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Thanks for that "No healing" thing. So much fun.


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#26
Bardicain

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Look, playing on nightmare, I spend a good deal of the game without potions. I actually did fairly well, it's a matter of using defensive abilities to keep you from falling rather than running in with a nice fat supply of potions relying on healing to get you through. More often than not, all potions did was prolong the inevitable. It could help were it say, a tank with backup, but otherwise it was basically useless. My greatest survivability came from preventing the damage from happening and distracting the enemy for a quick revive, or for some crowd control techniques. The reason I spend so much time without potions was that after a single fight, if I didn't prepare well enough, I'd be halfway out of potions anyways. I didn't tuck my tail in between my legs and fast travel to a camp, it would be practically useless. Barrier is an amazing spell, and it's worth picking up for whatever mage you're bringing along. It works best with Vivienne who has all those abilities to enhance it, but I took Solas- I didn't like her. War Cry and Unbowed are amazing abilities. An AOE taunt that grants guard and a no-stamina guard generation? Perfect! The champion abilities basically multiply the level of defense, allowing Blackwall to go toe-to-toe with a high dragon for a decent length of time, with only moderate support. I made the rogue for melee damage (since I already had two mages), but he ended up dying pretty quickly. An archer probably would have been more useful. Still, his quick stealths allowed him to survive for quite a while if he was doing well. I myself was a mage that focused on damage, freezing, and inflicting DOT abilities with necromancy (Horror also helped against the few that weren't immune to it). The damage over time abilities are especially useful against bosses (shoot some DOT and just run!) and clustered enemies (Andraste bless walking bomb).



#27
TheJester000

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Don't use potions on your companions, save them for yourself. When they go down, use your mage's revive spell which will give them half their health back. Having infinite revive makes having limited potions pointless.



#28
Fuscus

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I am a "filthy casual" who played his first run through on normal and I found no difficulty or grind. If I was under leveled I left the area like you are meant to and came back later when I was the same or over leveled. I am about to go into the final mission on level 24.

 

I haven't actually really been underleveled except for this final quest at which point my complete lack of combat prowess and proper of gear has become an issue. I'm playing on the easiest difficulty and basically trying to just go narratively through. It turns out that unlike the Mass Effect series you can't just play the highlights and be fine: you have to play a significant number of sidequests and engage with crafting mechanics to make any progress. That's what I was thinking of as being grindy. The game doesn't cater to those kinds of approaches and the lack of healing spells to spam really drives that home.

 

I didn't mean to offend anyone so sorry if I did.

 

That post was meant purely for playing on hard/nightmare mode, which is around the setting point where you get 5% health back upon reviving and not meant to be taken out of that difficulty setting context. If bioware have failed to properly balance casual properly it would be a good idea for them to lower the difficulty further there, down to the ME3 narrative area.

No worries! I wasn't at all (or at least shouldn't've been) offended. It's hard to read tone and intent in text on the internet so I uncharitably took yours as being superior. Bioware doesn't seem to've included a real narrative setting in this one as I've discovered. Or I'm really just that terrible. It wouldn't be the first singleplayer game I've utterly failed to grasp the "proper" play of! This is the first I can remember completely committing to hateplaying to the end though.



#29
Tsunami Chef

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How was basically having 0% chance to die and healing every fight "fun"? To me, it's much more fun to know you have a limit and to have to manage your party and tactics around it, instead of knowing regardless of what happens you can heal to full health after. I think you should realize this is purely your opinion, and many people don't like healing, as it is a pretty fucken cheap mechanic, at least how it was implemented in past DA games.

 

It requires a different playstyle, but could all of you professional game critics please STFU with this "bad design" like you have any fucken idea what a good design is other than what you enjoy. There's some perverted desire on this forum to turn every opinion into a fact....because having an opinion on something isn't good enough...it must also objectively suck.


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#30
b10d1v

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Goes way back to some issue with spamming healing apparently.  Yes, in some MMO's healing spells have blinding special effects, not something easily forgotten, but this is single player for the most part.  Just replaced it with spamming shields for no real reason at all. To further compound this, mage healers are continually talked about as so important -Where are they?

