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Proposed new health system, i.e. the one time I'll complain


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#81
Fluffle

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OP should have added a poll, then we could have all voted, seen how many prefer which system, then spent twelve pages debating the interpretation of the poll results, whether forums are representative of the players of a game overall, whether the options gave fair options or split groups up, poll creator's obvious biases influencing the poll options, etc.

 

First let me say that I am also in HUGE support of the health/endurance system of PoE 1 and I wouldn't want it replaced in PoE 2 with something else.

 

Secondly I would also really appreciate if someone would set up a poll where we can vote on the health/endurance system of PoE1.


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#82
Abel

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Check out the Pillars of Eternity Reddit and search for "Q&A". You should find transcripts of the various Q&A streams.

 

You miss out on the visual content of the streams, but if listening to English is not for you, maybe the text format is better.

 

Thanks for this, i will have a look :). I can somewhat watch and understand videos, but  several times 1H (with US accent) tend to give me headaches because i must really concentrate and struggle to understand what is said. I learned english by myself by reading on the net with a dictionnary and have only 1 occasion every several years to put it in pratice by actually speaking and listening to an actual english speaker ^^. So, i'm not used to it.


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#83
rjshae

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I always had the feeling that healing spells are kind of weak in this game and this is OK.

 

The priest class healing spells seem to scale fine up until level six spells. Why isn't there an equivalent of the D&D heal spell? The only healing spell at that level is minor intercession. For high level parties facing a tough encounter, that lack of a heal spell is really felt. My priest ends up spending several 'rounds' spamming enough heal spells to get the melee fighters back up to snuff. There's a big gap between restore critical endurance and resurrection.



#84
IamNOOB

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What you say is true BUT it is not a BAD thing , it makes the game interesting. Do not count on healing but BE SMART AND AVOID being close to death which requires healing. High defences and team work along with crowd control is the way here. So that is why I like the battles in PoE. Of course you can rely on kiting, too



#85
Silent Winter

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OP should have added a poll, then we could have all voted, seen how many prefer which system, then spent twelve pages debating the interpretation of the poll results, whether forums are representative of the players of a game overall, whether the options gave fair options or split groups up, poll creator's obvious biases influencing the poll options, etc.

 

First let me say that I am also in HUGE support of the health/endurance system of PoE 1 and I wouldn't want it replaced in PoE 2 with something else.

 

Secondly I would also really appreciate if someone would set up a poll where we can vote on the health/endurance system of PoE1.

 

Done:

http://forums.obsidi...m-poll-version/


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#86
Wormerine

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Agreed. I think the health/endurance system was excellent. Injuries are annoying.

I like injuries the way they were implimented into PoE1 - penelty for being kocked out. This way being knocked out had consequences but still didn't make a big deal out of it. I thought that health/indurence system was the best fix to the problem Infinity Style games had for a while. In IE games being knocked out usually required a quickload (or resurect which was just annoying.) On they other hand games like KOTOR has no consequnces of being kocked out. PoE found a sweet middle ground for me. I would suggest better explaning the mechanics in the intro of PoE2 rather than changing the system too much (not a fan of injury system of Tyranny.)


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#87
1varangian

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I would welcome an injury based system.

 

Having two separate values for endurance and health and injuries on top feels unnecessarily complicated. Injuries and health both work for the same goal which is providing an incentive to rest. So one of them should be axed, and injuries are more immersive and descriptive than a second numerical value.

 

Injuries should also be possible without getting knocked out. That would make combat feel more random and real. Always getting an injury from being knocked out gets repetitive and predictable and it just turns injuries into something of a chore.


Edited by 1varangian, 07 April 2017 - 08:55 AM.


#88
Ninjamestari

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I'm not really sure that incentivizing resting is that useful a goal, considering how pointless a mechanic it is in its current non-limited form.



#89
Silent Winter

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Having two separate values for endurance and health and injuries on top feels unnecessarily complicated. Injuries and health both work for the same goal which is providing an incentive to rest.

I'm not sure health was there to provide an incentive to rest.  I think of it more in terms of making resting after every fight unnecessary.  Health and Endurance meant you had to watch yourself in most fights or you'd go down, but you didn't need to rest that often.  Injuries will provide a malus, meaning I'll probably rest more often to get rid of them (like after getting injured in a scripted interaction now).


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