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11 réponses à ce sujet

#1
Ruin1776

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Dragon age origins is one of my favorite games of all time and i was hyped as all hell for DAI. I can handle the too small text, the clunky controls and the horrible camera angles but there are two things seriously impacting my ability to enjoy this game,

 

1- No healing magic.

 

I can't for the life of me understand why this was taken out. The area's in this game are huge and quitting exploring to go stock up on potions constantly is one of the most unfun things I have ever encountered in a videogame. I honestly don't understand Bioware's reasons for doing this and to make matters even stranger there are references to mages using magic to heal in the game yet we can't do it?

 

Nerfed tactics.

 

This is probably my biggest issue with the game so far. The AI is completely braindead with characters running straight into ambushes, tanks stopping in order to attack a distant enemy, mages constantly running into melee range ect. There was absolutely no reason to remove tactics and the only reason I can think of to do so was to pander to people too dim to figure out how to configure tactics. And honestly even if that were the case considering the dev time this game had would it really be that much of a chore to make tactics optional for people who want them?



#2
yankblan

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Dragon age origins is one of my favorite games of all time and i was hyped as all hell for DAI. I can handle the too small text, the clunky controls and the horrible camera angles but there are two things seriously impacting my ability to enjoy this game,

 

1- No healing magic.

 

I can't for the life of me understand why this was taken out. The area's in this game are huge and quitting exploring to go stock up on potions constantly is one of the most unfun things I have ever encountered in a videogame. I honestly don't understand Bioware's reasons for doing this and to make matters even stranger there are references to mages using magic to heal in the game yet we can't do it?

 

Nerfed tactics.

 

This is probably my biggest issue with the game so far. The AI is completely braindead with characters running straight into ambushes, tanks stopping in order to attack a distant enemy, mages constantly running into melee range ect. There was absolutely no reason to remove tactics and the only reason I can think of to do so was to pander to people too dim to figure out how to configure tactics. And honestly even if that were the case considering the dev time this game had would it really be that much of a chore to make tactics optional for people who want them?

 

On the tactics' side, I'm with you, although I haven't had too many situations where that is problematic;  I usually use tacticam to position my party how I want.

 

On the healing side, I disagree.  It is a change of pace, and I appreciate not sacrificing a spot for a healer with weak damage spells, or they're always in need of mana when your party is low on health, or you heal everyboday and now you don't have mana left to attack.

 

You have 2 slots for healing/bombs; you can expand the capacity of the party slot with inquisition perks, and unlock a third slot that way too.  I think one of the designs behind this change is to make you return to base more often, so you can brush up on what's new in the world.  You can also fast travel.

 

Not saying you're wrong, but I like that it adds a new twist to planning; also you don't get all your health after combat like previous installments ( I play on hard and get 10% back only).  To counter that, they buffed barrier and added guard.

 

I get why traditionalists would be bum, but I chose to embrace the change.

 

**Lastly, not to be mean to you, but both those things were known prior to launch.  Tactics wasn't clear, but the no healing magic was pretty much covered in any lenghty review.


Modifié par yankblan, 19 novembre 2014 - 08:32 .

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#3
Draninus

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I don't really miss the healing magic, for the reasons yankblan gave above.  I'm really not a fan of the lack of tactics/AI issues however.  IMO addressing that issue should be Bioware's #1 priority.


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#4
ZeroClues

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Fine, don't have healing magic. But don't make me waste several minutes backtracking to restock on potions and then encounter all the same mobs I just killed because they respawned. This is just poor game design.



#5
DrekorSilverfang

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On the healing side, I disagree.  It is a change of pace, and I appreciate not sacrificing a spot for a healer with weak damage spells, or they're always in need of mana when your party is low on health, or you heal everyboday and now you don't have mana left to attack.

So having a spot for a mage for barrier instead of healing AND a spot for a tank is a better option?



