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Why "no healing tree" is a great thing!


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#1
DanAxe

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People still complain about lack of healing tree.

 

I was upset when they announced there would be no healing tree in the game, but they been upfront with it since the beggining. And while that doesnt solve your problem of "But i want healing spells", i cant understand how people play the game at least once and still complain about the healing.

 

In my opinion after playing the game, good choice on their part for not including healing tree. Why?

 

Because healing is still in the game and its even more effective than healing trees were in previous games. Before you start raging about this, lets take a look at the healing options in the game:

 

(im going to talk about healing with all the upgrades, not as it is at the beggining of the game. also dont complain about that because at the beggining of a game with a healing tree you get at max 1 or 2 healing abilites and you wont have them all unlocked until far into the game, so its all the same)

 

1- 12x healing potions that can restore almost your full health (shared between all toons)

2- 5x Potion that grants you quite a long (over 1m) Heal over Time (not shared between toons, meaning you can have as much as 20 between your party). This one is not only a HoT (healovertime) its also an aoe (area of effect) heal if you upgrade it, healing any companion standing beside you just as much as it heals you.

3 - 5x Potion that heals all companions inside the place you target. (also not shareable, so 20x) If upgraded this aoe which can be targeted wherever you want will also revive fallen companions (so no need to have a mage with the revive spell on)

 

Now, all you need is to have 1 of your companions or yourself, with the 3 slots full with healing pots and you have your dedicated healer, which can be either a mage, a rogue or a warrior, all still dpsing but with 3 extra abilities for healing.

In harder difficulties you can have as much as 4 companions equiped with this, together with the barrier spell of your party mage, you are good to go.

 

This alone, cover whatever healer companion could do in the previous games..

 

Not enough? Ok. Lets go the crafting tables.

 

Craft an armor and a weapon using a mastercraft ingridient. On that slot use the fadetouched ingridient (cant recall exactly which ones right now) that gives you Guard and the one that gives you Walking Fortress. It doesnt matter if your a rogue or a mage, if you use the fadetouch material that gives a chance to gain guard everytime you do damage, just as any warrior, you can have guard aswell. For your weapon (or armor, whatever you do first) use the other one that gives you Walking Fortress. What is this you ask? Its a buff, that has a 20% chance (iirc) to grant you immunity to damage for 2/3 seconds. It procs quite often, and you can see its working cause you'll see 3 ethereal shields swirling around you when you gain it.

 

Still not enough to get you through the game safely?? Well, go back to the crafting table. And while crafting armor or weapon and its parts (grips/arms/legs/blades/etc) use materials that grant you a heal per kill and materials that raise your healing power. With this you can get up to almost 40% of your total health up everytime you kill a mob.

 

All in all, there are so many options to heal yourself in this game, a healing tree would be redundant and take very precious slots from your limited 8slots for abilities.

 

Ye its different, its not the same as before. Honestly tho, after you get into it, its much more enjoyable and versitale than a healing tree could ever be, and much more fullfiling to achieve aswell.

 

Good job Bioware.


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#2
caradoc2000

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You can certainly live with "no healing".



#3
Pi2r Epsilon

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Doing away with in-combat regenerating resource healing and automatically healing to full outside combat in favour of using a Vancian approach to healing resource management is greatly appreciated and a huge strategical and tactical improvement over the earlier games in the series, which is why it gets my full support.


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#4
Guest_Lathrim_*

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I don't mind the decision from a mechanical point-- in fact, I like it. Just not fond of the idea that the Inquisitor and their mage companions are somehow unable to heal using their magic.



#5
Steelcan

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I love having to stop exploring and travel back to camp, then walk back to where I was just because I can only carry a set number of potions with me


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#6
Shark17676

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I still miss healing magic, but I'll admit that the potions mechanic was implemented well.



#7
TheGreenLion

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The thing is, healing magic has always existed in Dragon Age up until this point. Various dialogues in Inquisition mention it's existence but apparently the Inquisitor and every mage they come across has forgotten how to cast even a basic healing spell.

 

It's not a matter of how many other ways you can heal, it's the fact that according to the lore and in practice of two previous titles it should exist but doesn't. 

 

Guard, Barrier, life-steal mechanics and potions still exist but it's full of over-compensation. Guard can be generated on any class, Barrier can be spammed with the right passives, life-steal and +healing can be exploited to never lose health in group fights on the rare occasion that you even lose Guard/Barrier, Regen potions can be upgraded to heal the entire party by just drinking one and they have healing grenades that somehow make more sense than healing magic on top of auto-replenished basic potions. 

 

Guard and Barrier alone are so powerful that you'll never even need to heal to begin with. Essentially I think they've gone overboard as these mechanics used to be for 'OH CRAP!' moments to save you from certain death, not to make every single party member an indestructible fortress every minute of the game. It makes no sense to me why they'd buff the heck out of all these other things and drop a fundamental school of magic that was there since the beginning. 


