Aller au contenu

Photo

"Dragon Age Inquisition and the removal of Heal"


  • Veuillez vous connecter pour répondre
142 réponses à ce sujet

#1
Dreamer

Dreamer
  • Members
  • 587 messages

Here's an interesting article covering the decision to replace healing with barriers. It's worth a read.

 

http://gamasutra.com...val_of_Heal.php

 

 

When the player can heal themselves indefinitely, perhaps because they can heal themselves with spells and have a quickly recharging pool of mana, the goal of the enemy isn't to deal X amount of damage to the player but to deal X amount of damage in Y amount of time. Basically, they want to hurt the player faster than the player can heal themselves. Enemies want to burst down the player, the player's goal however is to slowly chip away at the enormous amount of HP the enemy has in comparison while trying to keep their own HP up.

 

tumblr_inline_ngxyoacNYd1rwqfnm.png

Burst Damage is when you deal a large amount of damage over a short amount of time, typically followed by no damage as all your spells/abilities are on cooldown. Its counterpart is sustained damage which is continuous amounts of less damage that can really add up over time.

 

If the player's resources don't deplete in a permanent way then they theoretically have an infinite amount of HP for the enemy to deal with. If the burst damage isn't enough to kill someone, and often times even if it is, the player will be able to heal that damage off and once again be at full health. In this way a rechargeable heal lets the player continually reset the fight in their favor so long as the enemy doesn't have enough burst damage to take all of the player's party members out.

 

Dragon Age Inquisition wanted to break this cycle, remove the player's ability to infinitely heal and thus reset the fight, so they decided to remove healing spells from the game and replace them with shields.

 

tumblr_inline_ngxchcF9351rwqfnm.png

You do still get potions which can heal the player but you only get a very limited amount of potions. This means you can't buy your way though a fight by buying 50 potions and then chugging them all during the fight. The designers can design a fight around the knowledge that the player will have at most 8 healing potions for any given fight.

 

Instead you get a spell called "Barrier" which puts a shield on all allies grouped within a smallish area. That shield takes damage in place of the character, but it is on a timer as it depletes on its own fairly quickly. While both heal and barrier share the same function (keeping allies alive) they do it in fundamentally different ways and more importantly at fundamentally different times. Healing someone is reactive, someone takes damage and then you heal them until they are at full health or until someone else has taken even more damage. Someone takes damage and then you heal them. Barrier however is proactive, it must be put on someone before they take any damage or else it is pointless. You cast barrier before anyone takes damage.

 

When you are choosing who to heal you don't really care about who is about to take more damage unless they are likely to die from that more damage. Mostly you just want to heal whoever's health bar is the lowest. This makes the healer a very passive role, and one with a fair bit of margin for error. Imagine you have two teammates who are <50% HP and you have to choose who to heal. Now ideally you would want to heal the one who is about to take damage (assuming everything else equal) but you for whatever reason guess wrong and heal the safer of the two. Assuming that neither die though you can still heal the other one back up to full heath. You didn't waste the heal, that health is still there on that other character.

 

With barrier though if you use it incorrectly then someone is going to take damage that won't go away. Casting barrier on a character that doesn't take any damage means you likely cost someone else some HP. Heals are cumulative, you get that HP back permanently which means any mistakes can be erased by more healing. Another way to put it is you are undoing the enemy damage, like it never happened. Barriers on the other hand are temporary, so your screw ups (as defined as your allies taking damage to their HP and not to a barrier) are cumulative because you don't have a sustainable way to get that HP back. With barriers you don't get to undo anything, you are only able to mitigate the enemy's damage.

 

With this emphasis on proactive action instead of reactive action the decision of who to protect with barrier can be much more complex and interesting than it can be for normal healing. This makes the barrier support role much more interesting to play as. On the other hand it can make the other roles much more frustrating to play as because the healer/support can screw up much more easily now. This makes a mage with barrier both harder to play perfectly and weaker than a mage with heal since they can only mitigate damage and not undo it.

 

tumblr_inline_ngxd3sTK7Z1rwqfnm.png

The fact that barrier is harder to use effectively can be VERY frustrating if you are letting the AI handle it and if the AI isn't smart enough to know how to use it well (though I haven't notice that as a particular problem in Inquisition, this is a theoretical problem). True you can baby sit the AI and just tell them what to do every 2 seconds of game time but that can be really boring and repetitive.