#6
abearzi

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The fact that Health Potions are shared between all characters, when all different types of consumables are independently allocated for each character is also inane. Each character should have their own separate pool of potions. I can actually work with the removal of healing magic, as it does free up a party slot (in theory, in practice healing has just been replaced with Mage CC/Barrier spam). In DA2 I almost always made hawke a mage, since Anders was too damned annoying to drag along, and Merril was inept (though adorable). If potions dropped occasionally from enemies, or were found in chests, I would actually prefer the current system, as it does promote a slightly more careful assessment of which fights are worth the risk of engagement, rather than just relying on Anders/Wynne to hang out in back spamming one spell. 

 

I am personally glad they ditched both Blood Magic and Spirit Healer as specializations as they both just created a massive pile of jumbled nonsense in terms of NPC interaction. 

 

Executive Summary:

  • Make Potions drop from enemies infrequently, to promote exploration of the huge, beautiful world Bioware has made
  • Have chests contain potions
  • Add Supply caches around areas where it would be lore appropriate
  • Make each party member have their own exclusive stock of Healing Potions


#7
yankblan

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So having a spot for a mage for barrier instead of healing AND a spot for a tank is a better option?

 

Barrier is a low cost spell, and you can cast it often.  As for the tank, you pretty much need it in every RPG out there.  Anyway, people seem to think combat is real easy in this version, so either way it shouldn't affect your choices.

 

Plus, you can fast travel between camps, sprawls (Redcliff village, Crossroads & more), so you can always fast travel to the closest location to where you need to be.  Maybe not ideal, but not devastating either.  And spend a perk on expanding potions slots to 12, and an extra slot for regen potions.

 

I like it, change of pace from the re-hashed to death formula. I have to remember after closing a rift to recharge instead of charging in the next combat like a headless chicken.


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#8
HTTP 404

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So having a spot for a mage for barrier instead of healing AND a spot for a tank is a better option?

 

Quite frankly, I believe it is.  Barrier is not the same as a healing spell.  If they were the same, then people who miss healing spell would be satisfied with barrier spell, no?  Barrier is preventative, while healing spell is reactive.  I prefer preparation in my tactics.



#9
BioticYoda

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I actually really like the barrier and guard mechanics. The goal in combat now is to take as little damage to your base health as possible. Now my warrior actually has to think strategically and manage defensive resources instead of diving in, hitting stuff, and relying on my healbot to fix me when I get pounded.

 

The tactics removal is a legitimate grievance, which they did not tell us about prior to launch because they knew everyone would hate it. I kind of wonder if Frostbite 3 is partially responsible, like it's harder to modify the low level AI on the fly.

 

Anyway, if you mess with what they do have things are pretty workable. If you set Barrier as a preferred talent and tell Solas to defend your damage dealer, and tell your tank to follow your damage dealer with taunt abilities preferred, then it works pretty well with your mage casting barrier on your DPS and your tank as they run into battle together, and your tank consistently trying to draw aggro. Mess around with it, and its actually not too bad to get them behaving like you want.



#10
Lukas Trevelyan

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Fine, don't have healing magic. But don't make me waste several minutes backtracking to restock on potions and then encounter all the same mobs I just killed because they respawned. This is just poor game design.

Okay 

1- You won't need to backtrack if you properly play your combat, by the time you you'll need to go back to a camp you could've explored enough to unlock a new camp if you were careful enough in your battles- and tactical enough.

 

2- Mobs do respawn, wolves, bears, templars and mages don't go extinct because you killed 3 of them. That being said it's been made clear that kill enough of them and they'll stop respawning. This is just good game design. 



#11
Khevar

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So having a spot for a mage for barrier instead of healing AND a spot for a tank is a better option?

 

I find it so, myself.



#12
SeanMurphy2

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I like the no healing magic decision. It feels more survivalist when exploring an area.

 

I don't use quick travel so if I wander too far from my camp, it feels tense fighting my way back to my nearest camp with low health/potions.