It's a really puzzling mechanic. On one hand I can see why Bioware would do it and if done correctly, it can add a strategic/tactical element to the game. However, I just can't get past thinking it's going to be a bad design decision based on everything they've said. If you have limited pots and only mages are the alternate way to heal, I think that's kinda bad design. The reason being is you'll be forced to take a mage with you at all times to offset the lack of pots. If they're limiting healing on mages too then that means you will have to pick and choose more encounters or force the player into a TON of backtracking to the keep in order to heal. Backtracking is really bad design unless it's done in the same way the Metroid games do. I don't want to run back to the keep just to heal myself and then progress forward then run back to the keep. That sounds very tedious...especially for a game that seems to be promoting so much exploration to the player.
I'm hoping they have some kind of alternate way to give the player extra pots or something. Maybe have small Inquisition camps setup between points where you explore in the big maps. You can kinda view them as checkpoints of sorts? I think that's the most logical way to do this without it being so tedious you have to backtrack a lot. Basically, you'll have limited healing/pots between these checkpoints so you have to pick and choose encounters until you reach those points. It will be like a breath of fresh air similar to how the old Resident Evil games were when you reached the typewriter rooms? Anyways, this is the feature that has me most worried about DAI's design. it's a boom or bust type of design decision. I don't see much middle ground for it.
I would hope Bioware understands this. I do think they have something up their sleeve we haven't seen yet.





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