Steel Majere343 wrote...
you are significantly downgrading the usefullness of spirit healers. iv played wih one and one without and the diffrence is inbelievable. its not just "2 heals".
lifeward saves your tank from death, and revival is obviously integral. group heal is great when both regeneration and heal are down.
I think this points to one of the flaws in your arguments - you assume becuase you find something in the game: difficult or easy - useful or not so useful etc that everyone else must find it so as well. You seem to assume that what you have learned or discovered about playing the game are exactly the same things everyone else has learned and that everyone is either playing more or less the same way you are or that they are playing in specific manners that you re aware of and choose not to play (overpowered spells, optomized characters etc) and you more or less discount the possibility that they could be playing in ways you have not thought of yet or other ways you may choose not to play (pausing every few seconds to reassess and reissue commands for instance or always scouting ahead under stealth or the manner in which they allocate items or any number of other nuances that can effect how the game plays out at different difficulty levels).
I think you are also mostly oversimplifying the huge range of options present in the game and the vast number of choices that are made effecting how the game plays from minute to minute and encounter to encounter in order to make your point that the game is in the end very simple with limited options (which I mostly disagree with).
To be more specific I think those choices include:
who comes along on each encounter,
how they are developed along the way.
how they are outfitted,
what specific actions each one may take in battle
how lucky or unlucky they are at it,
how often the player pauses and what he does at each pause,
whether he tries to draw enemies out or charges in,
what kind of spells are chosen at every step and how effective or inneffective his casting of them is based on:
his stats,
the enemy stats,
which enemies ir freindlies he targets first, second, third and then:
the outcome of each of those choices as well as other action choices for each and every party member,
and as the battle continues:
what enemies have been taken out & which are still functioning
and how effective each one of THEIR actions is,
who makes their resistance check and who doesn't on both sides of the ball,
do new enemies get uncovered or do they not,
how tactics have been set or not set,
what level you and the enemy are (which may effect the number of tactics available) etc etc etc.
Start changing these things to something else at any point in that list and all of a sudden you have a different scenario on your hands which may then lead to the whole "My kingdom for want of a horseshoe nail" proverb or perhaps to success. (YMMV)

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http://en.wikipedia....a_Nail_(proverb )