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It's only made worse by the fact that they added a function that will in short force a large portion of the fanbase to play on easy, but also they decided that they had to cater to the elitist with a nightmare and hard trophy.
Well, achievements are supposed to be just that. Achievements. Some achivements are supposed to be hard, and not to be gained by everybody - only by those with enough skill/patience/dedication.
Seriously though, it just seems like they're shifting heal spam to barrier/guard spam for DAI. I wager it's going to work exactly the same way, just pre-fight instead of during or post-fight.
That's not how it works. Guard cannot be 'spammed' - it's build up by using active talents. Barrier also cannot be spammed - it has to be used stratigically. You have to predict when it will be useful - not use it post-fact.
Instead, it becomes walk for five minutes to the camp and back - after every battle.
Am I to understand, that after your characters died in battle in DA:O/DA2 you went all the way back to camp? Or did you by any chance used an injury kit (which were quite few in number/expensive) or just pressed through despite having a weakened party?
Because the all the evidence (i.e. existing games that don't regenerate health) predicts non-regenerating health is a bad idea.
Can you give examples? For example, most FPS'es with regenerating health are absolutely terrible. On the other hand, those with resource-based health regeneration are much more enjoyable.
Check the reception of single player old-school FPS games - Duke Nuke'em, Serious Sam, Shadow Warrior, Hexen, Doom... and more modern games like Bioshock series, first two F.E.A.R games, Far Cry series and several others, with Modern Military Shooters like Battlefield, CoD, new Medal of Honors...
In FPS genre, introducing regenerating health (and a bunch of generic, modern, similarly working weapons, but that's another story) killed the whole exploration aspect and most of the enjoyability that those kind of games provide.
In third person games, many have non-regenerating health (although sometimes supplemented by preventative mechanic...armor, barriers): Dead Space, Mass Effect 1&3, most third-person survival horror games (like Resident Evil and variations)... From those that I played lastly - only Tomb Raider had regenerating health, and I'm convenced that it would profit from not having one.
It's about like DA2's healing, if the cooldowns are even remotely similar. It's just "prevent X damage" instead of "restore X damage dealt".
"Prevent X damage" is a completely different gameplay mechanic to "restore x damage dealt". Their tactical (and strategical) applications are completely different. Prevent promotes awareness. Heal (especially post-combat free heal) promotes carelessness. In healing variant, you can treat health as an expendable resource - it doesn't matter if your whole party finishes combat almost dead - you're still just as good as a guy who strategized the whole battle and didn't take any damage.