It is a simplification. A faster path through the mud but really you only have o many options at the spell level.
To me to handle things you would either gave to have a super long cool down so both in and out of combat it was limited...but that solution basically leaves healing crippled.
The other would be to make healing temporary. You assume that serious healing takes more concentrated effort than what you can whip up in the field. You might be able stitch up someone in the field but it isn't "really" healed and once the spell expires the health plunges back. This is sort of what barrier is now "temporary" health but after the fact not before.
Yes making healing spells temporary would sort of be just what barrier is now. Making cooldowns longer on standard healing spells could maybe work, but I'm not sure that's the best solution either. This could make some players kite the enemy while just waiting for the cooldown to finish, plus the party who the brought a healer would always be able to heal up full after a battle, meaning most parties would want to bring a healer along.
A downside to Origins and DA2 IMO was that many felt they had to bring a Wynne or an Anders with them just because they could heal. I want the healer to be optional, so that those players who want to rely on potions and barrier e.g. can do that, and those of us who want to bring a healer can choose to do so ![]()
That is true, and a valid opinion. I think, though, that people asking for bioware to reintroduce mana-based healing and/or out of combat healing regen into this game after the fact are being unrealistic. It would take literally a re-balancing of every encounter in the game, which seems like a time commitment that is unreasonable to ask. I think that an ok compromise would be a healing spell that functioned exactly like potions (could be used 3 times between rests) and then maybe a more elegant solution in the next installment, whenever that is.
I would love to see a DLC with a healer companion
But no it does not seem likely with the current combat balanced around no standard healing spells.
Your compromise idea of healing spells working like potions (or as Sidney also posted with x no. of spells per day) seems to me the best solution. I wouldn't change every spell in game to be x no. per day, only the standard healing spells like Heal, Regeneration, Mass Heal, Mass Regeneration. I think it would make sense both as a combat design and with respect to the lore we learned in Origins and DA2 (with healing spells not being your everyday magic).
An optional specialization that either reduces DPS for the mage, or prevents most damage spells from being cast, would mean not every group would pay the price of bringing a healer. Plus the healer should only be able to cast each healing spell X no. of times based upon the level of the caster (sort of like a cleric in BG). If not in a future DLC then I hope to see it in a future Dragon Age ![]()
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