o Ventus wrote...
Fast Jimmy wrote...
They didn't announce permadeath. It isn't like having anyone in combat falling is going to be an instant Game Over screen.
Good for them?
Come on, people. If you are REALLY that worried about a system that doesn't automatically heal all wounds after every fight, I guarantee the Casual/Narrative difficulty will be extremely forgiving.
Contrary to popular belief, it IS possible to run out of health potions, just like how it's possible to barely scrape past hard encounters (something that will happen much more frequently now that enemies don't scale to the player's level). Like I said before, it will be worse if an enemy scores a lucky crit.
hello
from the resource management aspect, the difference between gulping potion in fight or outside fight is moot. The same mechanism of potion hoarding works the same (ie craft buy or loot).
Now resting to recover heath is a essentially a time consuming substitute to point,
ie it is the same as potion in more boring.
if everything remains the same, no automatic regeneration does not really change anything other than slightly more resource consuming (and make heath syphoning talents/spell more attractive) and make you click on something that either give regeneration or bulk health points (first aid/food/potion).
So I totally agree, if it is to do that there is no point of getting rid of automatic regeneration, it really does not make that much of difference.
Permadeath and a wounding system where the injured party needs to recuperate at camp, that's an other story.
ps
in DA:0,m with massively suboptimal build, if you are smart enough you don't really need to use any potion. whilst that is not possible to replicate that in DA:2. only one optimal build in the team will make potion reliance moot.
Phil
Modifié par philippe willaume, 08 août 2013 - 03:30 .