Lack of regenerative health in DAI?
1. On hit: heal 1% of maximum health.
2. Heal 25% of damage taken over 10 seconds.
3. Heal on kill.
Not enough? Play on casual.
But this forces players to craft items with those specific properties. First playthrough players aren't going to know the crafting system well, nor which materials provide those bonuses. Plus, how many of those materials are available in the first few zones, when healing is going to be the most necessary?
I don't think it should be mandatory to craft or turn the difficulty down in order to avoid returning to camp every fifteen minutes.
I don't think it's an issue at all. You can get access to 12 Healing potions rather early on in the game. That together with Regeneration potions last quite a while. plus basically all sections that are hard have supply caches. I've never used health on kill etc. items - and I've never been frustrated by lack of healing potions. I think it's a rather neat system as it means that you'll have to use health potions somewhat strategically.
It takes a few perks before we can increase the number of healing potions and either the empty potion slot has to be regeneration and we can't use tonics or bombs, or we have to unlock the second potion clip to use them. Like crafting, it's dictating how to use the game mechanics to play the game.
This is where heal on kill or heal on hit crafting mats come in handy. I fully admit to charging into things head first and being that mage that draws all the aggro, so I use a lot of heal on kill/heal on hit/% over time heal mats. Mitigates some of the need for health potions. 1% heal on hit fade touched snofleur is worth the pain in the assed farming needed to get it. Works well for a mage - especially a necromancer. You kind of literally never die and it is brilliant.
We don't have early access to snoufleur skin, do we? We can buy it in the Black Emporium and harvest it from EP and EdL. When the vanilla game came out without the Emporium, wouldn't we have to wait for half the game until we could access these heal on kill mats?
Looking at the game from an initial playthrough, it's the Hinterlands which is the zone where we have to keep traveling back to camp to heal. It's the largest zone, we're at the lowest level with the least health and defensive abilities, and the respawn rates are high. It's too early to guarantee we've gained the extra healing potions perk or received mats that allow healing on hit or per kill. And those options, if available, mean that we have to choose that perk over dialogue perks, the lockpicking perk, other perks that we might want earlier on instead of additional potions.
It would be better if the respawn rates were decreased. It was frustrating when I was trying to explore a map, gradually lost my health so had to travel back to camp, but then when I returned to the extent of my exploration, all of the enemies had respawned and I was injured again just getting to that point. It was like one step forward two steps back.
The healing system really felt like it was intended for the multiplayer side and just left for single player. If Bio felt that the health potion spamming and healing spells was so overpowered in past games, why not keep a mechanic to limit the amount of healing potions (that we could buy/make rather than restock) and have a very long cooldown timer for any healing spells. Why not allow very small healing outside of combat rather than make us return to camp? It's the same reason our abilities were limited to 8. The single player and multiplayer gameplay is identical and the multiplayer tactics took priority.