At best, you can only carry, what, 12 standard healing potions for the whole team? If I'm not using regen potions, sadly, the usual tactic is after every other fight I wind up FT'ing back to a camp to refill. If it was 12 per companion, that would work a bit better IMHO.
Why so few health potions?
#1
Posté 29 novembre 2014 - 06:32
#2
Posté 29 novembre 2014 - 07:53
To answer the question (at least as BW explained it), the restrictions on the number of health potions and the relative lack of healing spells was because - with abilities like Guard and Barrier - we wouldn't need them. It was a conscious attempt to get players to use the new game mechanics, rather than fall back on potions all the time.
Does it work? Not in my opinion, no. Guard seems quite useful for Warriors, but Barrier is next to useless, timing out even before it's had a chance to be of any benefit. So, in practice, I'm finding that - even with Guard and Barrier - it's still necessary to chug down the potions and so all it's done is increase my reliance on the Health Regeneration potions, rather than the more traditional Health Potions. And, yes, having to return to a camp after every couple of battles is a real pain.
The idea isn't terrible, but it definitely needs some tweaking. I'm only playing on Normal difficulty, so it's only a minor niggle for me, but it clearly isn't achieving what it was designed to do, and it is interfering with exploration.
#3
Posté 29 novembre 2014 - 08:03
It`s an old idea. Resource management can give game a feeling of pressure, but I suspect it doesn`t quite work so well with open world concept in all cases. It is best utilized in places where player has to travel down a set path and he is given more resources only at few points, which means that he has to make his precious potions last as long as possible between refreshes. Ironically, DA:O was like this in terms of level design... But it gave you practically unlimited potions + healing spells instead. ![]()
Other way to do this is to give a time limit. This is actually utilized in one of the main quests.
#4
Posté 29 novembre 2014 - 08:25
People, seriously, if 12 potions between camps are too low for you go in the Combat Strategy section and follow a little the hints given there. I'm playing on Nightmare and I don't need more than 3 or 4 potions between camps, sometimes even none (depending on the map).
Strengthen your companions builds (get them some defensive skills so they can fight better and remove the redundancies), craft some armors and weapons, explore a little for better drops. If you constantly need potions then you are doing something very wrong.
If you are playing on Normal and you need more than 12 potions for ALL the map (barring naturally encounters that you should skip atm given your level) then go revisit your strategy, seriously.
#5
Posté 29 novembre 2014 - 09:52
I much prefer the limited healing system, but they probably should have kept full regen after battle for the Button Awesome difficulty settings.
#6
Posté 29 novembre 2014 - 09:59
I prefer healing spells and a dedicated healer in my party....
Of course the last dedicated healer I had decided to blow up the Chantry in Kirkwall right before the endgame battles.
#7
Posté 29 novembre 2014 - 04:04
The way I see it is BW could either keep with the infinite pots+cooldown or limit the pots+no cooldown. Enemies seem to deal damage much quicker in DA:I (a pro or a con of the move toward more action-based combat) so they ended up with limited pots.
I personally wish you could upgrade to 20 pots rather than 12. I take quite a bit damage jumping around while exploring and hate it when I'm far away from a camp but near a neat unexplored area with low health.
#8
Posté 29 novembre 2014 - 04:15
To answer the question (at least as BW explained it), the restrictions on the number of health potions and the relative lack of healing spells was because - with abilities like Guard and Barrier - we wouldn't need them. It was a conscious attempt to get players to use the new game mechanics, rather than fall back on potions all the time.
Does it work? Not in my opinion, no. Guard seems quite useful for Warriors, but Barrier is next to useless, timing out even before it's had a chance to be of any benefit. So, in practice, I'm finding that - even with Guard and Barrier - it's still necessary to chug down the potions and so all it's done is increase my reliance on the Health Regeneration potions, rather than the more traditional Health Potions. And, yes, having to return to a camp after every couple of battles is a real pain.
The idea isn't terrible, but it definitely needs some tweaking. I'm only playing on Normal difficulty, so it's only a minor niggle for me, but it clearly isn't achieving what it was designed to do, and it is interfering with exploration.
Barrier times out slower in combat. IF you use it correctly then you can not need potions so much. Plus the ai is bad at setting guard





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