 

As for dungeons, it is generally inconsistent that you can jump back to camp, even at the end of the dungeon.

 

My first round the extra potions perk did not work, but that game eventually failed checking bugs and is not a good sample. Clean install and extra potions perk works reliably this round, but the team goes through them like candy - no change, I only get 2 most of the time and rely on the secondary regeneration potion.



#31
Fuscus

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...many people don't like healing, as it is a pretty fucken cheap mechanic

 

On the flip side, having it as an option doesn't compel anyone to use it. You could easily self-impose a rule for a playthrough where you never once use a healing spell. Everyone wins that way: some people get healing spells if they want or need them to succeed and you get the satisfaction of not.

I am curious as to how something like that could be "cheap" though. Me using a healing spell every five steps does nothing to cheapen anyone else's experience of the game, particularly because there's no impact of any decisions in my game on how anyone else's plays out.



#32
Tsunami Chef

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Do you guys ever think they go through them like candy because you let your squad get injured as ****? They don't go through them if you have a tank attracting aggro and taking damage for them...they don't just drink potions randomly.

 

Fuscus, by that logic there is nothing that could possibly be OP or cheapen an experience in a single player game. 1 shotting everything? Not cheap at all.

It cheapens it because it makes battle have no consequences. If you almost get destroyed by an ogre in DA:I you either have to take the risk of keeping going with low or no potions or go back to your base and regroup...which makes sense. In DA or DA2 all you do is have your healer cast heal or pop one of the infinite healing potions you have (cant remember if thats just DA or DA2 too).

 

This is the same argument for why Knight enchanter being unkillable in every single difficulty shouldn't be addressed...the fact is the game making one way of playing massively OP, or massively optimal (aka KE spamming 1 ability, unlimited potion spamming, unlimited healing) then it makes every player adjust to that way of playing or be at a disadvantage. So now you can either spam potions or actually have to be tactical. Of course you can say...that's choice, but you have the same exact choice of going to easy mode where you can't lose to anything if you don't want a challenge.


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#33
Icinix

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Yeah - not sold on the changes to level ups, healing and combat.

 

I think the whole thing was a bit of a misstep. It's not bad so much as it's just not very good.



#34
Demon Velsper

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 I think you should realize this is purely your opinion, and many people don't like healing, as it is a pretty fucken cheap mechanic, at least how it was implemented in past DA games.

 

Here's the thing you fail to realize. In a game with healing, you don't have to use it if you don't like it. In a game without healing, I have no choice it if I don't like it.

 

It requires a different playstyle, but could all of you professional game critics please STFU with this "bad design" like you have any fucken idea what a good design is other than what you enjoy. There's some perverted desire on this forum to turn every opinion into a fact....because having an opinion on something isn't good enough...it must also objectively suck.

 

I have plenty fucken idea what a good design is. Just because you have trouble forming thoughts that doesn't mean everyone else does.

 

Do you guys ever think they go through them like candy because you let your squad get injured as ****? They don't go through them if you have a tank attracting aggro and taking damage for them...they don't just drink potions randomly.

 

But if we were all as god-like as you at playing games then you wouldn't have anyone to look down upon and bypass the swearing filter to. And then where would you be? Well, you'd probably find something else to be condescending about.



#35
Mr.House

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I enjoyed it, thank god Bioware took this step, hopefully this mechanic stays and is just improved but Bioware bows to the whims of the whiners so we'll probably go back to health regen and thus mob fights will just becomes a joke again with no thinking needed.


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#36
Icinix

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On the flip side, having it as an option doesn't compel anyone to use it. You could easily self-impose a rule for a playthrough where you never once use a healing spell. Everyone wins that way: some people get healing spells if they want or need them to succeed and you get the satisfaction of not.

I am curious as to how something like that could be "cheap" though. Me using a healing spell every five steps does nothing to cheapen anyone else's experience of the game, particularly because there's no impact of any decisions in my game on how anyone else's plays out.

I always saw it as part of the tactics of a party based game.

 

I could sacrifice a combat spot for a dedicated healer, who basically just kept their distance and healed and buffed. It made crowd control more important for the other members of the party - but it was fun and intense and required a good awareness of what was going on at all times.