 

This doesn't just change the healer/support role though, it changes how all classes deal with combat. Most noticeably it effects the tank as they are the one who is going to be taking all this damage which makes them the most reliant on the now severely limited healing. So, how does the tank deal with this? What does Dragon Age Inquisition give this class to deal with all this damage in a sustainable form?

 

Inquisition decided to deal with this by letting the Warrior class generate their own shield and call it "Guard". It works a lot like barrier (it takes damage so the character doesn't) but these two can stack and the guard doesn't fade like barrier does. Warriors have many abilities that generate guard and they are mostly defensive skills that scale with how many enemies are around the Warrior (they get bonuses for being in the middle of the action).

 

Again you can see they decided to give the player the ability to mitigate damage but not undo it in any kind of sustainable way. You can always generate more guard, but you can never heal back damage done to you unless you use one of the limited potions. The game consistently says that potions are going to be the only way for the player to heal themselves and then puts a strict limit on the number of potions players can get.

 

tumblr_inline_ngxci3LHBs1rwqfnm.png

There is one warrior specialization, the reaver, that can heal themselves. This specialization grows stronger the less HP they have and the healing they do is in proportion to the amount they are missing. This specialization seems to be the one exception to the "no sustainable healing" rule but they aren't super great at it as they also use health as a resourse to attack which menas the healing is used more to offset damage they do to themselves then to let them tank through the damage others to do them.

 

The thrid class, rogues, are the least changed by the removal of heal because rogues aren't expected to be doing any tanking like warriors and they also never get access to healing or mitigation spells like mages do. As such rogues don't have guard or any other way to generate some kind of temporary HP they can use to shield them. Instead they are expected to deal with enemies attacking them by going into stealth and dropping aggro or relying on their high dodge stat, neither of which is a change from the previous games.

 

The removal of heal makes the potions super important as they are the only source of actual healing and not just mitigation. The limit on the number of potions you get doesn't just change combat though, it also changes exploration as you don't get potions on a per fight basis but rather have to get them restocked at various camps. In previous Dragon Age games you would heal fully after every fight but that is no longer the case in Inquisition. Sure, you get all your mana/stamina back but any damage you took or potions you used is carried in between fights. You only have 8 potions so you have to use them wisely and this creates a continuity between fights. You don't just have to plan out a fight, but also how you are going to get there and what you are going to do with the resources you have left after the fight is over.

 

You restock your potion supply at the numerous camps you set up all over each and every map. The presence of the camps do serve that functional purpose (and you can also change party members here and fast travel to these locations) but they also serve the feel and story of the game. In previous Dragon Age games you were a champion, someone strong going around and kicking in heads. In Inquisition though you are a leader of an army, a movement, and the game focuses on you leading that army and using it to create a presence in various areas in order to try and bring back order.

 

By having you set up these camps you feel like you are claiming land that you have taken. You don't just feel like a strong group of people walking though random areas but as though you are taking ownership of, or at least responsibility for, the land as you move through it. You aren't just traveling though areas leaving nothing but dead bodies in your wake, you are setting up camps and areas of protection for the locals.

 

Personally I like how this changes the game, but I get how others might not like it. It is more punishing of mistakes (that doesn't necessarily mean harder) as you no longer have a sustainable way to erase those mistakes, and beyond the fact that this makes the game feel differently there are is also valid concerns about if this system is balanced correctly/fairly, I mean just because a system COULD be good/better doesn't mean it IS good/better. I quite like it though. I feel like it creates a more interesting battles and makes exploration a bit more exciting. I like how it feels like your mistakes matter now and can't be undone.

 

Does that make sense?

 


  • Sylvius the Mad, Seraphael, ioannisdenton et 4 autres aiment ceci

#2
metatheurgist

metatheurgist
  • Members
  • 2 429 messages
They could've done the same by just not auto healing the party after every fight and only letting mages recover mana by resting at camps. They could've had both healing and shielding and let the player choose his tactics each and every fight. Instead they decided to "innovate". Whatever.
  • dfscott et Chaos17 aiment ceci

#3
Paul E Dangerously

Paul E Dangerously
  • Members
  • 1 880 messages

They could've done the same by just not auto healing the party after every fight and only letting mages recover mana by resting at camps. They could've had both healing and shielding and let the player choose his tactics each and every fight. Instead they decided to "innovate". Whatever.

