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Restore healing magic/out of combat healing


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#1
saladinbob

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Two of the biggest criticisms of this game is the amount of fetch quests you need to do and the amount of times you need to fast travel back to your camp to heal, only to then have to fight your way back to where you need to go to because the respawn times are so fast. Both these issues are a direct consequence of the removal of healing magic and out of combat auto-healing. It makes you have to rely more on health potions which increases the rate of consumption of them. That in turn requires you to go hunting (especially in the early game) for Elfroots to create more. This was an idea that might have looked good on paper but doesn't work as a game mechanic because it forces the player in to repetitive and boring activities that sucks the fun out of their game. Not everyone has the time to spend hunting around for forty to sixty elfroots to restore your party's potions.

 

By bringing back either healing magic of out of combat healing you remove the over reliance upon potions which in turn makes camp travel and fetch questing for elfroots less frequent. If you restored healing magic you could make it its own dedicated tree which would mean any healing mage will have limited combat magic available to them which I feel would be a fair trade off. But at the very least bring back the latter as it was in Origins so that your health automatically restores to 100% after combat ends which again will lessen the burden on your potions and camp travel to make for a more enjoyable game.

 

Poll added courtesy of shadownian: http://strawpoll.me/3173971


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#2
Lady Mutare

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Agree 100percent. Those not wanting a regen can turn it off.


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#3
ZipZap2000

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Agreed they should have just increased the cooldown instead of removing it completely, especially with maps like Exalted plains/Emprise where the travel times are huge, the camps are so far apart and the fast travel points are not convenient.


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#4
medusa_hair

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I agree.  The potion thing works okay until you get to a very large dungeon or a very hard boss; I've died a number of times just on the verge of beating a boss because I've been out of potions for quite a while and that last guy alive takes a bad hit while they are trying to revive a companion.  And many times the potential camps are too far from each other to make it viable to jump back to a camp all the time, unless you could jump to other areas besides camps - like landmarks, for instance.  


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#5
sunnydxmen

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its too late to add it back now the game is release already.



#6
ButchHardPec

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It's weird when people want mechanics (a healing spell tied to mana) from other games. I mean, the game is balanced around this idea of potions and healing mists + special statuses granted by weapons.

There's a difference between clumsy, flawed mechanics and mechanics that may not feel good/be ideal, but are balanced around the game.

So you're basically asking for a wholly different game. Also, potions are not responsible for doing drudgery in this game, you are so wrong there!
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#7
ZipZap2000

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its too late to add it back now the game is release already.

 

Obviously but they ended on a cliffhanger so they intend to do a sequel i hope. 



#8
Fullmetall21

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I disagree healing magic and out of combat regeneration is NOT needed to complete the game in any difficulty and if you fast travel much even after Skyhold you're doing something wrong. I havent fast traveled to a camp for potions since like level 6 or something on nightmare.

 

Healing magic and out of combat regeneration just takes away what is unique to this game compared to the previous ones, also barriers, potions, healing magic AND out of combat regeneration? Well hello 4 mages groups like all the time. 

 

Adding it as a choice might work but lets be reasonable here...who wouldn't take that choice when its obviously more powerful? If you have trouble with the game and think its too hard just tone down the difficulty.

 

How people can complain about the tactical aspect of the game and then ask for the ability to just faceroll it is beyond me. With 2 mages if you micromanage barrier usage its already possible to take close to 0 damage even from dragons. Now if you add healing magic to that well you might as well watch the game's story on youtube.


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#9
saladinbob

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It's weird when people want mechanics (a healing spell tied to mana) from other games. I mean, the game is balanced around this idea of potions and healing mists + special statuses granted by weapons.

There's a difference between clumsy, flawed mechanics and mechanics that may not feel good/be ideal, but are balanced around the game.

So you're basically asking for a wholly different game. Also, potions are not responsible for doing drudgery in this game, you are so wrong there!

 

It is clumsy and flawed. Look around the forums and you'll see the constant bitching about having to fast travel. The whole pots idea might have worked if Bioware had allowed more potions to be carried but they put a limit of twelve on that and he fact that potion caches being rarer than rocking horse **** simply exacerbates the situation.

 

Restoring out of combat auto-heal would not unbalance the game. You'd still have to manage your pots better than other games but not to the extent that Inquisition becomes a farming sim. Not every gamer is a basement dwelling student with twenty hours a day to game. Some are married, have kids, have jobs, and really don't have time to be spending the hour of game play they can snatch, running around looking for elfroots because they ran out of them to make potions. It sucks the fun out of the game for casual gamers.

