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Restore healing magic/out of combat healing


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#326
Farangbaa

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Just imagine how crazy easy this game would be if it allowed healing magic.



#327
samuelkaine

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This again? Lore according to whom? All on screen healing happened in a matter of seconds. Nowhere in any of the books does it go in to detail about the length of time it takes for a Mage Healer to heal. So where is this purported Lore that says it takes a long time? Again, for the sake of those who clearly have difficulty reading - we want a balanced Mage Healer. Emphasis on balanced.

 

Actually it does Bob, in the Masked Empire, the ruler of Halamshiral has a mage sit by his bedside for hours healing him. There is the threat after she's been there for some time to take her away as he'll still die at that point, which Gaspard dismisses as torture unworthy of a Chevalier. Perhaps if you spent less time accusing console untermenschen of wrecking your toy and more time appreciating the world you'd know that.

 

You have a balanced mage healer. That would be a KE with focus on the spirit tree with a stack of Healing Mist grenades. You can group heal, res, protect (barrier is essentially lifeward anyway) and in a pinch break out a major heal for the whole party. Lucky you, your wish has been granted. 

 

Heck if we want some proper diversity in mages bring back a decent version of the shape-shifter spec before the incredibly cliched healer. 



#328
UltimaLyca

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Man, this is ridiculous.

The game is very good in its design.

 

For the hardcore gamers who want to spend forever micromanaging a team and exploring difficult dungeons (me) there is the open world and nightmare difficulty.

For the casual gamers who want to experience the story and the characters you have a lower difficulty, with story missions that aren't all that hard.

I have 100% every area and it took me forever - in a good way. I got to explore all the areas slowly and at my own pace. If you want to rush through the game with healing between battles then play on casual mode.


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#329
shadownian

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Ok, i was going to multi-quote here but i think ill just write my thoughts without it.

 

As far as lore saying healing takes all this time. How can i put this, when we see people getting healed and it having to take all this time to get done, its on people who are severely sick or had some sort of exceptional injury done to them. This is not something that happens all the time, not every injury is life threatening, and I would imagine a slice from a sword in battle would take less time than to heal then say some illness that has corrupted your entire body.

Also, if as the player I can go over to my fellow companions and in a matter of seconds, kneel besides them and magically heal them and get them back in the fight by who knows what method, why cant i do the same with a spell? I find it funny that something like this is ok because of gameplay but healing magic is not.

 

As far as gameplay, this has been done to death, and alot of people who are against healing magic try to play both sides of the argument. Either healing is gamebreaking or its not. You cant say it breaks the game, but also point out its already in the game. If it was game breaking, it wouldnt be in the game at all, never mind in its limited form as it is now. You cant have this both ways.

 

Also somebody said that people didnt like it so they took it out. Well i hate to differ but I find it funny that the 2 games that had healing magic are considered but alot of people to be the better games. Even DA2 for all its faults has alot of the time in these forums been considered the better game when compared to Inquisition in many areas. Theres a reason why the majority of players think DAO is the best game of the series besides just personal taste in the story and choices. But because it was a deep rpg that allowed for choice in how you play. Where DAI, and alot of people in these forums, liies to limit you at almost every turn.

 

Lastly its all about choice. Like has been said  1000 times but nobody seems to acknowledge for whatever reason, why is it that you get to tell me or anyone else how to play a single player game? If i want to heal, then let me. I swear my save files will not try to corrupt yours thru the cloud. They are well behaved. lol

If you dont want to have heal magic and/or dont make a mage at all, it will never be in your game at all. And nothing in your gaming experience will change.

 

Oh and on a side note to those who say its already in the game, no, its nowhere near the same. We dont want to have healing as a sidenote, or a secondary effect.

Having things like that compared to an actually healing skill tree are completely different.

