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Lack of healing magic


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#101
TheOgre

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All I can think about when I think of virtuoso is great, more utilities for scouts. If they can regenerate health I find it odd that a Mage cannot.
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#102
BansheeOwnage

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All I can think about when I think of virtuoso is great, more utilities for scouts. If they can regenerate health I find it odd that a Mage cannot.

The Virtuoso is a mage.


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#103
Vit246

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So, supposedly, lore-wise, healing magic is difficult to do? To the point of being near-impossible in the middle of combat? If that is true, than what exactly is stopping my mage companion from healing outside of combat once the combat ends? Do I have a good or poor understanding of this in DA:I?



#104
AresKeith

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So, supposedly, lore-wise, healing magic is difficult to do? To the point of being near-impossible in the middle of combat? If that is true, than what exactly is stopping my mage companion from healing outside of combat once the combat ends? Do I have a good or poor understanding of this in DA:I?

 

That's what I was thinking on how the healing spell can be brought back with the new combat system


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#105
Rawgrim

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So, supposedly, lore-wise, healing magic is difficult to do? To the point of being near-impossible in the middle of combat? If that is true, than what exactly is stopping my mage companion from healing outside of combat once the combat ends? Do I have a good or poor understanding of this in DA:I?

 

I can understand why it would be tricky to heal a moving target, actually.  But since they clearly showed us it is possible in the previous games, and that the Heal spell is a very low tier spell, it does feel odd not to have it in DA:I.



#106
BansheeOwnage

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That's what I was thinking on how the healing spell can be brought back with the new combat system

Yes, please! It's just tedious to use a health potion when you have 90% health, then fill up at a camp to stay at optimum fighting strength. I much preferred healing after combat in the other games. I would imagine that made it easier to balance fights, but I don't know.

 

I can understand why it would be tricky to heal a moving target, actually.  But since they clearly showed us it is possible in the previous games, and that the Heal spell is a very low tier spell, it does feel odd not to have it in DA:I.

You could argue it would be hard to use on a moving target, but there are a number of ways around that. Off the top of my head, it could be a spell that would trigger slow health regeneration over time, out of combat. That way it wouldn't be cast on a moving target.


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#107
DSiKn355

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Because it was still designed to balance mob waves of enemies, they complete changed that system so they had to change the mechanic also

 

So you fought wave after waves of enemies in DAI like in DA2?

 

I am sorry but this is rubbish and a lie.

 

DA2 did wave waves of enemies and there is one fight that had waves of enemies that some people were scared to do on normal and easy difficulty and that was...

 

THE HIGH DRAGON AT THE BONE PIT

 

 

05:30 "I used under 10 elf root potions and all my healing potions"

 

And that is while having a mage that can heal lol.



#108
AresKeith

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I am sorry but this is rubbish and a lie.

DA2 did wave waves of enemies and there is one fight that had waves of enemies that some people were scared to do on normal and easy difficulty and that was...

THE HIGH DRAGON AT THE BONE PIT

https://www.youtube....h?v=nMPm0iKXsIs

05:30 "I used under 10 elf root potions and all my healing potions"

And that is while having a mage that can heal lol.


DA2 also had the issue of outrageous difficulty spikes

So I have no idea what you're trying to prove
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#109
andy6915

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I am sorry but this is rubbish and a lie.

 

DA2 did wave waves of enemies and there is one fight that had waves of enemies that some people were scared to do on normal and easy difficulty and that was...

 

THE HIGH DRAGON AT THE BONE PIT

 

 

05:30 "I used under 10 elf root potions and all my healing potions"

 

And that is while having a mage that can heal lol.

