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please bring back healing in the next Dragon Age


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123 réponses à ce sujet

#26
Rawgrim

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Bring back healing, stats, a proper level up system, good side quests, tactics, being able to use all your abilities during combat, the actual need to think during combat + + +


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#27
CoM Solaufein

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I'd be happy that each party member had their own healing potions like DAO.


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#28
Ariella

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I'm still not sure I understand how everyone lost access to healing magic from a lore point of view.


The idea, iirc is that healing takes time and concentration, unless one is a spirit healer.

Now if they were really going to hold to a lore point, the KE focus ability should go bye as should revive, since I'd think it'd take a hell of a lot more time waking someone up and restoring some health.

My personal opinion is lore needs to take second place to functionality.

#29
TraiHarder

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I mean I get people want Healing but they want it back for all the wrong reason at the end of the day you do have to remember DA has always been a semi strategic game.

If you want healing back then it needs to be introduced in a strategic way.

Maybe so you can't just oh finally out of combat heal everyone up.

Healing is lessened out of combat so you can't just heal all the way up. Maybe Barriers start to heal once depleted. Maybe there are no insta healing spells but only heal over time things like this.

You have to remember to keep its strategical

#30
Nefla

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I was so disappointed they took healing out because of roleplaying reasons too OP :(


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#31
TraiHarder

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The idea, iirc is that healing takes time and concentration, unless one is a spirit healer.

Now if they were really going to hold to a lore point, the KE focus ability should go bye as should revive, since I'd think it'd take a hell of a lot more time waking someone up and restoring some health.

My personal opinion is lore needs to take second place to functionality.


This is a lore driven game if you let functionality come first then your just saying fuc it to everything they've built. That's like adding a teleportation spell in the game when we all know it's no possible with the rules of magic
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#32
Rawgrim

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And get rid of Guard. What the heck is that anyway? I know what it does, but it makes zero sense.


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#33
adorkable-panda

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I was so disappointed they took healing out because of roleplaying reasons too OP :(

 

God I was sooo disappointed and sad. It eliminated all aspects I had in my mind of my Quizzy being a sweet caring spirit healer who helped out his companions and healed the sick and what not. 

 

 

This is a lore driven game if you let functionality come first then your just saying fuc it to everything they've built. That's like adding a teleportation spell in the game when we all know it's no possible with the rules of magic

 

I totally agree. There's some stuff in the game that's already questionable and ridiculous like the fallout plan ability, like honestly what lmao. Dragon Age is all about the lore, it's what carries the game and gives it life. Lore should always come first in a game like this. Prioritizing functionality however is what EA does best. 

 

 

And get rid of Guard. What the heck is that anyway? I know what it does, but it makes zero sense.

 

I sort of agree lol. Guard is very useful and what not, but lorewise, what is guard, and how does it accrue and how does it protect oneself. Regardless I did actually welcome that addition because it made Warriors more useful as a tank. 



#34
AnUnculturedLittlePotato

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Oh sure, I'd love to go back to stockpiling tons of potions to guzzle during boss fights.

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.

Remember having like 40 poultices and lyrium potions? And having to buy the materials in a game with a limited amount of money?
The forums sure don't.

 

If they were bringing back healing, i personally would be fine if it was restricted to a Spirit Healer specialisation.

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.

I want to be a support character as much as the next 4 people and a paper clip but we don't need healing for the sake of healing. It was removed for balance and designer and planning out fights. The games easy enough as is can you imagine not even needing to carry potions?
Also glyph of neutralization and the rest of entropy but.

 

 

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. 

Just because something has always been doesn't mean it should still be. For a board that loves being progressive and wants to tear down every system you guys sure do want to go back to the way things were simply because it's always been like that. I agree that I want to be a support mage, a buffer and debuffer. I don't want healing and no one will convince me otherwise unless they come up with something other than "it's always been like that" and "It had problems but you didn't need to remove the whole thing"
Also healing magic has always been challenging/impossible in combat. The entire creation tree has always been like that. It's available in combat simply because it had to be and they didn't want to deviate from the established norm.
I mean they did want to but they couldn't.


