Nightmare has a 10% regeneration, too.
Wasn't sure about that. Will update. Thanks. ![]()
Nightmare has a 10% regeneration, too.
Wasn't sure about that. Will update. Thanks. ![]()
Pah, wouldn't have that is Dark Souls. This game is for ******, yall need to grow up.Nightmare has a 10% regeneration, too.
Pah, wouldn't have that is Dark Souls. This game is for ******, yall need to grow up.
/s

In large part, it's because I dislike the mitigation options we have. Barrier is both uninteresting and requires way too much investment (as it seems half the Spirit tree is taken up by it), and both warrior taunting and rogue stealth are nonsensical in combat.
Also, the attrition isn't mandatory if you keep running back to camps. And Resurgence is a knight-enchanter spell, meaning I'd have to take Vivienne everywhere if I wanted access to it.
Barrier is the first talent in the spirit tree. If you did have to waste points to get it, that would be a separate issue in and of itself. As are the issues with taunt and stealth. But again, there are other ways to protect yourself spread out across the skill trees. (And a basic heal spell is more interesting than barrier?)
I think they meant that Barrier seems fairly useless unless you invest in a lot of the spirit tree to improve it.
Not having health regen is just fine by me, but it seems to me that Barrier is absolutely necessary to progress through the game on harder difficulties, and that's a bit offputting. I never like being forced to use a very specific build (or in this case, part of a build). :/
That being said, the game isn't out yet so we really have no idea how it will actually play next month. Guess we'll see.
I think they meant that Barrier seems fairly useless unless you invest in a lot of the spirit tree to improve it.
Not having health regen is just fine by me, but it seems to me that Barrier is absolutely necessary to progress through the game on harder difficulties, and that's a bit offputting. I never like being forced to use a very specific build (or in this case, part of a build). :/
That being said, the game isn't out yet so we really have no idea how it will actually play next month. Guess we'll see.
We'll see whether or not it's necessary. In prior games healing (via spells) wasn't necessary to beat the game on nightmare, esp. in DA2.
Combat is slower than Origins, just warning you, and take a look at the ruleset before playing, skill rolls are more complex than the usual more known systems.
If it's based on Das Schwartze Auge, I would hope so.
Kind of surprised you never even tried AP.
The timed dialogue system sounds terrible. And I don't love modern settings.
Though I'm sitting on a copy of FO:NV myself, which I'm getting to as soon as I finish-- er, get bored with Skyrim.
I found that New Vegas required modding to be playable. But overall I like it.
The timed dialogue system sounds terrible. And I don't love modern settings.
The philosophy to the dialogue design is very different as a gameplay element. It's not meant to even allow for the possibility of expression - it's entirely designed to be utilitarian, because the PC is predefined to be a manipulator.
But this is the entire point of the combat redesign. Encounters are not designed to wipe the party, so each fight will be "easier" - although I think "nuking into oblivion" is probably exaggerating somewhat based on the combat footage we've seen - but each fight WILL likely have an impact on your health pool and you have a lot of fights to get through.
This means that each fight must be taken seriously. Just because you will likely beat them, doesn't mean you can take that fight for granted in the way that you describe, or like you would with easily beatable mooks in a health regen system. You need to make it through that fight with as little health loss as possible because combat is now a distance race rather than a series of sprints.
From what I've seen, the same sort of basic tactics that worked in DA:O - keeping distance from the enemies and creating AOE kill zones - will be quite effective in mowing down enemies in this case.
In DA:O, I almost never took damage in a fight. And the idea behind those combat encounter presumably was to allow for the possibility of a full wipe. If DA:I is somehow easier than that, I just can't see how the attrition will work. In BG2 the attrition came from the fact you exhausted your spells, not from the fact that the fights themselves were hard. Basically, in D&D abilities are also consumables.
I will be playing on hard on my first playthrought because 25% regen (normal) is way too high. I'm pretty sure the game will be too easy even on hard, so I'm considering hard "practice mode" until nightmare.
From what I've seen, the same sort of basic tactics that worked in DA:O - keeping distance from the enemies and creating AOE kill zones - will be quite effective in mowing down enemies in this case.
In DA:O, I almost never took damage in a fight. And the idea behind those combat encounter presumably was to allow for the possibility of a full wipe. If DA:I is somehow easier than that, I just can't see how the attrition will work. In BG2 the attrition came from the fact you exhausted your spells, not from the fact that the fights themselves were hard. Basically, in D&D abilities are also consumables.
And the punishment will be us being unable to bash things open due to a lack of warriors, if our party is all-ranged.
I will say that if I can get something like Gravitic Ring in this game, I'll withdraw my complaints about healing. I'm very glad to have finally played a force mage.
In DA:O, I almost never took damage in a fight. And the idea behind those combat encounter presumably was to allow for the possibility of a full wipe.
And the punishment will be us being unable to bash things open due to a lack of warriors, if our party is all-ranged.
I will say that if I can get something like Gravitic Ring in this game, I'll withdraw my complaints about healing. I'm very glad to have finally played a force mage.
That's an aggravation, but it's like not having a rogue in DA:O - you can really just go back over the area with a rogue. Still, fair enough point.
I'm not sure I'd make that assumption about wipes. NWN had plenty of filler combat and a wipe was literally impossible for most of the game. Many KotOR combats don't seem likely to wipe you either.
Right, my phrasing wasn't the best. It may well be that DA:O wasn't designed for party wipes - the poster was just suggesting that health-regen means party wipe design, so I went with it. If DA:O or DA2 were an example of that, the mooks weren't that hard. If DA:I is going to get easier per encounter, I don't think resource management will be achieved.
Easy? We're talking about something that will only happen when combat is over. If one tries again to engage in combat with mostly 25% health on hard, with enhanced enemies, a party wipe is very likely.I will be playing on hard on my first playthrought because 25% regen (normal) is way too high. I'm pretty sure the game will be too easy even on hard, so I'm considering hard "practice mode" until nightmare.
Allow me to preface by saying that I've only read the OP and lightly skimmed the other 10 pages, so my apologies if this is just regurgitated opinion.
I'm all for regenerating health in many games; however, I'm actually cautiously excited to see how well my planned party fares in longer excursions to the wilderness without infinite health. Like many have said, the game isn't out yet, so holding judgement until we actually have the game in the disk drive would be best. I'll be looking forward to seeing how we all do!
Frankly i am not worried if health regen is an expected feature or not. The only way to progress in video game design is to drop convention and try something new.
A few innovative games bioware has done in the past
Kotor - Camera angles changing during a conversation, Voiced NPCs
ME1 - Voiced protaganists, No ammunition for guns
Not everyone likes an innovation and not every innovation is retained but the fact that Bioware is always trying to innovate means we get the classic RPGs of their time from Bioware.
I am not willing to pre judge the lack of classic healing options on the game until I play it and until I TRY to learn new strategies. I ASSUME i will get into combat and get pawned on hard (i plan to learn the game on hard) until I learn how and what mitigates damage. After i have played I'll see if the changes work.
Fear that you might alienate players is a cowardly way to design as it retards innovation. Players are always asking for more innovation but when they get it they always seem to resist it.