 

An easy compromise would be to allow out of combat healing on Easy and Normal modes, and have it switched off in Hard and Nightmare modes. If you want a challenge, this adds to the challenge and if you want to play casually, there's less micromanagement involved. Keeps everyone happy.


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#10
strangerism

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but in easy and normal mode you hardly need to heal yourself



#11
ashwind

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It's weird when people want mechanics (a healing spell tied to mana) from other games. I mean, the game is balanced around this idea of potions and healing mists + special statuses granted by weapons.

There's a difference between clumsy, flawed mechanics and mechanics that may not feel good/be ideal, but are balanced around the game.

So you're basically asking for a wholly different game. Also, potions are not responsible for doing drudgery in this game, you are so wrong there!

 

Also, Knight Enchanter has Resurgence which is basically a healing spell. You can also add healing upon killing to weapons and all those 1 hit kill creeps are easy enough to find and while it takes a bit of work to "heal" yourself, you can definitely do so. Fully upgraded Regeneration potion also has AOE heal effect.

 

Auto heal out of combat, it basically forces the game to play in a singular way, kill everything before they kill you and you win and the best way to play it is to max out damage. If healing spells are to be allowed, do it like NWN and you can only rest in camps to re-memorize those spells.


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#12
Tsunami Chef

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It is clumsy and flawed. Look around the forums and you'll see the constant bitching about having to fast travel. The whole pots idea might have worked if Bioware had allowed more potions to be carried but they put a limit of twelve on that and he fact that potion caches being rarer than rocking horse **** simply exacerbates the situation.

 

Restoring out of combat auto-heal would not unbalance the game. You'd still have to manage your pots better than other games but not to the extent that Inquisition becomes a farming sim. Not every gamer is a basement dwelling student with twenty hours a day to game. Some are married, have kids, have jobs, and really don't have time to be spending the hour of game play they can snatch, running around looking for elfroots because they ran out of them to make potions. It sucks the fun out of the game for casual gamers.

 

An easy compromise would be to allow out of combat healing on Easy and Normal modes, and have it switched off in Hard and Nightmare modes. If you want a challenge, this adds to the challenge and if you want to play casually, there's less micromanagement involved. Keeps everyone happy.

If constant bitching is a barometer for how flawed something is, than this is one of the worst games ever made in history.


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#13
Dubya75

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By bringing back either healing magic of out of combat healing you remove the over reliance upon potions which in turn makes camp travel and fetch questing for elfroots less frequent. If you restored healing magic you could make it its own dedicated tree which would mean any healing mage will have limited combat magic available to them which I feel would be a fair trade off. But at the very least bring back the latter as it was in Origins so that your health automatically restores to 100% after combat ends which again will lessen the burden on your potions and camp travel to make for a more enjoyable game.

 

Nah, I doubt this will happen. It was a deliberate design choice by Bioware and a very good one in my opinion. That is why you establish CAMPS in an area, so you can go there and rest it off and replenish.

This was intended to add a level of realism as well as nurturing a more tactical approach to exploration and combat.

I have found myself in real trouble more than a few times with no healing potions, no regen potions and all my companions with very little health to spare... Then gettting out of trouble by the skin of your teeth is VERY rewarding!

 

No, you can pretty much forget about them changing this system. It would make camps completely useless and change the game dynamics too much.

 

Heck, we can't even convince them to fix control issues! Do you really think they are going to change the actual gameplay mechanics to suit your personal preference? 


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#14
Unchangeable Appearance

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but in easy and normal mode you hardly need to heal yourself

 

Yeah, for real. I tried playing easy and between barrier and guard I hardly ever used a potion. 



#15
saladinbob

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If you don't want auto healing put back in to the game then what would be the issue with having it put back in to the game for us who do with a toggle on and off feature for those of you who don't? Where's the harm in it? The lack of it is a design feature that I and others absolutely detest about this game. Make this game more accessible for casual gamers. It's not a big ask.


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#16
dfstone

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I don't see the point when you can just pop a regen potion after fighting.



#17
Siven80

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Not bothered about out of combat regen, as we have regen potions and camps available.

 

But i would like a healing spell, even on a 30 sec cooldown would be fine or more long term Crowd control.

 

The way i have always played DA games is not with a healer and tank, but with a mage who can heal when needed and a warrior who does damage and can take hits, and rogues who can evade hits. Always starting fights with crowd control then fighting enemies one on one. 

 

Cant do that in DAI, no heal spell for oh **** moments, and a lot of empahsis on having a "Tank" to absorb hits who does very little dmg. Dont like this change at all.


