Nice to know that resource management and preplanning/damage prevention doesn't count as real difficulty, and only things that can be overcome by being able to throw healing spells around are. That pretty much limits "real difficulty" to massive damage that you need to heal through or you die. Guess Reciever is the only really difficult game out there, as you die in one hit no matter what in that game.
Also, please do't use "us gamers" when you talk about who is irritated about this design choice. So far, I've seen more people in support of this system than people who oppose it, so "us gamers" doesn't work here.
Also, while I can't say for sure, I find it extremely unlikely that something that uses a non-standard game resource (focus as opposed to mana/stamina) would need to be accessed through the quickslot. Focus abilities seem more like oh ****-buttons rather than something you keep around constantly. As for barrier, why would it be necessary? You could achieve the same results with other types of stuns, crowd controls and tactics. Less damage coming in to the tanky characters, either because he has barrier, guard, or because there just aren't as many enemies hitting him at the same time.
Yeah? So there weren't multiple threads created about how much people hate the 8 ability slot restriction? Or how there are 24 pages in this thread with more than half of the participants saying it's stupid to have no healing spells?
And check the video I posted above. There's proof that focus spells are mappable, unless they changed that since the E3 demo.





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