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Your idea to to take back healing spells


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#1
Ares_mito

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I have been thinking a lot after I saw a 3 hours gameplay video and I have to say that the game is really fantastic! The barrier sytem is a really good innovation personally I like it, but still I think that healing spells could have had room if their effectiveness was revised.

 

I thought to a system that allow you to recover only a certain percentage of the suffered damages. For example you receive 100 hp damage and only 80 can be restored, the other 20 are lost untill you rest in a camp. While to restore consciousness instead of simply stay near the companion a dedicated potion (with a limited amount as for hp potions) or spell (I think a spell like this is already present in the game) should be spent.

 

Please post your ideas and opinions on this matter.


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#2
Altima Darkspells

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The problem with having infinite, on demand healing is that it basically invalidates the whole non-regenerating health aspect of the game.

Guard seems to be fine, since it sticks with warriors between fights.

I suppose that BioWare could make it so that Barrier didn't degrade, but was just on a timer, and once the timer was up, every X amount of Barrier left heals Y amount of HP. And, of course, Barrier would have to be a combat only spell.

I'd have to get my hands on the game to form an opinion if the lack of mage healing is a gimmick, annoyance, or actually makes the game more fun. Though, to be honest, given the important of barrier coupled with an 8 slot max hot bar, I'm already leaning towards the former two.
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#3
Augustus Tirion

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I'm fine with the system they've come up with.

All they've really done is moved most of the HP management from reactive to proactive.

I think some people get hung up on the word 'healing'. Far too used to it being the so-called 'holy trinity' of RPG, Tank/Dps/Heal.

You just need to keep in mind that Barrier is, effectively, the same function.

 

And this is the part I really like:

Because of they way they've organized the spell trees, we're no longer stuck with the same companion in our party the whole game.

One of the things that irritated me in DAO and DA2 was that, unless you were playing a healer, you were pretty much stuck with Wynne/Anders in your group the whole time.

This time, any/all of our 3 mage companions can specced for good Barriers. So we can mix up our party composition as much as we like.


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#4
Ares_mito

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I'm fine with the system they've come up with.

All they've really done is moved most of the HP management from reactive to proactive.

I think some people get hung up on the word 'healing'. Far too used to it being the so-called 'holy trinity' of RPG, Tank/Dps/Heal.

You just need to keep in mind that Barrier is, effectively, the same function.

 

And this is the part I really like:

Because of they way they've organized the spell trees, we're no longer stuck with the same companion in our party the whole game.

One of the things that irritated me in DAO and DA2 was that, unless you were playing a healer, you were pretty much stuck with Wynne/Anders in your group the whole time.

This time, any/all of our 3 mage companions can specced for good Barriers. So we can mix up our party composition as much as we like.

 

not exactely the same bacause it decades over time without being hit



#5
Gothfather

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People have to let it go.

 

Healing is out. They explained all the reasons why its out, they gave us a workable system without healing so just let it go. And healing isn't totally out from abilities as there is focus healing a very rare one off in a combat kind of save the party trick.

 

They removed healing without removing the strategic nature of the trinity. The trinity has defused from three cornerstones to four cornerstones of Tanking, Damage, mitigation and crowd control. You'll find most classes can spec for two out of four areas. THe game has opened up different strategies that were vastly inferior compared to the spam heals tactic.

 

The lack of healing is more "realistic" both to the actual lore which always viewed healing more akin to surgery than magical wave of the hand stuff. The problem was they had no mechanics to remove teh trinity before now. So the game play never matched the lore of the written material. Now it more closely does respemble the lore on magical healing.

 

I get why people want healing because its a "known" but almost everyone that has ACTUALLY played with the new system hasn't lammented the lack of healing from a game play perspective. At least I haven't seen anyone do so on a youtube channel. Combat gets pretty positive reviews and the odd negative one never mentions the lack of healing. I think that is VERY telling.



#6
Guest_Juromaro_*

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People have to let it go.

 

Healing is out. They explained all the reasons why its out, they gave us a workable system without healing so just let it go. And healing isn't totally out from abilities as there is focus healing a very rare one off in a combat kind of save the party trick.

 

They removed healing without removing the strategic nature of the trinity. The trinity has defused from three cornerstones to four cornerstones of Tanking, Damage, mitigation and crowd control. You'll find most classes can spec for two out of four areas. THe game has opened up different strategies that were vastly inferior compared to the spam heals tactic.

 

The lack of healing is more "realistic" both to the actual lore which always viewed healing more akin to surgery than magical wave of the hand stuff. The problem was they had no mechanics to remove teh trinity before now. So the game play never matched the lore of the written material. Now it more closely does respemble the lore on magical healing.

 

I get why people want healing because its a "known" but almost everyone that has ACTUALLY played with the new system hasn't lammented the lack of healing from a game play perspective. At least I haven't seen anyone do so on a youtube channel. Combat gets pretty positive reviews and the odd negative one never mentions the lack of healing. I think that is VERY telling.

 

Only thing I've heard about the lack of healing is some people saying things like "That fight took all my potions but it was great fun", Instead of "I ran out of mana I can't heal" it's now not a problem.

 

I'd much rather prevent 500 damage than heal 500 damage done.



#7
Ares_mito

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People have to let it go.

 

Healing is out. They explained all the reasons why its out, they gave us a workable system without healing so just let it go. And healing isn't totally out from abilities as there is focus healing a very rare one off in a combat kind of save the party trick.

