lazuli wrote...
Rzepik2 wrote...
Old spells (& abilities) system.
Replace cooldown with the "spells per encounter". Add new spells.
Maybe this will fix strategic wannabe combat.
I'm tired of dependence on consumable items. Let me explain. I almost never use them, but I don't like that they're there at all. Rather than rely on "spells per encounter," I prefer healing and energy management to be tied to skills the characters acquire, and keep cooldowns*. Potion hoarding is declassé and should be removed. Energy management is one of many ways to add depth to the combat.
Not to derail the thread, but here are some examples of energy management skills from Guild Wars to better illustrate my point.
Glyph of Energy
Power Drain
Offering of Blood
Spirit Channeling
Energy Tap
*For me, cooldowns only become annoying as a game feature when your character must be married to one or two skills to be effective, a la Diablo 2 or Titan Quest, leaving you twiddling your thumbs while your main guns recharge.
Huh, good point. Removing mana potions would make willpower useful for mages, energy management can add tactical depth... BUT consumable items worked out nicely in the infinity engine games. Actually, pretty much in every game where 99 health potions wasn't something natural.
This or good mechanics.lizzbee wrote...
No more of the Deep Roads. No more Fade.
Srsly, what the hell were they thinking? If they are unable to make good system, just don't make combat oriented game like DA:O.
Modifié par Rzepik2, 27 juillet 2010 - 08:57 .





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