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"Dragon Age Inquisition and the removal of Heal"


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142 réponses à ce sujet

#51
Dreamer

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I'm not sure I get what you mean. The other two classes never had the ability to heal.

 

But they benefited from heals being applied to them. If my main is a rogue, for example, the mage on my team can spam barrier all day, but I'll still have to deal with the consequences of the change to this "new" system; I'll still take damage (the barrier will not always apply to me at range) and I'll still have to drain potions until I'm required to hoof it back to camp to replenish.



#52
In Exile

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The problem here is that anyone who played mage in the previous DA feel that the gameplay has been dumbed down.

Poof no more healer because [insert reason].
Poof no more other school magics because [insert reason].
Etc...


I disagree completely. KE is the most fun I've ever had as a mage in DA. Sure I'm not the godmode nuker like in DAO, but it's a lot of fun and a very different and powerful way to play from the traditional mage style.

#53
Frenrihr

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Apologist article, yeah lets praize the removal of tons of variety of spells with 1 button so the casuals dont have to think what to use in what situation just spam barrier and MEDIGEL... and if someone dies no problem because eveyone knows the ancient techniques of Jesus of lay on hands and can resurrect anybody no problem, potions are everywhere when you need them, you get more than you can carry, so, the whole "its more difficult" is just tottal Bull Crap.



#54
Frenrihr

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I disagree completely. KE is the most fun I've ever had as a mage in DA. Sure I'm not the godmode nuker like in DAO, but it's a lot of fun and a very different and powerful way to play from the traditional mage style.

 

Now you are the godmode that cant be killed, HOW FUN.



#55
Pacman

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Uh huh.

 

So you're saying the dumbing down of Dragon Age is a very good thing because DA:O was too easy? DA:I is the easiest Dragon Age game by far, I fail to see any progress in that respect.

 

I don't see how having 15 useless abilities I will never use is better than having a single ability I will use constantly.

 

I'm not saying DAI doesn't have flaws in its game design, but giving me 100 abilities out of which I will be using only 2 is not an answer.

 

DA2 also had tons of abilities, I ended up using maximum up to 5 abilities per each class since I found other abilities redundant. Same goes for Origins. In DAI I actually wish there were more ability slots. So they did something right?



#56
In Exile

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Now you are the godmode that cant be killed, HOW FUN.


It's as fun as rolfstomping the game as a mage in DAO. If you're against OP mages, I can only imagine how much you hated DAO.
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#57
Paul E Dangerously

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Now you are the godmode that cant be killed, HOW FUN.

 

I wouldn't say that. i've had my head handed to me a few times as a KE, and that's one properly speced out.



#58
KaiserShep

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I disagree completely. KE is the most fun I've ever had as a mage in DA. Sure I'm not the godmode nuker like in DAO, but it's a lot of fun and a very different and powerful way to play from the traditional mage style.

I'm patiently waiting for PSN to come back online to import another world state and am anxiously waiting to get my mage rolling, but primal/force mage Hawke was a lot of fun for me. Zapping fools, then sucking them all into a big pile and then pile driving them into the ground with fist of the maker was good for a chuckle.



#59
Cyonan

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I don't see how having 15 useless abilities I will never use is better than having a single ability I will use constantly.

 

I'm not saying DAI doesn't have flaws in its game design, but giving me 100 abilities out of which I will be using only 2 is not an answer.

 

DA2 also had tons of abilities, I ended up using maximum up to 5 abilities per each class since I found other abilities redundant. Same goes for Origins. In DAI I actually wish there were more ability slots. So they did something right?

 

Mechanically it might not be a big deal, but this is a role-playing game. Giving classes more abilities can mean more flavour to the class, which is generally a good role-playing element. Each school of magic had its own feel in Origins, even if you could win by only using a small handful of abilities.

 

It's one of the reasons I actually like playing magic users in RPGs. They tend to have much greater variety in their abilities where the non magic users just get various ways to smack things in the face and/or back.

 

I like quite a few things Inquisition did, but reducing the number of abilities for Mages made it feel like my mages have the same feel to them because they're all taking the same core spells, other than the "Spam Spirit Blade to win" Knight-Enchanter build.



#60
In Exile

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Mechanically it might not be a big deal, but this is a role-playing game. Giving classes more abilities can mean more flavour to the class, which is generally a good role-playing element. Each school of magic had its own feel in Origins, even if you could win by only using a small handful of abilities.

