And at that, bring back Spirit Healer too. I was beyond bummed when they said there would be no healing. Don't get me wrong. I like the barrier concept and it's nice to focus on damage mitigation rather than spam heals, but taking out healing is such a hinderance to my roleplaying ideas. I had all these plans to making my Quizzy a Dalish First who healed and what not but that kind of died. Healing is like one of the main fundamentals of what makes an RPG, plus it seems kind of ridiculous that a spell that was present in the past two games are suddenly retconned in DAI, and healing is retconned as to being 'magic that takes a lot of time and can't be done in the middle of the battlefield' meanwhile it was a commonly used spell in Origins and 2. Of course, it's Bioware's game and they can do whatever they want with it. But I just have this humble request and hope they bring it back in their future installment.
please bring back healing in the next Dragon Age
#2
Posté 07 septembre 2015 - 09:17
I agree. However, i would'nt have minded the whole barrier system to be honest if perhaps there was a whole tree or even specialisation that would buff the barrier system or add other elements to it, to basically be able to make an effective mitigation healer or support mage (spirit tree in game just wasn't reliable enough), maybe even being able to do some weak HoT spells atleast.
- Sleekshinobi, eyespI, Patchwork et 5 autres aiment ceci
#3
Posté 07 septembre 2015 - 09:50
I agree. However, i would'nt have minded the whole barrier system to be honest if perhaps there was a whole tree or even specialisation that would buff the barrier system or add other elements to it, to basically be able to make an effective mitigation healer or support mage (spirit tree in game just wasn't reliable enough), maybe even being able to do some weak HoT spells atleast.
I totally agree. I feel like they shouldve replaced the necro treee with some sort of dedicated support specialization. Granted Knight Enchanter did offer some barrier buffs, but I wanted more emphasis on the support aspect.
- eyespI, HydroFlame20 et Adam Revlan aiment ceci
#4
Posté 07 septembre 2015 - 09:59
There is healing. Potions, healing bomb, a healing skill that can be added to armor/weapons that heal on kills and the KE focus skill. I'm fine with the new system, maybe add some tweaks (like a spec that is dedicated to barrier similar to KE but more in-depth) but they are going on the right track.
- Akrabra, AntiChri5 et MidnightWolf aiment ceci
#5
Posté 07 septembre 2015 - 10:01
Yes. This "no healing" thing is neither innovative or fun. There's no feeling of "tactical-ness" or "strategic-ness" from deciding if to attack this tough enemy while risking the current health you have. Its an hugely annoying inconvenient timesink. Its a tedious chore to deal with and its makes little sense lore-wise. I could understanding that healing magic is difficult during combat which is hectic, but what about healing outside of combat? Our mage companions have all the time and peace in the world to focus some healing. Did they become retards?
Nobody asked for the removal of healing magic.
I have so much more fun when I installed certain mods that basically allow me to heal freely all the time. Don't have to fast travel back to camps and waste all progress and guard. Don't have to worry about potions and the ridiculous "healing bombs" (wtf)
- Kakistos_, eyespI, Nefla et 6 autres aiment ceci
#6
Posté 07 septembre 2015 - 10:08
I agree. Limited healing during combat would have made sense, as would have complete healing after. It wasn't that huge of an issue but it did cause some rather inconvenient moments...
#7
Posté 07 septembre 2015 - 10:46
I like healing *_*
And also... we can ressurect but we can't heal... I"M SORRY UAT!?!?!?!?
Edit: On a side note, fade touched materials cover the healing stuff mechanics wise, if you combo with accessories, even better
#8
Posté 07 septembre 2015 - 10:49
that's the thing, there's still plenty of healing in the game. So not having the spell doesn't do anything aside from annoying people who like playing as healers.There is healing. Potions, healing bomb, a healing skill that can be added to armor/weapons that heal on kills and the KE focus skill. I'm fine with the new system, maybe add some tweaks (like a spec that is dedicated to barrier similar to KE but more in-depth) but they are going on the right track.
- Patchwork et Alley Cat aiment ceci
#10
Posté 07 septembre 2015 - 10:55
- ThePhoenixKing aime ceci
#11
Posté 08 septembre 2015 - 12:09
In Origins Wynne was spirit healer with all kinds of healing spells. Since Inquisition there is no such an healer. What was her role in Origins according to the new lore?
The same. Just like how Morrigan can still shapeshift despite it not being a spec
#12
Posté 08 septembre 2015 - 12:45
There could be a middle ground. Like an upgrade where as Barrier decays it also heals for 50% total barrier over time.
If you have 200/500 HP and you have a barrier worth 300 it has the potential to heal for 150 to bring you up to 350/500. As the barrier takes damage it'll heal less, so if the barrier takes 100 damage at any point while it is up it'll heal for 50 less points. I think that'd been a much better upgrade for barrier than what we got. Perhaps also slow decay rate a tad. so it can both soak up more damage and not be super healing.
