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New healing thoughts?


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69 réponses à ce sujet

#26
McPartyson

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Personally i think it was a mistake especially for casual players
You start of in hinterlands and you closing rifts killing easy bad guys then bam tough fight your dead. Slide down a hil
Oops lost 80% of health
Solutions run/fast travel back to camp then nerf barrier/guard instead . I would rather have kept it where you can spam healing potions and ir have the mage cast healing after battle.
I want tough battles and i died plenty in dao and da2.now i can invest in it but i need to invest in deft hands etc and at low levels those points are hard to come by
I cant see the younger audience that came over from skyrim investing time into crafting etc

 

That's why there's casual mode. You don't even need a weapon equipped to win in casual mode.



#27
McPartyson

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I am ok with the new system.

The only thing I dont like is AI. Barrier spamming AI gets frustrating, since they do not use it well. A healing AI can use it well, since it is a no brainer.

 AI uses barrier fine when set to prefered a long as you are grouped up when an enemy comes in sight, boom, barrier on everybody. If you don't like it, set barrier to off in tactics and cast it yourself.



#28
PresidentEvil

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The in-combat healing changes are growing on me.  I take issue more with the out-of-combat lack of healing or regen.

 

I dont want to waste a potion to heal up AFTER a battle, I prefer to save potions for emergencies.  The only time I make a pit-stop to heal the party is just before a supply cache.  Unfortunately, I never know when I will see another one.



#29
Kurrama69

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Dragon Age may have started so but it doesnt have to stay that way. Cooldown simply means - negate damage in set intervals. Just because many current games are using this system does not mean it cant be changed or should not be changed.

While I can go play souls games, you can go play WoW for your heals.



#30
Kurrama69

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Dragon Age may have started so but it doesnt have to stay that way. Cooldown simply means - negate damage in set intervals. Just because many current games are using this system does not mean it cant be changed or should not be changed.

While I can go play souls games, you can go play WoW for your heals.



Dragon age had it right in the first game that's why majority of the people like the first game the best. Also if so many games are doing it that way it must mean they are doing it right or the way people like it. They have to cater the game to what gamers want and gaming companies are failing to do so. But basically you like the unpopular way and I like the normal way. End of it!
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#31
eyezonlyii

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As one who primarily plays healers in games, I don't mind it too much. But it would be cool if they did bring it back. Maybe something more soon to dragon's dogma (glyph placement heals) or DCUO sorcerer (placement/HoT) plus dcuo gives staff weapon combos... I like staff weapon combos.

#32
ashwind

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Dragon age had it right in the first game that's why majority of the people like the first game the best. Also if so many games are doing it that way it must mean they are doing it right or the way people like it. They have to cater the game to what gamers want and gaming companies are failing to do so. But basically you like the unpopular way and I like the normal way. End of it!

 

Unpopular? That is your opinion. So many games keep using the dated and old system because they are lazy to come up with anything new. You play one game with healing spells you have played them all.

 

You like the old ways and that is fine. Just dont confuse that as a better or normal way. And that is the end if it.



#33
Reva-C

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I miss the healing spells, it's one of my biggest irritations of the game actually.

 

Taking healing spells out hasn't achieved anything, because all they've done is switch it for barrier. So what's the point?

 

Barrier is no more tactical than healing....because all the tactical decisions about who to use the barrier for and when etc is exactly the same as using your heal with the cool down.

 

But my biggest annoyance with it is the game world/story breaking quality of it. It changes the lore/history/world, and that sucks in a game where they have such fantastic lore/history/detail through different games. So....basically....one minute in Thedas, Mages are able to heal, and the next, nope, they can't heal anymore....accept for, wait, they can because it's talked about in cut scenes? What? It's like a book trilogy deciding that a certain magic that's been used by characters all they way through books one and two suddenly don't exist anymore in book three, and with no explanation...in terms of story writing, that's just lazy.