It's one of the reasons I actually like playing magic users in RPGs. They tend to have much greater variety in their abilities where the non magic users just get various ways to smack things in the face and/or back.

I like quite a few things Inquisition did, but reducing the number of abilities for Mages made it feel like my mages have the same feel to them because they're all taking the same core spells, other than the "Spam Spirit Blade to win" Knight-Enchanter build.


SB spam is so not the way to play KE. :P

Anyway, while I can't disagree in theory (I'm a light-hearted power-gamer at my core), I think there's a lot to be said for not having trash abilities.

When I first played a mage in BG1 and BG2 I just felt trolled by the spell book. It was just impossible to know whether a spell was useful or complete **** without a lot of time and energy invested.

DAO wasn't as bad but it was similar - lots of trap abilities just sitting there taunting you to take them and waste a talent point.

I dislike lack of variability. I just hate abilities that end up trolling me even more.

#61
In Exile

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But they benefited from heals being applied to them. If my main is a rogue, for example, the mage on my team can spam barrier all day, but I'll still have to deal with the consequences of the change to this "new" system; I'll still take damage (the barrier will not always apply to me at range) and I'll still have to drain potions until I'm required to hoof it back to camp to replenish.


That's mechanically identical to healing. Especially since you have infinite revives in this game.

If your view is that barrier is like healing, then what's what's the basis for the complaint?

And if it's different enough, what's wrong with moving away from the same old burst DMG vs. healing speed model?

#62
Vader20

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The problem here is that anyone who played mage in the previous DA feel that the gameplay has been dumbed down.

 

Poof no more healer because [insert reason].

Poof no more other school magics because [insert reason].

Etc...

That's how I feel exactly... They were dumbed down there is no denying it. :P I've had my style as a mage in previous games but now I can't play the way I want because the choice of spells is very narrow. And for me most of the spells don't do the ammount of damage I was hoping they would. Out of the 4 schools of magic lightning was the one that worked in a so so way and spirit which partially replaces the healer from previous games. The other schools were totally useless(for me) The Rift Mage saved the mages for me, and it's the only reason that I will play as a mage again sometime. Otherwise I wouldn't touch them.

 

Is it surprising that I completed DAO more times on nightmare not using a single of those damage mitigation skills? Probably not since DAO was one of the easiests RPGs I have ever played.

 

Also, more does not always mean better.

contrary to you, I've used some of those spells quite a lot.... or I always had a healer mage in the party. This is one of the main reasons I hate mages in DAI. I feel that I'm kinda  limited to only a few spells. The only exception to this is rift mage. Also, sending me in battle with  level 21 dragon with only 12 potions is not very exciting imho.



#63
hong

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The problem here is that anyone who played mage in the previous DA feel that the gameplay has been dumbed down.
 
Poof no more healer because [insert reason].


Not having a healer is not dumbing down. It is smarting up.

Having to anticipate where and when damage is going to be taken is harder than healing. With healing, you can just react when the red bars go down. With damage mitigation, you have to know beforehand who is in danger, and that requires being able to understand the tactical situation.

Case in point. In Guild Wars -- the best single-player party-based fantasy RPG I've played in the last 10 years, ironically -- you have both healing and protective magic. The AI does a great job at healing, because it can just watch the red bars (it tends not to be that great at mana management, but that's a separate issue). It's mediocre at protective magic, because it can't predict reliably who's going to get smashed in the next two seconds. A player-controlled prot monk will almost always do better than the AI, assuming the player is competent.


....


I have a theory that ppls who play magic-users often have a power fantasy of playing a super-smart guy, with a solution for all problems. We can see here that this is not the same as playing super-smart. In fact, it's kind of the obverse.
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#64
Jackal19851111

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I'm one of the few (I hope I'm not a minority) who actually enjoys this change, as it brings the aspect of logistics into the gameplay.

Also, it makes alchemy meaningful.

 

You CAN go through battle to battle without taking any damage, and there are ways to heal yourself during combat without potions such as +10 Heal on Kill stats on equipment. Also, standard healing potions are meh but you also get healing mist grenades (group heal) and regeneration potion radius (group regen). Not to mention other damage mitigation equipment such as On hit: Gain 3 guard stats (fade touched obsidian/onyx)

 

I've played on hard and never had a problem with it, it just requires more preparation and forward thinking. Right now on my nightmare run.



#65
Vader20

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Not having a healer is not dumbing down. It is smarting up.