Thought I can kinda see why it wouldn't work that way. If Solas has the healing barrier upgrade but Dorian does not, then would Dorian's non-healing barrier stack with Solas' healing Barrier?
#13
Posté 08 septembre 2015 - 01:07
Yep, Healing should come back.
Even though they never said it, i find it obvious that they wanted a system like ME use with Barriers and Shields in the form of Barrier and Guard......which is fine....but not at the expense of losing Healing.
I also see it as MP affecting SP skills, they didnt want healers in MP.
#14
Posté 08 septembre 2015 - 01:30
The biggest problem I have with limited healing was they kept creating enemies that were huge damage sponges and enemies they can kill you in a couple of hits.
Gets even more annoying when the battle goes on too long so I just let companions die and stay dead so I can save some potions.
They definitely need to balance this for the next game.
- Siven80, Vit246, ThePhoenixKing et 3 autres aiment ceci
#16
Posté 08 septembre 2015 - 02:11
Hopefully they do, and hopefully the next game gets green lite after the final dlc!
#17
Posté 08 septembre 2015 - 02:17
No thank you. Limiting healing and limiting potions freed them up to design combat without worrying about players having an endless pool of health, which means that enemy damage is now scaled appropriately and I would no longer feel the need to stockpile potions even if I could. It was a good move.
- Jukaga, AntiChri5, BadgerladDK et 4 autres aiment ceci
#18
Posté 08 septembre 2015 - 02:24
Why not just limit healing using some of sort of selective per encounter vancian casting system?
#19
Posté 08 septembre 2015 - 02:34
I thought DA2's system was good. Potions and healing spells had a much longer cooldown than Origins to avoid spamming, but they didn't remove the system entirely. And as people have said 1000 times, Barrier spam isn't more tactical or fun. At least you have to think to get Guard.
- Siven80, eyespI, Patchwork et 1 autre aiment ceci
#20
Posté 08 septembre 2015 - 02:45
There is healing. Potions, healing bomb, a healing skill that can be added to armor/weapons that heal on kills and the KE focus skill. I'm fine with the new system, maybe add some tweaks (like a spec that is dedicated to barrier similar to KE but more in-depth) but they are going on the right track.
Not IMHO because they lack the gameplay nous to actually make combat into the complex action combat game they would like it to be.
#21
Posté 08 septembre 2015 - 02:47
I'm still not sure I understand how everyone lost access to healing magic from a lore point of view. You would think a keeper would have healing magic as a given (or I would think that, at least.)
Plus, the role of healer has always had a special place in RPGs. Some systems do a great job with it, allowing for a lot of build diversity and playstyle, with offensive healers mixed in with support and control mages. It was a keenly felt loss when playing DA:I.
And, while I was fine with it, the combat in DA:I was no great shakes. I would not miss it if they left it behind and went with something new (that included healing.)
- ThePhoenixKing et Alley Cat aiment ceci
#22
Posté 08 septembre 2015 - 02:49
In addition to spells like revival and resurgence, i also want to see creation glyph and buff spells incorporated into the specialisation.
So you have healing spells, then a glyph of paralysis or repulsion for CC, heroic offense to boost how hard your party hits- those sort of spells.
Leave the carnage spells for the blood mages, battlemages and knight enchanters.
#23
Posté 08 septembre 2015 - 03:16
#24
Posté 08 septembre 2015 - 03:19
I agree pretty much with what everyone else is saying. The barrier system doesn't make spamming less spammy, after all, we spam barriers now so what difference does it make. I loved DA2's system because like someone mentioned already there was already a longggg cooldown in place of healing magic which makes the game more fair and balanced and is also lore friendly to the 'Healing is limited in battle because it's chaotic' but taking out the option to heal on the fly completely seems preposterous. The fact that the only true healing spell in the game is in the Knight Enchanter and is the ult/focus ability seems like a total copout. (Though I guess it makes sense since they were trying to go for a spellblade/paladin motif for the KE anyway). What I want is a true support specialization.
And also for those who say there is healing. I understand there's lots of healing in the game from potions to special skills to lifesteal and hp on kill but I want traditional rpg Cleric-style healing. It's been a staple in roleplaying games since the beginning of roleplaying games. It also allows me to differentirate my mages. At this point, my Quiz, Viv, and Dorian are all basically dps when I want them to play a more supportive role, more expanded upon becuase the 'support' abilities already provided don't really cut it when you want to be a complete and total support. I'm talking, Glyphs of paralysis, repulsion, damage mitigation, and of course, healing.
- Kakistos_, Vit246, ThePhoenixKing et 4 autres aiment ceci
#25
Posté 08 septembre 2015 - 03:23
I understand and empathize with those who miss the Healer from a roleplaying aspect.
That being said, personally, I prefer the new mechanics. Crafting weapons that heal with every kill is pretty great, and thanks to Fade-touched Obsidian, my Qunari Mage generates guard with every hit. It makes her feel pretty damned cool.
- AntiChri5 et pdusen aiment ceci





Retour en haut