 

And for the last time, it does not make it easy mode!! If anything barriers and the specialties in this game do that already. And the fact that we want healing magic is a play style choice anyway, not a matter of difficulty, so as somebody said, we will not just lower the difficulty...lol

 

How about in the next patch they take nerf the specialties so they are no longer overpowered and allow people to solo dragons on nightmare. Im sure alot of people would complain. Or heck by the rationale i see in this thread, how about we just get rid of barriers, that would increase the difficulty, then the game should be a blast right!!! Wooohooo lol



#330
Sidney

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To an extent the functions are the same between barriers and healing. Barriers are temporary health that you have to "heal" periodically. For people who are deeply committed to being defenders of their comrades that is your healing function. It seems awfully limited that you talk about "play style choice" when you can have a protector style of play with barrier, revival, wall of... and so forth. The fact that there isn't a spell called "Cure Light Wounds" doesn't change the "play style choice". It isn't like in DAO you only had healing spells anyways.

 

When you talk about this why can't we have the spear "play style choice" for warriors? Or what about the karate style for rogues -- those of us who played monks have had our preferred "play style choice" left behind a long, long time ago. All games have limits and you can't always do exactly what you want at any given moment in any given game. Deal with the rules of the game and if you don't like the rules of the game play another game.



#331
UltimaLyca

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Also somebody said that people didnt like it so they took it out. Well i hate to differ but I find it funny that the 2 games that had healing magic are considered but alot of people to be the better games.

 

Really? You have spent too long on these forums. From my experience, Inquisition is considered far better that DA:O or DA:2.



#332
Thibax

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Healing spells don't break the game, mainly if you know how to play. Several games have healing spells.
What people do? Are they using healing spells all time? Every second?


#333
shadownian

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To an extent the functions are the same between barriers and healing. Barriers are temporary health that you have to "heal" periodically. For people who are deeply committed to being defenders of their comrades that is your healing function. It seems awfully limited that you talk about "play style choice" when you can have a protector style of play with barrier, revival, wall of... and so forth. The fact that there isn't a spell called "Cure Light Wounds" doesn't change the "play style choice". It isn't like in DAO you only had healing spells anyways.

 

When you talk about this why can't we have the spear "play style choice" for warriors? Or what about the karate style for rogues -- those of us who played monks have had our preferred "play style choice" left behind a long, long time ago. All games have limits and you can't always do exactly what you want at any given moment in any given game. Deal with the rules of the game and if you don't like the rules of the game play another game.

Problem with your argument is that everything you mentioned as a "play style" was never in the game to begin with. Healing magic was. Your spear for warriors or karate for rogues was never in the game at all, so no reason to expect it would be in DAI either. And yes all games have limits, doesnt mean we have to like them or be quiet about it. If everyone did that we would have nothing but braindead games with little to no functionality like those found on cell phones. But according to you if that happened we shouldnt complain, because all games have limits and we should just happily eat what we are given. right.

 

Really? You have spent too long on these forums. From my experience, Inquisition is considered far better that DA:O or DA:2.

Lmao, your joking right. Watch any review, even those by the big name corporate pals, nobody is saying this game is better than DAO, and alot of people have said it takes a step back from even DA2. Even DA2 for all its faults, you still had more control over your character. Here in DAI, your limited on skills, have no control over your stats, have no secondary weapons, are limited on potions, etc Yes they gave us a large world to explore, but they took alot away in order to do it.



#334
Sartoz

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Sounds like we have the pros and the cons with a wide chasam between the two.

 

This game is purposely designed to permit a MP component to work reasonably well. Bio game designers have chosen this format. No amout of whining will change this. A Stand Alone DLC may be the only way to get the DA:O / DA2 feel.

 

Look, way back from the start of the DAI promo tours, 8 slots with only potion healing was the order of the day. That announcement pissed me off... I, mean, really...a binary choice.. buy or not buy....

 

Moaning and groaning is an exercise in futility.

 

A word to the wise. Don't pre-order.



#335
shadownian

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Not to mention, and like i keep saying but nobody seems to have an answer for....

 

Who are you to tell me how i should get to play the game??

 

Dont want healing magic in your game???

 

DONT USE IT!!

 

Simple.



#336
shadownian

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Ahhhhh!!!!!

 

I think charter is here to shut off my internet!!!! (im in the middle of a move)

 

Pro healers- Keep fighting the good fight!!

