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Why no heals?


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18 réponses à ce sujet

#1
Unpleasant Implications

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Really, did they ever explain why they got rid of healing magic? It wasn't broken, so this isn't the usual Bioware "If it's broke, just get rid of it!" Methodology here. So what was the point?
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#2
fchopin

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The point is that they wanted to do it this way and that is what they did.
Nothing to do with story.

#3
Unpleasant Implications

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Is that what this place is for?

#4
Forsythia77

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I don't mind that there is no healing spell anymore.  It's not the first game to get rid of health potions or spells from game to game.  I eventually get over it. I mind that I have to share my health potions between the party while I do not with other potions.  If you share one,  you should share all, or share none and each party member has their own personal stock.  That makes no sense to me since you limit how many I can have at any given time.


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#5
Meave

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they didn't get rid of it. Mages still can heal, altho PC or companions can't for some reason. There is so many source of "healing" instead that you don't need to worry about it.

 

Teleport to camp heals whole party and restock basic healing potions for free

barrier is a kinda healing spell

warrior's guard is just like a permanent barrier

guard on hit on items is healing

return up to 25% health on item is overkill

you can revive your characters for free and get bonus health

 

if your character is damaged, just use barrier and while you take some damage you heal from 25%dmg return as health item and you build guard as you hit so by the time your barrier is gone you're back on full health. You don't even need healing potions, just disable them for all but tank. If anyone get dmg they heal on their own...

 

there is much more "healing" going around that combined it exceeds any healing spell/s from DAO/DA2


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#6
Hexoduen

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They explained it alright, which I do appreciate. Doesn't change the fact that I miss playing as a spirit healer. Playing as the healer I had a lot more diversity than now where I'm just spamming the same barrier spell over and over again <_<


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#7
Winged Silver

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I miss having unlimited potions and heals....but then again, that was because I was too lazy to properly use tactics in Origins against the High Dragon and Flemeh (spam those potions and heal XD). I know healing definitely has a place for the more tactical players, but that's just how I used it in Origins :)

 

What I do like about them getting rid of healing/unlimited potions is that I feel like I'm actively working harder to defeat some of the more difficult enemies. Like, I have to pay attention now to barriers and make sure no one deliberately standing in front of the dragon breathing fire (-_-) and that is fun in its own way. I would like to see healing come back again in the future, as I tend to enjoy playing as a healer, but their not including it this time around didn't see too terrible, now that I've played the game and understand the mechanics they chose to implement

 

(more complicated tactical screens would be nice to have back, I can't deny that. Maybe next time)



#8
Hexoduen

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I miss having unlimited potions and heals....but then again, that was because I was too lazy to properly use tactics in Origins against the High Dragon and Flemeh (spam those potions and heal XD). I know healing definitely has a place for the more tactical players, but that's just how I used it in Origins :)

 

What I do like about them getting rid of healing/unlimited potions is that I feel like I'm actively working harder to defeat some of the more difficult enemies. Like, I have to pay attention now to barriers and make sure no one deliberately standing in front of the dragon breathing fire ( -_-) and that is fun in its own way. I would like to see healing come back again in the future, as I tend to enjoy playing as a healer, but their not including it this time around didn't see too terrible, now that I've played the game and understand the mechanics they chose to implement

 

(more complicated tactical screens would be nice to have back, I can't deny that. Maybe next time)

 

What I dislike so much about not having standard healing spells this time around is the respawning, especially of the bear army. I am SO tired of having to go through the exact same enemies repeatedly while my own health and potions only go one way: Down.


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#9
AlanC9

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Really, did they ever explain why they got rid of healing magic? It wasn't broken, so this isn't the usual Bioware "If it's broke, just get rid of it!" Methodology here. So what was the point?

The explanation is that they wanted missions to be a sort of endurance contest, where doing badly in an early minor fight can actually have consequences since now you're depleting resources. Every battle means something now.

This is completely traditional RPG design, although DAI's specific mechanics are somewhat unusual. It's not traditional with Bioware since they got away from the approach back in NWN (the engine supported the approach, but the official campaigns did not implement it except in very limited sections). The only recent exception would be ME1 at very low levels; once you find your first First Aid Interface it's over.

#10
spoli

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With the way guard and barriers work, there really is no need for healing spells. Plus anyone can rez anyone with the push of a button. Stealth out of combat with your rogue and never wipe again. 



#11
Jeran

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One of the main reasons they remove the healing spells.

 

1.Is that many players who are playing on nightmare difficulty in previous games always use the same character even if they don't like them for the purpose of them healing the party ex. Wynne in DAO

2.To strategize the gameplay

 

*Though Knight Enchanter and The Spirit skill trees have some healing spells.



