A modest proposal: from healing damage to preventing it
Posted: Sat Nov 13, 2010 8:32 pm
So, I was thinking about the whole healing/consumables/potions debate.
I had an idea.
It's quite a huge change to the game which I don't expect to be implemented, but I feel it's still worth discussing - interesting ideas could come out of this debate even if the original idea isn't implemented.
Basically...what if healing in-combats no longer the expected 'normal'thing, but instead the focus was moved to reducing damage taken, survive until the end of the fight and then heal naturally?
You'd still expect to take damage from combat - people get hurt in fights, duh - but you'd understand that you won't be able to recover a significant part of your Life by simply through quaffing a potion or using a talent.
In-combat healing would NOT be completely removed, but it would become an exception(through powerful/rare magical items/costly talents), not the rule.
Player capabilities would need to be heavily changed, so while the game would be...different, it wouldn't necessarily be hardeer.
How would that happen?
Let's consider the ways damage suffered by the player can be reduced:
Dodging: Being attacked but not being hit, usually because of having a high defense score. The most obvious defense, but not always an option
Armor/Resistances: You still get hit, but don't suffer it as much.
Attack: Some say this is the best defense. Disable, debuff or just kill enemies before they get a chance to hurt you significantly. Killing an enemy one turn sooner means they get one less turn to hurt you.
Allies: (not-so)human shields. They can take the damage instead of you. Golems, summons...They are complicated because they will also have their own defenses, and count as 'attack' for you, as they will help you kill enemies faster.
Mobility: Avoid being surrounded. Move to a corridor to face one foe at a time. Flee if needed.
Detection: Knowing where your enemies are in advance helps you plan the fight.
Ideally each class/character type should have a decent mix of defenses, which does NOT mean every class needs to have something in each category.
Some classes are simply going to be better than others at this - Archmages for example can already detect foes, avoid damage AND redirect it to an attacker, teleport away, heal(which isn't a proper defense, but should still be possible, although not as needed).
That's ok - we don't need the classes to be balanced against each other, this being a single player game. Some classes are going to be harder, some easier.
What matters it that EVERY class should be playable and able to survive if the player plays intelligently.
Unless you want to add a challenge class which is supposed to die horribly anyway, but I disgress...
So...looking forward to reading people thoughts/comments/criticism about this.
I had an idea.
It's quite a huge change to the game which I don't expect to be implemented, but I feel it's still worth discussing - interesting ideas could come out of this debate even if the original idea isn't implemented.
Basically...what if healing in-combats no longer the expected 'normal'thing, but instead the focus was moved to reducing damage taken, survive until the end of the fight and then heal naturally?
You'd still expect to take damage from combat - people get hurt in fights, duh - but you'd understand that you won't be able to recover a significant part of your Life by simply through quaffing a potion or using a talent.
In-combat healing would NOT be completely removed, but it would become an exception(through powerful/rare magical items/costly talents), not the rule.
Player capabilities would need to be heavily changed, so while the game would be...different, it wouldn't necessarily be hardeer.
How would that happen?
Let's consider the ways damage suffered by the player can be reduced:
Dodging: Being attacked but not being hit, usually because of having a high defense score. The most obvious defense, but not always an option
Armor/Resistances: You still get hit, but don't suffer it as much.
Attack: Some say this is the best defense. Disable, debuff or just kill enemies before they get a chance to hurt you significantly. Killing an enemy one turn sooner means they get one less turn to hurt you.
Allies: (not-so)human shields. They can take the damage instead of you. Golems, summons...They are complicated because they will also have their own defenses, and count as 'attack' for you, as they will help you kill enemies faster.
Mobility: Avoid being surrounded. Move to a corridor to face one foe at a time. Flee if needed.
Detection: Knowing where your enemies are in advance helps you plan the fight.
Ideally each class/character type should have a decent mix of defenses, which does NOT mean every class needs to have something in each category.
Some classes are simply going to be better than others at this - Archmages for example can already detect foes, avoid damage AND redirect it to an attacker, teleport away, heal(which isn't a proper defense, but should still be possible, although not as needed).
That's ok - we don't need the classes to be balanced against each other, this being a single player game. Some classes are going to be harder, some easier.
What matters it that EVERY class should be playable and able to survive if the player plays intelligently.
Unless you want to add a challenge class which is supposed to die horribly anyway, but I disgress...
So...looking forward to reading people thoughts/comments/criticism about this.