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Lack of healing magic


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#1
jones81381

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What's with the lack of healing magic? I remember back in origins the mages could heal and even in this game there are several in-game cutscenes where people mention the mages healing magic, yet it doesn't seem like any of the party mages can actually heal my people in combat.



#2
Grieving Natashina

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The devs changed things.  Mages that heal are supposed to be rare, and those mages are almost never ever put on the frontlines.  That's one of the reasons they gave, anyhow.  The other was to prevent heal spam, and replaced it with barrier spam instead.

 

 Now, why they decided to enforce canon now is up for debate.  Some figure it was more due to lore, some figure it was for MP balancing.  <shrug>  

 

Me, I figure it's a bit of both.



#3
AresKeith

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The devs changed things.  Mages that heal are supposed to be rare, and those mages are almost never ever put on the frontlines.  That's one of the reasons they gave, anyhow.  The other was to prevent heal spam...by putting in barrier spam instead.

 

 Now, why they decided to enforce canon now is up for debate.  Some figure it was more due to lore, some figure it was for MP balancing.  <shrug>  

 

Me, I figure it's a bit of both.

 

I'd also say it's because healing magic was originally used to deal with the mob waves of enemies in the past games compared to now


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#4
BansheeOwnage

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I think they removed it for balance reasons (people spamming health potions and never dying). I disagree with their decision though. I think they could have come up with a number of ways to balance health potions without the complete removal of them. Unfortunately, Bioware likes extreme solutions.

 

In any event, I don't think it really helped balance. You can have 8 potions (or 12) per battle, then if you want, you can just fast-travel to a camp and bam! Full potions. You don't even need to craft/find them or spend money for them like you did in DA:O/DA2. If you're in the main quest, there will be quite a few resupply caches anyway. I find the new system just makes things tedious without any benefit.



#5
Eelectrica

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Knight enchanter has a focus based healing spell. Never used it though. With self replenshing healing potions, regen potions, heal on hit/kill I've never felt a lack of healing sources.
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#6
Guest_Mlady_*

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Just finished DAO and with the minor Heal spell that really doesn't do much, only Spirit Healers can do that, and they no longer exist in DAI. I think one of the specializations has an option like it though.  I would have found it funny (maybe even ironic) if Cole would have had both the abilities of an Assassin and a Spirit Healer since he's a Spirit/Demon/Human who loves to help the good and kill the bad.


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#7
katerinafm

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It was to balance the combat system more. Barrier works fine, but it is a bit of an eye roll that they now decided that healer mages are a rare thing in order for there to be an explanation for why there aren't healing spells in the game or the ability for the inquisitor or companions to become a healer.



#8
Guest_Mlady_*

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It was to balance the combat system more. Barrier works fine, but it is a bit of an eye roll that they now decided that healer mages are a rare thing in order for there to be an explanation for why there aren't healing spells in the game or the ability for the inquisitor or companions to become a healer.

 

I blame Anders.

 

I found the battles in DAO to be like a train wreck waiting to happen, but it was insanely fun! DAI is much smoother, except for the BEARS! I HATE them so!



#9
BansheeOwnage

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Oh, hi people ^_^

 

The devs changed things.  Mages that heal are supposed to be rare, and those mages are almost never ever put on the frontlines.  That's one of the reasons they gave, anyhow.  The other was to prevent heal spam, and replaced it with barrier spam instead.

 

 Now, why they decided to enforce canon now is up for debate.  Some figure it was more due to lore, some figure it was for MP balancing.  <shrug>  

 

Me, I figure it's a bit of both.

Somehow, I forgot to mention that it was replaced with Barrier spam. Guard also negates the need for potions somewhat. You can argue lore, but I doubt mages like Dorian, Solas or Vivienne wouldn't be able to use basic healing, even if they weren't spirit healers. As for multiplayer, I don't think that's the reason. They could have not had any healing spells in MP if they wanted. In fact, they added a pseudo-healing spell with the Dragonslayer DLC. Funny that.

 

I'd also say it's because healing magic was originally used to deal with the mob waves of enemies in the past games compared to now

Do you mean there used to be more enemies in fights?



