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New healing thoughts?


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#51
Sidney

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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.

 

Yeah but at the same time they allow you to carry 60 suits of armor so coherence in the inventory model is basically out the window and always has been for any game that has inventory. Either it makes no sense or you imagine you have a train of pack animals in which case any limit is stupid.


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#52
Rawgrim

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Yeah but at the same time they allow you to carry 60 suits of armor so coherence in the inventory model is basically out the window and always has been for any game that has inventory. Either it makes no sense or you imagine you have a train of pack animals in which case any limit is stupid.

 

Agreed. It is stupid. If they want to limit how many bottles you can carry, they should limit how many armours you can carry. Just seems like an ill-concieved idea.



#53
Rawgrim

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

 

Agreed. Needing to rest after shouting at people, or swinging your shield at someone, makes no sense. Especially when you can make 50 regular attacks a minute with no need for any rest.



#54
Sylvius the Mad

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Yeah but at the same time they allow you to carry 60 suits of armor so coherence in the inventory model is basically out the window and always has been for any game that has inventory. Either it makes no sense or you imagine you have a train of pack animals in which case any limit is stupid.

Some games have weight and volume limits on inventory. All games should.
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#55
Rawgrim

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Some games have weight and volume limits on inventory. All games should.

 

I'd say most of them do, actually. Bioware is pretty much the only dev that ditched that bit. I think it happened during Kotor. Nwn certainly has a weight + volume limit.



#56
Sidney

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Some games have weight and volume limits on inventory. All games should.

 

Yeah or they try and use the paper doll "space" systems to simulate weight and bulk. The problem is they are all broken because even if I can carry 120 pounds in a rucksack and whatever the fantasy world version of combat webbing is that is still wildly different from carrying 60 pounds of a suit of armor. I really feel like inventory is all or nothing either let me carry it all and headcannon a pack train or porters OR I get nothing.



#57
Terodil

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Ugh. I respect your opinions but man, am I glad I don't have to worry about "You are now heavily encumbered. You can no longer move." any more in most modern games. The only game mechanic that manages to oust this on the annoyance scale is "You are out of arrows."

 

To me the argument for less gameplay restriction by demanding more than 8 skill buttons seems to somewhat contradict the argument for more gameplay restriction by demanding enforcement of weight limits. Realism has its place, but it finds its limitation in where it crosses the line into "artifical annoyance" territory. Of course, we can endlessly debate where that line is. I'm personally quite happy with regenerating health ooc and no inventory / ammo limit. If I wanted an ultra-realistic game, I'd stop playing and go outside.



#58
Sylvius the Mad

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Yeah or they try and use the paper doll "space" systems to simulate weight and bulk. The problem is they are all broken because even if I can carry 120 pounds in a rucksack and whatever the fantasy world version of combat webbing is that is still wildly different from carrying 60 pounds of a suit of armor. I really feel like inventory is all or nothing either let me carry it all and headcannon a pack train or porters OR I get nothing.

They could do it like the original Dungeon Siege and give you actual pack animals that can die in combat.
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#59
Sartoz

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I personally hate what they did to healing! The word healing means for health to recover. With this new dumb healing system it's just stupid. Yes it makes the game more challenging ok cool I'm all for a challenge, but don't ruin a class just to make game harder. You guys really had a great game going until I saw you screw up the way you heal! Any other thoughts guys?

This was annouced way before the game launched. It was no surprise for me.



#60
Farangbaa

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They could do it like the original Dungeon Siege and give you actual pack animals that can die in combat.


That sounds... f'ing awesome.

#61
Hawxxeye

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

The trinity is still there (warrior/rogue/support caster), the difference is that the DA:I version is more annoying when out of combat.

 

Instead automatic out of combat recovery or out-of-combat-only consumables (like the FF tents) that restore your party we just get to establish "pokemon centers" on predetermined locations on each area. However this is not a turn based RPG where you can potentially defeat everything before they get to hit you but a real time game where at any time the A.I. controled characters which even against trival enemies are likely to take damage a player could had avoided  and cause the squandering of potions that could be needed at that over-leveled fade rift later



#62
Wargaron

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The thing is that they didn t remove healing at all i mean the mage just heals the barrier instead of the health. i don t understand why couldn t they just remove healing spells from the basic mage tree and add spirit healler as a specialization. I mean spirit healler is enterely lore friendly why the hell did they remove it? If they wanted challange why didn t they remove health potion instead? And also they could give us specializations from the get go beacuse it just didn t make sense that my companions had no idea that they could use their own abbilities untill i got to skyhold.I think the whole specialization system was pretty terriblem why couldn t my companions have uniqe ones like in da2? It seemed so retarded that cassandra wasn t seeker instead of a templar. 


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#63
Sidney

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The reason they removed the healer and not the potion is they could limit potions but if you have a healer there is really no way to limit how often they cast the spell -- sure cool down but unless it is so absurdly long that it is useless you can't limit it.

