mutonizer said:
Infinitron said:
[..]On the other hand, if you're letting your one tank get f*cked up constantly, that's kind of your fault.
Hmm, what's the role of a tank is not to be the one to get ****ed up instead of others?
I mean you might not agree with the need for a tank (which I have no problem with), but once you allow that path to be taken, then that's pretty much their role? I mean, fighters have nothing but talents dedicated to do just that, soaking up damage and get ****ed up constantly. The more you use resources to "CC" and "prevent damage", the more useless they become at their one and only role in the game...
...so it's not a failure or a fault if your tank gets ****ed up really, according to the game design, at least some of it, it's actually a success if the tank is getting hit constantly, because that's what everything in the class is designed for...except the Health system...
Depends how define tanking. If you define "tanking" as "the character that stops enemies in their tracks and takes most of the hits", then the health system is irrelevant and the fighter is doing his job just fine.
But if you define "tanking" as "the character that absorbs most of the party's total health resources", then yeah, Pillars of Eternity makes that impossible, because the only health/healing resource available to a character is his own health bar.
So there's a tradeoff between tanking and having to worry about long-term/strategic damage spread across your entire party, unlike the Infinity Engine games where you could "healbot" your tank until you ran out of healing spells, and he was 100% effective until that time.
I don't think this is necessarily a downside. In fact, it makes me laugh. A lot of people on this forum complained that "Pillars of Eternity pigeonholes us into MMO-style 'combat roles'!" Yet here is a mechanic that diminishes those roles and forces you to mix it up more...and now people are complaining about that.