I don't really understand the thought process behind removing healing in the first place. It's a staple of RPG mechanics.
I feel they needed to add too many defensive "things" to the game in order to compensate for no healing. This results in a steep difficulty curve at the start of the game that swiftly drops off once you can reliably apply barriers and guard. The game then becomes easy mode.
I'm still trying to figure out why they bothered with the supply caches during the longer, fighty-er quests when they could have just have passive regen. "We're not going to have passive regen but we're definitely going to put a supply cache in this cave no one's been in for 10 years."





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