Powerneg why so patronising?
As you see in the long thread its not THAT simple of a question and the point of the thread is to clearify pros and cons with different systems.
Yes the way im aiming to pace my game needs persisting effects to be limited, mainly to avoid players stalling for time i easy fights to spam heals (as you could do in "darkest dungeon"). Such a system works of course, but its not very fun to play (and in very hard games you are almost forced to use exploits like that).
Well, it seemed like you were making up arguments along the way, showing your preferences,
Having preferences is off course good as you're the one who 's actually going to make the game, but it doesn't help the discussion,
because most issues can be solved using proper finetuning/balancing.
Instead, you could list your preferences, like: do you want each spell to be "mandatory" used?
do you want healing to be nerfed/weak? How many spells/abilities are you aiming for ?
Yes the way im aiming to pace my game needs persisting effects to be limited, mainly to avoid players stalling for time i easy fights to spam heals (as you could do in "darkest dungeon"). Such a system works of course, but its not very fun to play (and in very hard games you are almost forced to use exploits like that).
How about full health-regeneration between combats ?
It gives you the opportunity to realy restrict the use of healing-spells without the player needing to go back to town every three battles.
It also makes battles seperate from each other, instead of one big battle(with some choice of opponents i suppose)
One thing to keep in mind, btw, it may sound fun for you from a design-perspective that the player needs to use every spell,
but from the player's perspective, someone will have made some(all?) of the choices for him.
Yes. If a single skill is always the best option, then players aren't really making a choice. They're simply selecting the obvious option from the list every time over and over again until they get victory. That's not much of a game.
Make an improved heal-spell with 50% more healing and 100% more mana-cost.
Add the cost-less basic attack.
Now it's situational which spell is best.