 

The problem with this is that mages go through mana so fast you'd need to resupply after every fight. The cost to effectiveness ratio is pretty screwy, and since Bioware totally removed stat gains and willpower as a mana source..


  • Ryriena aime ceci

#4
In Exile

In Exile
  • Members
  • 28 738 messages

They could've done the same by just not auto healing the party after every fight and only letting mages recover mana by resting at camps. They could've had both healing and shielding and let the player choose his tactics each and every fight. Instead they decided to "innovate". Whatever.


That would be ****. It would turn magic into item use. That's D&D magic.
  • Ashevajak et AmberDragon aiment ceci

#5
xKaizerbeasTx13

xKaizerbeasTx13
  • Members
  • 7 messages

I think resting on camp is really a good way of healing and restocking potions.


  • AmberDragon aime ceci

#6
Draining Dragon

Draining Dragon
  • Members
  • 5 453 messages
Yes, fine job Bioware.

You removed the need for a healer, and replaced it with the need for a barrier mage and a tank.

Such progress.
  • Arasaka, Maverick827, Iakus et 17 autres aiment ceci

#7
JasonPogo

JasonPogo
  • Members
  • 3 734 messages
I read that whole thing and all I could think was " if it ain't broke. Fix it."
  • dfscott, Cette, Ryriena et 3 autres aiment ceci

#8
In Exile

In Exile
  • Members
  • 28 738 messages

Yes, fine job Bioware.

You removed the need for a healer, and replaced it with the need for a barrier mage and a tank.

Such progress.


You don't need both a mage and a tank. You can absolutely roll with just one.

I mean, honestly you don't even need one depending on the difficulty you play at and your willingness to go back to camp a lot.

#9
Klystron

Klystron
  • Members
  • 186 messages

The article sounds like the author completely forgot about cooldowns on both heal spells and potions. 

 

A big problem with this mechanic is that it is lousy in the early game (long CDs on Barrier and poor duration) where the combat is much harder.  Later in the game you can craft items that generate guard for all classes, and (if you still need barriers) their strength & duration can be extended if you burn the skill points, etc.

 

Most posters seem to agree that the battle of Haven is the most difficult of the game.  This is poor design, or at least poor game balance. 

 

Personally I'm more annoyed by a complete lack of regeneration between fights, yet I also felt the very rapid regeneration in the previous games just felt like cheating.  What's wrong with very slow healing?  If you're wounded and low on potions you go find an Astrarium or something.

 

I read that whole thing and all I could think was " if it ain't broke. Fix it."

The designers seem to be lurching from one extreme to another, like from a tiny world in DA2 to a too-large world that blew their schedule. Same extremes with healing.  Seems like they must hit both extremes before they can find a common-sense middle ground. 


  • Cette aime ceci

#10
Dreamer

Dreamer
  • Members
  • 587 messages

The designers seem to be lurching from one extreme to another, like from a tiny world in DA2 to a too-large world that blew their schedule. Same extremes with healing.  Seems like they must hit both extremes before they can find a common-sense middle ground. 

 

Without commenting on the OP (just yet), I will say that some of the design decisions in this game leave me baffled. I get the impression that the top designer(s) aren't sure what they're doing--or they're being forced to implement useless (mounts) or needlessly-altered (tactical camera) features by directive from up high.


  • Klystron, Akka le Vil et DanteYoda aiment ceci

#11
Darkly Tranquil

Darkly Tranquil
  • Members
  • 2 095 messages
The experience of Disc Priests in WoW has proved that damage prevention is far more powerful than healing ever is; damage never taken is damage that didn't bring you close to death.

The sustained damage model also means that you aren't in danger of dying in most fights because the enemies lack the damage to burst you down before you burst them down most of the time. The only time you are really in danger is if you encounter a foe with high burst (like dragons) or you are out of potions and low on health. Thus, under the sustained damaged model, nine fights out of ten are a cake walk and one is a nerve wracking challenge (if you can't/don't go back to camp to restock), while under the burst damage model (where you heal after each encounter and the burst is much higher), any encounter can be the one that wipes you (no matter how well equipped with potions you are).