 

Good luck with this all

 

And play nice lol



#337
fireproof_boots

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Shadownian:

 

So first of all, you keep saying that people aren't complaining that potions don't work, just that the new system limits the customization of mages.  This is just not true.  You're saying that, but there have absolutely been people in this thread saying that the potion system makes it too hard.  This is a BS excuse, on casual mode you should not be running out of potions.  Also to people who are complaining about having to farm elfroot to restock your healing potions: you know you can buy elfroot, right?  For super cheap.  There is literally no reason to ever pick up any tier 1 herb.  

 

That being said, I totally get your complaint that, in general, mages have had their complexity and options limited and the removal of healing magic is one instance of that.  I have always loved entropy magic and was sad to see it go.  To be fair though, the spirit of a lot of the removed trees (i.e. entropy, some of the paths from spirit) have been maintained via the necromancer and rift mage specializations, though in an extremely limited fashion (which I get being upset about).  The only flavor of magic that seems to have been disregarded completely is creation.  I think it would almost work to bring back all the functionality of creation, except healing, to give us the ability to make a 'support mage' type character.  You could have the glyph spells, the heroic buff spells, the stamina/mana regen spells, etc... and really feel like a support mage without having healing magic.

 

The other thing is in DAO and DA2, sure you didn't have to bring a mage, but, the game was clearly balanced around it.  The encounters were built to utilize potions and healing spells and not bringing a healer felt like you were fighting the game system (this is true for DAO more than DA2), and that kind of sucked.  Saying no one forced you to bring a healer is like saying no one forced me to equip new armor.  Its true, but not meaningful.

 

I think you have more choice  with respect to how you build your party in DAI (though I completely agree choice in other aspects has been reduced) than any other game in the series so far and I appreciate that.  The potion system is a big reason for that.   Some people have pointed out that it would be possible to design a healing system that didn't change this, and I think that's true, but I also think it would be incredibly difficult and is unlikely.  

 

So there's two issues here: 1) The lack of complexity of the mage skill trees and 2) The specific lack of healing skills in those skill trees

 

I think point (2) isn't going to be addressed - this game is balanced around having a pool of potions to heal your party from and using mitigation and regenerating secondary health pools to stay alive.  However, I think that (1), which is a definite problem, can be addressed without the need to add healing magic back in.  Clearly this sucks for people who specifically want to play a healer, but I think its still better all around.

 

I think the best way to do this is add skills from the creation tree and the entropy tree to allow players to create all0out badass support mages.



#338
saladinbob

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Well it seems some posters (somewhat understandably) haven't read all of the posts in this thread so all me to give you a TL;DR of the points so far:

 

  • Lore

We don't give a rat's arse about Lore. Lore is arguable, ambiguous at best and of secondary consequence to gameplay. This is a game, not a book so gameplay has to be the overriding factor in all considerations. Please do not bring Lore in to the argument and focus on arguments and counter arguments for and against the gameplay aspects we're discussing. 

 

  • Farming

To many, the concept of having to farm for ingredients to craft and upgrade potions sucks any and all fun out of the game. Many people don't have the time to waste (casual gamers), many more simply don't have the inclination to do so because fetch quests are the most boring aspect of any potential gameplay. Just because you don't have to go around farming, just because you find the current system fine, does not mean everyone agrees with you and many complaint threads revolve around this issue. As with above, by all means present counter arguments to this but please do not judge others by the standard of your gameplay style.

 

  • Camping

If we wanted to have to fast travel to camps all the time we'd buy Camping Manager (a camping sim). Whether you need to do this or are bothered about this is largely irrelevant, it is one of the chief complaints of the game so clearly many people are bothered about this. As with the others, it's counter productive to judge people by your own standards. Any arguments for or against this need to be based in game play only. If you feel Camping (or farming) works perfectly fine then please tell us why you feel from a gameplay perspective, balanced Mana-based Healing Magic should not be in the game rather than saying "I found it easy so you should too".

