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How to heal your party in field without potions - trick


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#76
Sidney

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No, it really doesn't. It just means you're utterly screwed without Barrier/Guard. Just look at characters that either don't prioritize or don't have it, like 2H Warriors or DW Rogues.


Does anyone play a S&S person because it seems like it would be dull as all they do is spam war cry and challenge.

Every Mage I have is specced into barrier because I can't take a Mage without.

#77
Wompoo

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I love playing a healer or healer hybrid in games going all the way back to my  Ranger/Cleric... with the removal of the Spirit Healer the game lost a lot of its flow, tactical feel and pacing (and I lost my ability to play my favourite roll, that of a character who is not just obsessed with just hitting things in the tired hope that something awesome might occur... awesome was Origins top level spell effects in each tree imho). I have tried to play the barrier tree and it is totally under whelming, and feels like a one point one trick pony with limited utility for my  investment, and my "RP" enjoyment. The return to camp is not hard to work around by any means.... but if its purpose was for us/me to use horrible tactics system more often or put the fear of the gaming gods into me, then it has failed. BW I'm not going to say re do anything, but for a nightmare run I would love my Spirit healer (with a helpful spirit like Wynne's would be awesome, especially if it talked on occasions)  back, a DLC with this, would see me oh so much buy it, in a heart beat. What has occurred here for me is the same mess that was GW2's class trees... you removed the heart and soul of the game for me at least. Like GW2 it is a poor shadow of its grand sire and like GW2 you created a less compelling game "combat wise" (graphically with everything on ultra it is a beautiful and at times stunning world). Even Borderlands 2 has better healing, so being an action based game (sadly now) is not an excuse.


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#78
Maverick827

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Yeah, one of my regular characters was a non-offensive healing/support mage, which isn't really possible now. I'd be able to take Barrier and...?

#79
noctred

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Not exactly a shortage of epeen either.

 

It's not about epeen - it's recognizing the difference between the game's shortcomings and a player's shortcomings before petitioning a developer for changes, which is something that applicable players tend to be unwilling to do.

 

Complaining about the mechanic because you enjoy a healing playstyle is one thing, but complaining about it because you're somehow finding yourself forced to recall after every fight or every quest is simply... not a problem with the game. It's somewhat akin to playing a FPS and trying to go through the entirety of it using a knife or a crowbar, then complaining when you die to things with guns. The fact is that DA:I offers the player the tools they need to go through many level-appropriate non-boss encounters without losing much health, even on the highest difficulties.

 

If the player isn't using those tools correctly or at all, that's not a reason to change the mechanic (but perhaps is a reason to change the way the game relates information so the player can more easily find and use those tools).



#80
AlexMBrennan

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Thing is though that enemies now respawn (including unique enemies like the carta boss in what's that dungeon called)- and every unless your tank can aggro every archer on the field every time you're gonna have to waste a potion on getting the rogue back to full health. If you fast travel to resupply - too bad, the enemies you can't beat without depleting potions are back. The net effect is that the lack of out-of-combat health regeneration forces you to walk back to the nearest camp

Limited healing and an infinite horde of enemies is certainly an odd combination.

#81
simpatikool

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I'm glad there's no healing.  I think that was one of the only smart design decisions they made for this game lol.

 

I also am glad there is no healing. The game is a bit easier than Dragon Age Origins was. Healing would take away that whole do I push on or not aspect. That being said, all the stories and dungeons are stocked with Potions resupply locations half the time anyway.



#82
DemGeth

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If you are constantly running to camp you are doing it wrong.

Reevaluate your own way if approaching the game.

My party rolls with a dagger rogue 2hand warrior 1hand warrior and a mage.

And there's no struggle for pots.
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#83
RVallant

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If you are constantly running to camp you are doing it wrong.

Reevaluate your own way if approaching the game.

My party rolls with a dagger rogue 2hand warrior 1hand warrior and a mage.

And there's no struggle for pots.

 

I run 2x War (Sword and board usually), 1 mage, 1 range rogue = everything dies, not always a need for potions thanks to the taunts from two party members keeping the heat off the two (in theory!)

 

The problem is the AI is a crapshoot and they never use anything other than basic heal pots.



#84
skokie29

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No regen between fights is actually the point of the system.  Its designed to reward you for good play and to make smaller, less intense fights still matter.  In DAO and DA2, just about every fight was huge.  Swarms in DAO or wave after wave in DA2.  That's because if you can always heal 100% after a fight, every fight has to be something that could wipe the party or its a complete waste of time.

 

A system that is all about stopping damage from happening is entirely different than one that is about restoring damage that has happened.  Guard, Barrier, Crowd Control... all are options for achieving damage prevention.  If you do that, you never use potions or rarely use them.  You move on to the next fight right away.  If you don't do that, you have to use up resources.  This means that smaller fights that aren't really expected to kill you still matter, because they might make you use a potion and that's an actual effect.

 

Yes, you can circumvent the entire system by going back to camp constantly.  But that's a choice you make.  That isn't the intent of the system.  Its boring and tedious because you are choosing to make it so.

 

I don't know. My experience of the game is quite different than what most folks here are posting.  Cassandra was basically immortal on normal.  I crafted an item that gave Dorian guard and he hardly ever used a potion afterwards.  The only person using potions regularly was me.  And that was mostly the regen pots.  And I don't really control my party except to make the ranged characters move back if they end up too close.

 

 

Here is my issue with the no regen system. You can instantly travel to camp and get full health, potions very easily. Then you just have to hike back to your prevous spot. Most of the mobs are already killed when you do this, or you can just run away from them because they don't chase you down like DA:O did.

 

To me, that is a tedious way to heal in the field. If you had to use a "magic stone" (example) to travel back to camp and it had a cool down of, say, one hour, then I would agree with your point. But the way the system is set up now frustrates the player, IMO.