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#18
Taleroth

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Yeah, for real. I tried playing easy and between barrier and guard I hardly ever used a potion.

I'm playing Hard and the only reason I use a potion is when Varric or Solas get to close to a baddie.

Blackwall takes absolutely no damage after the first 10 seconds and I just start ripping out hearts and eating them for health.

#19
AlexMBrennan

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It's weird when people want mechanics (a healing spell tied to mana) from other games. I mean, the game is balanced around this idea of potions and healing mists + special statuses granted by weapons.

The game also features lyrium/mana potions, so should we remove mana regeneration too? There are skills to give you stamina on kill, so why do you insist on having mechanics from other games when DAI is clearly designed to not have regenerating mana or stamina?

That's a pretty stupid argument, right?

barriers

Yes, that was an absolute stroke of brilliance - replace one essential mage spell which you have to spam constantly with another essential mage spell which you have to spam constantly.

tank

Guard essentially amounts to regenerating health for warriors - you can take hits without having to use potions lasted to fix the damage.
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#20
Sartoz

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its too late to add it back now the game is release already.

Hmm...

 

Post combat healing is an easy fix. Disingage combat, remove yourself from area and start healing. It's that simple. 

 

The question, of course, is how long to heal? Will the boss heal too?

 

Perhaps a better implementation method and also simple, is this (Bioware, this is for you):

 

1. Disingage combat and remove yourself from the immediate area.

2. Select MAP and place a gameplayer "return marker"

3. Fast travel to camp and heal+restock

4. Fast travel back to the marker... marker disapperas

 

Then the player can rinse and repeat at any time.

 

Coding this approach is simple as the marker is the same as your camp Flag (different icon)



#21
Kantr

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You don't need to do any fetch quest at all. It'll just take a bit longer to build up power at the start. As soon as you get to skyhold you get so much power all the time that you can ignore them all.


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#22
Sartoz

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snip

 

Yes, that was an absolute stroke of brilliance - replace one essential mage spell which you have to spam constantly with another essential mage spell which you have to spam constantly.

Guard essentially amounts to regenerating health for warriors - you can take hits without having to use potions lasted to fix the damage.

Spam BARRIER. yes a brilliant idea (sarcastic here). Poorly implemented, though,  Three mages in a party?.. they all spam BARRIER at the same time... yes brilliant combat AI too.

 

Mike Laidlaw said it well in a video. Basically, players found an exploit in DA:O, that using four mages with healing magic in your team, you had yourself a perpetual healing machine. It could defeat any enemy. Very unbalanced combat . To avoid this in DAI, Bioware implemented the current version as a "balanced combat system". 

 

Then there is the Dragon Age Lore of mages with Healing magic. Canon fact!  But, I suppose, in the Bioware Grand Scheme of things, it's only  a bothersome fact, easily ignored.


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#23
Farangbaa

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Get the healing mists grenades.

Turn auto potion use offfor all characters, let them die if need be. They don't need to survive the battle for you to continue.

 

The game also features lyrium/mana potions, so should we remove mana regeneration too? There are skills to give you stamina on kill, so why do you insist on having mechanics from other games when DAI is clearly designed to not have regenerating mana or stamina?

That's a pretty stupid argument, right?

 

That's not what he/she said though. He/she said the game was balanced around not having healing magic. Lyrium potions have nothing to do with it.


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#24
Farangbaa

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Spam BARRIER. yes a brilliant idea (sarcastic here). Poorly implemented, though,  Three mages in a party?.. they all spam BARRIER at the same time... yes brilliant combat AI too.

 

Disable barrier and use it manually.

 

It's really simple, c'mon.


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#25
saladinbob

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but in easy and normal mode you hardly need to heal yourself

 

Because in their basic state they're rubbish in the end game and to upgrade them, you have to run around finding all manner of ingredients which goes to the heart of the whole "not everyone has hours of game time to do that". It's about catering to casual gamers who may only play an hour or two a week because of other real life commitments and who don't want to spend that hour or two running around farming ingredients.The same point applies to all potions. Otherwise give me 99 potions back and the ability to buy them from vendors.

 

Mike Laidlaw said it well in a video. Basically, players found an exploit in DA:O, that using four mages with healing magic in your team, you had yourself a perpetual healing machine. It could defeat any enemy. Very unbalanced combat . To avoid this in DAI, Bioware implemented the current version as a "balanced combat system".

 

Easily fixed by having healing as a specialisation available only to one character. Solas, for example.


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