 

  • Magic (General)

Magic in general is unbalanced. Let's be clear and honest about that. If you specialise in a Knight Enchanter you turn in to character that can destroy all in its path. If you decide to specialise in any other class your spells are underwhelmingly underpowered when compared to the previous two games in the series and previous Bioware titles. Even SWTOR has more interesting 'spells' and that's an MMO that's not strictly about magic.

 

  • Healing Magic

To the core of it. Healing magic is a twofold issue. First is that it cuts to the heart of the aforementioned 'farming' issue by adding some much needed diversity to the Healing process within the game. Secondly, many gamers, specifically RPGers, like to play a Healing Mage. It is a play style choice that offers an alternative to the DPS mage. Those of us who want it restored first and foremost, above all other considerations, want it to be balanced otherwise you're exacerbating the already overpowered nature of Knight Enchanter and the already easy nature of the game for some. There are currently two schools of thought on how to introduce it. One is as a tree from the beginning of the game, the other is through a Spirit Healer specialisation restricted to only the Inquisitor and/or one Companion.

 

A common counter-argument is that the game has Damage Mitigation by way of Barrier but Barrier making you invulnerable is no different to Healing making you invulnerable and goes to the heart of Magic being unbalanced. Dragon Age Origins and Dragon Age 2 also both had damage mitigation and healing in those games and both of those games where, in general, more difficult than Inquisition is (seriously, go back and play them, they really are). Finally, we realise that the Knight Enchanter gets a Healing Magic spell but it is focus based and focus rarely fills up within a single fight and does not allow the freedom of choice to play the role many wish to.

 

  • Crowd Control

Crowd control is another staple of RPGs (and MMOs) but it is all over the place in this game. You have Mind Blast and Fortifying Blast being in Spirit, Disruption Field and Stasis Lock in Knight Enchanter, Veil Strike, Punching down, Restorative Veil, Encircling Veil, Twisting Veil, Pull of the Abyss and Shaken are in the Rift Mage specialisation and Horror, Despair and Blinding Terror in the Necromancer specialisation. With Crowd control spread across so many specialisations, it defeats the object of specialising. Would the game not be better balanced by having Specialisations surrounding DPS, Healing and Crowd Control?

 

  • Freedom of choice

Finally, one of the core arguments put across so far is because of the game's unbalanced approach to Magic, it removes the freedom of choice for you as the player to play the type of Mage you want, being forced in to choices made for you by the developers. That's not good game design, especially not in a Role Playing Game - just consider that term for a moment. Consider what Role Playing is, consider what a Game is because it is by its very definition, to have fun in the freedom to choose the role you wish to play within the established parameters. Mage Healers are already within the established parameters from the last two games.

 

If this tl;dr seems long to you, trust me, it's better than reading through fourteen pages :)



#339
AlanC9

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Just imagine how crazy easy this game would be if it allowed healing magic.


Right. Regardless of any other argument here, slapping healing magic on top of what's already in there would blow the game wide open, and it's easy enough as it is.

#340
fireproof_boots

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Well it seems some posters (somewhat understandably) haven't read all of the posts in this thread so all me to give you a TL;DR of the points so far:

 

  • Lore

We don't give a rat's arse about Lore. Lore is arguable, ambiguous at best and of secondary consequence to gameplay. This is a game, not a book so gameplay has to be the overriding factor in all considerations. Please do not bring Lore in to the argument and focus on arguments and counter arguments for and against the gameplay aspects we're discussing. 

 

  • Farming

To many, the concept of having to farm for ingredients to craft and upgrade potions sucks any and all fun out of the game. Many people don't have the time to waste (casual gamers), many more simply don't have the inclination to do so because fetch quests are the most boring aspect of any potential gameplay. Just because you don't have to go around farming, just because you find the current system fine, does not mean everyone agrees with you and many complaint threads revolve around this issue. As with above, by all means present counter arguments to this but please do not judge others by the standard of your gameplay style.

