I simply attempted answering the lore reason why simply "hand-waving" healing is not a thing.
It's a gameplay choice. Plain and simple.
Indeed it is, unfortunately it's also the reason any lore explanation won't make sense.
I simply attempted answering the lore reason why simply "hand-waving" healing is not a thing.
It's a gameplay choice. Plain and simple.
Indeed it is, unfortunately it's also the reason any lore explanation won't make sense.
Indeed it is, unfortunately it's also the reason any lore explanation won't make sense.
If you attempt to apply lore healing to gameplay healing, yes, you'll experience difficulty taking it seriously.
I know. Just annoys me that I have to do this more and more as the series goes forwards.
^For some reason continues to take me seriously. If it's not a complete sentence, go ahead an accept that it's me being an ass. Works pretty well around here.
I see... well I guess I'll have to start taking notes on your most common discussion behaviors because I didn't realize that. (just in case you were wondering, you shouldn't take that seriously...)
I just don't see the necessity of taking healing magic away from the players.
What do we get out of it?
"More strategic combat." Their words, not mine...
I just don't see the necessity of taking healing magic away from the players.
What do we get out of it?
Not having every encounter designed to wipe out the party because the designers had to design around you having infinite HP through potions and healing. Instead due to the decreasing amount of healing you have to stop and think about if you want to engage the enemy or not and risk being damaged, going further and further through an area nervously checking to see if you have enough potions to last until you can find a camp or more potions. It adds more tension and makes you think more about the journey than just the encounters.
If you attempt to apply lore healing to gameplay healing, yes, you'll experience difficulty taking it seriously.
Eh it wasn't so hard to believe that a mage could heal minor wounds in combat, but when you start talking about healing whole groups of people simultaneously or bringing people back from the jaws of death then yeah it gets a bit hard to believe.
Lukas said his 7 year old played for a few hours and had no issues.
I think a 7 yr old could also play through the prologue of 2 (up until you are unleashed in kirkwall) and the Origin stories on easy... without dying. I wonder how hard things get in the 2nd half.
Lorewise, I always considered healing magic something that
1) takes a lot out of the mage doing it
2) can only be applied in an surgery-like situation, i.e. not on someone moving or from a distance
3) takes a fair amount of time
Frankly, it was the cheap, instant in-combat healing of DA:O and DA 2 that I found questionable with regards to the lore.
Man, this game sounds hard as balls. I ain't touching any difficulty higher than Normal, I Swear.
God, I've become such a casual in my aging.
Man, this game sounds hard as balls. I ain't touching any difficulty higher than Normal, I Swear.
Something hard might just touch you, though.
I'll admit I kind of want to play this game on Nightmare. Not something I've thought on any previous DA game.
Taken into consideration that the average gamer is 31 years old today, with more gaming experience than ever before, I am Genuinely surprised at the level of gamers with a defeatist attitude ("Im scared the game will be too hard!") opposed to the confident gamer ("This game will probably be managable if not too easy in relation to chosen difficulty").
I do understand people hate change though so theres that ![]()
Thanks for the write up Patrick, can't wait for this. Very happy about this change.
I just don't see the necessity of taking healing magic away from the players.
What do we get out of it? I don't recall people asking for this.
You get a challenge and having to think more now, play on easy if it's too hard for you.
My concern is that there will be *less* choice of party composition now that the holy trinity of warrior, rogue, and mage is *required* to play through the game. Hopefully, the lack of healing won't add even more need for min-maxing for the optimal party.
This makes me look at multiplayer differently now. I thought the MP would be true role-playing. You know, everyone has a different job.
MP is going to be about dps. No healers. No full role-playing experience. Just more action.
When I used to play table top games I appreciated the "carebear" in our group. I wanted to experience that again. Oh well.
Right. Having classes with defined combat roles, i.e. healers, tanks and dps, is clearly the hallmark of true role-playing.

MMORPGs are the truest rpgs of all. Heard it here first, guys.
My concern is that there will be *less* choice of party composition now that the holy trinity of warrior, rogue, and mage is *required* to play through the game. Hopefully, the lack of healing won't add even more need for min-maxing for the optimal party.
"What do we get out of it?"
Well we won't really know that answer until November 18th, but it could be that this may turn out to be a much more enjoyable game because of these changes.
Until then, we just need to be patient.
Taken into consideration that the average gamer is 31 years old today, with more gaming experience than ever before, I am Genuinely surprised at the level of gamers with a defeatist attitude ("Im scared the game will be too hard!") opposed to the confident gamer ("This game will probably be managable if not too easy in relation to chosen difficulty").
I do understand people hate change though so theres that
BioWare games attract a significant audience purely interested in the dialogue and exposition. They want an interactive story, anything much harder than reading a book isn't very appealing. Somewhat cursed by their own success in that regard, I suppose.
Personally I take all the claims of things being "required" with a grain of salt...
Yep, that's why it's only a concern on my part at this time instead of a full-blown rant. ![]()
In any case, I don't yet have an XB1 or the system requirements for the PC at this point, so I'll be eagerly waiting to hear from people actually playing the singleplayer game (don't care about multiplayer) think of the changes and if playing non-optimal parties are possible without using cheesy tactics or console cheats.
Right. Having classes with defined combat roles, i.e. healers, tanks and dps, is clearly the hallmark of true role-playing.
MMORPGs are the truest rpgs of all. Heard it here first, guys.