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"Dragon Age Inquisition and the removal of Heal"


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#126
Emu8207

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From an RPG side of things I hate less options, however I think the current system is fine. Reminds me of Dark Souls in a way that you have limited potions and can go back to camp and get more.



#127
Guest_john_sheparrd_*

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I will be honest I didn't like that they removed healing magic just to make the battles harder (artificially)

but with time I guess I got used to it



#128
Morroian

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From an RPG side of things I hate less options, however I think the current system is fine. Reminds me of Dark Souls in a way that you have limited potions and can go back to camp and get more.

 

They are clearly aiming for a Dark Souls type of combat but they also clearly don't have the gameplay designers to pull it off plus the fact of trying to juxtapose tactical party based gameplay with the more action type gameplay doesn't work. All in all its resulted in the worst combat in the franchise IMHO.



#129
whiteravenxi

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I personally like this new direction, at least on paper. Whether it's executed well is easily debatable, but one of my biggest peeves from DA:O and DA2 was HAVING to bring a mage because mages were the only heal bots.

In DA:I, even on nightmare, I feel like it's viable to not have barrier if I micromanage properly. I just wish they hadn't stripped down the AI tactics so I could set proper barrier and guard conditions.

 

The one thing about DA:O that I loved was working with the AI system to make an amazingly self sufficient party that rarely required me to pause. In DA:I sometimes they behave as expected, other times they chase the god damn Fennec and suddenly all my ranged party members are dead.

 

GG.


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#130
wolfhowwl

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They are clearly aiming for a Dark Souls type of combat but they also clearly don't have the gameplay designers to pull it off plus the fact of trying to juxtapose tactical party based gameplay with the more action type gameplay doesn't work. All in all its resulted in the worst combat in the franchise IMHO.


I think it may have been better if they had just gone all the way and made straight ARPG with AI controlled party members (they would need to work on the AI though). They already programmed stuff like parrying, dodges, and blocks in the game, they're just buried in the skill trees.
 
Also I thought the biggest problems with DA2 were the crappy encounter design with LOL ANOTHER WAVE and the restrictive camera. The combat itself was thankfully faster and more responsive than DA:O and the combo system was an improvement from the first game. It also reportedly controlled much better on consoles as well. Rather than working on that (they already improved on the encounters in the DA2 DLC), they created a hybrid system that really isn't good at anything.
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#131
Navasha

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Personally, I don't mind the non-healing, but I do actually wish they would return to it, if only for the simple reason is they made the difficulty of the game too easy now.    Encounters are no longer designed around killing you, but just weakening you.    The only challenge in this game comes from the players unwillingness to return to camp.  

 

Maybe if they made Skyhold the only place to get more potions or something else to discourage easily restocking your healing supply.    I was actually pretty excited for this method until I realized that even nightmare was scaled back to an easier level.    Whether that was because of the lack of healing, or to accommodate a more action-oriented playerbase who doesn't like to pause and plan, I can't say.



#132
Lebanese Dude

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 Whether that was because of the lack of healing, or to accommodate a more action-oriented playerbase who doesn't like to pause and plan, I can't say.

 

Enable friendly fire if you haven't.

 

With the right builds it's possible that the game becomes rather easy. That's natural, given the fact that you are maximizing your potential vs a static enemy. Running a Knight-Enchanter build with two tanks and an archer makes the game EZ-mode but that's one potential build out of many. 

 

Also putting limits on yourself is a good way to increase difficulty. I agree that the nature of fast travel and supply caches in dungeons artificially reduces game difficulty.  "Disabling" fast travel can make treks back to camp rather annoying therefore making you more likely to pay attention to fights and ration potions. Avoiding supply caches can also work. 

 

I did that going through Redcliffe and I have to tell you it made the game a lot more challenging and engaging. I would love for BioWare to officially implement a "Survivor" mode that eliminates fast travel and removes supply caches. If that can be modded I would install it in a heartbeat.



#133
Phoe77

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Just popping in here to say that I really like the new system.  I don't feel like formulating an argument to support that stance, but there it is. I never liked playing a healer character before, but I don't mind the barrier system.  I always found warriors to be very boring to play, but now they're just as good as any other class to me.  



#134
robertthebard

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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 think if it were as dumbed down as you seem to think, there wouldn't be so many people complaining about it. I find the "This game is too easy, but where's my healers" posts amusing, especially from people that seem to think that people that like or enjoy the game as is are "stupid, fanboys/girls, new to RPGs, etc etc". While I disagree with some of the design choices, tactics and skill limits immediately come to mind, the direction they went with healing doesn't bother me in the slightest.

The common idea is that one just ports back to camp and gets potions whenever they want, and so far, this has been a non-issue for me. I understand damage mitigation. I know when to move my melee rogue out of harm's way. I didn't learn all that stuff here, I've learned it from essentially every RPG I've ever played. 300 hours and change into DA: I, and I still don't understand why people still think they need a dedicated healer. The quoted post is very definitely complaining about the lack of one, all the while claiming that this is the easiest entry in the DA series. If the latter is true, even w/out a dedicated healer, where is the notion of a dedicated healer being needed even come from? The only reason I can see is that, despite the claims, people aren't finding it as easy as they claim. If they indeed were, it would be a non-issue. Reading this far into the thread, I can see that it's really not.

#135
CronoDragoon

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Enable friendly fire if you haven't.

 

FF in this game can be a blessing and a curse. With some proper implementation I would have kept it on in my NM play because it does add some strategy. The issue is the game doesn't give you enough tools to properly utilize it.

 

For example, Immolate has a circle AOE that you can set. But anyone who's outside the circle but still close gets set on fire. How close? I don't know. The game doesn't tell me. Similarly, Chain Lightning and Mighty Blow don't have indicators at all. The most efficient way to play NM FF on is to simply not take moves that cause FF, which is a shame.