 

  • Camping

If we wanted to have to fast travel to camps all the time we'd buy Camping Manager (a camping sim). Whether you need to do this or are bothered about this is largely irrelevant, it is one of the chief complaints of the game so clearly many people are bothered about this. As with the others, it's counter productive to judge people by your own standards. Any arguments for or against this need to be based in game play only. If you feel Camping (or farming) works perfectly fine then please tell us why you feel from a gameplay perspective, balanced Mana-based Healing Magic should not be in the game rather than saying "I found it easy so you should too".

 

  • Magic (General)

Magic in general is unbalanced. Let's be clear and honest about that. If you specialise in a Knight Enchanter you turn in to character that can destroy all in its path. If you decide to specialise in any other class your spells are underwhelmingly underpowered when compared to the previous two games in the series and previous Bioware titles. Even SWTOR has more interesting 'spells' and that's an MMO that's not strictly about magic.

 

  • Healing Magic

To the core of it. Healing magic is a twofold issue. First is that it cuts to the heart of the aforementioned 'farming' issue by adding some much needed diversity to the Healing process within the game. Secondly, many gamers, specifically RPGers, like to play a Healing Mage. It is a play style choice that offers an alternative to the DPS mage. Those of us who want it restored first and foremost, above all other considerations, want it to be balanced otherwise you're exacerbating the already overpowered nature of Knight Enchanter and the already easy nature of the game for some. There are currently two schools of thought on how to introduce it. One is as a tree from the beginning of the game, the other is through a Spirit Healer specialisation restricted to only the Inquisitor and/or one Companion.

 

A common counter-argument is that the game has Damage Mitigation by way of Barrier but Barrier making you invulnerable is no different to Healing making you invulnerable and goes to the heart of Magic being unbalanced. Dragon Age Origins and Dragon Age 2 also both had damage mitigation and healing in those games and both of those games where, in general, more difficult than Inquisition is (seriously, go back and play them, they really are). Finally, we realise that the Knight Enchanter gets a Healing Magic spell but it is focus based and focus rarely fills up within a single fight and does not allow the freedom of choice to play the role many wish to.

 

  • Crowd Control

Crowd control is another stable of RPGs (and MMOs) but it is all over the place in this game. You have Mind Blast and Fortifying Blast being in Spirit, Disruption Field and Stasis Lock in Knight Enchanter, Veil Strike, Punching down, Restorative Veil, Encircling Veil, Twisting Veil, Pull of the Abyss and Shaken are in the Rift Mage specialisation and Horror, Despair and Blinding Terror in the Necromancer specialisation. With Crowd control spread across so many specialisations, it defeats the object of specialising. Would the game not be better balanced by having Specialisations surrounding DPS, Healing and Crowd Control?

 

  • Freedom of choice

Finally, one of the core arguments put across so far is because of the game's unbalanced approach to Magic, it removes the freedom of choice for you as the player to play the type of Mage you want, being forced in to choices made for you by the developers. That's not good game design, especially not in a Role Playing Game - just consider that term for a moment. Consider what Role Playing is, consider what a Game is because it is by its very definition, to have fun in the freedom to choose the role you wish to play within the established parameters. Mage Healers are already within the established parameters from the last two games.

 

If this tl;dr seems long to you, trust me, it's better than reading through fourteen pages  :)

 

Lore:

 

Sure, that's clearly changeable in the name of mechanics/gameplay.  Its been done a bunch throughout the series.

 

Farming:

 

You do not have to farm to replenish potions. You can buy the herbs from early on in the game.  For cheap.  Yes, you do have to farm to upgrade them, but that should just kind of happen if you pick up cool sounding herbs now and then?  Unless you're wasting a **** ton of herbs on requisitions or something, I'd just periodically pop over to my potion station and upgrade, and I never 'farmed herbs'.

 

Camping:

 

I'm not sure what you mean by this.  Are you actually returning to camp because of health issues regularly?  Are you on casual mode?  If not, turn down the difficulty.  If so, then yeah, if the game is too hard on the easiest difficulty that is literally an issue with you, not the game.  