#10
Grieving Natashina

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I'm not siding with the devs or anyone on this, just stating what I've read.  Personally, between Barrier, Guard and potions, I've barely noticed.  The camps are reasonably spaced in the zones for the most part, so running out of potions isn't an issue unless a dragon is involved.  <shrug>



#11
TheOgre

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The devs changed things.  Mages that heal are supposed to be rare, and those mages are almost never ever put on the frontlines.  That's one of the reasons they gave, anyhow.  The other was to prevent heal spam, and replaced it with barrier spam instead.

 

 Now, why they decided to enforce canon now is up for debate.  Some figure it was more due to lore, some figure it was for MP balancing.  <shrug>  

 

Me, I figure it's a bit of both.

 

I think the idea of enforcing barrier/preventative magic would have been okay, if they were consistent with it. I don't like that drinking a potion heals me magically, but they make a massive deal about how healing takes time and care from a spirit healer. 

 

I want a more absorption style combat if we're going to have absorption as the new way to go. Like way bigger barriers and guards.

 

Would have liked this post right here if I could have..

 

 

It was to balance the combat system more. Barrier works fine, but it is a bit of an eye roll that they now decided that healer mages are a rare thing in order for there to be an explanation for why there aren't healing spells in the game or the ability for the inquisitor or companions to become a healer.

 
 
 

I think they removed it for balance reasons (people spamming health potions and never dying). I disagree with their decision though. I think they could have come up with a number of ways to balance health potions without the complete removal of them. Unfortunately, Bioware likes extreme solutions.

 

In any event, I don't think it really helped balance. You can have 8 potions (or 12) per battle, then if you want, you can just fast-travel to a camp and bam! Full potions. You don't even need to craft/find them or spend money for them like you did in DA:O/DA2. If you're in the main quest, there will be quite a few resupply caches anyway. I find the new system just makes things tedious without any benefit.

 

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#12
AresKeith

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Do you mean there used to be more enemies in fights?

 

Yeah, in Origins and DA2 you either had large groups of enemies or waves of them

 

The healing spell spams and tons of health potions you could carry was used to balance that out, in DAI they changed that system so they had to balance the combat system more 


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#13
Grieving Natashina

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I think the idea of enforcing barrier/preventative magic would have been okay, if they were consistent with it. I don't like that drinking a potion heals me magically, but they make a massive deal about how healing takes time and care from a spirit healer. 

 

I want a more absorption style combat if we're going to have absorption as the new way to go. Like way bigger barriers and guards.

I second this.  I'd also love if resistance tonics had more of a use outside of dragon fights.  I personally enjoy mitigating damage over healing it.  I think it's the rogue fan in me.  



#14
TheOgre

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I second this.  I'd also love if resistance tonics had more of a use outside of dragon fights.  I personally enjoy mitigating damage over healing it.  I think it's the rogue fan in me.  

 

I totally second THAT too.

 

Regeneration potions would be used for out of combat, where it slowly heals the person back after a fight. But to prevent damage and have deeper barriers to compensate with evasive mechanics and tonics being more emphasized. 


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#15
Guest_Mlady_*

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I second this.  I'd also love if resistance tonics had more of a use outside of dragon fights.  I personally enjoy mitigating damage over healing it.  I think it's the rogue fan in me.  

 

I hardly ever need to heal unless it's a dragon fight and I didn't prepare right (or took a Rogue with me. If I'm a Rogue I'm fine, but any other Rogue goes down fast in a dragon fight), but most of the time it's from falling off cliffs because I try and take shortcuts. Lol


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#16
Grieving Natashina

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Pro tip: Turn off Leaping Shot off of the tactics menu.  You can keep it on for comic effect if you don't like Sera or Varric.  I can't tell you how many times my dwarf archer and Varric backflipped right off the edge of a cliff.  We even did it at the same time more than once.   :P

 

Outside of things like that, I rarely need to heal as well.


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#17
SardaukarElite

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 Now, why they decided to enforce canon now is up for debate.  Some figure it was more due to lore, some figure it was for MP balancing.  <shrug> 

 

It adds a strategic resource management layer to the combat. The problem is that because you progress through combat in a basically linear fashion it only leads to the fairly dull choices of press on or go back for more potions - and sometimes going back isn't an option.


