Far Cry 2 had it right. You could pull out bullets, clean your wounds, pull out shrapnel and take pain relief drugs.
It has its benefits, but the only times when I ever got down to just one party member, it was always because I'd done something dumb, and I find that I enjoy the games that encourage you not to do dumb stuff much more than the ones that let you get away with it indefinitely.Falseprophet said:On the contrary, I like that system. It's best of both worlds. It means each individual fight can be tailored as a challenging tactical encounter, instead of having most fights be throwaway random encounters with disposable mooks. And I still needed to stock a big chunk of my inventory with healing potions with this system; imagine I needed five times as many plus a bunch of Phoenix Down-equivalents. It was a refreshing change from almost every other RPG I've played.JMeganSnow said:I'm not terribly fond of the instant-regen-at-end-of-combat in the Dragon Age series, personally. There's absolutely no incentive to try and push your party to the limit so that you're not taking massive damage during the fights, because you only have to make it to the end of THIS fight and everything's fine.
Contrast this with other games where you have to use potions or rest (although the resting mechanic has been mangled in some games to basically be a post-combat reset button, so it's little different from instant-fix) in order to restore lost health/mana/whatever. Taking a lot of damage in THIS fight can mean you'll be ill-equipped to handle THAT fight later on. So it's a lot more fun to look for strategies where you don't get hurt.
And the thing is--games that push you into "I must prevent myself from getting hurt" have a gameplay mechanic that actually increases immersion to a certain degree. Because all that damage you've been taking MEANS something. Some of the pain of combat gets communicated. It's not all completely detached.
And there have been plenty of times in tougher fights where I was down to one party member, who couldn't spam healing because the potion or spell was on cooldown, and basically had to kite (or engage, if a melee character was the sole survivor) the remaining enemies with hit & run attacks, hoping to drop them before they got in the killing blow. I was on the edge-of-my seat for those.
You forgot to mention the effect regenerating health has on multiplayer games with regard to "reset after each fight". Use to be that if you lost a fight, the opposing player would still walk off with all the damage you inflicted...thereby assisting your teammate in completing the kill himself...Yahtzee Croshaw said:Extra Punctuation: Why Regenerating Health Sucks
Yahtzee thinks waiting a few seconds to be at full health is bad.
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