 

Magic:

 

A rift mage is actually pretty powerful too.  It feels less so simply in comparison to the KE, but its a pretty good specialization.  However, I totally agree that the magic choices feel underwhelming in this game, take three of the paths from primal, slap together a support-ish tree and call it a day.  I'd like to see more creation/entropy spells (as I said in my above post) even if it wasn't healing.

 

Healing magic:

 

Yes, some people like to play a healing mage and, I agree, that sucks.  Same way I like to play a battlemage and it was taken out of DA2.  I also like to play a dual wield warrior, and it was taken out of both DA2 and DAI.  I feel you, that's lame.

 

However, as I've said above it doesn't do anything for farming (since you straight up can just buy the materials anyway, so if you're farming them it is only because you want to) and I'm not sure about the balance thing.  This issue is the game has been built around the current system and you say they should create a balanced healing spec like its an easy thing, and I'm just not sure it is.  It might be possible, and that would be cool, but they could probably make the mage more complex via better routes.  

 

 

Crowd Control:

 

This is kind of a different beast, and I see what you're saying though I'm not sure if I agree.  Part of the issues I always faced with DAO/DA2 is that if you wanted to min/max your party/tactics you were pretty much locked into specific party members.  Less so in DAO since you had more freedom in their specs, but definitely in DA2.  By spreading the utility of the spells out, the difference in how good each companion is mitigated.  The more hardcore into optimizing your party you get into, you will still get certain companions standing out, but less so.  This gives us more freedom in how we build the party as a whole, and I think overall is a good thing.  

 

Freedom of Choice:

 

I agree with you here - I just don't think healing magic is the best way to do this.  You can find was to give the player more options without doing this.  Hell, in the base mage spells in DAO there was only a single healing spell.  You could have the entire creation/entropy paths minus that one spell and have a massive increase in character building choices right there, including the ability to make a bad-ass support mage.



#341
TristynTrine

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Creation spells allow mages to heal and boost their allies, as well as render certain foes harmless.
 
 
 
 
Spells from the Spirit school allow one to enhance weapons, protect allies, and damage the very spirit of an enemy.
 
 
 
Entropy spells are all about crippling and damaging foes.
 
 
Our spirit tree shouldn't even be called spirit tbh, and the specializations aren't anything unique at all, They took skills from old trees and tossed them in. Butchered my play style of heals and buffs... People call invulnerable barriers any better than healing? and I miss my curses... Oh what have they done to my precious magic. RIP origin magic, welcome the new age of boring mages. Also agree that they could of given us our whole spirit/entropy trees and the stuff from spirit w/o that one healing spell and I would be fine, But being reduced to lame primal spells and a barrier... Is boring and unfair.


#342
Deebo305

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I don't see a problem with no healing, it hasn't bugged me as much basically after the Hinterlands. With Potions,Guard and steady Barriers your pretty much good except if have Berserk on your guy which turns you into glass

#343
saladinbob

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Right. Regardless of any other argument here, slapping healing magic on top of what's already in there would blow the game wide open, and it's easy enough as it is.

 

Agreed completely which is why magic in general needs overhauling in order to balance healing magic. To simply slap healing magic on top of the current system would make the game even more unbalanced than it is now.

 

 

 

 

 

Farming:

 

You do not have to farm to replenish potions. You can buy the herbs from early on in the game.  For cheap.  Yes, you do have to farm to upgrade them, but that should just kind of happen if you pick up cool sounding herbs now and then?  Unless you're wasting a **** ton of herbs on requisitions or something, I'd just periodically pop over to my potion station and upgrade, and I never 'farmed herbs'.

 

Camping:

 

I'm not sure what you mean by this.  Are you actually returning to camp because of health issues regularly?  Are you on casual mode?  If not, turn down the difficulty.  If so, then yeah, if the game is too hard on the easiest difficulty that is literally an issue with you, not the game.  

 

 

 

You can buy herbs but you need money to do that. That's money you would otherwise spend on weapons or armour (given the loot table issues (see customisation forum)). If you need more money then you need to kill more NPCs to gain loot to sell to afford the plants. It's still farming. It's a persistent complaint on the forum. You may not think you need to do it but a high number of people do.

