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#1
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A design weak point, time pass only when you move would be a good choice with mana fully restored at end of battle. Wait or use tricks is very boring.
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#2
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Quote:
So, it's unfair to say that having mana regenerate over time is a "design weakness." Rather, the arguable design weakness is not having a "wait" or "accelarated time" button, to make conciously accepting a wait (with the loss of rage and score) less of a chore. |
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#3
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I see not all people share the same opinion and that's fine.
I understand the initial purpose of the game could have been the opposition between mana and rage, but this goal fails because the game gives trick to restore fully at end of time and because time go fast and you can't give you the time to wait for mana restore. The whole is, for me, a clear design weakness because it generates the boring gameplay of loosing time to restore mana and rage at max at end of each battle. Not doing it is a huge penalty to the score and in fact to the efficiency too, that's all the problem. Quote:
EDIT: Quote that auto restore of max still keep the time pressure on rage, something that make sense when you know that time is major for the score. That deletes the mana restore but what's the point about this? Train max restore speed? That's still a lot too slow. Don't use mana too much during a battle? That makes no sense. Last edited by Vilk; 07-14-2009 at 08:44 PM. |
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#4
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It makes perfect sense in my eyes. First of all, higher difficulties put the player through more peril and the rage income is lower - the description in the game says so. Second, a quick victory is a difficult challenge. If one wants to complete that challenge, he/she must dedicate a lot of time and energy to that goal with the resources he/she has at hand.
As for the restoring rage/mana to full, that looks way too unbalancing in my eyes. That sounds as if you run a 42km marathon, cross the finish line and suddenly be ready to run another 42km? You are supposed to feel weakened after a battle - although the game itself gives plenty of options to be ready for the next one... If rage/mana was to be at max after each battle, that would benefit the mage the most. This means you can start the next battle with 2x fire rain/geyser + underground blades and lay waste to most of the enemy troops, leaving half of them burning (or frozen) for even more damage, making the battle easy to win even on impossible. That would be way too unbalancing in my eyes and everyone will play the mage, rendering all other classes useless. So why not make King's Bounty: Ruled by the Mage and be done with it |
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#5
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Fully wrong, it's quite easy to finish any battle with full rage and mana, boring but easy anyway, but that doesn't make the mage superior to warrior, the reverse is still true.
For the time we don't see it in a same way, for me it's a base element of the game, it's not a matter of high challenge but in the basic game. If not it's quite easy to just wait for mana restore, boring but easy anyway, so if time doesn't count just wait and you get full mana, that's that simple. If it count you end to restore mana at end of battle and that's tedious and worse. |
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#6
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In that case the argument is sort of pointless - we both agree that the mage suffers a certain handicap that can easily be compensated with a few more rounds in battle, provided the battle allows it
I do not argue that it is boring to wait around, but that's a part of the gameplay as a mage. The game allows for unique gameplays for all 3 chars and that's what makes it fun. And besides - if the mage is handicaped by that - what do we say about the paladin, who neither gets enough rage in combat, nor gets enough mana for decent spellcasting other than buffing? |
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#7
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The game flow which is very fast doesn't match mana restore along exploration, a bit of design originality here would be quite better and wouldn't break any balance. That's not a perfect game, it has other points much better design.
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