So, if there isn't any health regeneration after combat, is there no mana/stamina regeneration as well? If so, does that mean there is a limited number of spells a mage can cast during one exploration period? (I am assuming we also have limited lyrium potions/stamina draughts we can take with us as well.) How will this mechanic affect spirit healers? (The last one concerns me especially since all of my mages that I play as have been spirit healers.)
Also, what happens if a party member falls in combat since there is no health regeneration? Do we still have ways to revive fallen party members?
As for limited potions- is there a method in game to increase the limit of potions you can take with you? Or at least make the potions you can take with you give you more 'bang for your buck' so to speak?
And, how will the difficulty settings affect this mechanic, if at all?
I know a lot of people like their games to be unforgiving, but even as a seasoned player of Dragon Age I am hoping there is at least something extra we can do in preparation besides simply pouring a ton of points into constitution (which will now become a vital stat for all classes, in my opinion, no just warriors), perhaps such as buying upgrades from vendors or being able to choose abilities or effects from all classes that can maintain survivability as a whole so there is a bit more wiggle room when handing events such as the one presented in the demo.
With untimed events and areas you can just come back to (which it sounds like there will be plenty of) this won't be as much of an issue for me since if things get tough I can backtrack, heal up, and then go forward again...
...I hope...
Anyway, I am also hoping for thoughts from my fellow community members aas to what they think might happen or how they want this new mechanic handled in regards to the abive questions. Thanks for your time!





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