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#18
TheOgre

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Pro tip: Turn off Leaping Shot off of the tactics menu.  You can keep it on for comic effect if you don't like Sera or Varric.  I can't tell you how many times my dwarf archer and Varric backflipped right off the edge of a cliff.  We even did it at the same time more than once.   :P

 

Outside of things like that, I rarely need to heal as well.

 

It adds a strategic resource management layer to the combat. The problem is that because you progress through combat in a basically linear fashion it only leads to the fairly dull choices of press on or go back for more potions - and sometimes going back isn't an option.

 

I clicked like on Sardaukar, and was surprised that I could actually like it. I thought I could like the prior post but nope, not yet :/ so quoted for funny.

 

Yeah, I like preventative, absorption based combat. I think rogues should get better defensive mechanics myself however next game, or evasion goes further than just a talent point if quick hack and slash is the focus from now on.


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#19
AresKeith

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I clicked like on Sardaukar, and was surprised that I could actually like it. I thought I could like the prior post but nope, not yet :/ so quoted for funny.

 

Yeah, I like preventative, absorption based combat. I think rogues should get better defensive mechanics myself however next game, or evasion goes further than just a talent point if quick hack and slash is the focus from now on.

 

I kinda didn't like that evasion was a talent skill (except fade step :P)



#20
Grieving Natashina

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Yeah, I like preventative, absorption based combat. I think rogues should get better defensive mechanics myself however next game, or evasion goes further than just a talent point if quick hack and slash is the focus from now on.

QTF and bolded for emphasis. 

 

This is an honorary like, for I'm out as well.   :)

 

 

I kinda didn't like that evasion was a talent skill (except fade step  :P)

Me as well.



#21
SardaukarElite

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Yeah, I like preventative, absorption based combat. I think rogues should get better defensive mechanics myself however next game, or evasion goes further than just a talent point if quick hack and slash is the focus from now on.

 

If they're going to follow roughly the same system I'd like them to make guard into a bigger mechanic and give it to all characters. Health loss could then  be made into a bigger deal that we're more aware of and afraid of than the constant decay it is now.



#22
BansheeOwnage

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I kinda didn't like that evasion was a talent skill (except fade step :P)

Me too. I'm fine with interesting evasion being a talent, but I wish all classes has a bit of dodge-potential. I loved that in ME3. Either way, I wish rogues had something defensive in DA:I. Evade doesn't really count because Warriors and Mages have direct-equivalents. Before launch, they said Mages had Barrier, Warriors had guard, and Rogues relied on their innate dodging stat. Well I'm sorry to break it to you, but combat doesn't work like it did before, and Defense doesn't have a chance to evade attacks. Meaning Rogues have the same chance of dodging attacks as anyone else. If they meant the passive that gives you a 5% chance to dodge (that isn't even default), well, I suggest they reevaluate their definition of a useful skill. Hopefully that didn't come across too rudely.



#23
Thibax

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I love healing spells.
I am a Spirit Healer in DAO and DA2.
I love Nature. I am a Keeper in DAO too.
And now in DAI, I miss healing and nature.
It is not necessary to do this.
Bioware is changing the mages.
They changing magic schools in DA2 and DAI.
I like diversity.
In DAO, we have: fire, ice, earth, lightning, healing, arcane, shape shifting, nature, spirit, blood.
In DA2, we have: fire, ice, earth, lightning, healing, arcane, spirit, blood and force.
In DAI, we have: fire, ice, lightning, spirit and force.
Bioware is decreasing the options. It's a RPG and RPG need a lot of options.
Why? Bring back at least healing and nature. If not healing spells, maybe health regeneration.

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#24
TheOgre

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Was always a fan of gradual healing versus big health jump healing potions. I agree to the post above. I prefer diversity. Even the options felt rather limited for sorcery. Fire seemed counter intuitive, frost was my go too. I could see lightning being useful.. Spirit, bah.. I can understand barrier focused but, gradual health regeneration isn't asking too much was it? I don't like at lower levels having to plan around finding healing potion crates to get through a mission.

Guard and my other specializations at the time on nightmare couldn't keep up with the damage when I played nightmare on early level.

#25
AlexiaRevan

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Tsk..just bring back Blood Magic and leeeeeeeech away I say  :P