Please just remove them. How can you generate and balance a robust, enjoyabe and tactical combat system when hooking up to a health pot drip is always a viable fallback position?
This would mean:
- reducing the importance of all healing (dare say a fair few folk are tired of tank heal and spank encounters)
- buffing CC abilities
- Figuring out interesting ways for powerful enemies to have challenge rather than buffing their resistance and hit points...
Remember the sacred ashes trailer? that's what combat should be like!
(Update) For example, take a typical boss tanking senario.
Senario 1: one tank, one healer
Standard setup where tank tanks boss and healer heals tank. The tank can contribute some DPS and the Healer can buff / support. The point is that these two characters keep the boss busy.
Senario 2: one tank, one rogue
Tank activates ability "back to back" on the rogue. The two characters fight as a cohesive unit and can combine their defense stats and abilities in order to survive. Restriction that they cannot be more than a few meters from each other. The tank can still contribute some DPS and the rogue can support / dps but the point is that again, these two characters can keep the boss busy.
Alot of folk commenting that "all RPG's must have health potions" and "It's just the way it's done", could you please elaborate on why you enjoy this mechanic if this is your position?
Modifié par daaaav, 09 octobre 2012 - 10:48 .





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