#12
Hexoduen

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With the way guard and barriers work, there really is no need for healing spells. Plus anyone can rez anyone with the push of a button. Stealth out of combat with your rogue and never wipe again. 

 

Yes anyone can rez, much simpler and easier that way, yet another feature dumbed down to cater the lowest common denominator.... I should get out of this thread, it'll only make me sad.

 

Besides, I've already rambled on about this previously, no need to repeat myself  ^_^  http://forum.bioware...healing/page-18



#13
Winged Silver

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What I dislike so much about not having standard healing spells this time around is the respawning, especially of the bear army. I am SO tired of having to go through the exact same enemies repeatedly while my own health and potions only go one way: Down.

 

I know right? Their animal population programming could use a little refinement...


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#14
Darkly Tranquil

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The explanation is that they wanted missions to be a sort of endurance contest, where doing badly in an early minor fight can actually have consequences since now you're depleting resources. Every battle means something now.


But it doesn't do that since you can just fast travel to camp as often as you want, so you never get depleted. All it does is cause you to spend extra time covering ground you already did to get back to where you were; it's just another time sink that does nothing add to gameplay. Plus it results in 90% of fights being a total breeze, all so that the one fight when you are out of potions and low on health is actually tough. The old system, where any given fight could potentially wipe you if you screwed up was much more interesting than the current 90% boredom 10% tension approach.
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#15
Fyrecaster

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Really, did they ever explain why they got rid of healing magic? It wasn't broken, so this isn't the usual Bioware "If it's broke, just get rid of it!" Methodology here. So what was the point?

 

The point is that they wanted to do it this way and that is what they did.
Nothing to do with story.

 

They explained it alright, which I do appreciate. Doesn't change the fact though that I miss playing as a spirit healer. Playing as the healer I had a lot more diversity than now where I'm just spamming the same barrier spell over and over again <_<

 

At least BW has proven they can follow the ideology of another gaming company, in this aspect at least, reminiscing Fable on this point......

 

Now if they could only follow the design of others and resolve issues like......

Party Banter (again Dragon's Dogma / CAPCOM reference)

Open world design (thinking again of Skyrim / Bethesda)

Quests instead of minor tasks (DAO comes to mind).... wait what happened? It looks like someone decided to "lay-off" the good Devs on this point.



#16
Monoservo

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thy could have healer in the game but thy might be highly devot-et and dont want to have Anything to do wit bloodshed, spirits are healers actually and spirits are real pea-pols :) 

 

and thy talk about a maker a over god but that maker is as real or unreal or both as in our life's in the diminesion you and i and the other dragon age gamers exists in



#17
Nefla

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They thought the game would be more "tactical" if you have to spam barrier and guard instead of healing. (and of course having fewer abilities and an 8 hotkey limit makes it more "challenging")


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#18
SomeoneStoleMyName

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Game is way too easy with guard and barrier. 

Want to add healing? Might as well just play on casual if you want to make the game trivially easy anyway.

 



#19
Diegonius

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I remember that I cherished the thought of limited potions and no healing spells, even as somebody who had been Spirit healer in the previous games. I thought it would feel a bit more like D&D/Pathfinder. I also liked the idea of barriers and guard.

 

But when I saw the way it worked, I was disappointed. As some other people have already mantioned:
- Since you can fast travel to your camps, you get as much heal as you want, which was what they were trying to aviod. I concede that it made sense in "main story quests", where there were not any camps to replenish your potions at will (and even in spite of this, I sometimes felt that the amount of supply caches was excessive).

Edit: I think that, if we could only fast-travel between camps and important locations, the system would have been a success.

 

I'm sorry, because what comes next is not truly related with the lack of healing spells, but some people mentioned barriers and I would like to share my impressions.

 

- I can't talk much about guard, since I had only one warrior in my group, but barriers were kind of overpowered. Imagine a party with 4 mages, with fully upgraded barriers and that fire passive that allowed you to skip cooldown time after a critical hit.
You cast your first barrier (let's say tour passive is not active) and start attacking.
5 seconds (even on nightmare they can last 5 seconds unless you're fighting a dragon) and your barriers are down, cast another barrier with a second mage (again, lets say he didn't get a critical).
5 more seconds and barriers are down again. Your third mage probably has scored a crit. Cast barrier.

5 more seconds, need to cast it again, with your third mage again.

5 seconds. Fourth mage casts barrier.

5 seconds, cast barrier again with the fourth mage.

You need to survive for 15 seconds until you can cast it again. It shouldn't be that hard (you have at least 8-12 health potions).

And then, the second time, ALL your mages can cast it twice, levaing you with only 5 seconds of no barrier.
And the best part? You can reduce cooldown with amulets and passives from the lightning tree in case your barrier didn't last enough time.

They can't even touch you!


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