Aller au contenu

Photo

Health and Healing: A View from the Outside


1390 réponses à ce sujet

#1376
renfrees

renfrees
  • Members
  • 2 060 messages

The DA games aren't designed to be a challenging combat experience to seasoned gamers. This has nothing to do with guard and barrier or healing. 

 

Whether you want the game to be harder is a completely different issue. 

In previous games positioning was at least somewhat important, so the enemy wouldn't reach your "soft" party members. Sometimes I had to kite with my warrior when spells and potions were on cooldown. Here, them bunching up is better due to the Barrier covering all and preventing any damage.



#1377
actionhero112

actionhero112
  • Members
  • 1 197 messages

If a single ability is necessary then it surely is OP. And it really screws up the game when you start getting multiple mages using barrier intelligently. If you want a really tedious but effective tactic, try just having 4 mages keeping next to each other and keeping barrier up constantly.

What if I told you there are enemies that can dispel barrier/instantly break them.

 

Regardless, the game is balanced around guard/barrier, just like previously it was balanced around healing. 



#1378
actionhero112

actionhero112
  • Members
  • 1 197 messages

In previous games positioning was at least somewhat important, so the enemy wouldn't reach your "soft" party members. Sometimes I had to kite with my warrior when spells and potions were on cooldown. Here, them bunching up is better due to the Barrier covering all and preventing any damage.

No it wasn't. 

 

I play most encounters in DA2 and DA:O without switching control at all. The most dangerous threats to your party in DA2 aren't even positioning reliant, because they're in stealth. The rest is a chip fest. Enemies aren't allowed to do high damage because healing was largely removed (40 sec base cd). In fact, enemies are even more uniform than in DAI or DAO. No grunts have special attacks, they don't block from the front like they do in DA:I. 

 

DA:O doesn't even have a reason to position because every class can be built to be functionally invincible. The best DPS class doesn't even use abilities. It just auto attacks. 

 

Did you know that you can dodge arrows in DAI if you're moving. That you can block them with walls. You can actually dodge attacks in DAI too. In previous games it all depended on rolls (like of the dice). Archers in DAI have skills that do more at different ranges. Some DW abilities do more from behind. Ice Armor only activates if you're within a certain radius of a permanent cold spell or frozen enemy. Etc Etc. 

I don't know how you got the impression that positioning was more important in previous titles, but I can assure that it is not. 

 

Also, why do you think that grouping your team together to increase the effectiveness of a buff isn't positioning? 

 

This game does so much more to encourage good positioning. It just isn't hard enough to warrant it at the difficulty you're playing it. Not an issue of guard/barrier essentially it's an issue of difficulty. 



#1379
Cantina

Cantina
  • Members
  • 2 210 messages

I have a feeling you're full of s**t, Cantina.

 

And I'm weary of this discussion.

 

Hmm maybe I should shower then.

 

In any case. What I had said is based on my opinion and accuracy of D&D RPG style games. I tend to not look at games at face value. I peel back the layers until there are no more layers.

 

My intelligence on such matters may peeve those off. That is fine make what you will of it. But when one such as yourself returns with no constructive criticism I am left with the conclusion: I hit a nerve.

 

Sometimes the lies we try to tell ourselves or others tell us are far easier to accept then truths. 



#1380
renfrees

renfrees
  • Members
  • 2 060 messages

*snip*

 

Did you know that you can dodge arrows in DAI if you're moving. That you can block them with walls. You can actually dodge attacks in DAI too. In previous games it all depended on rolls (like of the dice). Archers in DAI have skills that do more at different ranges. Some DW abilities do more from behind. Ice Armor only activates if you're within a certain radius of a permanent cold spell or frozen enemy. Etc Etc. 

I don't know how you got the impression that positioning was more important in previous titles, but I can assure that it is not. 

 

Also, why do you think that grouping your team together to increase the effectiveness of a buff isn't positioning? 

 

This game does so much more to encourage good positioning. It just isn't hard enough to warrant it at the difficulty you're playing it. Not an issue of guard/barrier essentially it's an issue of difficulty. 

I do, but I don't need to as soon as I get 2 mages in party. You can do a lot of fancy stuff in DA:I, most of which isn't needed.



#1381
pdusen

pdusen
  • Members
  • 1 777 messages

Well, if this isn't the mother of all thread necros.