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#34
gay_wardens

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I wasn't a fan at first, but now I love it. Just pick up the Keeper in MP and play her until you hit level 20. It's amazing and really fun.

 

Being able to cast the barrier not only on her teammates but herself as well gives her sort of an old school Arcane Warrior-esque quality where she can stand right in the front lines and deal out punishment at close range.

 

Do you know how badly we would kill for Revival in MP? Be lucky you still have that.



#35
Reva-C

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(Even better is when you put revive on an AI and they automatically raise a KO person for you.... ;) )



#36
zeypher

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There is nothing dumber than healing in DAO and DA2. If it must be had, implement them like D&D, memorize X healing per rest; for all practical purposes, the healing potion works similarly since in NWN you can rest at will, DAI you have to run back to camp.

 

Why is it dumb to have healing spells? Because it results in a brain dead system where players try to out heal the damage done by mobs in the heat of combat. It further screws classes like Warriors because they have to rely on medics most of the time or carry a trillion potions.

 

Preventive measures are always preferable to healing in the midst of battle. Barrier and Guard works like Stoneskin and damage reduction in D&D and for me it is a far superior system. Preventive skills makes warriors relevant, they can tank as a warrior should. This system also does not make the game easier or harder, just different.

Infact dragon age needs limited spells to better balance them. Make it so that heal spells are limited and they are refreshed after a rest at camps. This way you still follow the lore and they still a limited resource.



#37
Kurrama69

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Unpopular? That is your opinion. So many games keep using the dated and old system because they are lazy to come up with anything new. You play one game with healing spells you have played them all.

You like the old ways and that is fine. Just dont confuse that as a better or normal way. And that is the end if it.

Obviously you don't understand when someone thinks something is better its a matter of opinion or when numbers show something is more popular than its the truth.

#38
eyezonlyii

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I miss the healing spells, it's one of my biggest irritations of the game actually.
 
Taking healing spells out hasn't achieved anything, because all they've done is switch it for barrier. So what's the point?
 
Barrier is no more tactical than healing....because all the tactical decisions about who to use the barrier for and when etc is exactly the same as using your heal with the cool down.
 
But my biggest annoyance with it is the game world/story breaking quality of it. It changes the lore/history/world, and that sucks in a game where they have such fantastic lore/history/detail through different games. So....basically....one minute in Thedas, Mages are able to heal, and the next, nope, they can't heal anymore....accept for, wait, they can because it's talked about in cut scenes? What? It's like a book trilogy deciding that a certain magic that's been used by characters all they way through books one and two suddenly don't exist anymore in book three, and with no explanation...in terms of story writing, that's just lazy.

From what I read, it's actually the first two games that break lore. I say this because spirit healers are supposedly extremely rare, yet you have two for two (three if you count Anders in awakening). Also healing is supposed to be exhausting and intricate, like surgery. Again I point to Anders's recruitment scene when he's healing the young boy. I think he just fell off a wagon or something, sustaining injuries that one might have on a battlefield, and yet look how it wore him out. Now compare that with just having a 30 second cool down, and the gameplay/lore segregation takes a major hit (not saying they meet to be integrated at all times).

Now the fact isn't that healing has been removed, it's that they made it harder to do. The only heal spell missing from the game is a single target burst heal. Everything else has been folded into other spells. Rejuvenation is an upgrade in the barrier tree, you have revive and lifeward, and group heal, mass revive and mass rejuvenation and mass regeneration (the last two being new effects) are all on one (1!) Spell in the knight enchanter tree, only locked behind a focus. So it's all there, you just have to build up to it.
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#39
Iakus

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I see why they decided to try this system.  Unfortuantely it really doesn't work very well.  All it does is swap out "healing" for "barrier" in combat and makes trinity play even more rigid. 