 

Just my two bits. But people - both hardcore and casual - are calling for some method of healing in the field other than previous potions.



#85
Khevar

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Just my two bits. But people - both hardcore and casual - are calling for some method of healing in the field other than previous potions.

 

I think the "no healing in the field" would be more tolerable for both hardcore and casual if both party AI and the tactical mode were improved.

 

If you want to play for main character in 3rd person, you're gimped by stupid companions that do stupid things, and make mistakes that require chowing down on your precious reserve of heal pots.  If you want to play tactically, you're gimped by a narrow view, clunky interface and bugs, resulting in mistakes that require chowing down on heal potions.

 

As a philosophy, I really really like the idea of limited healing.  I would hate to see BW take the approach of making healing more prevalent instead of fixing underlying problems with combat mechanics.

 

/2cents



#86
Sidney

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No healing is a response to lousy combat or more specifically that combat in DAO or 2 served as a way to gain XP not to threaten the party with death. In random room X in the Roads you were not risking anything to fight that room of Darkspawn. Only boss fights offered lethality. Rather than upgrade combat, they decided to create the attritional model and constant re spawn to grind away at characters so anything less than perfection becomes a failure state. Combat still stinks, actual the encounter design is worse than DAO because the attritional model relies on small fights so instead of a room of trash mobs you get 3 damage sponges who each have more HP than both your warriors. I'm not sure the point of crowd control spells anymore when there are no crowds to control.
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#87
Ganen

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removing healing is so dumb...

I know alot of people been vocal about the "trinity" not being "fun" in MMo's where "lfg" was a problem... but to actually make a dragon age without healers... man... I didnt see that coming...

 

mage was always the "support" role ideal in fantasy genres, dragon age was no exception... and that role was always built around healing buffs and debuffs (sometimes CC) in Inquisition mage is support because he has a limited (and vastly inferior to guard) barrier and the best CC -.-

 

ye I bet the anti trinity criers are really happy with the new.... mass potting system... cuz thats "fun"


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#88
Aurok

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Playing on hard and regularly taking on higher level enemies. Can't say that I've had to do any tedious backtracking at all so far.

If you're playing well & managing the fight properly you should barely be getting hit (to bare HP) at all by most enemies. Between barrier, guard and all classes having decent crowd control, it's not about healing, it's all about not getting hit in the first place. They probably needed to make it clearer somehow that you shouldn't really be thinking of the health bar as a typical health bar - it's a 'stop f***ing up bar'. If you're dipping into it on trash mobs you already messed up.

The whole 'Can I get done what I want to get done before needing to restock?' mentality makes the open world part of the game for me. I care about every fight in a way I never would with regen health after every fight.
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#89
skokie29

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Playing on hard and regularly taking on higher level enemies. Can't say that I've had to do any tedious backtracking at all so far.

If you're playing well & managing the fight properly you should barely be getting hit (to bare HP) at all by most enemies. Between barrier, guard and all classes having decent crowd control, it's not about healing, it's all about not getting hit in the first place. They probably needed to make it clearer somehow that you shouldn't really be thinking of the health bar as a typical health bar - it's a 'stop f***ing up bar'. If you're dipping into it on trash mobs you already messed up.

The whole 'Can I get done what I want to get done before needing to restock?' mentality makes the open world part of the game for me. I care about every fight in a way I never would with regen health after every fight.

 

Congrats. 

 

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#90
Aurok

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I knew that already, but thanks!

#91
Maverick827

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Playing on hard and regularly taking on higher level enemies. Can't say that I've had to do any tedious backtracking at all so far.

If you're playing well & managing the fight properly you should barely be getting hit (to bare HP) at all by most enemies. Between barrier, guard and all classes having decent crowd control, it's not about healing, it's all about not getting hit in the first place. They probably needed to make it clearer somehow that you shouldn't really be thinking of the health bar as a typical health bar - it's a 'stop f***ing up bar'. If you're dipping into it on trash mobs you already messed up.

The whole 'Can I get done what I want to get done before needing to restock?' mentality makes the open world part of the game for me. I care about every fight in a way I never would with regen health after every fight.

 

No, we understand this.  We just don't find it as fun as the original combat design from Origins.

 

DAI is actually easier than Origins, to be honest (minus Blood Wound spam).

 

DA2 is still the hardest DA game.


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#92
RetroRebel

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Thank you so much for this tip. I hope it still works as the idea of having to go constantly back to restock on potions just to keep on exploring seems quite dull. I hope it gets easier when I'm further into the game, because as of now I have to go back every 2 battles or so.



#93
luk3us

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The lack of healing is sooo annoying in this game. I'm not running all the way to camp everytime I run out of potions. :(

 

You get used to fighting with no health and rely entirely on guard and barrier though. :)



#94
skokie29

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So it is agreed that this is the best trick in the game, right? 

 

You can send me donations in the form of cash. 

 

I also accept boats, exotic cars and chocolate. 



#95
Klystron

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I still remember the moment in Baldur's Gate when I got the ring of regeneration. 

Then I noticed that the dwarf with 20 CON regenerated ver-ry slowly .. great mechanic, I loved it.  But the casters had narcolepsy, they needed to sleep all the time, much worse than needing to return to camp if you're underleveled for the area/difficulty setting.

 

Anyway, thanks for the trick.

 

edit:  Hafta add that right now I am usually going back to Skyhold because my inventory gets full.



#96
skokie29

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PRAISE ANDRESTAE! 

 

The new patch, which I welcome so far, has not fixed this trick. 

 

I often wonder if developers leave tricks like this in on purpose. 

 

Dark Souls I and II had some tricks that made me wonder that. 

 

Either way, yippe.