 

That's pathetic. I've killed that stupid dragon solo, on hard and nightmare, for the last several playthroughs... Without using any more than 2 or 3 potions, and only for when I screw up. Warriors have it roughest since they HAVE to fight close range (lots of very specific timing between melee attacks required and weaving in and out of attack range, and you pretty much NEED devour to keep health up without potions), but rogues and mages can just fire a shot or 2, dodge its crappy little non-tracking fireballs, and keep firing. The only part that gets tricky is the part where the smaller dragons show up, but that is easily dealt with as long as you're not a moron. That high dragon is a wimp compared to the DAO one, who had tracking fireballs that you could not dodge... Period. It's almost sad how much weaker dragon just keep getting. By DAI, a single focus attack from a rogue can kill one in seconds. High dragons are just getting worse and worse as the series goes on :(.

 

Why I do it on solo? To make Hawke look badass, that's why. Champion of Kirkwall doesn't need help killing a stupid lizard.



#110
Thibax

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 healing a moving target difficult? This excuse can be used with offensive spells too.
Try to aim a moving target.

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#111
Rawgrim

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 healing a moving target difficult? This excuse can be used with offensive spells too.
Try to aim a moving target.

 

 

Yes because of the way the healing spells work. The caster is in effect using magic to "knit" the wounds back and then close them fully with magic. So it isn't something that happens by itself just by casting a spell. It is more of an active thing that is a bit time consuming.

 

Hitting a moving target isn't that difficult when you want to cause damage, and not avoid it. Just use an area spell and you are good.



#112
Rawgrim

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Yes, please! It's just tedious to use a health potion when you have 90% health, then fill up at a camp to stay at optimum fighting strength. I much preferred healing after combat in the other games. I would imagine that made it easier to balance fights, but I don't know.

 

You could argue it would be hard to use on a moving target, but there are a number of ways around that. Off the top of my head, it could be a spell that would trigger slow health regeneration over time, out of combat. That way it wouldn't be cast on a moving target.

 

Quite right about that one. But isn't there already a Regeneration spell? I seem to remember Origins had one.



#113
Teddie Sage

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Something I've been thinking about, how about having a spell and hold to activate some regeneration rate on a companion. The longer you press the button, the more it will consume your MP. If it goes under a certain amount of mana, then it will start harming your HP instead as it will fuel in your own life force. This could be used to transfer your energy to other characters surrounding you, just another way to heal. An upgrade to that skill would allow you to stop consuming your life force and stop the spell before it starts harming you.



#114
Vit246

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Instead of all this jumping through hoops to implement some bastardized form of healing without calling it healing or whatever (healing grenades, I'm looking at you), lets just bring back the old-school healing and to hell with all these so-called "innovations" from our dearly beloved Bioware. Don't reinvent the wheel. If it ain't broke, don't fix it. But if it is broke, then fix it right.

 

....I'm sorry, I needed to rant.


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#115
Rawgrim

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Something I've been thinking about, how about having a spell and hold to activate some regeneration rate on a companion. The longer you press the button, the more it will consume your MP. If it goes under a certain amount of mana, then it will start harming your HP instead as it will fuel in your own life force. This could be used to transfer your energy to other characters surrounding you, just another way to heal. An upgrade to that skill would allow you to stop consuming your life force and stop the spell before it starts harming you.

 

Having to hold the button would mean you can't do anything in the meantime, though. And since Bioware has scrapped Tactics from DA, and not really done a good job with the follower AI during combat, it might backfire a bit.



#116
OhNoWhyHow

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On the bolded: as a rogue you have the means to end boss/dragon fights in seconds so defensive measures are unnecessary.

 

Yea by borderline cheating.  I don't want to kill a dragon in 11 seconds with gimmicks.  I want fighting dragons to be, you know, fun.



#117
OhNoWhyHow

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Thank you. Glad someone brought it up. Guard on Hit? Barrier? Artificer laughs at such silly notions. Hook and Tackle + Leaping Shot, Elemental Mines,etc. that's a Rogue's defensive option... kill everything before it can target you.

 

I'm really glad to see others using Wing Buffet as the name of a dragon's attack. I stole it from SMT, not sure where others got it.

 

It's from dungeons and dragons. 



#118
Thibax

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Quite right about that one. But isn't there already a Regeneration spell? I seem to remember Origins had one.