 

And I'm simply not feeling the tactics.  There's a difference between tactical gameplay and micromanaging every detail.  In DAO and even DAO I had a tactics menu where I could have my characters act in given ways in given situations.  And I can step in when necessary.  Now All that is reduced to "use this ability", "Use this ability a lot", and "don't use this ability" And the lack of healing outside of a very limited number of potions means there is little safety net for when the AI goes and does something stupid because I'm busy with another character.

 

So yeah, not the greatest system ever concoted.


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#40
Dakota Strider

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Sorry, but every time I read the title of this thread, I think about "psionic healing". 

 

Carry on.



#41
Hawxxeye

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When I first realised that there was no  sustainable healing in the game I was shocked.

 

I looked around and read articles about it and what I should be doing.

 

They say they do not want to have people feel the need to have permanent healer party members. Guess what? I feel the need to have a permanent mage with all his points in the spirit tree!

It is almost the same thing in several ways.

 

The main weakness of the barriers instead of the traditional healing shows out of combat where you have to expend your potions or return to a camp. I cannot even begin to imagine how those who play at harder difficulties feel about backtracking to camps all the time.

 

If I knew about the lack of healing before I got the game, I would had been a lot more sceptical about getting the game.

 

I hope that someday someone will make a mod that will at least take care of the out of combat healing


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#42
Sarielle

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I usually play healer types; my first playthrough for DAI was spirit heavy Knight Enchanter with no offense to speak of. That said, the way healing worked in the first two games kinda made me wonder how anybody in Thedas ever died. No WAY mages would have been so shunned if healing spells were that powerful.

 

So from that perspective, I'm fine with the change.



#43
TheOgre

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Limited healing would be preferable. First time playing through and I sided templars by the way, I had to fight in the same area 3x times with waves of creatures coming into the room. Fighting at 20% health between revives, hah.. With how AI works in the game your npcs don't always clump for this "barrier". So no, I don't think this system works too well. At least not early game. 

 

Unlike the mage scenario where you had multiple potion caches through out your exploration, when you had to find the templar commanders you, there were no new refresher caches.. The big room before the 'boss' doesn't offer you a new cache either.. It's just, not a well designed system when your AI is not at all careful!



#44
actionhero112

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This system of damage prevention is preferable to the unlimited healing. It's a step forward in terms of combat design. 

 

Now if they could only manage to balance combat correctly.



#45
TheOgre

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Now if they could only manage to balance combat correctly.

 

That'd be amazing, tweak the AI a bit.. Fixing the "Hold Here" or other commands that seem to break often for AI, or when you command one of your ai to revive someone, or interact with a world object (like a manual wheel that you have to turn) they don't just touch it and then do whatever they want.. I want them to actually interact!!



#46
Rawgrim

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That's why there's casual mode. You don't even need a weapon equipped to win in casual mode.

 

The game doesn't allow that. It gives you a weapon if you unequip one. That is some severe dumbing down right there. Making sure the player doesn't "screw up" and head into battle without a weapon.



#47
Rawgrim

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If they want us to limit the amount of healing bottles we can carry, fine. I am ok with that. But don't give us summonable horses at the same time. I mean...I can only carry 8 healing bottles but I can have a pack animal? A pack animal I can't use for carrying stuff? Not really logical.



#48
SetecAstronomy

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Anything that contributes to the complete annihilation of the Trinity model is perfectly fine by me.



#49
Sylvius the Mad

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I loathe cooldowns. I want to be able to spam my abilities.

#50
Sylvius the Mad

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The game doesn't allow that. It gives you a weapon if you unequip one. That is some severe dumbing down right there. Making sure the player doesn't "screw up" and head into battle without a weapon.

All abilities do damage as a percentage of weapon damage. So no abilities would do anything without a weapon equipped.

But we should still be able to do it.

BioWare's commitment to Gamist (rather than Simulationist) design is my biggest problem with their games. If a feature works as a game mechanic, they don't care what it does to the coherence of the world. And that makes me sad.
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