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Zero healing spells & limited potions overall assessment


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#1
Guest_AedanStarfang_*

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So a while ago (many months before DAI was released) some of us (myself included) predicted that with the removal of a healing class and limitations being added to potions would make the game far more difficult even on normal or casual mode. My assessment so far is that while the combat can get pretty grueling depending on the opponent and your level, overall it's not too difficult. I've been in boss fights where I've thought "a healing spell would be nice right about now", but it hasn't soured my gaming experience. So far my experiences have been when fighting strong enemies, I tend to run out of potions very quickly -- even if they're on par or lower leveled mooks our potions supply runs out quick after fighting several mobs of elite Red Templar or Venatori goons. My only qualm is frequency of having to return to a camp to heal and replenish, then walk back to where you were. I know that there is a perk that increases the total amount of potions to 12, which is good but it would be nice to have a total of maybe 20 or 30. On the brightside it seems that there is no longer a cool down period for potion consumption, and many enemy camps, forts, bases seem to hold at least one or two supply crates for potion replenishing. Overall in my opinion the removal of a healing tree/class is still a bummer but it hasn't ruined my experience, and now I can kind of see why they chose to do what they did with since the game provides plenty of opportunities to re-stock and secure your party. 



#2
Shahadem

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 My assessment is that it was a terrible decision that I hate just as much as I expected I would.

 

That's probably because this kind of system used to be much more prevalent so I already had plenty of experience with it and knew I hated it before I even played DAI.



#3
Kirikou

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The only times I really run out of potions are very hard fights are blackwall constantly chugging them. I like this system as it makes me more tense, should I skip this fight? Can I make it on only 2 potions? The arcane horror battle followed by the Revenant made me realize I couldn't and had to head back to camp. It's glorious

#4
Ion515

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In my opinion, one of the bigger mistakes they made in this game is not implementing the classic four schools of magic we all had in the previous two DA games, such as the Creation school, which had a healing spell.



#5
Creston918

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Bring two mages, problem is mostly solved. With some specs in Barrier, you can have barrier up roughly 60-70% of the time, and the other 30-40% your tank will have Guard (if specced properly for that.) Most battles I don't even take damage (although now that I unlocked KE, my party is getting hammered, because they're dumb enough to follow me into the thick of battle... :(   )

 

Of course, that just means that they swapped the over-abundant heal use for over-abundant barrier/guard use, and that that is somehow better in their mind. Here was a better idea, Bioware: If you were worried about people having infinite healing potions, rather than remove the heal spell, LIMIT THE MAXIMUM AMOUNT OF HEALING POTIONS.

 

Swapping Heal for Barrier was a dumb design decision, even if I can work around it without any problems. It also goes 100% against DA lore. So... yay?



#6
Yuoaman

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Yeah, the only times I've ever felt the need for healing spells or more potions were when I was tackling something (like a dragon) that was way out of my league.


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#7
Rhagavar

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I ended up not hating it as much as I thought I would and I actually do find myself enjoying the guard mechanic with my weapon and shield Inquisitor.

#8
littlebrightpanda

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I like it more than with healing spells. I am more tense in fights and remember so set camps quickly. It has happened that I had to run away from fights because it got too bad, but it hasn't happened often. I am far more conscious of my party and their positioning, as I have no means of healing them. I wouldn't be that attentive if we had healing. 



#9
Lledrak

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I do believe some specialization classes have healing spells? I remember seeing a spell that "heals your entire party to full (even those who are downed)" ?



#10
Yuoaman

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That's the Knight-Enchanter's spell that uses focus, it's not exactly something you would be able to just use on the fly.



#11
Lledrak

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That's the Knight-Enchanter's spell that uses focus, it's not exactly something you would be able to just use on the fly.

 

Sure, I just thought I'd mention that here in case someone didnt realise that. :) Its kind of like an "Ultimate" ability so yeah, you cant just use it every 30 seconds, but Its still a useful spell I'd imagine.



#12
Shahadem

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Sure, I just thought I'd mention that here in case someone didnt realise that. :) Its kind of like an "Ultimate" ability so yeah, you cant just use it every 30 seconds, but Its still a useful spell I'd imagine.