If they wanted to make fights more interesting, they should have simply made the healing spells either less powerful, have longer cool downs, or act as heal-over-time effects, and introduced more crowd control effects to facilitate things like kiting. All the introduction of Barrier did was replace Heal spam with Barrier spam and made mages no less mandatory.
  • bonenana, Cette, Lord Giantsbane et 1 autre aiment ceci

#12
AlanC9

AlanC9
  • Members
  • 35 580 messages

The only time you are really in danger is if you encounter a foe with high burst (like dragons) or you are out of potions and low on health. Thus, under the sustained damaged model, nine fits out of ten are a cake walk and one is a nerve wracking challenge (if you can't/don't go back to camp to restock), while under the burst damage model (where you heal after each encounter and the burst is much higher), any encounter can be the one that wipes you (no matter how well equipped with potions you are).


Well, the nine out of ten are only cake walks if the player doesn't know or doesn't care that he's going to face the tenth. And in practice most fights under the burst model have zero chance of a wipe too.

But yeah, this is an old, old debate. I first saw it when Bio introduced instant full healing in NWN.
  • BammBamm aime ceci

#13
Darkly Tranquil

Darkly Tranquil
  • Members
  • 2 095 messages

Well, the nine out of ten are only cake walks if the player doesn't know or doesn't care that he's going to face the tenth. And in practice most fights under the burst model have zero chance of a wipe too.


And most of the time even it doesn't matter because he can go back to camp any time and stock up, which inandof itself does nothing but makes things take longer by adding another filler task. The only time it matters is when you are locked into a series of encounters with no opportunity to restock, then the idea of combat attrition actually has some merit. But other than that, it just ends up being an inconvenience that makes most encounters less interesting, not more so.
  • Ryriena et Dreamer aiment ceci

#14
AlanC9

AlanC9
  • Members
  • 35 580 messages
I don't agree with your conclusion. Most encounters aren't interesting with a burst damage model either. Perhaps they theoretically could be, but in practice they're just not. Come to think of it, we had this debate with DA:O too.The self-described real RPG fans of that era wanted to return to the attrition model.

FWIW, I actually prefer the burst model myself, but I'm saying that the difference isn't very significant most of the time. The one time where it would matter -- the long string of encounters where you can't restock -- isn't likely to happen with any sort of serious difficulty, but that's got more to do with how weak the current generation of players is.
  • Dreamer aime ceci

#15
StrangeStrategy

StrangeStrategy
  • Members
  • 734 messages

Yes, fine job Bioware.

You removed the need for a healer, and replaced it with the need for a barrier mage and a tank.

Such progress.

 

Yeah, that is progress, don't act like it isn't. Instead of having to invest in bring along Wynne/Anders, you need one ability point to go into Barrier: That's all it takes. There was always a need for a Tank anyway, the only difference now is that you can actually be a good off-tank with a 2hander.

I actually made Bull into a tank, giving him the necessary 2h skills to function as a 2h warrior, but investing into the Shield tree (The passives don't require a shield) and the Vanguard tree for guard generation.

 

Also, what else do you propose? You can't come up with a better idea; you take damage in games, this is a better way to deal with damage instead of healing it back up.

 

I really liked the article, explains their decision very well. One question: Rogues with high dodge stat?? Theres a dodge stat in the game? I never knew that, my DW rogue gets slaughtered even when he is behind enemies, since they such wide swings and they're constantly moving (And since you can't move side to side while attacking, only forward) you always get hit.


  • EngineerEd et Pacman aiment ceci

#16
Araceil

Araceil
  • Members
  • 162 messages

Yeah, that is progress, don't act like it isn't. Instead of having to invest in bring along Wynne/Anders, you need one ability point to go into Barrier: That's all it takes. There was always a need for a Tank anyway, the only difference now is that you can actually be a good off-tank with a 2hander.

I actually made Bull into a tank, giving him the necessary 2h skills to function as a 2h warrior, but investing into the Shield tree (The passives don't require a shield) and the Vanguard tree for guard generation.

 

Also, what else do you propose? You can't come up with a better idea; you take damage in games, this is a better way to deal with damage instead of healing it back up.

 

I really liked the article, explains their decision very well. One question: Rogues with high dodge stat?? Theres a dodge stat in the game? I never knew that, my DW rogue gets slaughtered even when he is behind enemies, since they such wide swings and they're constantly moving (And since you can't move side to side while attacking, only forward) you always get hit.