 

They removed healing without removing the strategic nature of the trinity. The trinity has defused from three cornerstones to four cornerstones of Tanking, Damage, mitigation and crowd control. You'll find most classes can spec for two out of four areas. THe game has opened up different strategies that were vastly inferior compared to the spam heals tactic.

 

The lack of healing is more "realistic" both to the actual lore which always viewed healing more akin to surgery than magical wave of the hand stuff. The problem was they had no mechanics to remove teh trinity before now. So the game play never matched the lore of the written material. Now it more closely does respemble the lore on magical healing.

 

I get why people want healing because its a "known" but almost everyone that has ACTUALLY played with the new system hasn't lammented the lack of healing from a game play perspective. At least I haven't seen anyone do so on a youtube channel. Combat gets pretty positive reviews and the odd negative one never mentions the lack of healing. I think that is VERY telling.

 

Ok but in this case I think that barriers shouldn't have a limited duration and still healing is present in knight enchanter so the idea of the surgery like system is lost moreover i don't like the idea that a potion can do what magic cannot in a world where magic is the engine but this is still my point of view I much appreciate your opinion! I hope to see more and more in this post!



#8
robertthebard

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I'm not really sure we need to. I'll know more in about 40 hours, +/-.

#9
Grumftheld

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I don't like it, my entire purpose for playing as a mage is to be a healer, which seems to be a perfect fit for the multiplayer in particular. I've always played RPGs with a dedicated healer and loved that it worked well in the previous DA games. But, it is what it is. I played the 6 hour trial on my Xbox and didn't encounter any troubles, so it's not a particular hindrance, just a preference.


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#10
Ares_mito

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I don't like it, my entire purpose for playing as a mage is to be a healer, which seems to be a perfect fit for the multiplayer in particular. I've always played RPGs with a dedicated healer and loved that it worked well in the previous DA games. But, it is what it is. I played the 6 hour trial on my Xbox and didn't encounter any troubles, so it's not a particular hindrance, just a preference.

 

The problem is related with the new survival mechanism, so I wanted to know if you have thought a solution for this issue



#11
Grumftheld

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I'm fine with the system they've come up with.

All they've really done is moved most of the HP management from reactive to proactive.

I think some people get hung up on the word 'healing'. Far too used to it being the so-called 'holy trinity' of RPG, Tank/Dps/Heal.

You just need to keep in mind that Barrier is, effectively, the same function.

 

And this is the part I really like:

Because of they way they've organized the spell trees, we're no longer stuck with the same companion in our party the whole game.

One of the things that irritated me in DAO and DA2 was that, unless you were playing a healer, you were pretty much stuck with Wynne/Anders in your group the whole time.

This time, any/all of our 3 mage companions can specced for good Barriers. So we can mix up our party composition as much as we like.

Not entirely. I always used Morrigan and she's a perfectly good healer, I don't think I've EVER used Wynne. It was more bothersome in DA2 as you were more stuck with using Anders, but I was fine with that as I wasn't a fan of Merrill anyway and got by perfectly well on healing potions.


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#12
Grumftheld

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The problem is related with the new survival mechanism, so I wanted to know if you have thought a solution for this issue

It doesn't need a solution, it works perfectly fine from what I can tell. It might get a bit ropey later in the game, but in the 6 hours I played it worked fine. One thing I noticed was that everyone had a healthy amount of HP and took a fair whack before dying, so all things considered, I don't think it's a problem. It's just a stylistic preference. I would prefer magic healing because I like it that way and the removal of it takes away one of the things I really love about RPG magic.


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#13
duckley

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People have to let it go.

 

Healing is out. They explained all the reasons why its out, they gave us a workable system without healing so just let it go. And healing isn't totally out from abilities as there is focus healing a very rare one off in a combat kind of save the party trick.

 

They removed healing without removing the strategic nature of the trinity. The trinity has defused from three cornerstones to four cornerstones of Tanking, Damage, mitigation and crowd control. You'll find most classes can spec for two out of four areas. THe game has opened up different strategies that were vastly inferior compared to the spam heals tactic.

 

The lack of healing is more "realistic" both to the actual lore which always viewed healing more akin to surgery than magical wave of the hand stuff. The problem was they had no mechanics to remove teh trinity before now. So the game play never matched the lore of the written material. Now it more closely does respemble the lore on magical healing.

 

I get why people want healing because its a "known" but almost everyone that has ACTUALLY played with the new system hasn't lammented the lack of healing from a game play perspective. At least I haven't seen anyone do so on a youtube channel. Combat gets pretty positive reviews and the odd negative one never mentions the lack of healing. I think that is VERY telling.

____________________________________________________________________________________________

You are correct that we probably should wait until we play the game before lamenting the loss of healing spells.

 

Not all DA players play the game for the joys of strategic combat- the holy trinity. Not all DA players play for the realism. I am terrible at combat and tactics. I play for the story, the exploration , and the characters. My guess is that most reviewers don't play for these reasons and some may prefer tactical and diverse combat.

 

I just find it odd that something that has always been available to Mages in Thedas (healing spells) and to warriors and rogues (Healing potions) is suddenly either not available or is limited.

 

I personally will be playing on easy so the lack of healing spells/potions may not be an issue, but this design choice (totally within their rights to include BTW) really bothers me, regardless of their explanation.

 

I will decide when I will let it go...


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