EDIT: Forget the part asking about it not being in the game. I'll ask this instead: Is it a toggle? Or does it increase/decrease with difficulty? Or is it set?
Modifié par Sabariel, 26 février 2011 - 07:49 .
Modifié par Sabariel, 26 février 2011 - 07:49 .
Modifié par Jazharah, 24 février 2011 - 11:20 .
Sengoku no Maou wrote...
I like the fact we have something to remove potion spam, but I would have preferred it only on the higher difficulties. However, it's not that big of a deal to me.
Modifié par Sabariel, 24 février 2011 - 11:22 .
MemeLeigh wrote...
don't the health potions have cooldowns in DAO. how long are those?
Modifié par Jazharah, 24 février 2011 - 11:26 .
MemeLeigh wrote...
don't the health potions have cooldowns in DAO. how long are those?
Ah. That's why I distinctly remember chugging three potions in succession in DAO.Jazharah wrote...
MemeLeigh wrote...
don't the health potions have cooldowns in DAO. how long are those?
10 secs - but you can use different strengths and effectively spam them if needed.
Modifié par Sabariel, 24 février 2011 - 11:28 .
HolyAvenger wrote...
Sheesh this one of the few challenging things about combat in DA2. I hope they don't change it.
Modifié par Sabariel, 24 février 2011 - 11:33 .
Johnny20 wrote...
I don't mind the cooldown, just the length.
Longer cooldowns for heal spells and potions is part of the design intent. They want you to outdamage an encounter, not outheal it. I'll try to dig up Peter Thomas quote to the effect, but when discussing Nightmare runs he basically said "Time spent healing is time spent not damaging" which gives me the feel that they are going in a "be efficient at killing things, not surviving them" route for the game. Which is good, as it increases speed through trash cleaning and reduces the feeling of lenght padding fights.Sabariel wrote...
The mage cooldown is even longer. They're not much help.
Xewaka wrote...
LongerSabariel wrote...
The mage cooldown is even longer. They're not much help.
cooldowns for heal spells and potions is part of the design intent.
They want you to outdamage an encounter, not outheal it. I'll try to dig
up Peter Thomas quote to the effect, but when discussing Nightmare runs
he basically said "Time spent healing is time spent not damaging" which
gives me the feel that they are going in a "be efficient at killing
things, not surviving them" route for the game. Which is good, as it
increases speed through trash cleaning and reduces the feeling of lenght
padding fights.
Modifié par Sabariel, 24 février 2011 - 11:55 .
Modifié par Felfenix, 24 février 2011 - 12:15 .