This is the drift they have been going. DAO was stupid easy because of unlimited potion spam and healing magic among other things. DA2 they put potions on cool down to try and take out that element. That really didn't do what they wanted I guess it to do so they went after healing magic which is really the root of all the problems in the DA casting model anyways. Bottom line, if you have mana regen in magic you might as well just have post combat regeneration because unlimited casting of healing means that most everyone will heal up between every fight. That was the behavior they were after. DA, and really BG as well, do not have lethal fights. These fights are attritional and in BG they were because of the real limits on healing and even potions. in the DA series fights are still attritional but with potion crafting and non-Vancian casting healing Was effectively unlimited in DAO. They are trying to find a way back to the BG feel but are limited by the casting model they created.

#64
blackdeath

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I personally hate what they did to healing! The word healing means for health to recover. With this new dumb healing system it's just stupid. Yes it makes the game more challenging ok cool I'm all for a challenge, but don't ruin a class just to make game harder. You guys really had a great game going until I saw you screw up the way you heal! Any other thoughts guys?

http://www.joystiq.c...d-dominatrixes/it's because Mike Laidlaw is a Huge Dark souls Fan.....

#65
Dominic_910

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http://www.joystiq.c...d-dominatrixes/it's because Mike Laidlaw is a Huge Dark souls Fan.....

That's Laidlaws problem, he doesen't seem to realize that just because something works in one game doesen't mean it will work in another. I like the way healing is handled in Dark Souls, it suits the game but it doesen't suit Dragon Age.



#66
Dominic_910

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The reason they removed the healer and not the potion is they could limit potions but if you have a healer there is really no way to limit how often they cast the spell -- sure cool down but unless it is so absurdly long that it is useless you can't limit it.

This is the drift they have been going. DAO was stupid easy because of unlimited potion spam and healing magic among other things. DA2 they put potions on cool down to try and take out that element. That really didn't do what they wanted I guess it to do so they went after healing magic which is really the root of all the problems in the DA casting model anyways. Bottom line, if you have mana regen in magic you might as well just have post combat regeneration because unlimited casting of healing means that most everyone will heal up between every fight. That was the behavior they were after. DA, and really BG as well, do not have lethal fights. These fights are attritional and in BG they were because of the real limits on healing and even potions. in the DA series fights are still attritional but with potion crafting and non-Vancian casting healing Was effectively unlimited in DAO. They are trying to find a way back to the BG feel but are limited by the casting model they created.

And now DA:I is stupidly easy thanks to barrier and guard, great progress.



#67
Wargaron

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The reason they removed the healer and not the potion is they could limit potions but if you have a healer there is really no way to limit how often they cast the spell -- sure cool down but unless it is so absurdly long that it is useless you can't limit it.

This is the drift they have been going. DAO was stupid easy because of unlimited potion spam and healing magic among other things. DA2 they put potions on cool down to try and take out that element. That really didn't do what they wanted I guess it to do so they went after healing magic which is really the root of all the problems in the DA casting model anyways. Bottom line, if you have mana regen in magic you might as well just have post combat regeneration because unlimited casting of healing means that most everyone will heal up between every fight. That was the behavior they were after. DA, and really BG as well, do not have lethal fights. These fights are attritional and in BG they were because of the real limits on healing and even potions. in the DA series fights are still attritional but with potion crafting and non-Vancian casting healing Was effectively unlimited in DAO. They are trying to find a way back to the BG feel but are limited by the casting model they created.

They could just make healling spells really mana consuming or something and DAI is super easy as it is. what they did clearly didn t work out as intended



#68
Sidney

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They could just make healling spells really mana consuming or something and DAI is super easy as it is. what they did clearly didn t work out as intended

 

 

No, I don't think it did but, again, when you aren't trying to kill I'm not sure what will. They wanted to make each fight "meaningful" in that there is an effect beyond that fight (permanent damage) but they clearly didn't get it quite right once you get past a certain level - namely past whatever level it is most people blunder into the bear zone in the hinterlands - you aren't taking damage.

 

The problems with balance are many at this point two big ones.

 

1. Crafting is overpowered.

2. It is way too easy to overlevel, correction it is almost impossible not to overlevel. This alone causes the game to feel insanely easy past a certain point.



#69
Sylvius the Mad

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That sounds... f'ing awesome.

It was terrific. For a number of reasons.

First, they counted toward your party limit, so if you wanted more pack animals you had to take fewer characters. You could have up to 8 characters; I tended to take 3 characters and 5 mules.

Second, they'd run away when attacked, so if you didn't manage the encounter well you had to go find them after battle.

Also, if they got cornered by enemies, they would fight back (mule kicks). That was handy for cleaning up numerous low-level enemies like spiders.

And if they died, they dropped everything they were carrying as loot. This created significant logistical problems if you were deep in a dungeon at the time.

#70
Gambit458

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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.

Even Dark Souls has healing spells. 

 

Anyways, I too think it was dumb that they took away healing spells. I feel like my mages have no real identity to them because they're pretty much all the same. They have no specific roles..They're all damage. I liked in the previous games where you could have your healer/support, debilitate, controller, or straight up damage types of mages. You don't have that in Inquisition. Taking away healing spells isn't going to make it more challenging, it's just going to change how you use your healing which they could've easily done without taking the healing spells out. The problems in the previous games, in Origins at least, was that the CD to heal was very FAST. Increase the cooldown times if it was that much trouble Bioware. As some have mentioned, instead of relying on healing we now wind up having to rely on barrier