#136
Phonantiphon

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I personally think it's a great idea and I'm enjoying playing that way, for a number of reasons:

1. It means you have to box a bit more clever with regards to how you approach battles and health management in the field.

2. It means you do have to keep an eye on things during a battle a touch more, especially with respect to potions.

3. It removes the reliance on "The Healing Spell!!!111!1",  which is a good thing I think.

4. It actually does make battles more interesting, even at lower levels.

5. It actually gives you a reason to seek out herbs for potions.

6. If you are disciplined enough to not fast travel, it does very much mean that sometimes your journey a camp or wherever can be quite the challenge.

 

Overall I think it's an interesting way of looking at it, and equally they aren't the first to have implemented a "No recharging" policy. I think it makes for a good extra dimension.

YMMV, Obv.



#137
Ulithium_Dragon

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I was so thrilled that DA was going to migrate away from a linear-as-sh*t-RPG-where-my-choices-only-matter-by-trying-to-please-every-companion-so-they-don't-run-off-in-a-huff-like-children-told-they-can't-have-another-cookie-before-din-din, but this I gotta say I'm super annoyed at all the core functionality changes they tried to do for the sake of "balance".

 

Seriously, there's no more surefire way to ruin your own game than to attempt to "balance it". Perfect action game balance is an illusion: an unobtainable, intangible goal that developers keep trying to reach despite the fact that NO GAME OF SUFFICIENT COMPLEXITY HAS EVEN BEEN HAD, NOR EVER WILL HAVE, PERFECTLY BALANCED COMBAT. Take World of Warcraft for example - it's been 10+ years, and they have scrapped their "balance" system at least 30+ times, and yet they are no closer to perfect combat ballance than when the game started - it's actually just continually gotten worse and worse.

 

The irony here is that the devs are trying too hard. They've already assumed the role of "fish out of water" with the open world aspect and the inclusion of jumping - I was afraid with zero experience they'd completely f*ck up the fall damage, which they 100% have. Honestly, my character's bones must be made out of paper mache faberge egg pieces they way I squeal in pain and take unhealable, permanent out of combat damage every time I fall further than 3 feet. This made so much worse when you still take falling damage from "sliding" down a cliff (and while I do really like the sliding animation, the fact that it doesn't negate fall damage is insufferably immersion breaking). Honestly, for a human to be hurt from a fall, you need to fall a hell of a lot further than 3-5 feet, even at 15-20 feet you'd need to land squarely on your legs to fracture a bone, and I find it hard to believe that my character is hurt by a sprained/twisted ankle very much (and you could debate the other races to hell, i.e. Dwarves should take less fall damage because their condensed frame looks like it would have thicker bones, etc.)

 

This also sucks for "casual" gammers like me. I don't play RPG's for their combat, and since combat has been much more of a goal for this series since DA2 I dislike it being challenging. I was pretty f*cking annoyed when I almost wiped closing the first small rift on casual because I lacked the knowledge of how to play the game without healing. If I had wanted to play a non-RPG-action-thriller, I wouldn't be playing Dragon Age...

 

One last thing: does anyone else get the feeling that removing healing was an afterthought...? I was very annoyed to find a bunch of mages in the main plot who claim to be able to "heal" the wounded, and one of the Chantry sisters (I can't remember her name, but it was the first quest you got after waking up in Haven the second time) was encouraging wounded soldiers to let the mages heal them as well... Not to mention by removing healing as a magic you'd have to re-write a sh*t ton of codexes from past games that describe healing magic and its use in historical events!



#138
Biotic Flash Kick

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gamasutra a ****

 

 

you want healing?

grab an [enchanced] belt fo health and equip and unequip until full health

 

never need to use a potion.

comes in handy for haven solo on nightmare 



#139
Lebanese Dude

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FF in this game can be a blessing and a curse. With some proper implementation I would have kept it on in my NM play because it does add some strategy. The issue is the game doesn't give you enough tools to properly utilize it.

For example, Immolate has a circle AOE that you can set. But anyone who's outside the circle but still close gets set on fire. How close? I don't know. The game doesn't tell me. Similarly, Chain Lightning and Mighty Blow don't have indicators at all. The most efficient way to play NM FF on is to simply not take moves that cause FF, which is a shame.

In some ways, yes. Certain abilities and upgrades need to be avoided entirely but most are still applicable with the right strategies, companions, and gear. I don't see thst as a downside as it makes changing companions an interesting change of pace.

It's worth nothing that the player is immune to all self-cast abilities.

Tricks to overcome friendly fire are timed barrier, guard, or immunities. I cast Barrier before spam ming fire spells or chain lightning if I'm running 3 melee and a range.

Gear can provide resistances that vastly lower the need to worry about elemental damage. Fire resistance is relatively easy to gear for. By the time fire spells can one shot an ally, you can craft powerful resistance gear.

#140
Aver88

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I must admit, after I leveled up, healing potions aren't a problem anymore. Actually they are pretty useless. During the whole final boss sequence I used 3 potions. So I still believe that combat mechanics are broken, but in different way. Tanks and their guard are completely overpowered on high levels. Now. I miss times when I actually was receiving some damage.



#141
Hurbster

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I guess they heard the moans about having to pick Anders McMurdererbastard if you didn't play a mage in DA2 ?



#142
JasonPogo

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I guess they heard the moans about having to pick Anders McMurdererbastard if you didn't play a mage in DA2 ?

 

They could have solved that problem by just allowing us to choose a characters skill tree.  Which they did but still felt the need to remove healers.



#143
Biotic Flash Kick

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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.

that 135 defense threshold