 

But as pointed out, it isn't a spell. It's something that uses a finite resource that is almost never available and therefore doesn't count.



#13
littlebrightpanda

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But as pointed out, it isn't a spell. It's something that uses a finite resource that is almost never available and therefore doesn't count.

 

But focus builds up pretty quickly.It doesn't take longer than 2 or 3 fights to refill. So you can technically use the spell pretty often. 



#14
Lledrak

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Focus fills up quite quickly if you take the combo perk from the inquisitor line.

#15
Vormaerin

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I think it works very well. Much better than the immortality you get with a good healer in the previous games.  With a good selection of guard and armor enhancing abilities, Cassandra is nearly impossible to kill. Blackwall is even tougher once specs kick in.  Guard is extremely powerful if used properly, which the AI seems to do pretty well if you pick the abilities.

 

You can have 5 Regen potions per character on top of the 8-12 heals for the group.  Actually, more if you use gear, perks, or passives to boost carrying capacity.



#16
ArtemisMoons

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Bring the healing mist grenade and it'll be just like you were healing people. xD



#17
Killzig

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It's a tedious mechanic that forces me to go back to camp more often than I want to. It wouldn't be so bad if enemies had a chance to drop potions instead of yet another bundle of fabric. As it stands right now it just feels like it gets in the way of adventure time. 



#18
Vormaerin

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. It also goes 100% against DA lore. So... yay?

 

It does NOT go against the lore. It goes against previous game mechanics, which did go against the lore.  The Lore entries and the examples from the novels all have healing be something that is rare and difficult to learn. Its also very hard, exhausting, and generally done after the battle.  This is reflected in the game by the superfast healing at camps.  Unless you really think you are staying for weeks while that varghest bite heals mundanely? 

 

Also, even if spamming barriers is the same as spamming heals in combat (which I disagree with, but whatever), it has a very critical difference:  Barriers don't fill your health between battles.  The whole point of the system is to create a longer term, attrition capable system.  WIth unlimited mage healing, every single fight is an isolated incident.  If it doesn't kill you, you are at full resources (ie health).  That means every fight needs to be hardcore so it has a chance to wipe the party.   Hence the massive CC fest that was DAO and the endless waves of DA2.   In this system, the less important fights only need to be a threat to get past your barrier or guards or use up potions to have an effect.  This makes gameplay less tedious.

 

The second important difference is that this system creates a difference between good and bad gameplay.  In the past, as long as one character survived with 1hp, it was the same outcome as using your abilities to get through with no damage at all.  Here, if you use Guard, Crowd control, barriers, and your evade/tumble moves properly, you can get through fights without taking much damage and are rewarded by still having full resources.  If you don't, you end up losing limited resources (ie health potions).

 

Players who don't want challenging combat can play on easy.  Even on normal, a party of Cassandra or Blackwall, Varric or Sera (archer), and a mage will handle the vast majority of combats without using much resources even if autoleveled (unless you are fighting stuff over your level).  Its only on hard or nightmare that you really need to worry about using all the abilities to the max and tactical camera controling your party.



#19
Gigamantis

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I think it's good that Mages aren't earmarked as healers now.  If you have only one Mage he can be whatever he wants, as long as he picks up Barrier along the way.  Barrier is also more tactical in combat; you can't just play health bar whack-a-mole like with traditional healing spells, Barrier is preventative and has to be used sparingly and the party needs to position itself right for maximum usefulness. 

 

I will admit it feels weird running back to a camp mid-mission/quest or whatever, but it's not all too unrealistic to have to resupply occasionally I guess. 



#20
eternalshiva

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I play on Hard and I've had to go back to camp maybe a handful of times to heal and restock, There's usually a supply cache around the area in grueling dungeons or boss fights that are several steps. I haven't had any problems. Personally I'm quite fond of no Healing spells, means I can switch out all my characters without the crutch of a healer.

 

My only gripe is that the AI and our commands were a little bit more specific so I could tell the mages to spam that barrier as soon as it's up. Maybe it's a glitch, I dunno but Solas will spam it, Dorian won't although I have it prioritised and Vivienne will almost sorta spam it. It would be nice to tell them to focus the barriers on the tanks and not who ever they feel like putting it on.

 

/shrugs