- Joined
- Mar 23, 2017
- Messages
- 4,125
- Reaction score
- 10,640
- First Language
- Czech
- Primarily Uses
- RMMV
@Aesica
Or in simple terms, the one, whose primary use or one of the primary uses is heal, is a healer. The rest is firepower.
I simplify other stuff here to standard situations too, because
1. item spam is a problem that I have seen quite a lot, not only in indie games. And in rpg maker it's something to watch out for, because healing potions are something many forget while balancing their game.
2. What I can, I treat like math puzzles. Grouping stuff together makes it easier for me to orientate in it and devise a game plan.
Btw. @Wavelength I played some Diablo 2 yesterday! And my inventory management went on as expected. As my gold reserve grows, my need to collect items decreases. As the game progressed (still not bad though), I stopped picking up white tier items, which made me teleport to town once in around ten minutes.
This is definitely welcome on my side. 20 potions max not only means that I can't stack a lot of them, but that I should also use them actively to make sure I have space for more. But that's what I consider limited inventory, sinve 20 max looks limiting.They're also set to stack to 20 max (to avoid 99 hoarding) and are slightly stronger than the healing abilities, so there are definitely times when even the dedicated healer might want to throw an elixir at somebody instead of using his spammable heal on them.
If you want to be nitpicky, then you should mention that this 33% is not 33%, because different stats and stuff. But nah, it was just an oversimplification. A game is never black and white, some have useless buffs, some have useful buffs, some don't have buffs at all. But if I was to cover every single situation, it would be a pain to both read and write, so to make things simpler, I simplified all buffing, debuffing, attacking, digging into the ground and then digging out, tanking and building aggro, silencing, summoning, comboing, throwing holy water on undead, charging multi-turn skills, casting limit breaks and many other things as firepower.Also, when you say "sacrificing 33% of your firepower" that leads me to believe the combat system in question is a bit on the simple side. Nobody tanks, debuffs, buffs, etc? 3 guys spamming attacks with one guy spamming Curaja every round isn't really a very engaging system, and it could probably use a bit more complexity. (I don't mean any offense by that)
Or in simple terms, the one, whose primary use or one of the primary uses is heal, is a healer. The rest is firepower.
I simplify other stuff here to standard situations too, because
1. item spam is a problem that I have seen quite a lot, not only in indie games. And in rpg maker it's something to watch out for, because healing potions are something many forget while balancing their game.
2. What I can, I treat like math puzzles. Grouping stuff together makes it easier for me to orientate in it and devise a game plan.
Btw. @Wavelength I played some Diablo 2 yesterday! And my inventory management went on as expected. As my gold reserve grows, my need to collect items decreases. As the game progressed (still not bad though), I stopped picking up white tier items, which made me teleport to town once in around ten minutes.

