Aller au contenu

Photo

How to heal your party in field without potions - trick


  • Veuillez vous connecter pour répondre
95 réponses à ce sujet

#26
Rannik

Rannik
  • Members
  • 695 messages

Remember when they changed how ammo worked in Mass Effect 2?

Everyone complained.


Lol.

 

Rightfully so, they turned a really cool dice-shooting RPG idea into a low quality Gears of War clone.


  • Nathair Nimheil et Jorina Leto aiment ceci

#27
bdipauly

bdipauly
  • Members
  • 143 messages
Oh dear. You people.

#28
Rannik

Rannik
  • Members
  • 695 messages

Oh dear. You people.

 

Am I wrong? The mechanics are a poor attempt at Gears of War.



#29
Nathair Nimheil

Nathair Nimheil
  • Members
  • 689 messages

Am I wrong?

You're absolutely right.



#30
quebra

quebra
  • Members
  • 807 messages

Actually I am annoyed by the no healing after combat thing. I feel like they just made it so you can spend more time "playing" the game by going to camp and heal. I prefer the injury system. Not being able to heal doesn't make me any more cautious, it just makes me run back and forth, wasting more and more time.

yes, the injury system was decent.... exactly why they scrapped it.


  • luism aime ceci

#31
skokie29

skokie29
  • Members
  • 44 messages

I liked the injury system. It never hindered me, though. But there was a penalty for dying.

 

Where, in this game, there is none. Not that I can think of. Plus, in this version, you can run away very easily. In DA:O on nightmare you would get chased to the end of oblivion.



#32
Mistress9Nine

Mistress9Nine
  • Members
  • 603 messages

I kinds like the no-healing. It gives your tactics more weight. Plus you can always go back to camp and heal up, it's no biggie. I say leave this exploit. Whoever wants to use it will, and who doesn't won't. Though if you are exploiting to lower difficulty you might as well play on easy.



#33
DarthGizka

DarthGizka
  • Members
  • 867 messages

The injury system was a good idea but using it only as a penalty for dying was a bit of a waste. Injuries should occur whenever the cumulative loss of hitpoints exceeds static max HP. Or multiples of it, for lower difficulties. That would make things much more interesting than brain-damaged, arbitrary restrictions on healing out of combat (like limiting the number of healing pots that you can take on an expedition).



#34
SomeoneStoleMyName

SomeoneStoleMyName
  • Members
  • 2 481 messages

People who complain about healing just suck to adapt. The new system is awesome and more than sufficient enough to play the game.

I play on nightmare, and its not really that hard. If people are having problems on *normal(!!!)* then the healing is not the problem, the player is. I'm not even joking. You have guard, taunts, pots, regen pots, resistance tonics, CCs, dispels... people crying for the healing spells back are just really bad.


  • Yuyana aime ceci

#35
Realejos

Realejos
  • Members
  • 3 messages

Where did you get the Enhanced Belt of Health?

I read that any +Health tem works

Any item with more than > 100 health? 



#36
skokie29

skokie29
  • Members
  • 44 messages

I kinds like the no-healing. It gives your tactics more weight. Plus you can always go back to camp and heal up, it's no biggie. I say leave this exploit. Whoever wants to use it will, and who doesn't won't. Though if you are exploiting to lower difficulty you might as well play on easy.

 

It really has nothing to do with difficulty, IMO. 

 

I am against cheats for a game I've waited this long for. It basically comes down to this: Do I want to fast travel back to the camp just to wrap up what I'm currently doing, mainly exploring, or just get everyone to full health and then go back to camp. Running back and forth between camp to heal has nothing to do with the difficulty level - anyone can do it. 

 

To answer the last users question, I would assume any item that gives you more health would work. 