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#35
Ariella

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This is a lore driven game if you let functionality come first then your just saying fuc it to everything they've built. That's like adding a teleportation spell in the game when we all know it's no possible with the rules of magic


They were willing to ignore this bit of lore for two games. Dropping it now for 'lore reasons' especially while keeping revive and the KE heal is silly.
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#36
Bfler

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This is a lore driven game if you let functionality come first then your just saying fuc it to everything they've built. That's like adding a teleportation spell in the game when we all know it's no possible with the rules of magic

 

Teleportation is already in the games e.g. in Origins during the battle of Denerim, after you have entered Fort Drakon, there is a Genlock mage, who is able to teleport.



#37
Rawgrim

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This is a lore driven game if you let functionality come first then your just saying fuc it to everything they've built. That's like adding a teleportation spell in the game when we all know it's no possible with the rules of magic

 

They kind of have anyway. That artifact the Artificer gets can teleport the party away to safety. + Rogues, in general, teleports all the time.



#38
Rawgrim

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God I was sooo disappointed and sad. It eliminated all aspects I had in my mind of my Quizzy being a sweet caring spirit healer who helped out his companions and healed the sick and what not. 

 

 

 

I totally agree. There's some stuff in the game that's already questionable and ridiculous like the fallout plan ability, like honestly what lmao. Dragon Age is all about the lore, it's what carries the game and gives it life. Lore should always come first in a game like this. Prioritizing functionality however is what EA does best. 

 

 

 

I sort of agree lol. Guard is very useful and what not, but lorewise, what is guard, and how does it accrue and how does it protect oneself. Regardless I did actually welcome that addition because it made Warriors more useful as a tank. 

 

It is basically your armour class, really. But in DA:I you get armour class twice, I think, via Guard.



#39
Ariella

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This is a lore driven game if you let functionality come first then your just saying fuc it to everything they've built. That's like adding a teleportation spell in the game when we all know it's no possible with the rules of magic

Bull. They're willing to have revival, which technically is a heal and the KE focus ability which heals multiple people. Either you take it ALL out or you leave it in.

And they ignored that bit of lore two games, remember? It didn't hurt either one. So for them to suddenly make a fuss about it is stupid.

As for teleportation. What do you think Fade Step is? For all practical purposes it's a teleport. Pretty much a version of blink.

"You let an invisible wave of magic carry you forward, blurring ahead a short distance"

It's a teleport.
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#40
Morroian

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Remember having like 40 poultices and lyrium potions? And having to buy the materials in a game with a limited amount of money?
The forums sure don't.

 

I want to be a support character as much as the next 4 people and a paper clip but we don't need healing for the sake of healing. It was removed for balance and designer and planning out fights. The games easy enough as is can you imagine not even needing to carry potions?

 

I carried potions in DAO and DA2. As for balance and design we end up with doing similar things by spamming barrier. Balance and combat was fine in Legacy they just need to proceed along similar lines. Plus we have potions anyway what they added was needless busywork in travelling to camps.


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#41
Elhanan

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I would prefer leaving the potions as they are currently, using the spells mostly as they do now, but alter Focus in some way. This, or alter the cost for the current Healing to be made in Mana. Even if it remained the same, a simple Healing spell would be nice.

As far as Barrier, I suggest that all Mages have the capability to make it more of a sustained effect like the KE.

#42
AnUnculturedLittlePotato

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Bull. They're willing to have revival, which technically is a heal and the KE focus ability which heals multiple people. Either you take it ALL out or you leave it in.

And they ignored that bit of lore two games, remember? It didn't hurt either one. So for them to suddenly make a fuss about it is stupid.

As for teleportation. What do you think Fade Step is? For all practical purposes it's a teleport. Pretty much a version of blink.

"You let an invisible wave of magic carry you forward, blurring ahead a short distance"

It's a teleport.