#1382
Iakus

Iakus
  • Members
  • 30 226 messages

 

Do you hear anyone complaining about having to rely on one mage over another anymore? No? That's because any mage can cast Barrier, and warriors can generate guard.

 

 

People complained about "having" to bring Anders because Merrill had zero access to healing spells.  Not because Anders was a healing specialist.

 

Give Merrill at least basic healing skills and I doubt you'd have heard any complaints at all.  It was no excuse to remove healing magic entirely.  But then, Bioware has a tendency to take things to an extreme.



#1383
thats1evildude

thats1evildude
  • Members
  • 10 973 messages

People complained about "having" to bring Anders because Merrill had zero access to healing spells. Not because Anders was a healing specialist.

Which is still based on the false premise that you needed a healer in your DA2 party.

You didn't. Maybe at the very start, but offensive power ultimately ruled the day.

#1384
Iakus

Iakus
  • Members
  • 30 226 messages

Which is still based on the false premise that you needed a healer in your DA2 party.

You didn't. Maybe at the very start, but offensive power ultimately ruled the day.

Hey, I preferred taking Merrill with me.  SHe drastically shortened fights.

 

But now you need to bring a mage to every fight.  Barrier is far more important now than healing ever was.  Trinity play is stronger than ever because Bioware overcompensated for the complaints.


  • Darkly Tranquil aime ceci

#1385
thats1evildude

thats1evildude
  • Members
  • 10 973 messages
But it's not tied to any particular mage. Any mage can fill that role. For example, if you don't like Dorian or Vivienne, you can take Solas. Hell, the PC can be the Barrier provider.

#1386
Iakus

Iakus
  • Members
  • 30 226 messages

But it's not tied to any particular mage. Any mage can fill that role. For example, if you don't like Dorian or Vivienne, you can take Solas. Hell, the PC can be the Barrier provider.

Not the point.

 

We went from not (necessarily) being dependent on a mage to being required to haul one around.



#1387
thats1evildude

thats1evildude
  • Members
  • 10 973 messages
I don't see that as a bad thing. I typically use the warrior/rogue/mage composition anyway.

#1388
correctamundo

correctamundo
  • Members
  • 1 671 messages

It is not more required now than before. You can still solo as any class if you want to.



#1389
Iakus

Iakus
  • Members
  • 30 226 messages

I don't see that as a bad thing. I typically use the warrior/rogue/mage composition anyway.

So that's good for you.  Bad for anyone who wants anything else.  At least DA2 allowed for that.



#1390
Wulfram

Wulfram
  • Members
  • 18 938 messages
The problem I have with the current barrier is that you can basically slap it on your whole party and get a huge boost, without much sense of strategic thought on timing and who to protect. This is balanced somewhat by a fairly high mana cost, but that annoys me too because it means my mages can't cast many fun spells - at least until you take that overpowered Mana Surge option.

If they keep Barrier, I think they should make it not AoE and maybe shorter or weaker. But also cheap in mana and perhaps cooldown. So its role is as something to quickly protect someone in trouble, rather than shovelling heaps of free hitpoints onto your whole party.

edit: Probably also buff the survivability of non-tanks to compensate a bit for the loss of the heaps of free hitpoints.

#1391
gaymer

gaymer
  • Members
  • 2 messages

The issue for me is I loved playing a healer class. I stand there, buff and heal, buff and heal, while my minions slay my foes. I could always bring any combination of people as it suited me. I could choose a less superior tank just for banter and personality. I could always heal up and keep going, my only limit was bag space for loot. Now this is gone.

 

I loved the DA:I story, and overall enjoyed it, but discarding the healer class pretty much soured the game for me. With DA:O and DA2: I played thousands of hours of game time, dozens (hundreds?) of play throughs. DA:I, twice and that was enough. The game play is just not fun for me. And that is the key to my complaint: everyone wants to talk about mechanics, and of course the all holy DPS numbers. But what about fun? Tanks could still have had fun tanking with a healer. Rogues could still have had fun 'rogue'ing' with a healer. Magers could still have fun mage'ing with a healer. Why get rid of a class that people enjoy playing? Why throw those fans away? Not everyone is about zergomgdamage. 

 

It seems dumb to just throw away an entire group of fans and players because you chose to reinvent a class randomly because reasons who cares. Why throw away the healers and the healer fans? Why did Bioware not give a single care in the world for people who LIKE playing healers. It just boggles my mind.

 

But whats done is done. We just have to find a new IP to love it seems. 


  • fchopin aime ceci