Avellion
Erudite
Moving the goalpost.
Technically, yes and if we go by no healers like I literally said, yes none of them belong in that group. I do like the overall concept of healers, provides another role to combat and thus more diversity to your party members and their roles. But at the same time, I do not think an RPG must have a combat healers to be good. However, knowing BioWare's utter incompetence at balancing, they will mess up horribly, making things worse than they were even before. What we have seen and heard of the new system is not a good sign either.
Dork Souls had an implementation of res management/potion similar to what the DA:I want, and it's pretty decline. You never lacked potions, you were always refilling your stacks at bonfire gratis, and could upgrade bonfires up to 20 potions (just like DA:I intends on letting you upgrade your stack).
Of course no one used healing spells in DS1, it had a batshit retarded implementation of resources.
DS2 is slightly, just slightly better, for not giving you more than a few potions in your stacks at the beginning, and making other forms of healing much slower to use in combat. It made healing spells look more appealing too, to use while exploring so that you could keep your potions only for important boss fights. It's still ultimately decline because you will end up with a large stack at the end.
Dark Souls' healing system isnt perfect and has flaws. However, the issue is you had too much healing in the end, like you said. Though, it still beat my massive hoard of grass by the time I was done playing Demon's Souls. Problem was, the overabundance of healing resources.
No, they weren't. It was also particularly bad about healing (only a 5 second cooldown for all healing, health potion tiers had their own individual cooldowns)
Do that and you will eventually run out. Of course, the game was never challenging to the point to justify the mass consumption of consumables like that.
This isn't much of a choice. Go to tactics screen, if a character has less than a % of their health, heal. In DA:O and 2, outhealing damage is the degenerate, low-bar way of winning fights.
I was referring to the theoretical but improbable scenario of only having enough mana left for one (assuming they all cost the same), in which you have to make a choice between one of the 3 effects. Point is, the mage can heal, although that comes at the expenense of everything else, there will be less mana for crowd control, buffing, debuffing, damage, ect. With this new system, ANYONE will not only be able to heal, but they will be able to heal fully without any worries of potentially limiting their other fields.
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