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#8
Eternal Phoenix

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I love having to stop exploring and travel back to camp, then walk back to where I was just because I can only carry a set number of potions with me

 

This seems pointless to me especially a game with huge open regions. You stop what you're doing and spend a few minutes going back to camp just to stock up on your grenades and other potions again. The regen potion is way overpowered too.

 

I get the limited healing potions but it's an annoyance for the other potions. I end up going back to camp only to stock up on the oil that slows enemies down.



#9
In Exile

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I love having to stop exploring and travel back to camp, then walk back to where I was just because I can only carry a set number of potions with me

 

It's an old school feature. That's how the old isometric games worked. But people forget that when they venerate BG1 and BG2. 



#10
Enesia

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It would be fine, if the camps were worth something. You know how like in Origins you could talk to your companions at your camp. To many times this has happened to me with no healing tree, I walk into a mob and then realize to late I don't have any potions. 

 

The fact is this is NPC mages can heal. Which was demonstrated with Mother Giselle and the soldier. So, why is my party not allowed?



#11
hairlessOrphan

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It's an old school feature. That's how the old isometric games worked. But people forget that when they venerate BG1 and BG2. 

 

Yeah, 16bit color is an old school feature, too.



#12
In Exile

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Yeah, 16bit color is an old school feature, too.


Yes. And about as useful today. But it's all a YMMV.

#13
hairlessOrphan

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Yes. And about as useful today. But it's all a YMMV.

 

I love visible gradients. They tell me where one color ends and the next one begins.


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#14
Web2nr

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You've completely missed the point, DanAxe. No one is suggesting that healing magic should be added on top of the existing potion system, or that potions and barriers don't match healing magic. Some players just prefer healing magic over restocking potions. I would rather have healing skills with long cooldowns, long cast times, and large mana costs than potions.

With that said, I do like the existing system, but in a world full of magic, it feels cheap.
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#15
Cyonan

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The thing is that it was removed because of healing spam, but they've really just replaced heal spam with barrier spam now.

 

The whole system also creates this random need to constantly go back to camps to restock on potions.



#16
Maverick827

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You've completely missed the point, DanAxe. No one is suggesting that healing magic should be added on top of the existing potion system, or that potions and barriers don't match healing magic. Some players just prefer healing magic over restocking potions. I would rather have healing skills with long cooldowns, long cast times, and large mana costs than potions.With that said, I do like the existing system, but in a world full of magic, it feels cheap.

I'd rather have healing spells with short cooldowns and have enemy damage balanced around it. Ironically, I hate all of the MMO aspects of Inquisition, but would love it if the combat was more like MMO group content, where healing can be pretty skill intensive.
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#17
SomberXIII

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Yeah. I agree, OP. Healing almost break many games for me. I overused it instead of potions and rest systems. DAI was the first time I avoided using any Healing spells and sort of things.



#18
Geralt of Relays

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I love having to stop exploring and travel back to camp, then walk back to where I was just because I can only carry a set number of potions with me

 

I guess Dragon Age needed to have it's own version of the Mass Effect thermal clip debacle.


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#19
Steelcan

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It's an old school feature. That's how the old isometric games worked. But people forget that when they venerate BG1 and BG2. 

You won't see me venerating either, namely because I never played them



#20
Pi2r Epsilon

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It's an old school feature. That's how the old isometric games worked. But people forget that when they venerate BG1 and BG2. 

Forget?

 

Some of us old school gamers venerating old school games like the Vancian approach to magic and other old school features, and wish that CRPGs hadn't switched almost entirely over to spamming abilities selected when needed and paid for by an action economy of swiftly regenerating resources, minimizing the requirement to plan ahead.

 

And some of us don't.

 

Like all systems it had its upsides and downsides.



#21
TristynTrine

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Also consider that they butchered our magic system added onto removing a whole magic school. Our spells are only from Primal school from origins and a barrier tree... Pathetic selection. I am disappointed with the magic in the game, it's boring and the specs are boring. Excepts maybe Rift Mage cause earth fist is so sexi.


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#22
Geth Supremacy

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its a non issue because while they removed healing spells they adding healing on kill and healing on hit on any weapon you want.....

 

incredibly stupid but is whatever.



#23
Enesia

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Also consider that they butchered our magic system added onto removing a whole magic school. Our spells are only from Primal school from origins and a barrier tree... Pathetic selection. I am disappointed with the magic in the game, it's boring and the specs are boring. Excepts maybe Rift Mage cause earth fist is so sexi.

 

I'll never understand why this seems to be a thing with magic. We took 5 steps forward and then 5 steps back. Every RPG seems to be cutting back complex magic systems for basic elemental magics. Why? Its boring and stupid.

 

Some of the specializations use to be main schools on their own. 


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#24
TristynTrine

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I'll never understand why this seems to be a thing with magic. We took 5 steps forward and then 5 steps back. Every RPG seems to be cutting back complex magic systems for basic elemental magics. Why? Its boring and stupid.

 

Some of the specializations use to be main schools on their own. 

Basic elemental magic is pretty boring on its own, we also used to have entropy/spirit/creation, I miss the glyphs and several other things they "forgot" about...



#25
Shryke

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You're able to revive someone but you're not able to heal them... 

 

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