I had a hard time picking a title for this topic. The 'no healing' stuff is mostly a preface to the turtling discussion. And the rethorics of the 'why not turtle?' question is in the sense of answering it, not in the sense of implying that there is no reason not to turtle.
Lets go to the healing stuff.
Healing Allowed:
+ Healing player skill is important.
- Tank skill is important most of the time, but not always.
-- DPS skill is rarely important.
-- Small sights don't matter.
- Dangerous enemies must surpass the party's mitigation and healing in order to threaten the players, which sometimes requires some trolly stuff or stuff that makes the fight very streamlined (if you don't do exactly this, you get wiped).
Healing Disallowed:
- There is no standard healing skill, even though there are defensive support abilities that require skill.
+ Tank skill is more important and always important.
++ DPS skill is much more important and always important.
++ Small fights matter.
+ Dangerous enemies must only surpass the mitigation in order to threaten you, for if such a fight last too long, you'd run out of potions, specially if you didn't do very well in previous small fights. As a consequence, the hard fights probably won't be so scripted and streamlined.
I guess it's quite clear that I agree with the 'no healing' (limited healing) stuff. It worked very well on Dark Souls and it was even better on Lightning Returns. And this rule is quite important to the discussion I wanna bring about turtling.
Turtling Discussion
Due to limited healing, the main aspect of efficiency in fight now is clearly the party's damage intake. The less damage you take, the better. And this matters even for the small fights. So... why not turtle? Why not go with 3 tanks and one barrier-speciallized-mage? The answer is... wait... let us not spoil the fun of the thought experiment. Let us envision how this turtling party would fare.
In one very specific kind of fight, maybe it would do as well as a classic party. Suppose there are multiple kinda weak enemies, about three of them. The Tanks are able to pull them all and slowly kill them. They have a lot of time to dish out damage, but the tanks can soak most of it. In a classic party, the fight woud be quicker, but the damage delt probably wouldn't be soaked as well, so lets call it even.
Now let us think of a different kind of fight, where there is kind of a boss among the mobs. You slowly kill the mobs. They attack you a lot, but you soak it well. Then there is the tough guy left. One Tank mains him and the others hack away at him. The Tanks besides the main Tank would deal little DPS and the boss would last much longer than he should, which in turn would result in your main tank taking more damage then if there were a couple of rogues at the big guys back. The irony of it is that the toughness of the other Tanks would be irrelevant in this strong-single-target situation.
So think of a good DPS as kind of a healer, now. Good DPS = quicker fights = less damage output from your enemies... even to the point of compensating for a lack of toughness. Rogues actually have a skill to make their target ignore him, if the target is being engaged by another party member... so their squishiness doesn't even matter... at all, in a situation like this.
Do you agree with this assessment? Where would you (supposedly) draw the line between a viable and a non-viable party? Considering these things, which party composition do you intend to use and which class would you have for your Inquisitor?
I'm new around here, so... a special thanks for reading a fairly long post from a stranger. ![]()





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