 

In Origins we have regeneration spells:

 

Rejuvenate: mana / stamina 

Regeneration: health 

Mass Rejuvenation: mana / stamina

Spellbloom: mana 

Replenishment: health when is using One With Nature if enemy dies within the field

Lifeward: auto heal when close to death

Cleansing Aura: health, no caster, just companions

Vessel of the Spirit: mana and health / mana restoration

 

Bioware can add something similar to these spells.



#119
DSiKn355

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DA2 also had the issue of outrageous difficulty spikes

So I have no idea what you're trying to prove

 

Devs say removal of healing magic is for balance yet DAO and DA2 had hard battles with healing magic so removal of healing magic doesn't really balance anything.

Then add the neglect of giving your companions functioning AI and then we see "Balancing" was clearly not on the Agenda lol.

 

 

That's pathetic. I've killed that stupid dragon solo, on hard and nightmare, for the last several playthroughs... Without using any more than 2 or 3 potions, and only for when I screw up. Warriors have it roughest since they HAVE to fight close range (lots of very specific timing between melee attacks required and weaving in and out of attack range, and you pretty much NEED devour to keep health up without potions), but rogues and mages can just fire a shot or 2, dodge its crappy little non-tracking fireballs, and keep firing. The only part that gets tricky is the part where the smaller dragons show up, but that is easily dealt with as long as you're not a moron. That high dragon is a wimp compared to the DAO one, who had tracking fireballs that you could not dodge... Period. It's almost sad how much weaker dragon just keep getting. By DAI, a single focus attack from a rogue can kill one in seconds. High dragons are just getting worse and worse as the series goes on :(.

 

Why I do it on solo? To make Hawke look badass, that's why. Champion of Kirkwall doesn't need help killing a stupid lizard.

 

No what is pathetic is that you think your experience overrules the majority lol.

 

People generally take a certain amount of time before they can do solo fights on nightmare difficulty as I am sure even the great awesomeness that you are even took some time to reach the level of skill that you are.

 

So at first this battle would have been hard.

 

Just like DAI at first with no healing magic is hard as you become forced to battle enemies within a specific level range.

And what is worse is that if you are 2+ levels above the enemies you stop receiving xp from it lol.

 

That isn't "balanced" gameplay that is "forced"



#120
Magdalena11

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So, supposedly, lore-wise, healing magic is difficult to do? To the point of being near-impossible in the middle of combat? If that is true, than what exactly is stopping my mage companion from healing outside of combat once the combat ends? Do I have a good or poor understanding of this in DA:I?

If you've read the books, healing is pretty impressive, and not something any mage can do, contrary to our experience in the other 2 games.  Viv and the KE inquisitor can do a heal focus ability, bur otherwise, it's buffs and potions.  In all honesty, healing isn't really all that big an issue.  For comparison, rather than example, I just finished dealing with the Dales, including the giants in Firewater Garden, and only used one health pot.  I didn't bother much with casting barriers, since mage inquisitor was so much more effective at doing damage than preventing it.  I just had everyone do a regen pot when they're health started falling and supported them while I nuked the giants.  Taking out as many brontos as I could find, ahead of time and individually, helped a lot.  As did making sure everyone had the equipment and skills they needed to fight hard, continually, for about fifteen minutes without pausing.  I watched the critters, and when they fold up, they don't move, so time to hit with the Antivan fire and bees.  Hurling a rock?  Time for the fade step or shield or whatever the first-tier talent on the right on the KE school is called.  Surprisingly enough, on normal, companion AI survives the Firewater Garden fight.  It's just the inquisitor that bites it if they're not careful.  Last time I played was the first time I ran out of inventory space before I ran out of giants.



#121
andy6915

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No what is pathetic is that you think your experience overrules the majority lol.

 

People generally take a certain amount of time before they can do solo fights on nightmare difficulty as I am sure even the great awesomeness that you are even took some time to reach the level of skill that you are.

 

So at first this battle would have been hard.

 

Just like DAI at first with no healing magic is hard as you become forced to battle enemies within a specific level range.

And what is worse is that if you are 2+ levels above the enemies you stop receiving xp from it lol.

