Lacrymas
Arcane
- Joined
- Sep 23, 2015
- Messages
- 19,138

There are several reasons why prebuffing should be allowed in any rpg.
1) Party based rpgs are, or should be, about preparation first and foremost. Its the best part of them, you recruit a team, with coherent synergies, you gear them up to tackle an adventure, you build them up in such a way that you empower said synergies. pre-buffing is one more element of that.
This is pure conjecture, why are party-based first and foremost RPGs about preparation? This is the first time I see someone say this. And even if they are, why are buffs included? PoE has food buffs, consumable crafting and whore bonuses.
2) Narratively it makes no sense not to be able to. You may as put a transition screen when you start combat, the very rules of reality change as soon as someone wants to attack you. Systems are there to allow the player to interact with the gameworld not to get in the way of it.
Narratively, it doesn't make sense to recover from a sword to the chest, but there you go. There is always something being sacrificed to conform to the combat rules. It's always better to bend reality to make a good combat system than not, if a good combat system is your goal that is. Whether PoE is a good combat system is debatable, but that's besides the point. While it's true that the systems should allow you to interact with the gameworld as much as possible, PoE doesn't really facilitate that, as the interaction with the gameworld is almost non-existent.
3) Its jrpg design. Not being able to cast healing or buffing spells outside of combat is fairly common in jrpgs, its a different design paradigm that i dont want to see seep into western rpgs.
It simply being JRPG design doesn't mean it's automatically bad in every context. Josh's idea was removing pre-buffing from the IE-style foundation and he did it by removing pre-buffing, and I'd say it was successful because it's one of the very, very, very few things you have to actively choose in a battlefield. Well, at least at first, stacking 2 Priests in PoE1 was hilariously OP since they could cast all the buffs very quickly and there was no need to think whether or not to do it. Removing pre-buffing didn't really affect encounter design in PoE, though, and that's one more reason to think the system is disconnected from the actual game as it is being played.
4) Has shit flavor. Spells lasting as long as a fart makes magic feel weightless and as if it only exists with combat purposes.
That isn't really a problem of lack of pre-buffing, it's a problem of number crunching. I think we all agree that PoE's buffs and debuffs are simply annoying due to their short durations and terrible UI. Damaging spells can be cast freely outside of combat and the CYOA sequences allow you to use a lot of spells out of combat. They could've also designed spells that could be used only outside combat, like a non-offensive Charm spell for lowering merchant prices, or something like that. That is a problem of design and not a pre-buffing issue.
5) The opportunity cost can always be there. You can use memorization slots, concentration rules, or another million ways to make people just not default to this behavior instead of an outright ban.
There is no opportunity cost with spells outside of the buffing issue in PoE2 since they removed resting, though. Well, there was no opportunity cost in PoE1 either, because you could rest infinitely.
The matter of fact is that it removed a tedious and time-consuming system that didn't really add anything to the game. And even not entirely, as food buffs and whore bonuses exist.