 

As for Camping, yes I'm referring to the need to travel back to camp to replenish potions and pots and heal up. As with the farming issue it's a common complaint.

 

 

 

 

Magic:

 

A rift mage is actually pretty powerful too.  It feels less so simply in comparison to the KE, but its a pretty good specialization.  However, I totally agree that the magic choices feel underwhelming in this game, take three of the paths from primal, slap together a support-ish tree and call it a day.  I'd like to see more creation/entropy spells (as I said in my above post) even if it wasn't healing.

 

 

 

 

I would like to see spell combos brought back. They weren't just powerful but where fun to discover. Some could also be improved. For example, Grease fire only being able to be lit by Antivian Fire and only Rogues being allowed to use those pots. Or you could do it the other way around with Rogues only being able to access Pitch grenades and allowing Mages to ignite the pitch with fire. You're not only creating a spell combo to have an ignited area but you're combining team play between different classes.

 

Another idea would be to provide a Hurricane spell that knocks enemies over. But throw in a pot of Antivan fire and it becomes Firestorm from the first game. Again you have interesting combinations and a reason to include different classes in your party.

 

Both are an example of how magic could be more interesting but not over powered on its own.

 

Freedom of Choice:

 

I agree with you here - I just don't think healing magic is the best way to do this.  You can find was to give the player more options without doing this.  Hell, in the base mage spells in DAO there was only a single healing spell.  You could have the entire creation/entropy paths minus that one spell and have a massive increase in character building choices right there, including the ability to make a bad-ass support mage.

 

 

Healing in Origins wasn't just heal up someone, it was Heal an individual target, heal the group, resurrect a fallen member of the party, rejuvenate someone's Mana or Stamina regeneration and rejuvenate the group's Mana and Stamina regeneration. I'm not saying specifically all of these spells need to be put back in but some of them could work. What about Heroic Aura? Being able to protect the team from arrows? Move Barrier in to a Healing tree. Healing doesn't have to necessarily just be heal everyone back up to maximum HPs, it can be balanced to work in conjunction with Barrier to provide increased survivability on higher levels. If I give the impression that the entire Healing tree from Origins should be slapped on top of this game then I apologise because that's not what I'm suggesting. It needs to be balanced and fun which is an infinitely better solution to taking it out of the game altogether. That to me seems a lazy cop out.



#344
Imryll

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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.

The thing is if you played at all carefully, you didn't need to spam healing spells. However, you do need to keep barrier up in Inquisition because you have limited means of recovery when characters are injured. Enabling less thoughtful play is not an improvement.


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#345
Thibax

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So we can assume that Barrier is the new heal?

People are against healing, but they are using barrier in all fights. 


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#346
saladinbob

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The thing with Healers in Origins was the fact that you would also be using offensive magic at the same time so you may not have the mana required to heal someone. Clearly that was left open to abuse by the infinite potions which ironically would have been solved by Inquisitions twelve potion maximum. The reason I favour specialisations for Healing, CC and DPS (alongside the current but fixed Knight Enchanter) is so you're forced to make sacrifices to be a Healer. Want to heal? No worries, but you'll sacrifice on DPS and mob management. Want to Crowd Control? Knock yourself out, just handle your pots better and be aware you're going to do less damage. Want to DPS? Just make sure you bring an effective tank otherwise you'll end up in a world of pain. Using any of these abilities should increase your threat which further balances the system.



#347
fireproof_boots

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Agreed completely which is why magic in general needs overhauling in order to balance healing magic. To simply slap healing magic on top of the current system would make the game even more unbalanced than it is now.

 

 

You can buy herbs but you need money to do that. That's money you would otherwise spend on weapons or armour (given the loot table issues (see customisation forum)). If you need more money then you need to kill more NPCs to gain loot to sell to afford the plants. It's still farming. It's a persistent complaint on the forum. You may not think you need to do it but a high number of people do.

 

As for Camping, yes I'm referring to the need to travel back to camp to replenish potions and pots and heal up. As with the farming issue it's a common complaint.