  • Nathair Nimheil et Peranor aiment ceci

#37
Sriep

Sriep
  • Members
  • 232 messages

Gives every fight more weight.  In the other Dragon Ages I could just afk and my party could handle the fight on nightmare.  It didn't matter if they made mistakes, I'd just heal up and move on.  Now there's much more pressure on being efficient and playing well.  Wasting a barrier feels -bad- now, where before it was just "oh well I'll go make a sandwich and I'll come back to full health"

 

I hear your.

 

The problme is that it just intorduces more micromanagment. Baically after each fight you fast travel back to nearest camp, then trudge back to where you were, then on to next fight and repeat.



#38
Maverick827

Maverick827
  • Members
  • 3 193 messages
I agree. There's a category of cheats that I refer to as "quality of life" cheats that don't detract from my enjoyment of a challenging game.

Sometimes these are just cosmetic. For instance, if there was a way to cheat extra stats onto my Human character to mimic the Qunari racial bonus, I would do that (and then simply not use the one bonus talent from being Human, or throw it into an ability I'll never use). If a game has passive abilities that depend on weapon type - say, "swords deal more damage, axes cause bleeding over time, daggers have a higher critical chance" - but otherwise weapons are identical, I'd find a way to trick the game into thinking a sword is a dagger, or an axe is a sword, if I prefer a look/functionality combo that doesnt exist. Making light armor appear like plate armor is a common favorite of mine.

Other "quality of life" cheats are like this one here. Teleporting back to a camp and then running back to where I was is not challenging, it's tedious. In a situation where the challenge at hand is obviously supposed to take into account how taxing health/potions are, then I wouldn't use this cheat. But I have no qualms with using it in place of "click on a tent, click travel."

#39
Sidney

Sidney
  • Members
  • 5 032 messages

People who complain about healing just suck to adapt. The new system is awesome and more than sufficient enough to play the game.

I play on nightmare, and its not really that hard. If people are having problems on *normal(!!!)* then the healing is not the problem, the player is. I'm not even joking. You have guard, taunts, pots, regen pots, resistance tonics, CCs, dispels... people crying for the healing spells back are just really bad.

 

 

I doubt they are bad. The problem is that what you describe is how you have to play the game. In previous games you might have gone - as I often did - for a pure damage output system. No protections.... killing things fast enough was how I survived. Others played a much more defensive game. Others balanced it. This game has a way to play and, as you say, once you finally accept that is THE way to play then you are really good to go and can rip through things....well not rip through things because the enemies are such damage sponges there is no really "fast" combat.

 

Plus, if you don't micromanage in tactical view in a lot of fights the AI is bad enough that it will get you hurt because it uses bad positioning and awful timing of spells and all too often some one out front of the party runs off to fight a foe they can see no one else can...unsupported. Again, if you fight through the issues with the tactical camera and accept the way the game makes you play it isn't that hard. Reminds me a lot of AC where I kept trying to be aggressive before finally accepting that, no, holding the block and countering was the way the game wanted, nay demanded, you fight.


  • SomeoneStoleMyName aime ceci

#40
Sidney

Sidney
  • Members
  • 5 032 messages

Other "quality of life" cheats are like this one here. Teleporting back to a camp and then running back to where I was is not challenging, it's tedious. In a situation where the challenge at hand is obviously supposed to take into account how taxing health/potions are, then I wouldn't use this cheat. But I have no qualms with using it in place of "click on a tent, click travel."

 

 

Truthfully as clunky as the inventory menus are I'm not sure if you are trying to heal more than one person this is actually saving anytime over the travel/camp/travel process.



#41
Maverick827

Maverick827
  • Members
  • 3 193 messages
It depends where you are and what respawns you might have to deal with. If I am sure that I can kill the trash along the way to get back to where I was without taking any damage, then I'd rather just belt it.

#42
Sprenk

Sprenk
  • Members
  • 41 messages

On the first day of playing DAI I too thought running back to a camp was inconvenient. But as my modest skills have improved, and my understanding of the game flow has matured, I find I never really have to worry about it anymore--I have enough potions to last until I run back to Skyhold.

