. If the idea was resource management, it didn't work well. If my party is at 1/4 health and I have three healing potions left, it's not a hard decision to run back to camp and restock before heading into a dungeon. It just adds time having to fast travel to the closest camp and then make my way back to the dungeon entrance. And if enemies respawned en route to the dungeon, I'll be low on health again by the time I reach the dungeon!
You are able to fast travel to a dungeon once you've found the entrance. Or at least in the Western Approach. Now that I think about it, I never tried it with Valammar.
But yes, going to the merc fortress in the Hinterlands for example. Get there, get wailed on by the door guard, run back to camp, get potions, get back to fortress with more annoying brutes. I hate brutes btw, Lather rinse repeat.
Restoring health post combat has always been more important to me than in combat. Mostly because the AIs have been kinda crap but I'm a sort of bash straight through girl and don't play mages. Thus I end up with lots of pain post fight.
#1348
Posté 27 octobre 2015 - 07:59
Bioware, "Man, the previous games had challenging encounters. Lets dial it all the way down to hand-holding."
That sort of implies fights in the previous two games were overly challenging.
#1349
Posté 27 octobre 2015 - 08:05
You are able to fast travel to a dungeon once you've found the entrance. Or at least in the Western Approach. Now that I think about it, I never tried it with Valammar.
But yes, going to the merc fortress in the Hinterlands for example. Get there, get wailed on by the door guard, run back to camp, get potions, get back to fortress with more annoying brutes. I hate brutes btw, Lather rinse repeat.
Restoring health post combat has always been more important to me than in combat. Mostly because the AIs have been kinda crap but I'm a sort of bash straight through girl and don't play mages. Thus I end up with lots of pain post fight.
Well, they did have that segmented health bar that regenerated the current segment. Maybe a step in the right direction would be fewer but larger segments.
#1350
Posté 27 octobre 2015 - 08:08
That sort of implies fights in the previous two games were overly challenging.
Yes because any type of challenge is a bad thing. Goodness forbid people have to think in order to to accomplish a goal.





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