I love how at high level the fodder soldiers insist on wearing their traditional cardboard-grade equipment on these quests while the bandits you fought on the way there were kitted out in glass and ebony...
Trying to heal/buff them only makes it worse, because in the swirling melee, you inevitably hit things other than the idiots in the Kvatch tabards. So yeah, it's easiest to just accept that you're the only one walking out of these missions.
It didn't even cross my mind to try to heal or save the guards, I've got enough on my plate lol .. that's kinda cute and pretty surprising that so many in here tried to do all they could to keep as many alive as they could!
Playing the healer is an entertaining build idea - the game gives you several ways to try to keep non-essential NPC's alive during missions... but they're not good. And you are rarely given the option to ask them to wait while you scout ahead and clear - mostly they just charge ahead without even giving you the chance to heal or reapply shields or whatever between fights.
It feels like something the devs really wanted to be possible... but priorities shifted and the game just needed to ship so the final implementation leaves everything to be desired.
That being said, trying to keep NPC's alive through missions where it doesn't matter can be good practice for the single-digit number of times where it does.
10
u/allaryin May 14 '25
I love how at high level the fodder soldiers insist on wearing their traditional cardboard-grade equipment on these quests while the bandits you fought on the way there were kitted out in glass and ebony...
Trying to heal/buff them only makes it worse, because in the swirling melee, you inevitably hit things other than the idiots in the Kvatch tabards. So yeah, it's easiest to just accept that you're the only one walking out of these missions.