"IT didn't hurt either one"
Are you a developer who has to deal with unknown variables when making their bosses and encounters so as to not limit or overwhelm the player but also as to provide a challenge? No?
I recall them saying they always wanted to but couldn't.



#43
Ariella

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"IT didn't hurt either one"
Are you a developer who has to deal with unknown variables when making their bosses and encounters so as to not limit or overwhelm the player but also as to provide a challenge? No?
I recall them saying they always wanted to but couldn't.


Ad hominem isn't the way to go here. And your argument makes no sense as they'd already had a formula for balancing games using heal.

And you ignore the second point, which is either leave them in or take all of them out, including Revival and the KE focus skill. You don't claim lore and then leave two heals in.

And while we're on the subject of lore, they already putzed up pretty badly in this game in getting rid of the four schools. So again, you don't get to claim lore in one area and butcher it in another.
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#44
AnUnculturedLittlePotato

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Ad hominem isn't the way to go here. And your argument makes no sense as they'd already had a formula for balancing games using heal.

And you ignore the second point, which is either leave them in or take all of them out, including Revival and the KE focus skill. You don't claim lore and then leave two heals in.

And while we're on the subject of lore, they already putzed up pretty badly in this game in getting rid of the four schools. So again, you don't get to claim lore in one area and butcher it in another.

Neither is an appeal to tradition and that's all I've been seeing.
I've yet to see someone give a reason that's not "It's always been that way" or "I clearly know it wasn't broken so it shouldn't have been removed!"
Revival isn't technically restoring hp and the KE focus ability is inherently specialized, but your point is noted. But "I don't get to claim lore in one area and butcher it in another" doesn't invalidate the point. The reasoning is lore. Nobody ever said entropy doesn't exist anymore, you know.


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#45
zeypher

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Nope i rather they did not bring it back, i rather wish they perfect the guard/barrier system a bit more.


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#46
robotnist

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i loved the spirit healer class!!! i loved the "green" skill tree!!! and i'm fine with how combat feels in this game, but i'm sure theres a way to add healers back into the game without also adding their ability to spam mana potions and healing spells!!!

 

take away "X" amount of healing ability via potions, and make a healer have to sort of have a time sink during combat, where its not just an instant cast, more like a "tending" to of the characters!!! 

 

i think that would be really cool!!!!

 

not to mention the spirit healing, and creation trees add a certain amount of lore and role play ability to the game. 

so i really hope they do find a way to put them//it back into the game!!!


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#47
thats1evildude

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So we can go back to complaining about having to use the designated healer? "I don't like Anders, why do you force us to play with Anders?" No. The system works now.
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#48
Ariella

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Nope i rather they did not bring it back, i rather wish they perfect the guard/barrier system a bit more.


Guard makes no sense, unless we've somehow ended up with metal furies from Codex Alera. Armor is supposed to give damage midigation, which is fine, but where is guard coming from in a lore situation? It's not magic, like a barrier so they get this extra health bar for what? Shouting? It pretty much appears out of the Fade.

And if barrier is supposed to act like a second health bar, either cut the degeration time, or it shuts down when enough damage is done.

A little side note for everyone complaining about lore. Revival was a spirit healer skill, second tier in DAO, I believe. Now they shoved it into the 'spirit' tree making it available to low level mages. So a spirit healer skill, which should be difficult to gain, as it was a specialization skill, is now available to anyone. Yet a basic creation school heal.is stripped out of the game.

Claiming "oh, it's lore" is a cop out when the last two games were balanced for magical healing. Scrapping that system for guard and barrier seems like a poor trade and a hell of a lot more work.

If it ain't broke don't fix it.
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#49
Ariella

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So we can go back to complaining about having to use the designated healer? "I don't like Anders, why do you force us to play with Anders?" No. The system works now.


Yeah, the whole Merrill bloodmage thing was not well thought out.

But right now you have three mages and only one of thrm has a heal spell. Gotta love Viv.

Put a basic heal in and you have three mages to pick from.

#50
JJDXB

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More importantly, more spell types.  A return of nature, spirit and physical as base damage types for staves.


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