No health regen?
#26
Posté 06 août 2013 - 08:57
This is perhaps the best news to come out of the GI article.
#27
Posté 06 août 2013 - 08:58
#28
Posté 06 août 2013 - 08:59
Sylvius the Mad wrote...
Awesome! No automatic health regen means that combat mechanics and encounters have to be designed such that it's possible to limit how much damage your characters take. That's something that was sorely lacking from DA2, but it was in DAO (even though DAO had regenerating health).
This is perhaps the best news to come out of the GI article.
Huh? You had armor and defense in DA2 just like in Origins. What are you talking about?
#29
Posté 06 août 2013 - 09:01
It can get really annoying if you don't have a healer ...I wouldn't mind if there is enough ways to regen .Like bandages or food or rest.
But I really think it should be something you can toggle .
#30
Posté 06 août 2013 - 09:01
#31
Posté 06 août 2013 - 09:03
With armour and defense, you still got hit, and you still took damage. There weren't many options in DA2 to prevent enemies from hitting you at all.andy69156915 wrote...
Sylvius the Mad wrote...
Awesome! No automatic health regen means that combat mechanics and encounters have to be designed such that it's possible to limit how much damage your characters take. That's something that was sorely lacking from DA2, but it was in DAO (even though DAO had regenerating health).
This is perhaps the best news to come out of the GI article.
Huh? You had armor and defense in DA2 just like in Origins. What are you talking about?
DAO had many such options. I hope to see that again in DAI.
#32
Posté 06 août 2013 - 09:13
Plaintiff wrote...
Meh. Efficient healing had better not be gated behind a special mode in a mage specialization, then.
A non-combat first aid skill would be godsend here.
#33
Posté 06 août 2013 - 09:15
Just need to announce no level scal-
oh jesus yes.
#34
Posté 06 août 2013 - 09:16
Fast Jimmy wrote...
Plaintiff wrote...
Meh. Efficient healing had better not be gated behind a special mode in a mage specialization, then.
A non-combat first aid skill would be godsend here.
Along with plenty other non-combat skills.
#35
Posté 06 août 2013 - 09:19
Rawgrim wrote...
Camping + resting.
Kinda like Neverwinter Nights?
Modifié par Ajosraa, 06 août 2013 - 09:20 .
#36
Posté 06 août 2013 - 09:19
If it's just on a tumblr, there's a good chance that Game Informer didn't give permission. Sorry.
#37
Posté 06 août 2013 - 09:25
Ajosraa wrote...
Rawgrim wrote...
Camping + resting.
Kinda like Neverwinter Nights?
Kind of like 90 percent of all the rpgs out there.
#38
Posté 06 août 2013 - 09:28
So now what? Hopefully it really is as simple as just finding a safe place to rest (though I hope the game doesn't try to track the passage of time at all).
Modifié par devSin, 06 août 2013 - 09:30 .
#39
Posté 06 août 2013 - 09:43
#40
Posté 06 août 2013 - 09:46
#43
Guest_Cthulhu42_*
Posté 06 août 2013 - 09:54
Guest_Cthulhu42_*
#44
Posté 06 août 2013 - 09:57
Modifié par David7204, 06 août 2013 - 09:57 .
#45
Guest_Puddi III_*
Posté 06 août 2013 - 09:58
Guest_Puddi III_*
#46
Posté 06 août 2013 - 10:00
And there is no running away in staged fights, of course. If you can't go into one of those with full health and mana/stamina, good luck in not sucking down potions during the battle.
Modifié par devSin, 06 août 2013 - 10:02 .
#47
Posté 06 août 2013 - 10:01
Do. Not. Want. <_<
Modifié par Bekkael, 06 août 2013 - 10:02 .
#48
Guest_simfamUP_*
Posté 06 août 2013 - 10:02
Guest_simfamUP_*
Rawgrim wrote...
Camping + resting.
Not a solution if you're roleplaying.
I spent many a day heading back to Beregost...
#49
Guest_Puddi III_*
Posté 06 août 2013 - 10:05
Guest_Puddi III_*
You could also just learn how to suck down potions. If there's a way to farm ingredients and craft it wouldn't be too obnoxious.
Modifié par Filament, 06 août 2013 - 10:06 .
#50
Posté 06 août 2013 - 10:05
Uh, what?simfamSP wrote...
Not a solution if you're roleplaying.
I spent many a day heading back to Beregost...
It's perfectly reasonable to camp on the road or in a safe room in the dungeon. It could be annoying if Mark kept spawning in a hundred kobolds every single time you tried to rest, but I'm not sure what roleplaying reason there would have been to travel back to the city (which itself took quite a bit of time, so unless you were undead, you probably needed to stop and camp on the way)?
I do hope there's no time management. One of the few things I don't miss at all from the past games.





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