 

In the previous games you only really needed one point in the basic heal spell as well, hell in DA:O you didn't even need any type of healing magic simply because healing potions practically fell from the sky. Two handed tanks have always been viable as well, a little more challenging at the start than their S&S equivalents but still perfectly viable. Nothing really changed in the way of diversity, although allowing anyone to respec into any weapon type within their class was a fantastic idea.

 

Anyway I really liked the idea of not having healing magic, I thought it would add a extra layer of challenge to the game. It didn't. It was a cool idea but they cheapened it too much. You get 8 healing potions (more with a perk) that you can re sock at almost any time for free, then you get potions that slowly heal you over time, you also have weapons that heal on hit, there's a focused based healing spell and just to top it all off there are healing grenades for crying out loud. What was the point in removing healing magic if you are just going to throw us so many other methods of healing. If all that healing wasn't enough then you also get barriers and guard as well.   

 

No healing magic really could have added something to the game, it could have made disabling enemies and CC far more important, it could have made tactics more important, It could have given us the sense that every fight was dangerous. The only thing it did do was make us fast travel back to the nearest camp every hour or so only to run back to the spot we where previously at. It's kind of pointless.     


  • Icy Magebane et Cette aiment ceci

#17
dlux

dlux
  • Members
  • 1 003 messages

Yes, fine job Bioware.

You removed the need for a healer, and replaced it with the need for a barrier mage and a tank.

Such progress.

Uh huh.
 
Damage mitigation (basically barrier) and healing spells from Dragon Age: Origins:

 

11ajtj.jpg

 

Were replaced with this in Dragon Age: Inquisition:
 

250kjb.jpg
 
  
 
 Truly impressive progress. Almost as impressive as the (near) complete removal of buffs in in DA:I.


  • 13CatsandCounting, Maverick827, Icy Magebane et 1 autre aiment ceci

#18
aries1001

aries1001
  • Members
  • 1 752 messages

I think the author at Gamasutra means the dexterity stat. It governs how much you can dodge attacks from enemies. As for the not not moving from side to side in this game, didn't Bioware show us (in one of the last videos before the game was released) that we could strafe in this game? (but maybe only backstrafe?) 

As for the removal of the heal spell, I clearly remember david gaider from Bioware stating long ago (I think way back in 2005?) that in Dragon Age: Origins there would be no heal spells, but potions/poultices. And that you'll need to go way back to camp in order to heal or get more potions/poultices. This changed because Bioware didn't think it was fun for the player....

As for the Barrier spell? Isn't this spell just copied from Mass Effect? to prevent damage from happening....or?

 

edit:

As for the running back to camp every hour or so, please remember that this game was meant to be an MMO. Maybe the no healing spells, and the camps in the wide open landscapes are a remnant of this? Meaning that in an MMO, you''ll need somewhere to heal in a big fight, i.e. your camp(s).



#19
Cyonan

Cyonan
  • Members
  • 19 353 messages

The thing is that they wanted to get rid of heal spam, but ultimately replaced it with Barrier spam. You could have made healing more pro-active without removing it entirely or reducing it to only two spells.

 

The enemy does still have to deal X damage in Y time as well. Barrier is essentially bonus health that the enemy has to out damage before you can "heal" it with a new cast.

 

It also didn't really remove the 'need a mage' deal, and as long as you don't do a Dragon Age 2 and remove the healing tree from a mage like they did for Merrill then it works out fine. In Origins you could re-purpose Morrigan into a healer if you didn't want to bring Wynne.



#20
Kantr

Kantr
  • Members
  • 8 642 messages

Patrick Weekes wrote a post on here about the removal of heal as did someone else. Explaining exactly how it made it easier to calculate damage



#21
Bayonet Hipshot

Bayonet Hipshot
  • Members
  • 6 764 messages

They restricted healing and removed the healer specialization, only to replace them with barrier spam, guard generating enchantments, fast travel to camp and rest spam. Bioware did not solve the "healing problem", they just created new problems. 

 

Let me give you a list of solutions to healing which are far superior to what Bioware has :- 

 

1) Make healing spells, healing potions and healing poultices heal over time, just like how people are actually healed by doctors. 

 

2) Make it so that you cannot stack healing spells on top of one another, the same way it is not recommended to jam yourself up with lots different pills in one go. Make it so that when you try to stack it, it just resets the heal over time effect as opposed to adding more healing. 

 

3) Make powerful healing spells into channeling spells with long animations that can be interrupted. In real life, to perform sophisticated medicine techniques, you need time to set your equipment up. You cannot just go and perform a complex surgery.

