‘Harry Potter: Wizards Unite’ Has A Serious Energy Problem

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‘Harry Potter: Wizards Unite’ Has A Serious Energy Problem
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Harry Potter: Wizards Unite is being hamstrung by a serious problem with spell energy.

, it also has one pretty severe issue that has the potential to strangle the game before it even gets off the ground.. You start with 75, and every spell you catch to recover “foundables” in the world costs one energy. You can refill your energy at inns, which can give you anywhere from two to ten at a time , but something feels off about the entire system.

First of all, energy does not recharge on its own over time. It’s weird to go to bed with four energy and wake up the next day…still having four energy. Yes, it’s true that energy is essentially the equivalent of Pokeballs in this game, and those were not magically generated for players through time alone, and yet inother game I’ve ever played with an energy meter, it’s something that does fill up by itself if you wait long enough, so for that not to happen here feels very weird indeed.

. Fighting enemies at fortresses requires spell energy just like freeing foundables in the wild. Each enemy encounter is probably you casting 5-10 spells, and all of that takes up energy. Theequivalent here is if gym battles or raids required you to spend Pokeballs for each charged attack your Pokémon made.

All of these factors combine to make this energy system completely exhausting. You are not given enough energy to start with, you are not given enough ways to recharge it and you are required to use too much of it too often in literally every activity you can do in the game, even battling.

they are dramatically magnified to the point where it often feels like the game is almost unplayable a good amount of the time. Unless you park yourself under an Inn and get yourself 2-10 energy every five minutes, there is pretty much no way to keep playing unless you pay.Follow me

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