I'm fairly confident that the reasoning was along the following lines:
- If healing is allowed via spells, then encounters will have to be balanced with the assumption that the player will have in-combat healing. Assuming that these spells are limited to one class, it would "imbalance" the classes (contradicting a design goal).
- Many IE players always reload from a save when someone dies rather than using resurrection magic, rendering these spells moot. This is especially true at low levels (where this game takes place), when a dead character means playing inventory tetris to get the body and equipment into inventory, walking back to the template, and paying the fee -- a big hassle compared to simply reloading the game.
- If players don't heal to 100% when combat ends then balancing the game becomes far more difficult -- some players will rest after every encounter (no matter how hard you make this) while others will only rest when seriously damaged. This variation in playstyles makes it harder to balance / day abilities and "rest spamming" is considered to be the "wrong way to play the game" by a number of people. By automatically healing everyone reduces this variation, simplifying balancing.
Those were in fact, the stated reasons.
All of them ridiculous.
- The first one is easily rendered moot with potions, scrolls and items that anyone can use. Radical concept, I know! And RPG fans love loot, so it's a win/win alternative.
-The second one is typical Josh Sawyer philosophy - worrying about the lowest common denominator instead of the *role player*. Hey Josh, Here's a news flash for you: In PoE, a total party wipe makes players reload their game, too
. So what are you gonna do about that? Hmm? Are you going to scrap total party wipes in the sequel to eliminate such degenerate save-scumming? Or are you just gonna expand on your design and introduce a 3rd, 4th, or 5th type of health bar to make reloading even more rare?
-The third one shouldn't be taken seriously by anyone who knows better. Sawyer himself developed Icewind Dale 2 - a game that only took 10 months to make -and- didn't suffer from any balance issues, -and- didn't see players resting after every battle -and- didn't have to have 2 kinds of health bars to prevent 'degenerate reloading'.
Incidentally, if these are the *actual* reasons why they introduced an endurance bar (instead of just being the explanation given for public consumption) then the design is already a failure. I can't speak for anyone else, but I'm finding myself both resting more frequently and reloading more frequently in this beta than I do in ANY of the IE games. The addition of a stamina bar is not making any difference whatsoever.
Edited by Stun, 28 January 2015 - 12:12 AM.