//vrpg/
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Showing all 50 replies.
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Earth Wall in the first five Trails games is absolutely busted. It completely negates the next enemy attack and is spammable.
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>>3986635
Define damage mitigation
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>>3986681
Abilities that reduce or cancel out damage, as possible to healing abilities. Mighty Guard from Final Fantasy, for example.
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>>3986689
As opposed to healing abilities, I mean.
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Since healing is limited in Final Fantasy 8, your best method of surviving is using the Junction system to increase the defense of your characters instead of just spamming healing abilities.
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>>3986689
Do abilities that disable enemies count?
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>>3986698
Yes.
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>>3986701
So..... all RPGs ever, then. Got it. Great thread. Good job everyone, we figured it out together. Ok, well. We're done here.
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>>3986681
>>3986748
You showed him, newfriend.
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>>3986748
In most RPGs the support characters are healers, and the emphasis is on undoing damage through healing. I'm more interested in RPGs where instead of healing your goal is to avoid damage altogether.
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>>3986767
No one cares about your completely baseless bullshit opinions. You're inexperienced and you think that gives you a right to just say what the fuck ever. "Most" my fucking ass. Shut the fuck up.
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>>3986767
>RPGs where instead of healing your goal is to avoid damage altogether.
Have you tried playing RPGs with that goal?
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>>3986635
SMT VV

Wide variety of damage mitigation methods and strategies from simple to complex for all sorts of scenarios. There's some interesting healing skills too but generally it's secondary to avoiding damage
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>>3986789
Thanks.
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>>3986635
SaGa Scarlet Grace
SaGa Emerald Beyond
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>>3986635
Is the picture supposed to be you? Like is that how you imagine yourself? Lol.
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>>3986748
>>3986776
>>3986853
u mad?
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>>3986635
Any wrpgs that do this?
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>>3986776
He's right, thoughever. Final Fantasy emphasizes White Mages, D&D emphasizes Clerics. A fair number of RPGs rely more on healing than mitigation. Mostly the ones that rely more on mitigation are the ones where damage outweighs healing thoroughput or healing is too weak to cover up for the damage.
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>>3986692
The damage formula in lad iw is busted. If you have one level more than you enemy and gulped like 8 permanent def drinks, even enemies on the highest difficulty do scratch damage. Beats junction and draw x100 for rare spells. Especially as the def drinks lie around town free to farm.
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>>3986635
Immunize+Defender is pretty broken in Etrian Odyssey 1, but you kinda sorta need it in late game and against post-game bosses.
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>>3986881
>D&D emphasizes Clerics
In the D&D games I played healing with spells was kind of bad (not a lot of spells per day and meh healing) you were better of pumping AC or using stuff like stoneskin
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>>3986918
All TTRPGs have dogshit barely useful healing
No exceptions.
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>>3986921
>heal exists
Wdym?
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>>3986845
SaGa in general, enemies will hit you like a freight train around mid-game.
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Was gonna mention these>>3986845
The latter especially has no healing whatsoever, it's 100% damage mitigation and management
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>>3986635
basically all tabletop rpgs and similar are like that

healing in combat is almost always a waste of an action in those games unless you get a key member downed that absolutely must return to the fight or you lose. combat in those games is far more about preparation and information than reaction.
>>3986881
clerics only heal after action in dnd, casting heals in combat is a waste of a turn unless you are "healing" undead lmao

>>3986924
heal is an ok spell but it's a lategame spell and only good if a character is downed but not killed, or to remove effects.
in ttrpgs offense is better than defense and even when defending, preventing damage is better than healing.
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>>3986940
>ttrpgs offense is better than defense and even when defending, preventing damage is better than healing.
They rarely are combat heavy. Played wotr solo and was like wtf when I played the game. There are hordes of demons in the game and the adventure has fights here and there. One of the many reasons why ttrpg systems have no reason to be used in vidya.
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>>3986635
I think many players go for the healing approach unnecessarily, and that's a design problem to be fixed before the option for that approach is taken away.

Of course there has been games where healing was pretty much the only option, but probably mostly left in the 80-90s games.
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>>3986635
Slay the Spire
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>>3986635
That is a counterspell
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>>3986635
Guild Wars has a roughly equal emphasis on both, but I'll bring it up because I think its mitigation options are cool.
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>>3986635
Lightning Returns for sure! You were only alotted 10 healing items at the end of the game, so damage mitigation and ending battles quickly was your best strategy. Mediguard is a joke in this game.

Majority of the end strategies on youtube require one to use quiet guardian spell set up in order to mitigate damage altogether for the sueprbosses.
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This is literally just how Armor Rating works universally in all RPGs. It's a form of Damage Mitigation at the cost of some sort of encumbrance or quickness. Pillars of Eternity tried to solve this by giving you a free once-per-encounter "heal" on your endurance if you level at least one point in a skill which scales from it. That way, everyone just has a "heal", removing much of the need to build a healer and focus more on immunizing and/or removing debuffs.
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>>3986689
The end game of Valkyrie Profile is a risk management by stacking "revive if you die" effects rather than any sort of healing during combat
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>>3986881
Agree.
In Baldur's Gate 2, having a single Cleric or Druid to heal all 6 people in some of those difficult fights is nearly impossible. The Heal spell (the high level one which restores all HP) is very late to get, and no Cleric is going to be able to heal a Korgan at low HP in the middle of a battle without that. It's better to stop him from getting low in the first place with Defensive Harmony or any number of buffs.
I can't imagine memorizing enough Cure spells to heal an entire party repeatedly unless you're playing a run with no rest/no reload except on death.
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>>3986921
4E.
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>>3986635
There is PS1 jrpg called Ecsaform, in which you mitigate all the damage using your passive shielding which is tied to your action points. However, this battle system is absolutely retarded, because the only viable strategy is to stand in place and wait for your enemy to come to you, as moving would waste your action points reserved for your shield.
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>>3986698
That's CC. Damage mitigation is things like guarding and buffs/stats that cut incoming damage acting like a multiplier for effective health.
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>>3986767
This is Dragon Age Inquisition they removed all healing except for an ultimate and mages can only cast barriers that absorb damage to support allies. It's a slog game for other reasons.
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>>3986635
If you count MMORPGs, city of heroes was on the extreme end of it.
Healing in that game was basically a backup sustain even to the class that was supposed to be about wolverine-like healing factor. Unless you were crowd control(and even then you could and should dip into it,) it was all about getting as much resist and/or evasion as you could, and then your own heal/regen or support would fill the leftover gaps when those were overwhelmed.
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>>3986674
They split it in CS between magic and phys reflect for the CS games then recombine them in Kuro as temporary HP buffers which are pretty mandatory and can be added by arts or crafts
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>>3991149
>which are pretty mandatory
Kuro is braindead easy, they definitely aren't mandatory on normal difficulty.
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>>3986635
guild wars 1
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The Winter Voice games are basically that. In fact you literally can't attack, everything is defense and every fight is some kind of survival scenario.
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>>3988407
Good example actually. This can be missable too if you don't spent points (forgot what they're called) wisely. I imagine the game would be a lot more challenging without them (I think they were accessary equips of some kind)
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