#37
Takeva_

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How was basically having 0% chance to die and healing every fight "fun"? To me, it's much more fun to know you have a limit and to have to manage your party and tactics around it, instead of knowing regardless of what happens you can heal to full health after. I think you should realize this is purely your opinion, and many people don't like healing, as it is a pretty fucken cheap mechanic, at least how it was implemented in past DA games.
 
It requires a different playstyle, but could all of you professional game critics please STFU with this "bad design" like you have any fucken idea what a good design is other than what you enjoy. There's some perverted desire on this forum to turn every opinion into a fact....because having an opinion on something isn't good enough...it must also objectively suck.


Lol only their opinion? Many people hated healing? Where are the facts? Was there a poll somewhere?

Seriously dude, even white knights have their limits. Insulting people for what? You need to take a chill pill. Not everyone will like what you like. Get over it.
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#38
Demon Velsper

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I enjoyed it, thank god Bioware took this step, hopefully this mechanic stays and is just improved but Bioware bows to the whims of the whiners so we'll probably go back to health regen and thus mob fights will just becomes a joke again with no thinking needed.

 

Hopefully they will only take you and your master race in consideration so you can continue to feel elitist about your video game skillz.



#39
Mr.House

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Here's the thing you fail to realize. In a game with healing, you don't have to use it if you don't like it. In a game without healing, I have no choice it if I don't like it.

 

 

False, health regenerated without my say so in DAO/DA2 thus removing any need to really think when it came to mobs.

 

If you went health regen, add that aspect to your equipment or oyu know, build a mage properly so you won't need to worry? There's many ways to solve it.



#40
Mr.House

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I always saw it as part of the tactics of a party based game.

 

I could sacrifice a combat spot for a dedicated healer, who basically just kept their distance and healed and buffed. It made crowd control more important for the other members of the party - but it was fun and intense and required a good awareness of what was going on at all times.

Only in boss fights, not in mobs. I never had to think in the mob fights in DAO/DA2 unlike DAI.  I like this.


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#41
Icinix

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I enjoyed it, thank god Bioware took this step, hopefully this mechanic stays and is just improved but Bioware bows to the whims of the whiners so we'll probably go back to health regen and thus mob fights will just becomes a joke again with no thinking needed.

About 86 hours in Inquisition, I don't think I've had to think about any combat in the hundreds of mob fights I've done.

Hold mouse button, spam buttons 1 - 5.



#42
Icinix

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Only in boss fights, not in mobs. I never had to think in the mob fights in DAO/DA2 unlike DAI.  I like this.

I guess we just had very different experiences in how we played the Dragon Age games.



#43
b10d1v

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I really miss healing. In Origins my mages had constantly to decide whether to use their time/mana for crowd control, damage, or a heal. In DAI barrier use is much spammier than healing ever was (in my games)--and to me, much less satisfying. This is partly because I enjoy playing a healer and partly because I prefer higher risk, bigger payoff gameplay, in TES terms always an altmer, never a Breton. Forcing risk avoidance as the basis of combat makes it ... dull.

 

Of course, I may be unique in my attitude towards potions. Using one always feels like failure, and I've had to use maybe 5 in about 20 hours of DAI. For some reason using scarce character resources to cast a heal feels like a choice to me, where gulping a potion feels cheap. Getting to sell off unneeded potions also feels like a nice reward for careful play. :D

 

Playing on normal the new approach didn't (so far as I got before I abandoned the game possibly to be played post-patch) feel harder or more strategic, just less fun. Sorry the OP ran into a situation more frustrating than any I experienced. As far as I got potions were too easy to come by for running out to feel like a real danger.

Moreover, is was more challenging in DAO -You had to make choices on how to support troops or do more damage, many times in DAI there is no investment with the characters, and that is confusing with the months of Bioware customer feedback on character development



#44
Imryll

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I guess we just had very different experiences in how we played the Dragon Age games.

Me too. With significant damage rarely taken and camps all over the map combat feels like mostly particle effects. This resurgence of meaning that some speak of has definitely passed me by. Perhaps it's limited to parts of the game I've not experienced.


