Ulyssis Posted January 6, 2015 Share Posted January 6, 2015 Hey fellas, I liked more challenging fights in DA:O and DA:2. Therefore I'm playing on a higher difficulty level in DA:I aswell. But I have a serious problem with the "heal-system"... Imagine the following situation: I went into an ambush, my party barely survived and I had to use 3 of my 8 potions. After the next 2 smaller fights I already have to search for the nearest camp to refill my potions because if I had to reload I could be trapped into a group of enemies. So I'm making all my way back to a camp. Now I've rested and all my potions are back but despite the lost ravel time all of my killed enemies just respawned. :'-( For me the "potion only healing" is frustrating and slows down the game enormously. Do you think there's a chance to implement a (slow) auto-heal after leaving combat? (or mage heal spell) This would help to keep the flow on higher difficulty levels and spare's senseless travel time as I don't want to miss the harder fights. Kind regards,Uly Link to comment Share on other sites More sharing options...
ThingTheWiz Posted January 6, 2015 Share Posted January 6, 2015 Hi Ully I use two solutions :Carry regeneration potions (they are player specific and not 8 shared between 4 people) - downside is that you can't carry other types of potions for that person (Mana, Poisons etc). These bring back full health over a minute or two call up the map and fast-travel to your nearest camp by clicking on it - you get full heal then; thereafter you can return to where you were and it may take some time.Hope this helps Link to comment Share on other sites More sharing options...
Ulyssis Posted January 6, 2015 Author Share Posted January 6, 2015 Hey WIz, thanks for your tips. This does help indeed but does not solve the problem completely of course. Sad enough we have to work with such things. Those stupid fast travels between camps and the latest progress are just annoying. I'd still love to see such a "after combat heal mod". Wonder if it's actually possible to create for DA:I Link to comment Share on other sites More sharing options...
Thandal Posted January 7, 2015 Share Posted January 7, 2015 Since the total lack of a Heal spell or automatic healing after combat was a very deliberate design choice, I'll be interested to see how long it takes for someone to find a way to artificially "insert" either one into the game. My guess? It will prove impossible. Much more likely is a mod to increase the number of Heal potions the Party can carry, since that's already a perk you can acquire with enough Influence (or is that Power? I can never keep them straight.) Link to comment Share on other sites More sharing options...
Ulyssis Posted January 7, 2015 Author Share Posted January 7, 2015 To sad we have a RPG without a proper health/heal system. I hope anyone does the magic :-) Link to comment Share on other sites More sharing options...
Thandal Posted January 16, 2015 Share Posted January 16, 2015 The game does have a proper health/heal system. It works like this: Go to Camp and Rest after every major fight / get fully healed. It's... MAGIC! :laugh: Link to comment Share on other sites More sharing options...
coplandc Posted June 7, 2015 Share Posted June 7, 2015 The game does have a proper health/heal system. It works like this: Go to Camp and Rest after every major fight / get fully healed. It's... MAGIC! :laugh:Like the original poster said, by the time you do that and head back to where you were, your enemies and respawned and you have to kill them all over again! Frustrating! We need a mod that allows bigger number of potions. 8 is not enough for 4 people. Link to comment Share on other sites More sharing options...
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