Sylvius the Mad wrote...
Actually, simply eliminating health regen likely reduces the need for tactical gameplay, as encounters now cannot all be tactically challenging. Since strategic concerns would be everpresent, combat would be a process of on-going resource management (hit points being one of those resources) rather than a challenging tactical experience.
Technically, wouldn't it be both? As health becomes more of a resource to be managed, you'll want to create characters which fulfill a purpose outside of combat.
Perhaps you've been drinking too many potions because you've been going into combat completely blind, managing stealth-based characters with skills like picklocking and disarming traps would be a great way to scout out and plan ahead.
Perhaps add crowd control or more debuff effects into the game which allow you to alter every fight, a rogue can knock-out targets for 30-40s at the risk of being seen and launching combat or mages can dull the enemy's senses making them deal less damage or take longer to get their abilities off cooldown.
Pause-and-play on higher difficulties could be almost mandatory as you weigh the consequence of every decision.
Foxhound2121 wrote...
The elitist insults are hardly amusing.
Yes, it's an insult to question your already questionable logic.
Modifié par Dave of Canada, 08 août 2013 - 10:20 .





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