from a combat realism standpoint, healing, especially instant ones, during combat is bs.
proponents can argue for healing from a gameplay experience standpoint, but this position nevertheless undermines the concept of combat.
Yes, the trinity of rpg, dps, tank and healing, jolly good fun, but it gets very problematic very quickly--left unchecked, healing mechanisms mean that manageable encounters ultimately degrade into a matter of grinding through enemy health.
Wow, long time industry top dog, installed hard enrage with tbc...I believe subsequent bosses inherit this mechanism as well?
I don't think you want to argue "realism" in a game with fireballs, guys hitting the ground so hard they cause micro-earthquakes and people doing pirouettes with daggers to kill people. Frankly, in light of most powers the "magic can close wounds" thing is pretty sensible.
The problem you talk about grinding but what a lack of healing does is turns not battles but dungeons into a grind. This is a way of making a dungeon "dangerous" by making the collectivity of the wear and tear a problem...not by making each individual fight more dangerous by having smarter or more lethal foes. So what we now get are the same trash mobs and the sheer mass of them accumulates enough damage fight to fight to be a problem.





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