 

Part of it was realizing I shouldn't be trying to "complete" The Hinterlands, or any other zone (As if anyone ever could complete the Hinterlands). Go there, do what you can (a quest or two or three), disengage from the nasty stuff you're not ready for yet, come back to Haven or Skyhold, talk to your companions, send your advisers out, advance the plot, even try out a new zone or two--a natural rhythm emerges. Being out in the field is only part of the game. I think we're all learning that our habits from DAO and DA2 don't necessarily work for DAI.


  • JAMiAM et Yuyana aiment ceci

#43
Peranor

Peranor
  • Members
  • 4 003 messages

It really has nothing to do with difficulty, IMO. 

 

It basically comes down to this: Do I want to fast travel back to the camp just to wrap up what I'm currently doing, mainly exploring, or just get everyone to full health and then go back to camp. Running back and forth between camp to heal has nothing to do with the difficulty level - anyone can do it. 

 

 

I agree


  • skokie29 aime ceci

#44
odi0n

odi0n
  • Members
  • 75 messages

Gives every fight more weight. In the other Dragon Ages I could just afk and my party could handle the fight on nightmare. It didn't matter if they made mistakes, I'd just heal up and move on. Now there's much more pressure on being efficient and playing well. Wasting a barrier feels -bad- now, where before it was just "oh well I'll go make a sandwich and I'll come back to full health"

^This is why I appreciate how healing is handled in this game. I don't want to john rambo/call of duty my way through without no repercussions. Games that don't stimulate my mind are not games to me. I play games to stimulate myself mentally.

I love being rewarded for successful tactics I use, and along the course of the fight, whether I adjust to new tactics on the fly or take advantage of a flank. Knowing that I fought each step of the process to earn that vic is exhilarating, stimulating and rewarding all at once. Nothing was handed to me - I earned that shyat!

Love Nightmare because it definitely makes you earn your rank and tests your armchair generalship.

#45
wicked cool

wicked cool
  • Members
  • 617 messages
Wheres the belt

For some of you "good for you that you
Like it". But why force the rest of us . I
Like my mage/cleric/druids. Agreed on lore points . I think they overreached on the community. Your going to get the diablo/skyrim crowd along with your core. They are not going to go full strategy and move into position using tactics

I hope its fixed in dlc.

#46
Maverick827

Maverick827
  • Members
  • 3 193 messages

^This is why I appreciate how healing is handled in this game. I don't want to john rambo/call of duty my way through without no repercussions. Games that don't stimulate my mind are not games to me. I play games to stimulate myself mentally.
I love being rewarded for successful tactics I use, and along the course of the fight, whether I adjust to new tactics on the fly or take advantage of a flank. Knowing that I fought each step of the process to earn that vic is exhilarating, stimulating and rewarding all at once. Nothing was handed to me - I earned that shyat!
Love Nightmare because it definitely makes you earn your rank and tests your armchair generalship.

Nothing here is exclusive to non-heal combat.

#47
EricSpade

EricSpade
  • Members
  • 40 messages

I'm okay with having a limit on potions and the lack of healing spells, but I do feel like they should have added automatic health regeneration while not in combat, and base it on the difficulty. On casual, healing is a decent pace, then gets slower on normal, then very very slow on hard, and then no health regen on nightmare.

 

Or another option, have the ability to find healing herbs in the field, or create potions in the field (after unlocking a required skill or perk), or at least have more supply caches laying around the game.

 

I'm fine with not being able to spam healing spells and potions in or out of combat, but ultimately the fast travelling back to camp to heal and get more potions, then trekking all the way back to where I was, is just tedious.


  • Klystron aime ceci

#48
Lils

Lils
  • Members
  • 1 messages

I use elfroot to regen between fights.  Not sure where I got the option to do it, but it helps...you can use it during combat, but it doesn't work as well.