 

 

I guess I just really don't get this.  I've never once had a shortage of either herbs or money, and I don't go out of my to farm them?  Do you run the Find Coin quest regularly and whatnot in the early game?  Maybe make the herbs cheaper?  Are you playing on casual?  If not maybe lower the difficulty.

 

 

 

I would like to see spell combos brought back. 

 

 

I think your idea about multi-class spell combos is a good one.  The reason Bioware got rid of the spell combos is because it made the three mage party optimal.  They tried to have the combos in DA2 but those were so lame in comparison.  Like you said, DAO combos were cool to see and fun to discover.  But mage-only combos probably won't ever happen again.  The cross-class combos, though, is unrelated to healing magic.

 

 

 

Healing in Origins wasn't just heal up someone, it was Heal an individual target, heal the group, resurrect a fallen member of the party, rejuvenate someone's Mana or Stamina regeneration and rejuvenate the group's Mana and Stamina regeneration. I'm not saying specifically all of these spells need to be put back in but some of them could work. What about Heroic Aura? Being able to protect the team from arrows? Move Barrier in to a Healing tree. Healing doesn't have to necessarily just be heal everyone back up to maximum HPs, it can be balanced to work in conjunction with Barrier to provide increased survivability on higher levels. If I give the impression that the entire Healing tree from Origins should be slapped on top of this game then I apologise because that's not what I'm suggesting. It needs to be balanced and fun which is an infinitely better solution to taking it out of the game altogether. That to me seems a lazy cop out.

 

This is pretty much what I am saying but with zero healing magic.  Things like heroic buffs, glyphs, and regen spells weren't healing.  They were just part of the creation school.  I would be totally pro Bioware bringing back the creation and entropy schools, but sans the single healing spell that it had.

 

I just don't think a heal-based specialization would work with the DAI without major upheavals of the game, which isn't going to happen.



#348
DwayneC

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I've just finished the game yesterday night. If you can beat the Lvl 24 Dragon in Emprise du Lion, the last boss is cake. Still I am disappointed, probably because the game is incomplete.

 

But healing magic do contribute to the bad experience.

 

Look, WoW have both barrier AND healing. I love playing a priest in WoW. I can't see why DA limit to barrier only.

 

 


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#349
Rekkampum

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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? 

That a million times.

I literally had zero potions during my initial playthrough on Hard in the first boss fight and knowing that I couldn't spam healing spells or potions like DA:O(who didn't farm elfroot to make potions?) really pushed me to pay attention to what my characters were doing. Having the Barrier ability and taking advantage of the Inquisitor's rift disrupting feature kept me ahead of it. When I BAMF'D that Pride Demon I was beaming.

Re: OP, There are a wealth of upgradeable healing potions and special abilities that you can equip your stuff with - heal on kill, limited health regen, etc. - to mitigate those issues. I think it might be a bit tedious to have to fast travel periodically though, but as long as you're building your characters properly - it's like an art in this game - you shouldn't have too much of an issue. While I think the tactical camera is a bit clunky and could use some work, the ability to literally pause the game, micromanage your squad abilities - it does get iffy sometimes though - and watch them play gives the player an incredible amount of control over the battle.

I think perhaps having better AI and bringing back the complexity that tactical slots offered in Origins would probably improve gameplay dramatically in the future. I missed that. Or having healing skills be a specialization unique to a companion perhaps could be a concession.



#350
ZipZap2000

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Not true. I play exclusively real-time on Normal mode mostly 

 

And there's why you don't need potions take it a level higher and you have to grind harder to get the influence points quicker for potion expansion and barrier upgrades also have to farm for materials and the right armor sets to compliment your healing or offset damage and that's after you have found/purchaased the relevant schematics. (Which can take forever)

 

Normal wasn't a problem for me either and i play real time because the tac cam is awful but on hard i often found myself having to ditch a fight because i'd attempted 2 or more rifts in a row or ran into a group of giants on the way to a mission and had to fast travel back and slow travel back again, if i'm out adventuring i want to adventure for hours on ends not 1 hour here and then back to camp again.