Just because "some people" had a hard time understanding how it works is no reason to scrap it altogether.
Agreed; it's not such a hard concept to grasp, in order to throw away the split mechanic.
But it seems that some players were indeed getting confused; e.g: link 1
, link 2
, link 3
, link 4
, link 5
Anyway, lets think of possible pros and cons:
1. hp/endurance split pros over single hp pool:
- limited max healing. Fights have a clear end point and cannot be cheesed via endless tank and heal; or running around in circles once you get low, letting your passive regen to bring you back to full, and repeat that tactic over and over ad-infinitum.
- because of endurance-to-hp factor being different for different classes: for some of them you can use constitution as an alternative to traditional defenses.
2. single hp pool pros over hp/endurance split
- less confusing
- in PoE2: if you don't use empower often and have enough per-encounter healing, theoretically can stay longer without resting.
- single hp pool is very likely to be higher than current endurance pool, as such wounds gathering might be slower.
- anything else?
Although we need to know how gaining wounds in PoE2 will work. Will a character get wounded only once he falls unconscious, or even if just reaches low-hp. What if he is hit by an ability that deals high damage percent wise (comparing to his health pool)?
Edited by MaxQuest, 02 February 2017 - 07:10 AM.