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Same goes for healing, already had instances where I couldn't heal someone that was about to get piled on because they were >1% HP off the min threshold.
When you're thinking to yourself "man, I wish I had taken more damage so that I could use my heals", you know something's not right.
This takes away agency from the player, adds layers of RNG and just frustrates players. This already felt absolutely awful to plan around, but then they decide that some heals should have added cooldowns on top of HP thresholds? Wank.
This is so so disappointing after loving one so much.
I guess lightning really doesn't strike twice.
I hated it at first but after playing more I'm kind of ok with it as a design decision. it means the game is balanced around you not having to sit around healing at the end of each fight
20 hours in and still stuck on Denial. It's not gonna happen for me I don't think. This game just makes no sense to me. I guess 10/10 theming, because I feel like I'm losing my mind.
This was somewhat balanced in DD1 by your Heroes getting stressed if they lingered, and also running the risk of additional enemy reinforcements appearing.
But then again, in DD2, you always heal up to 10% after every fight (if you're on Death's Door for example) and your Heroes auto-heal on the road; so I guess that's DD2's balance.
Yes exactly, I rarely heal in battle (even tho heals are more powerful than in DD1), cuz travelling heal is enough most of the time.
"Oh no I can't cheese the game anymore"
If this game still allowed for the same strategic play and fine-tuning of parties that was possible in DD1, then this game would have like no difficulty.