Deflagratio wrote...
Siegdrifa wrote...
I hope that harder won't mean more boring (lacking Healing designe mechanic).
DA2 was bad in that regarde... and i'm not a fan of "oh, but you have an alternative,... Healing POTIONS !".
I always found games that make us consume Healing potions more than drunkards emptyng beers on a friday night, a totaly retarded concept...
Just my opinion.
I think very specifically they wanted to avoid "Potion Spamming"... at least on the higher difficulties.
I hope so, but there is a difference between "management" and "lacking".
I won't argue if this is the case in DAI (because i don't know about it), but i hope they fixed the problem of DA2.
In DA2 there was no potion spaming or heal spaming either... it was just plain lacking of healing mechanics.
IMO, health management shouldn't be "let if fall and do not give a damn because you are dealing damage" then "once it reach a low level, just replenish like a racing car stopping at the pit".
Managing health shoud be intresting and gratifyng. Analysing incoming damage, to choose wich "healing tool" is the most fited fot this case (light heal ? heavy heal ? HOT ? shield ward ? area heal ?).
In DA2, because of the long cd for each, i ended using what i had left to survive, there was no real choice in the end.
The only skill involved was to get a good rotation with each to mitigate the incoming damage regulary. But being called "potion" or "healing spell" or "magic ward" ...it made no difference in the end to me, they could have called them "tool 1" "tool 2" "tool 3" and "tool4" for that matter.
I did my first DA2 playthrough in hard (i mean, the hardest difficulty before nightmare), and i died only 7 times. I wanted challenge for my first experience (normal difficulty was total joke, so i changed it 30minutes after i started), but i could tell that the healing mechanic was a real pain because very lacking and plain, while damage dealing was a lot more manageable.