Rawgrim wrote...
Kileyan wrote...
Rawgrim wrote...
Kileyan wrote...
Rawgrim wrote...
So basically everything that was on normal difficulty in older rpgs, is now considered to be too hard, and should only be included in Nightmare mode.
What older rpgs had heal spell or potion timers as a major balancing point?
Or when you say old rpgs are you actually meaning Dragon Ages 2?
Some had casting time, wich was in effect the same as a cooldown. In some games you could also OD on healing potionshealth packs. On normal difficulty.
Yeh you have me there, I did like casting time being a factor, but thats different that a 30 second cooldown, unless you are talking about crazy long casting times that essentially would be only useful outside of combat and nullified by the fact everyone heals out of combat.
Anyways I edited above, I think reducing timers is a better way to balacne diff than reduce damage taken and make it easier to kill bad guys.
I am more in favor of healing potions not working instantly. To be fair you do have to swallow the stuff, and it also has to get into your system.
You mean like Diablo III potions that heal you pretty fast but take time to give you the full heal? I have np with that.
Mostly I want to revisit the difficulty settings having more to do with healing mechanics. I'm going to stick with this line of thought. I dislike the diff levels of today just being less damage taken and bad guys have less health.
I still want even newbie players to have to use a heal spell, even if they suck at playin the game, they can use the heal spell more often. I want them to use the basic mechanics of the game to overcome challenges, not remove the need to heal your party or yourself. Even with being able to cast heal spells more often at easier setting, they will maybe learn if they cast resist fire, or wear resist fire armor, they will have to cast heal less often vs a dragon.
But if you make the game so easy on easy setting, that the player doesn't have to use any of those spells or buffs, they end up finding combat boring and meaningless button clicking. It is a self fullfilling prophesy, why should I use the stupid spells, or even try to figure out this encounter? Why is there combat encounters at all, I can win them so easily?
Ease them into using proper spells and planning, but don't remove the need to plan, just make it easier. Train the players to learn the genre they are playing, require them to learn the basics of a party rpg system, just be more forgiving, don't remove all need to play the game as a party based rpg.