But you are degenerate....A friend of mine accused me of degeneracy when I sent him a screenshot with the furries from PF.
More games ought to use this. Underrated mechanic.temporary hit points
I don't remember this being a problem in the older games because healing abilities usually were limited to once per combat or once per day, so not sure why this change was required. Did they make healing spammable?The guy on the left said healing in combat is a game design problem because it can allow an army to go on forever, which is true, so combat healing now only gives you temporary hit points that are lost after the battle is over. In light of this, I have a little touch of hope that they aren't too far gone.
What's a "cuck-a-dox"?AoW became a 4X with 2 already, but what is definitely noticeable with the latest entries is the unfortunate cuck-a-dox influence. Starts with the UI, then diplomacy, anomalies (not fitting a game like PF at fucking all) and now you end up with race as cosmetics and "angelic retarded purifiers" and "cosmic perpetrators of poo poo" all around.
Because those abilities in previous games have a once per battle limit plus a once per turn heal split between the army stack. This allows provoking battles with trash mobs just to spam those battle heals in single turn, and have the strategic heal on top of that.I don't remember this being a problem in the older games because healing abilities usually were limited to once per combat or once per day, so not sure why this change was required. Did they make healing spammable?
Adding temporary healing is good, it would be nice to have both this and general healing. But this sounds like fagz removing one of the main points of a mechanic because it "shouldn't be allowed".... fuck off fagz!!!The guy on the left said healing in combat is a game design problem because it can allow an army to go on forever, which is true, so combat healing now only gives you temporary hit points that are lost after the battle is over. In light of this, I have a little touch of hope that they aren't too far gone.
They could, in addition to temporary HP healing, make healer units increase your units' regen on the map, so when the enemy is deep in your territory, sniping healers with hit and run stacks or spells could be a viable strategy. Removing it completely seems like a "no fun allowed" balancing tactic.There is something wrong with it because it removes attrition as a factor.
The healing ability (such as clerics have) in AoW 1 is usable once per day, not once per battle. Pretty sure there are no once per battle heals in AoW 1. You can use the once per day healing of a unit, or the healing spells of heroes/leaders that use mana and are usable both in and out of battle (since they are unit spells, not combat spells) so there is zero need for provoking battles for healing in AoW 1.Because those abilities in previous games have a once per battle limit plus a once per turn heal split between the army stack. This allows provoking battles with trash mobs just to spam those battle heals in single turn, and have the strategic heal on top of that.I don't remember this being a problem in the older games because healing abilities usually were limited to once per combat or once per day, so not sure why this change was required. Did they make healing spammable?