How is 'cast shields&barriers +drink potions' more meaningful than playing with a CD-ed healing spells? Also, what does it have to do with the potential wipe? People wipe with healers too, you know. Having a healer does not guarantee one anything, one still has to use his brains and follow the tactics.
Also, seeing words 'balanced combat' referred to the single-player is kinda strange. Yeah, it makes sense to avoid both player oneshoting his\her enemies and mobs oneshoting the player. That one is obvious.
But changing reactive healing (healing spells) to proactive (barriers, procs, HOTs) does not actually 'balance' anything per se. Balance is when players can equally success with whichever strategy and playstyle they prefer. Be it healing, shielding, dex-tanking, mage\rogue non-tank parties etc.
Gonna break this down into individual things, which I don't usually do, but the hell with it, I'm drunk and the night is young.
>How is 'cast shields&barriers +drink potions' more meaningful than playing with a CD-ed healing spells? Also, what does it have to do with the potential wipe? People wipe with healers too, you know. Having a healer does not guarantee one anything, one still has to use his brains and follow the tactics.
People *do* wipe with a healer. Of course they do. But they're not supposed to. The problem is that with the way that DAO and DA2 were set up, every single fight has to have the capacity to wipe or it's literally just a waste of time. If you get rid of the player having unlimited health (and that's what easy healing amounts to), then fights which can't reasonably be expected to wipe can be meaningful because damage will add up over several fights.
>Also, seeing words 'balanced combat' referred to the single-player is kinda strange. Yeah, it makes sense to avoid both player oneshoting his\her enemies and mobs oneshoting the player. That one is obvious.
>But changing reactive healing (healing spells) to proactive (barriers, procs, HOTs) does not actually 'balance' anything per se. Balance is when players can equally success with whichever strategy and playstyle they prefer. Be it healing, shielding, dex-tanking, mage\rogue non-tank parties etc.
That's not what balance means. Balance means that the game devs have control of the difficulty and it's where they think it's supposed to be, which is incredibly hard to do when your players can have effectively unlimited health.
For instance, Easy in DAO was incredibly unbalanced in a couple of places due to glitches which meant that the combat was harder than Nightmare. Remember Redcliffe?
Balance doesn't mean that your players can't play suboptimally, it means that there's a balanced progression in difficulty. Difficulty spikes where you don't want them to be are bad.