 

That isn't "balanced" gameplay that is "forced"

 

You seem to think I'm bragging. I'm not. Anyone could beat that stupid dragon on nightmare with a ranged character. ANYONE. The dragon will just spam fireballs with a small radius, that don't track you, that do minimal damage for such a high difficulty (especially with resist fire runes)... And that's it. It will just spam the fireballs that take no effort to dodge. Fire 2 shots, move 5 feet, fire 2 shots, move five feet. The actual high dragon is almost literally effortless. Only the dragon swarm that shows up are actually a challenge, and even they can be easily killed by just running away until one of your (likely many) area-of-effect skills are cooled off, using it, then running some more. The little dragons have no strong ranged attacks and will simply chase you on foot, harmlessly, so long as aren't standing in place. And even if you lack AOE attacks, you can still just kite them by hitting and running non-stop.

 

Honestly, it really is that damn easy. I'm no amazing player, I get plenty of gameovers on hard mode or higher at plenty of points throughout the game. But the high dragon is easy. In fact, it's easier solo. When with a party everyone will be getting hit with fireballs because AI characters don't pay attention, leaving you stuck babysitting everyone and burning through potions and making you distracted with their idiocy. If the fireballs tracked, it might actually be a challenge to fight solo instead of being easier that way. But without it, the fireballs it will just spam all day at range will just be whiffing by you the whole damn fight. Even if you're a dual wield rogue you can still take a bow and kill it with basic arrow firing, and mages are ranged by default, so 2 out of 3 classes can kill it easily due to its only response to fighting at range being to spam an easily dodged attack.

 

Again, this isn't as true for warriors. Solo winning against the high dragon as a warrior on nightmare is extremely difficult and not recommended because you have to actually get close enough that it will not use its crappy fireball attacks nearly as much and will instead melee you to death (especially if it does its grab-and-maul attack).



#122
eyezonlyii

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There are two ways I can see bringing healing back under the current system (not counting the virtuoso):

 

1)Have Lifeward have a 15 second regen health upgrade instead of the damage resistance. It's so deep in the spirit tree that you have to sacrifice multiple points to get there, so the tradeoff is fair in my opinion.

 

or 

 

2) Do something like this:

https://youtu.be/O0V7gQsmWA8?t=15s

 

This is from Dragon's Dogma, where the combat is attrition based as well. Even more so, because as you take damage, you cannot heal to full health depending on the severity of the blow (or blows as the case may be) without using specific items (ok cheaply purchased herbs, but you still have to buy them and they do take up wieght in the inventory). It's an AoE heal spell, cast as a gylph that a player must walk through in order to get the benefit of. As you can see, it takes tame to cast, must be placed. Also, the effect is a regen, so you don't have to stand there. 



#123
Thibax

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Eyezonlyii

 

It's not necessary to change the ability. They can add this effect or just add an upgrade ability with this. Maybe Bioware could expand all abilities trees with some new abilities or upgrades.
 
And about an AOE healing spell that regenerate health for a while, it would be a great addition. They can add this in Spirit tree or a possible new tree as Nature that it is very requested by the fans.
I don't see problems to add new abilities. It's possible.
DAI is not only about Fire, Thunder and Ice. Spirit and Nature deserve attention too.


#124
Sylvius the Mad

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Yes, please! It's just tedious to use a health potion when you have 90% health, then fill up at a camp to stay at optimum fighting strength. I much preferred healing after combat in the other games. I would imagine that made it easier to balance fights, but I don't know.

That was the justification they offered to defend their choice to have regenerating health in DAO.

I opposed the decision, because I object to regenerating health.

I like how Inquisition handles healing. It's limited, and the only free healing is by resting. This is basically the system I wanted in DAO, and now we have it.

#125
Thibax

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Sylvius the Mad

I understand your preference, but a healing spell won't hurt you :)

Free healing just with resting, because healing spells cost mana and we can't use repeatedly.

In battles, we need to attack with offensive spells and mana regen is not so fast.