I, for one, would love for the DA:O drain line and Hex spells to come back.
Casting a cloud of darkness (Death cloud) into a death hex was so so soooo satisfying.
What about you?
I, for one, would love for the DA:O drain line and Hex spells to come back.
Casting a cloud of darkness (Death cloud) into a death hex was so so soooo satisfying.
What about you?
Fireball (The DAO one that actually hurt with the DA2 animation) ![]()
Death Hex - Miasma - Cone of Cold (Like in DAO with DA2 animation and effects)
I miss crushing prison and all my hex spells. Those hex spells were my life.
All the Blood Magic spells.
Blood Magic.
Actual healing spells like in previous DA titles, so we can play healing mages again. (No that one charge-up spell doesn't count.)
Apart from that: Even if this was not present in past games, I'd like to suggest the following school:
Illusion / dweomer (Guild Wars used to call these "mesmers"): Messing with enemies, turning their particular strengths against them. E.g. a debuff that makes enemies hurt themselves when they hit an opponent; a debuff that makes enemies' spells fizzle; a spell that causes heavy damage -- or drains mana -- if it manages to interrupt hostile spells being cast; a spell that makes a hostile buff explode in a heavy aoe wave, ...
I loved the death cloud w/combos, but DAI would use up potions in a snap because the team never follows directions. Get those behaviors fixed Bioware! Even in DAO healing was a must using that one, as the ill-visioned edge was deadly. There was also the leaching spells that gave you health or stamina or magic as enemies died - those were handy. DAI has something akin to crushing prison, but it is not nearly as satisfying as casting the prison on a frozen target -snap crackle PoP -shattered meat crystals! Or confining an enemy in an elemental storm-crispy critters!
I know that defiance and neverwinter had problematic effects with healing spells and spamming was a blinding problem, but DAO had no such issue, so why impose that prejudice on DAI? Politics not logic! Confounding this is the story continuously raves at the need for mage healers.
Crushing Prison, I loved that spell, especially with the casting animation in DA2.
Any of the spells from DA2's Entropy tree are good too. Mostly Horror and the Hexes.
Some of the big elemental spells - Tempest, Blizzard, Inferno/Firestorm. The only one I know of in DAI is Focus-only and part of a specialisation.
Lot of spells I'd like to see return, I'll mention the 10 I'd like to see the most:
And spell combinations (petrify + stonefist ftw!) ![]()
When I level up i'd like to actually allocate my skill point's instead of that being automated. Seriously..I mean wtf?
The spells from DA:O, and DA2 + being able to use more than 8 of them.
<lots of spells> (rebalanced to avoid spamming)
Cautionary edit: I worded this post badly. I see how Hexo could see some of it as offensive and am sorry for that -- apology on the next page.
TBH I never got this whole issue with 'spamming'. I never got this whole crying on MMO forums about healers "being OP" in PvP areas because a single dps couldn't burn them down either. Well guess what, Sherlock, a healer heals. A healer generally does very little, if any, damage, and a healer is no tank.
Meaning, that if you take one, you cannot take another tank (which would cut damage in half the worst case, and reduce damage to almost nothing if guard/barrier are used). Meaning also, that you cannot take another dps.
To me bringing a healer is choosing the right-hand side on the scale from [ high risk, high reward ------- to ------- low risk, low reward ], 'reward' in this case being killspeed.
So what if bringing a healer makes your party almost immortal? That's exactly the reason why you would want to play a healer in the first place, and not a hyper-uber-mega dps that burns enemies down in 5s. On the downside, fights will last much longer because you don't have the dps a 1 tank - 3 dps party composition would bring to the table.
I really don't see all the big hubbub about healing being "OP". It's a choice of gameplay like any other, and incidentally one that many players, me included, loved. I have mained healers through all my MMO careers and played them in most SP games, and I miss them dearly in DA:I. (And just for the record, boy, have I hated being a healer at times. Questing alone often was such a pain, because my offensive spells hit like a wet noodle. On guild chat I'd always joke that if I wanted to kill stuff, I had to make them commit seppuku out of shame for not being able to down little squishy priestly me. On the other hand, many glorious moments were had when teamed with a tank or dps, where we could clear entire zones with no downtime at all. *reminisces*)
Yet people call this an MMO because of lack of healers & filler quests(in my opinion are better than most games with filler quests),then people will ****** how the game ain't tactical enough because the enemy just has huge hp to make fight last longer.I think healers should be shown like they are in almost every dragon age cutscene involving them.It takes time to heal & is mana consuming.It should not make you immortal that is the whole point of balance & difficult battles.If healers could insta heal then why do they struggle to heal fevers in game-wise 30 minutes to an hour completely exhausting them after they finish.TBH I never got this whole issue with 'spamming'. I never got this whole crying on MMO forums about healers "being OP" in PvP areas because a single dps couldn't burn them down either. Well guess what, Sherlock, a healer heals. A healer generally does very little, if any, damage, and a healer is no tank.Meaning, that if you take one, you cannot take another tank (which would cut damage in half the worst case, and reduce damage to almost nothing if guard/barrier are used). Meaning also, that you cannot take another dps.To me bringing a healer is choosing the right-hand side on the scale from [ high risk, high reward ------- to ------- low risk, low reward ], 'reward' in this case being killspeed.So what if bringing a healer makes your party almost immortal? That's exactly the reason why you would want to play a healer in the first place, and not a hyper-uber-mega dps that burns enemies down in 5s. On the downside, fights will last much longer because you don't have the dps a 1 tank - 3 dps party composition would bring to the table.I really don't see all the big hubbub about healing being "OP". It's a choice of gameplay like any other, and incidentally one that many players, me included, loved. I have mained healers through all my MMO careers and played them in most SP games, and I miss them dearly in DA:I. (And just for the record, boy, have I hated being a healer at times. Questing alone often was such a pain, because my offensive spells hit like a wet noodle. On guild chat I'd always joke that if I wanted to kill stuff, I had to make them commit seppuku out of shame for not being able to down little squishy priestly me. On the other hand, many glorious moments were had when teamed with a tank or dps, where we could clear entire zones with no downtime at all. *reminisces*)
Yet people call this an MMO because of lack of healers & filler quests(in my opinion are better than most games with filler quests),then people will ****** how the game ain't tactical enough because the enemy just has huge hp to make fight last longer.I think healers should be shown like they are in almost every dragon age cutscene involving them.It takes time to heal & is mana consuming.It should not make you immortal that is the whole point of balance & difficult battles.If healers could insta heal then why do they struggle to heal fevers in game-wise 30 minutes to an hour completely exhausting them after they finish.
I think healers should be shown like they are in almost every dragon age cutscene involving them.It takes time to heal & is mana consuming.It should not make you immortal that is the whole point of balance & difficult battles.If healers could insta heal then why do they struggle to heal fevers in game-wise 30 minutes to an hour completely exhausting them after they finish.
Yeah, this. Lorewise, the Heal spell was incredibly weird.
Like if you had an army with a battalion of healing mages behind it, your army would be virtually immortal.
Inferno tornado! Inferno tornado! Inferno tornado!
I was so sad when it was turned into a fireball spell in DA2, it looked so epic before.
That is exactly what we have now. Complete removal of healing spells besides one shitty charge-up-excuse-for-a-spell. Or are you really suggesting that there should be a spell in-game that takes 30 minutes to cast to remove a disease or cure a stubbed toe?The removal of healing magic is crap, because it limits the player yet again.I couldn't really care any less about balancing in SP, but fundamentally the balance is already there by making a healer... a healer and not a universalist mage. See my elaboration above.