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I was thinking about this recently because No Rest For the Wicked went into early access somewhat recently and at first I was excited about it, but there were several design choices that made me not try it and consumable healing was high on that list.
So it got me thinking, does anyone actually prefer that system? Something like the blood vials in Bloodborne or the grass in Demon's Souls? To me, those are some of the biggest downsides to those games. Nothing sucks worse than trying to learn a boss, dying a few times, and then realizing you're forced to go farm for healing to fight them more. Or being mid fight and thinking "Well, this attempt isn't going too well so I'm just not going to heal anymore so I don't waste my heals. Guess I'll die and try again." I just see zero positives to consumable style healing in these type of games where you're going to die often. Anyone else have different thoughts?
Honestly the best healing systems are those that take after Hollow Knight (or whatever inspired TC): healing is an ability you recharge by being good at the game. Sure, it's partially "win more", but it let's the fights ebb and flow better.
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A big difference is that most old RPGs reloaded from last save point, so you didn't lose the consumables.