 

4) Make healing potions and healing poultices come with toxicity like potions in Witcher. That way you cannot spam healing potion consumption because if you do, the toxicity will add up, you will get poisoned and instantly die. 

 

5) Make the healer specialization have more ways to heal and buff as opposed to more powerful healing. 

 

See ? That is all you need to make healing work in a video game. But alas, this is Bioware, where they try to reinvent the wheel without thinking rationally or logically about things. Feels ftw ! This is why we have what we have now. 


  • Arasaka, Klystron, ma.sc et 8 autres aiment ceci

#22
Ravenmyste

Ravenmyste
  • Members
  • 3 049 messages

Yes, fine job Bioware.

You removed the need for a healer, and replaced it with the need for a barrier mage and a tank.

Such progress.

very much progress since now you need to actually work together on keeping each up



#23
Ravenmyste

Ravenmyste
  • Members
  • 3 049 messages

They restricted healing and removed the healer specialization, only to replace them with barrier spam, guard generating enchantments, fast travel to camp and rest spam. Bioware did not solve the "healing problem", they just created new problems. 

 

Let me give you a list of solutions to healing which are far superior to what Bioware has :- 

 

1) Make healing spells, healing potions and healing poultices heal over time, just like how people are actually healed by doctors. 

 

2) Make it so that you cannot stack healing spells on top of one another, the same way it is not recommended to jam yourself up with lots different pills in one go. Make it so that when you try to stack it, it just resets the heal over time effect as opposed to adding more healing. 

 

3) Make powerful healing spells into channeling spells with long animations that can be interrupted. In real life, to perform sophisticated medicine techniques, you need time to set your equipment up. You cannot just go and perform a complex surgery.

 

4) Make healing potions and healing poultices come with toxicity like potions in Witcher. That way you cannot spam healing potion consumption because if you do, the toxicity will add up, you will get poisoned and instantly die. 

 

5) Make the healer specialization have more ways to heal and buff as opposed to more powerful healing. 

 

See ? That is all you need to make healing work in a video game. But alas, this is Bioware, where they try to reinvent the wheel without thinking rationally or logically about things. Feels ftw ! This is why we have what we have now. 

 are we talking about SP? because they do heal over time when you do the research on sp healing mist pots and heal others with aura that heals everyone over time...



#24
Bayonet Hipshot

Bayonet Hipshot
  • Members
  • 6 764 messages

 are we talking about SP? because they do heal over time when you do the research on sp healing mist pots and heal others with aura that heals everyone over time.

 

Healing potions are spammable via fast travel to camp & rest spam and do not heal over time. 

 

Revival cannot be interrupted and it is not a healing spell per say. 

 

Resurgence is a focus spell. It should have been a natural spell in the Spirit Tree with Revival being used as a Focus instead.



#25
Cyonan

Cyonan
  • Members
  • 19 353 messages

They restricted healing and removed the healer specialization, only to replace them with barrier spam, guard generating enchantments, fast travel to camp and rest spam. Bioware did not solve the "healing problem", they just created new problems. 

 

Let me give you a list of solutions to healing which are far superior to what Bioware has :- 

 

1) Make healing spells, healing potions and healing poultices heal over time, just like how people are actually healed by doctors. 

 

2) Make it so that you cannot stack healing spells on top of one another, the same way it is not recommended to jam yourself up with lots different pills in one go. Make it so that when you try to stack it, it just resets the heal over time effect as opposed to adding more healing. 

 

3) Make powerful healing spells into channeling spells with long animations that can be interrupted. In real life, to perform sophisticated medicine techniques, you need time to set your equipment up. You cannot just go and perform a complex surgery.

 

4) Make healing potions and healing poultices come with toxicity like potions in Witcher. That way you cannot spam healing potion consumption because if you do, the toxicity will add up, you will get poisoned and instantly die. 

 

5) Make the healer specialization have more ways to heal and buff as opposed to more powerful healing. 

 

See ? That is all you need to make healing work in a video game. But alas, this is Bioware, where they try to reinvent the wheel without thinking rationally or logically about things. Feels ftw ! This is why we have what we have now. 

 

The original problem was that we were just spamming healing spells and they needed to have enemies burst us down really quickly in order to be a threat.

 

This solves potion spam during combat, but not healing spam.