Unless your player has both Ironman and single-use crystals enabled, they can, effectively, "savescum" almost without limit*. So healing crystals for most LoG2 players and all LoG1 mods are largely a convenience feature rather than a necessity.
Drakkan wrote:I understand it makes game much easier for many players, but it also giving some feeling like: hey I cannot die, I will just backtrack to crystal... so many players just rage into any combat, not using any strategy or doesn't care about some retreat etc...
Dead or petrified characters don't gain XP, so there is a
permanent penalty if you kill a monster or find a treasure while a character is dead. So this behaviour isn't something I experience at all.
Drakkan wrote:And when I see comments like: hey you did not place enough crystals around...it is really mistake of the creator that player is dying by his/her own fault and need to backtrack a long way back ?
If most people aren't finding a mod fun, then yes, it's definitely the creator's fault! I don't know which specific mods you're thinking of, but if a mod is frustrating players and making them feel like they're wasting their time (backtracking a long way) it's very much the fault of the creator.
For my LoG1 mod I worried about departing too heavily from the original gameplay for how short it was, and ended up compromising the design in many respects (well, also because of time constraints). So I placed healing crystals and many monsters "normally", but compromised by adding the fast-travel/recharging gem. You see something closer to the full design in the 8 boss fights, where the party is locked into each one, and healed after completing each one. Since this mod was "optimized" to have minimal save/load times, and additionally gave dead characters full XP (making it no longer optimal to reload on most deaths, just go to a crystal), it was still pretty convenient imo.
For my LoG2 mods I have implemented the full combat structure: all fights lock you in, dying sends you back in time to before the fight (instead of giving a game over), and you start all fights at full health/energy. The latter two points imitate the behaviour you would get from ironman multi-use crystals, but without all the extra time spent saving, loading, and backtracking. It is additionally trivial to reset combat when the player reloads the game, so that they can't savescum with mid-combat saves, but I don't think I'm going to add that feature even as an option; if you want to save mid-combat, I might as well let you. The mod still keeps track of your deaths for curiosity/bragging purposes (though you can manipulate this with save/load anyway**), and there are still healing crystals scattered around so that you can comfortably play on ironman. It would, of course, be trivial to give the mod its own ironman/single-use-crystal mode, but I don't plan on doing so; repeating a fight that you've already beaten is not generally interesting.
Isaac wrote:If you don't have either... then petrification becomes a serious problem. If a party member gets crippled ~then petrified, the entire party can potentially become permanently immobile.
You can still move items out of dead/petrified characters' inventories, can you not? Though a foot injury could certainly make the party permanently slow.
*if ironman but not single-use crystals, then it is predicated on their ability to get back to a crystal - but in the main campaign, periods where you can't get to a crystal are
very short.
**It's possible for me to force players to quit upon saving, like roguelikes do, so that they can't manipulate the statistics without using the console or editing the save, but really, who gives a crap.