Originally Posted by Elwyn
Originally Posted by Gyson

Imagine that.. characters actually taking damage in combat and having to rely on intended forms of healing. I'm not sure why people are frowning at this concept.


I can only speak for myself:

For me it involved a whole strategy level in combat which is now just gone. I am still in my first playthrough with characters around level 15. None of them has any resistance which is greater than 50% (with gear and so on). Now, when I was in combat, there was a strategy planning involved like: Do I cast an earth shield so that my stunned witch who is very low on health standing in the pool of poison does not die during the next turn or do I try to finish off the one spider who is standing next to my witch in the poison pool and is going to heal and attack my witch? Do I now take a fire resistance potion because my warrior should walk over the fire surface without burning or do I try to blind the enemy archer?

I think, the ability to have resistances >100% was a very nice touch to the game. I am not against the hard cap for resistances on gear - but please allow us to drink potions/cast shields etc to raise resistances over 100%.

Even if resistances were hard capped at 80%, those choices you described in your scenario are still viable options for you. As you said, your current resistances are currently at 50%. That gives you another 30% to take advantage of, allowing you the choice to further reduce the amount of damage taken in those situation and possibly save your characters from death. The only difference is that the results of this route are now a nail-biting uncertainty rather than a guaranteed heal. I would call that a definite improvement in terms of spicing the game (and its lack of difficulty) up.