Because it's an abuse of items.Rithrin wrote:Since the game currently does not kill you when removing a +Health item at low health, why would it be any different with the proposed changes? This is only an issue that occurs when you are at full Health/Energy anyways.minmay wrote:That approach doesn't really work, since it would kill you for switching away from the item with less than 50 current HP. I can't think of a sensible approach other than keeping the character at the same percentage of max HP, such that putting on a +50 health item with 1/50 HP would leave you at 2/100 HP, and putting it on with 50/50 HP would leave you at 100/100 HP.Rithrin wrote:The OP is not requesting to have set bonuses for inactive items, nor is he requesting an "infinitely reusable health potion", as has been repeatedly claimed in this thread. The request is to not be arbitrarily penalized for using the built-in game feature of "alternate weapon slots" in a game where swapping items and inventory management is a prominent and important feature. If you are holding a +50 Health in one hand and have full HP, switch away from it, then switch back, you should remain at full HP. If you were holding that +50 Health item, but take damage for 75, switch away from the item, then back, you certainly should still have maximum HP minus 75.
What I would propose is that, when you remove any item that provides +Health or +Energy, there is a 2 to 3 second window where the game 'remembers' you were wearing the item and, if re-equipped during this small window, it would return you to your original values (minus any damage or energy use that may have occurred, obviously). No "infinitely reusable health potions" here, no set bonuses for inactive items here, just an actual reason to use those alternate hand slots.
Let's take a look at what the weapon slots are. The active set are the characters 2 hand slots to place items in to use and the inactive set are 2 inventory slots reserved to quick-swap-in any preset items. In other words: the weapon sets slots are a comfort feature to spare the players the need to move items between character hands and characters inventory as they has to do in LoG1.
Now when an item is removed from your hand it is removed from your equipment so anything happening by that applies. If you want to shoot an arrow but just stuffed them away well sorry but no more shooting and when your weapon granted you a rage buff that's gone with it too. The item is simply away with all consequences.
Now items can grant a health/energy buff in two ways:
- the proposed way by increasing both actual and maximum health/energy
- the LoG way by increasing the maximum health/energy only
The only ways to increase actual health/energy in LoG is by regeneration over time, resting, with potions, a crystal or item charges.
The proposed way is both a cheesy way to buff a badly hurt character instantly and a very dangerous way because the removal of a buff item by a weapon set switch can instantly kill(!) that character, depending on how low he/she is on total health. With the LoG way an accidental character death by removing a buff item is not possible.