Aller au contenu

Photo

No healing between combats.


  • Veuillez vous connecter pour répondre
59 réponses à ce sujet

#51
Zjarcal

Zjarcal
  • Members
  • 10 836 messages

Well if given the opportunity I think anyone in Lara's situation would do that. Camping is a valid tactic...

 

Did u learn nothing from the MP pros? You're totes a noob.

 

Ahem, but yeah, I did the same myself in TR, it's actually the smarter thing to do instead of going all COME AT ME BRO!

 

(which one is more fun is a different subject)



#52
Maria Caliban

Maria Caliban
  • Members
  • 26 094 messages

It is a biggy, if you have to spend 1/3 of the time to go back and stock up on HP-Potions (if you can't even finish a long quest-chain because you constantly lose HP...what an immersion killer!)
 
greetings LAX


Then lower the difficulty or get better at the game.

Or do as much as you can at the beginning, so you're 5+ levels over necessary content later on.

#53
Wulfram

Wulfram
  • Members
  • 18 947 messages

Both potion limitations and stat requirements are silly rules

 

Though having a limited number of potions in battle is more justifiable, because you only have a finite number of accessible pockets


  • Enigmatick aime ceci

#54
bairdduvessa

bairdduvessa
  • Members
  • 726 messages

You'll just have to make more trips to the Pokémon Center between fights. No biggie, just a bit of backtracking.

ha, i've never played pokemon



#55
TK514

TK514
  • Members
  • 3 794 messages

I think it's a terrible idea, but at this point they couldn't change it if they wanted to, so I'll deal with it.



#56
tmp7704

tmp7704
  • Members
  • 11 156 messages
Having cap on health regen out of combat seems like a silly idea to me, in the sense it's far more likely to make players either leave last enemy crippled but alive until everyone is healed back to full while combat technically lasts, or tp to base to heal up between the fights... than produce the "desired" effect. And there's little sense in keeping design that's unlikely to work as intended.
  • Lee80 et Vroom Vroom aiment ceci

#57
Lee80

Lee80
  • Members
  • 2 347 messages

I have to say I've been against this no/limited health regain from the start.  It is a bad idea, and like others have said there are many (mostly unpleasant) ways to deal with it, but what does it really add to the experience?  That's the real question that keeps popping up in my head.  It adds an artificial difficulty spike perhaps, but if you are playing on easy why in the Maker's name would you want anything to make the game harder?  

 

This mechanic should have only existed in the upper difficulties (the same way friendly fire usually is).  Meh!  Whatever though, it can't be helped.  Hopefully on easy it will be at least 80% health that comes back, cause that I can work with easily enough.  


  • Vroom Vroom aime ceci

#58
Battlebloodmage

Battlebloodmage
  • Members
  • 8 698 messages

We also have resurrection system, so if our companions were to die, we could just bring them back to life at low health, I'm guessing.



#59
LexXxich

LexXxich
  • Members
  • 954 messages
In recent combat videos there were some sort of blue outline over health bar, which wasn't mana (mana/stamina is shown in a circle around char portrait), that seemed to get smaller during combat, and HP bar didn't go down while it still had that outline left.

It could be something like ME's shield mechanic where if you take only a bit of damage you don't have to expend resources to get HP back up since that small damage was absorbed by shield. Meaning skirmishes would not take toll on your potions/heal spells, but long engagements with high damage received (like boss battles) could leave your resources depleted.

#60
Kage

Kage
  • Members
  • 599 messages

In recent combat videos there were some sort of blue outline over health bar, which wasn't mana (mana/stamina is shown in a circle around char portrait), that seemed to get smaller during combat, and HP bar didn't go down while it still had that outline left.

It could be something like ME's shield mechanic where if you take only a bit of damage you don't have to expend resources to get HP back up since that small damage was absorbed by shield. Meaning skirmishes would not take toll on your potions/heal spells, but long engagements with high damage received (like boss battles) could leave your resources depleted.

 

They have taken inspiration from ME3 for sure.

In the Alexius fight, you see him casting spells that add him a purple shield, like the biotic barrier from ME3.

 

I am pretty sure the barrier spell from the Spirit tree is what triggers those blue protections on your party, and are temporary shields to absorb some damage.