We need a new healing method

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sapientCrow
Posts: 608
Joined: Sun Apr 22, 2012 10:57 am

Re: We need a new healing method

Post by sapientCrow »

It would be interesting to have a healer class or another method of healing however...
Also as Dr Disaster states scarcity really does not exist unless you play hard mode and do not already know the layout well of the maps.

The issue as far as I can see in adding a new method of healing aside from camping and potions is the strategic element and push for some battles to coordinate potion quaffing strafing and foresight would be changed in proportion to however potent hat new healing method was.
I believe even at Hard mode with healing spells for example you could zerg everything.
Single healing spells would be difficult with the given mechanics because we do not choose the recipient.
So we would likely have a full party heal which could constantly be readied on our mage.

In the game healing can be done over time by just standing, crystals, potions and resting. (and since regen is by far faster than LOG1 a quick rest behind a sealed gate is full health) imo regen is far too fast .
I feel unless enemies were also given healing capabilities the overall design could be altered a lot by adding more healing methods.

I will second the fact that Alchemists dupe trait/skill is amazing. On my 3rd playthrough I had 3 of them and something like 40 stat pots.
Hucast
Posts: 15
Joined: Tue Oct 21, 2014 11:08 pm

Re: We need a new healing method

Post by Hucast »

sapientCrow wrote:It would be interesting to have a healer class or another method of healing however...
Also as Dr Disaster states scarcity really does not exist unless you play hard mode and do not already know the layout well of the maps.

The issue as far as I can see in adding a new method of healing aside from camping and potions is the strategic element and push for some battles to coordinate potion quaffing strafing and foresight would be changed in proportion to however potent hat new healing method was.
I believe even at Hard mode with healing spells for example you could zerg everything.
Single healing spells would be difficult with the given mechanics because we do not choose the recipient.
So we would likely have a full party heal which could constantly be readied on our mage.

In the game healing can be done over time by just standing, crystals, potions and resting. (and since regen is by far faster than LOG1 a quick rest behind a sealed gate is full health) imo regen is far too fast .
I feel unless enemies were also given healing capabilities the overall design could be altered a lot by adding more healing methods.

I will second the fact that Alchemists dupe trait/skill is amazing. On my 3rd playthrough I had 3 of them and something like 40 stat pots.
Yea, I think crystal flowers should have 1 duplication max. The ability to increase your parties stats by walking makes having an alchemist more important that just about any other class. And you sort of can already zerg things with the near infinite healing potions (And infinite stacks and empty bottles!) provided by an alchemist. An alchemist also aids with exploring, without one you need to plod back to a healing crystal every time you get in injury to avoid using your limited supply of health potions on wounds that do not heal over time because of reasons.
thufir
Posts: 35
Joined: Wed Oct 22, 2014 2:13 am

Re: We need a new healing method

Post by thufir »

Hucast wrote: Yea, I think crystal flowers should have 1 duplication max. The ability to increase your parties stats by walking makes having an alchemist more important that just about any other class. And you sort of can already zerg things with the near infinite healing potions (And infinite stacks and empty bottles!) provided by an alchemist. An alchemist also aids with exploring, without one you need to plod back to a healing crystal every time you get in injury to avoid using your limited supply of health potions on wounds that do not heal over time because of reasons.
Well, I suspect they do not heal over time because if you got a broken or sprained leg (for example) it would probably take you weeks or months to heal. Maybe it's written into the code that resting for two months will heal an injury... has anyone been patient enough to try? ;)
Hucast
Posts: 15
Joined: Tue Oct 21, 2014 11:08 pm

Re: We need a new healing method

Post by Hucast »

thufir wrote:
Hucast wrote: Yea, I think crystal flowers should have 1 duplication max. The ability to increase your parties stats by walking makes having an alchemist more important that just about any other class. And you sort of can already zerg things with the near infinite healing potions (And infinite stacks and empty bottles!) provided by an alchemist. An alchemist also aids with exploring, without one you need to plod back to a healing crystal every time you get in injury to avoid using your limited supply of health potions on wounds that do not heal over time because of reasons.
Well, I suspect they do not heal over time because if you got a broken or sprained leg (for example) it would probably take you weeks or months to heal. Maybe it's written into the code that resting for two months will heal an injury... has anyone been patient enough to try? ;)
Its true, in real life it does work that way. But in a game where you can recover from the point where anything that touches will kill you to pristine in a few hours, I don't think it can be used as a justification over actual game
Hucast wrote:
sapientCrow wrote:It would be interesting to have a healer class or another method of healing however...
Hucast
Posts: 15
Joined: Tue Oct 21, 2014 11:08 pm

Re: We need a new healing method

Post by Hucast »

Hucast wrote:
thufir wrote:
Hucast wrote: Yea, I think crystal flowers should have 1 duplication max. The ability to increase your parties stats by walking makes having an alchemist more important that just about any other class. And you sort of can already zerg things with the near infinite healing potions (And infinite stacks and empty bottles!) provided by an alchemist. An alchemist also aids with exploring, without one you need to plod back to a healing crystal every time you get in injury to avoid using your limited supply of health potions on wounds that do not heal over time because of reasons.
Well, I suspect they do not heal over time because if you got a broken or sprained leg (for example) it would probably take you weeks or months to heal. Maybe it's written into the code that resting for two months will heal an injury... has anyone been patient enough to try? ;)
Its true, in real life it does work that way. But in a game where you can recover from the point where anything that touches will kill you to pristine in a few hours, I don't think it can be used as a justification over actual gameplay elements.
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Jirodyne
Posts: 211
Joined: Sat Jul 21, 2012 6:07 am

Re: We need a new healing method

Post by Jirodyne »

Hucast wrote:And you sort of can already zerg things with the near infinite healing potions (And infinite stacks and empty bottles!) provided by an alchemist.
This is true. This is how I beat the Optional Final Boss. I made 1 tank with very high defence and HP, then just fed him HP potions and +VIT potions from the Alchemist and face tanked him like a Pro.
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