This just breaks the holy trinity that the first two games were based around. I am just baffled by this, as in the last two games on high difficulty you not only spammed heals but you chugged pots like it was going out of style. How can you have magic and not have healing spells? I can kill you with the elements but I can't HEAL you.Hype lost!
No healing spells?
#1
Posté 10 octobre 2014 - 10:52
#2
Posté 11 octobre 2014 - 12:37
#3
Posté 11 octobre 2014 - 12:42
Don't bother, his first post is a complaint without even attempting to look up more info. He's either a troll or a fool. Not worth the time.
- Dubya75 aime ceci
#4
Posté 11 octobre 2014 - 01:00
Or one could just read the following post from BioWare on how combat actually works in DAI. It also shows as to why the sky is not falling.
http://forum.bioware...om-the-outside/
- Dubya75 aime ceci
#5
Posté 11 octobre 2014 - 01:56
What gets me - personally, mind you - despite all that has been said so far, is the fact that though it may have been justified gameplay-wise, it's not been justified story-wise, and you can say what you want: in an RPG that is a really big deal for traditional connoisseurs of the genre.
Sure, they could leave it up to our imagination - that certainly would have worked in much older RPGs where you needed a rather active one as not everything was served to you on a plate (but funnily, I can't remember a change this big going unexplained in lore) - but for a modern day series that is so meticulous at providing many much smaller details of lore (which many of us are used to), that doesn't cut it.
Immersion in the story is a massive thing for me, so removing such a well-known part of magic in a world that has already established the existence of healing spells and their use in combat feels disjointed. I would understand if it were the first game in a series, but dropping this in partway through without lore-based reason to back it up? And why is it so hard for a reason to be invented for it in-game?
People that disagree with me can say what they want, this was my own opinion on something that is important to me: an RPG is not summarized by its combat nor solely it story, but a healthy mixture of both, and when one does not sync with the other in a rather notable aspect - like we have here - immersion suffers for it.
EDIT to say: to clarify, I don't have a problem with the new systems per se -- I enjoy a good challenge as much as the next person, not to mention exploring new gameplay features -- I just don't like that the absence of it (out of nowhere) is very likely not explained within the context of the story.
- duckley aime ceci
#6
Posté 11 octobre 2014 - 02:39
I think this is a good thing, I always felt like I was forced to have a healing character in my past games and that I could never get the party I wanted, like being forced to replace morrigan with wrynn in origins, now I can just choose my favorite companions regardless of specs.
#7
Posté 11 octobre 2014 - 05:13
What gets me - personally, mind you - despite all that has been said so far, is the fact that though it may have been justified gameplay-wise, it's not been justified story-wise, and you can say what you want: in an RPG that is a really big deal for traditional connoisseurs of the genre.
Sure, they could leave it up to our imagination - that certainly would have worked in much older RPGs where you needed a rather active one as not everything was served to you on a plate (but funnily, I can't remember a change this big going unexplained in lore) - but for a modern day series that is so meticulous at providing many much smaller details of lore (which many of us are used to), that doesn't cut it.
Immersion in the story is a massive thing for me, so removing such a well-known part of magic in a world that has already established the existence of healing spells and their use in combat feels disjointed. I would understand if it were the first game in a series, but dropping this in partway through without lore-based reason to back it up? And why is it so hard for a reason to be invented for it in-game?
People that disagree with me can say what they want, this was my own opinion on something that is important to me: an RPG is not summarized by its combat nor solely it story, but a healthy mixture of both, and when one does not sync with the other in a rather notable aspect - like we have here - immersion suffers for it.
EDIT to say: to clarify, I don't have a problem with the new systems per se -- I enjoy a good challenge as much as the next person, not to mention exploring new gameplay features -- I just don't like that the absence of it (out of nowhere) is very likely not explained within the context of the story.
ran out of likes today so here is a +1 like in message form.
#8
Posté 11 octobre 2014 - 06:10
There have been many changes that I have liked and many changes that I personally dont find appealing in this game.. for some reason this one really bothers me.
- Hexoduen et KonguZya aiment ceci
#9
Posté 11 octobre 2014 - 07:34
Have read all about it and I am not impressed. Really dont understand why this choice was removed. Was there a massive cry out against Mages who heal or healing potions?
There have been many changes that I have liked and many changes that I personally dont find appealing in this game.. for some reason this one really bothers me.
The old way of healing broke lore all on its own. Healing magic is supposed to be difficult and taxing. That would be difficult to do in a combat situation. Besides, we do have one, focused based healing spell. It just won't be something you can use in every single fight, like group heal was.





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