#49
Katallina

Katallina
  • Members
  • 18 messages

There are people who like the no healing design. That's fine, and I am sure that is, at least in part, why it exists.

 

But there are others who do not enjoy the new system. And the problem we face is that we cannot simply ignore what is of no interest to us. To be fair, my research indicates that it was impossible to please both crowds. If a game is going to have a healing spell, it has to be balanced around the healing spell. The same thing goes with potion spam. 

 

So I can accept, begrudgingly, why those do not exist. 

 

However, I do wish they had included health regen as at least an option between battles. Perhaps in the vein that friendly fire is offered. Heck, they could even have given it on lower difficulties and blocked it on higher ones if challenge is the issue.

 

If I mess up in combat and run out of heals of any sort, that's my bad. I should pay for that. That's fine and fair.

 

But running back to camp every other quest--and to make it clear, I'm playing on EASY--is getting very old very fast. 

 

It is apparent I'm going to need to research a new playstyle, because controlling battles via healing and defense is no longer a valid option. Whether I will find a new method that will work for me with my limitations (I'm legally blind and have partial paralysis in my right hand) is another matter entirely. And again, to be clear: I am in no way saying the game should have been developed for me specifically. I'm just pointing out that research and learning are not / will not be my problem. I don't inherently suck. *laughs*

 

What is my problem, though, is the fact that I can't just sit back and relax with this game--again, on EASY--the way that I have with the other two. Not everyone is looking for a tremendous challenge. (Which shouldn't be confused with the idea that not everyone wants one.)

 

But what we've got is what we've got. It's not going to change. And those of us who do not like it are going to need to find ways to adapt. WHether they be things like the +2% health on kill rings I saw in Val Royale, the +4 potions perk in Cullen's Inq. Perk tree, runes (my brother is somehow convinced they will be the answer) or by deciding to use this belt. 

 

To be 100% fair: for me, personally, a lot of my issues likely stem from vision trouble and learning a new game interface. Y'know you're in trouble when you misread "Confirm" as "Coin Flip"--thinking they added an option to randomly select a party--in the Companion Select menu.)


  • Bann Duncan aime ceci

#50
StugMuffin

StugMuffin
  • Members
  • 9 messages

Interesting set of opinions here. It sounds like people who don't like the healing changes are not used to any challenge whatsoever in games and see challenge as almost undesirable. Ok fine. My wife plays and gets frustrated easy, as shes not a gamer. if i wasnt there reassuring her and giving her tips she would have probably quit. I enjoy watching her play and she enjoys learning about the game, so in the end I see her frustration as bittersweet. She really enjoys when she is kicking ass in part because of the struggle to get to that point.  Maybe the casual difficulty should be made easier for those easily frustrated, I don't know. I'm not in that camp. 

 

If im not challenged i'm bored. The healing change is honestly my favorite change to the genre. I cant get into rpgs that have endless cheap healing potions on no cooldown. If all you need is gold to trivialize the penalty for death You might as well remove the healthbar and make the player invulnerable. Consequences of bad play is a difficult thing to get right in rpgs. You need them or the player has no incentive to play well. If they are too lax there is no challenge, too harsh and the player gets frustrated. 

 

Think of potions as your lives. They are forgiveness for your errors in play. Run out of lives and its 'game over' and back to camp. Your punishment is the walk back to where you were to think about what you did wrong. BAD PLAYER! Potions do not replace the traditional heal spells, you're using them wrong. Barrier, guard, and evasion/mitigation abilities DO replace traditional heal spells. You need potions when you failed to use those things properly. 

 

If you're porting back every other fight listen to what the game is telling you. Get better equipment, change your party composition, respec your abilities, check your tactics. Even on hard if you keep your equipment up to date and have a good skill composition you can just auto faceroll most fights. The limited potions is an easy gauge of your parties effectiveness and gives the developers an easy benchmark to tune the encounters.


  • Manki aime ceci