billy the squid wrote...
If you get a quest or you're going out into the wild, you craft traps, potions, grenades, poultices, poisons. You get tooled up before you go out into the area. You might be a witcher, but barreling in talking on 5 heavily armoured knights is a recipie for disaster. That's why the HP regen worked in TW2, it was balanced around a completely different game design. (And the traps "Arrd" sign can be laid in combat, several mission laying traps in combat is a necessity)
Nor have you addressed any of the other points regarding the similarities of the games with HP regen and without it both requiring resource management. The lack of HP regen hasn't affected any of the game designs with regards to resource management, nor did it's inclusion in TW2 have any effect either in the same vein and in terms of combat encouters. The assumption was if you didn't prepare before, you'd get your arse kicked. That's it, it didn't matter that you were at full hp or not. The combat was just as hard.
The only games that I have seen wave combat and massive HP and damage bloating are those with regenerating HP.
To be fair you don't have to do that in Witcher 2 at all, infact for me its far more fun to play it without those as they are essentially boring tasks which only serve to make the game easier. Dark mode is perfectly doable without using traps et al. But witcher is a fairly different game to DA anyway being that it has far more action orientated combat wherein you can negate or atleast offset large amounts of damage by dodging and parrying/counterattacking.
The problem with your 'the only games' example is that it doesn't really portray regenerating health as a concept as a whole it just represents arguably bad execution of the design philosophy behind that choice. Reminds me of the arguements about framed narrative and the lack of choice it gives, it's just down to implementation rather than being an inherent flaw with that story telling technique.





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