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#45
Fuscus

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Do you guys ever think they go through them like candy because you let your squad get injured as ****? They don't go through them if you have a tank attracting aggro and taking damage for them...they don't just drink potions randomly.

 

Fuscus, by that logic there is nothing that could possibly be OP or cheapen an experience in a single player game. 1 shotting everything? Not cheap at all.

It cheapens it because it makes battle have no consequences. If you almost get destroyed by an ogre in DA:I you either have to take the risk of keeping going with low or no potions or go back to your base and regroup...which makes sense. In DA or DA2 all you do is have your healer cast heal or pop one of the infinite healing potions you have (cant remember if thats just DA or DA2 too).

 

That's fair, but it also assumes that the value is coming from the battles. In your case, that sounds like it's true. In my case, the combat has negative value because it's something I have to get through to continue with the things I'm excited about like character development and worldbuilding. I think I would welcome being able to one-shot every enemy actually because I'm coming at this from a different angle than you are. For me, something that would cheapen the experience is if I went to a character and every single dialogue option was available immediately without having to work through the conversations and causal threads to access them.

 

But! Those aren't quite equivalents because you can ignore (or even de-equip) healing spells but you can't readily reconstruct conversations or avoid being "spoiled" if all the options are there at once. Sorry it's not a 1:1 correspondence, but it's the best equivalent I can think of.



#46
Xhaiden

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If you're having this much trouble there's something wrong with your tactics or party set up. You were unprepared and paid the price.

 

The only difference between Barrier and healing is you need to be proactive rather than reactionary ( aka life bar whack a mole ). Mechanically speaking Barrier is the same as healing. Both approaches are adding HP to the pool that must be depleted for the character to be defeated. Barrier merely adds the HP on top of the max HP while a heal would refill missing HP. The Barrier mechanic is actually superior to a healing mechanic. Since Barrier's value is not restricted by the value of missing HP. 

 

From the standpoint of receiving damage they are identical. Both are providing more HP that needs to be depleted.

 

You are having a problem of skill, preparation and/or tactics. Not one of game mechanics. Now, you could tell us where you are and how your party is set up so we can help. Or you can continue to erroneously shift the blame for your failures onto the game. 



#47
Kantr

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I was puzzled why they went with no real healing spells for the Mages........

 

Until I tried the MultiPlayer. 

 

In short..... it is pretty much a scam to get players to buy Platinum so that they can buy potions in MultiPlayer. 

 

As for the single player....

 

Early in the game you will need to go to camp a lot to refill your potions which does get annoying quick.

 

But as you get better gear..... it is not as much an issue.

 

Once you overgear or overlevel the content...... you don't need to use potions as much.

 

But is is ****** poor design not to have any real healing spells and to depend pretty much exclusively on potions for healing. 

 

And it is a bit sleezy on the Multiplayer part.

It's not a scam though as you get so much gold each match. The chests give me nothing but potions. Plus the healing stations and good use of barrier/guard



#48
Paul E Dangerously

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I'd almost really just rather have healing back. You've just replaced one so-so mechanic with another - except worse. It's pretty easy to spec a Warrior into being invulnerable, and Barrier spam is pretty easy, as well - and just as broken with only a handful of abilities.



#49
sunnydxmen

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 i cant believe people are saying they are having trouble with casual like really it is so easy its casual pun intended ,you should not have trouble with casual this is coming from someone who beat both casual in nightmare difficulty its not hard at all.



#50
b10d1v

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For that matter does constitution even help with damage? Used to be a very modest healing effect and damage abatement.  Hard to say when most of the enchanted attribute items don't appear to work.  There there is a topic collecting a list of all the basically inert items and all are usually validated in some way, a tedious process. Well at least the junk has value, crafted items have negative value -far more value goes into them than they are worth. But there is a discussion group on the errors in the economic model and most games pay attention to these issues.

 

The staff healing mods can be very inconsistent, one instance your health is rock solid from the mod repairing you, then it just stops working.  When it works right, the  weapon craft healing mod is a powerful asset, even if it randomly stops or does not work on some enemies, as it saves a lot of potions.