Having to anticipate where and when damage is going to be taken is harder than healing. With healing, you can just react when the red bars go down. With damage mitigation, you have to know beforehand who is in danger, and that requires being able to understand the tactical situation.

Case in point. In Guild Wars -- the best single-player party-based fantasy RPG I've played in the last 10 years, ironically -- you have both healing and protective magic. The AI does a great job at healing, because it can just watch the red bars (it tends not to be that great at mana management, but that's a separate issue). It's mediocre at protective magic, because it can't predict reliably who's going to get smashed in the next two seconds. A player-controlled prot monk will almost always do better than the AI, assuming the player is competent.


....


I have a theory that ppls who play magic-users often have a power fantasy of playing a super-smart guy, with a solution for all problems. We can see here that this is not the same as playing super-smart. In fact, it's kind of the obverse.

That's your playing style. Good that it works for you... For me it's a chore because I feel limeted in my options. Maybe it's just me, but I cannot prevent someone getting smashed. That's what I used healing for. To prevent my tanks getting smashed. Croud Control + healing worked wonders for me.



#66
hong

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That's your playing style. Good that it works for you... For me it's a chore because I feel limeted in my options.


It's a new system.* You'll learn the ropes eventually. Once you get over the initial hurdle of unfamiliarity, a lot of the chore-ness goes away.
 

Maybe it's just me, but I cannot prevent someone getting smashed. That's what I used healing for. To prevent my tanks getting smashed. Croud Control + healing worked wonders for me.


Yes, it's just you. Currently playing on Hard with a standard party consisting of Cass, Blackwall, one mage (I swap between Dorian and Solas based on my mood), and me, an archer assassin. Most fights, I never have, and have never had, a problem. Of course I'll eventually run out of potions, but that usually comes after a couple hours of roaming around.

On the Combat and Strategy board, you'll find the uber-l33t players talking about how they can solo dragons or how Nightmare is too easy. I am not one of them. However, I did make use of their knowledge to construct my party and tactics. You could do the same.


* Well, not that new, since it clearly existed in GW and other games before DAI.

#67
BammBamm

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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.

 

to be fair, the changes in the combat system are one of the parts that are well conceived. thats not a matter if you like it or not.



#68
Aver88

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Not having a healer is not dumbing down. It is smarting up.

Having to anticipate where and when damage is going to be taken is harder than healing. With healing, you can just react when the red bars go down. 

 

And you can't do that with 40 healing potions that you can take with you in DA:I?



#69
hong

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And you can't do that with 40 healing potions that you can take with you in DA:I?


You don't have 40 healing potions in DAI.

Of course, if you DID have 40 healing potions, then the whole point would be moot in any case.

#70
Aver88

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You don't have 40 healing potions in DAI.

Of course, if you DID have 40 healing potions, then the whole point would be moot in any case.

 

12 main healing potions (without re-use!), 20 healing-over-time potions, 12 AOE healing grenades that can also resurrect character. 



#71
Jackal19851111

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You don't have 40 healing potions in DAI.

Of course, if you DID have 40 healing potions, then the whole point would be moot in any case.

 

Actually you can have up to 52

 

10 healing potions for EACH character (10 regen potions each), in addition to the 12 standard healing potions.

 

But truth to be told, I hardly ever used them on my hard run, instead I was using jars of bees.



#72
hong

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That's your playing style. Good that it works for you... For me it's a chore because I feel limeted in my options.


Also, see above comment re: playing a super-smart guy vs playing super-smart.

#73
Aver88

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Actually you can have up to 52

 

10 healing potions for EACH character (10 regen potions each), in addition to the 12 standard healing potions.

 

Right, with belts you can have even more than 40. 



#74
hong

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12 main healing potions (without re-use!), 20 healing-over-time potions, 12 AOE healing grenades that can also resurrect character.


If you absolutely want to have healing magic, then sure, you could do that.

Isn't it great that DAI is flexible enough to accommodate multiple playstyles?
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#75
hong

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Actually you can have up to 52
 
10 healing potions for EACH character (10 regen potions each), in addition to the 12 standard healing potions.


I'm still using the standard 8 heals. And regen isn't exactly the same as healing. It's okay for handling pressure, but when you get hit with a spike for 90% of your health, regen isn't going to be very useful... unless you like kiting a lot.
 

But truth to be told, I hardly ever used them on my hard run, instead I was using jars of bees.


I don't use those either....