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A Couple of Questions Related to 'No Heath Regen' and 'Limited Potions'


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#1
FenrirBlackDragon

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 Maybe this would be better suited for the topic specifically concerning this, but I was wondering if this question has been addressed by the developers yet. And I was hoping to add some more discussion in regards to the new information coming out. Anyway, here's the deal...:wizard:

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! 

#2
CheshireCat1701

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It’s an excellent question. There was a 40 plus page thread on it, but even there the question really wasn’t addressed.

No health regen has implications beyond just combat. It could fundamentally alter the way we play mages, moving it back to a more Baldur’s Gate style. In that game, mages and their ilk were like a heavy caliber revolver. They could blow the hell out of something, but you had to be careful because you only had a limited number of bullets. Kind of like the Magnum revolver in the Resident Evil games.

I am assuming Bioware put a great deal of thought into it and didn’t conjure up the idea haphazardly. My guess is that mana will regenerate, albeit slowly. If it quickly regenerates then healing your party is just a tedious chore. You wait for the mana bar to fill, heal party, wait for the mana bar to refill, ect. I don’t think that is the direction they want to go.

If mana regen is slow, it means no more casually dropping nukes on a group of low level bandits. Now you would have to constantly watch your mana levels, zealously hoard mana potions, and save your high level spells for the Big Bad at the end of the dungeon.

They might add abilities or skills to compensate. For example they might have an ability that lets you increase your mana regeneration when you level up in lieu of adding another spell. Diablo 2 had an ability called Warmth that didn't do anything other than increase mana regen rate.

If done properly, it could be cool. As much as I love mages, I do think they are somewhat overpowered (the arcane warrior especially). And the ability the equip heavy armor helps to alleviate one of their main weaknesses (their inherent squishiness).

So having to be careful about when and where to deploy high level spells, mana as a precious resource. I kind of like it, provided they compensate by increasing spell damage. It shouldn't take three fireballs to drop a Herlock Alpha.