sehracii wrote:They plan to double heal bomb's effectiveness so I imagine it will start seeing more use after that.
they are halving the heal power at the same time so there is no overall change
sehracii wrote:They plan to double heal bomb's effectiveness so I imagine it will start seeing more use after that.
dazman76 wrote: All of sudden, you're hit with a large nuke, and have the time to perform 1 more heal before certain death. Instead of hitting just 1 member with a large heal, you could hit all 4 with your biggest possible bomb (taking into account your HP/sap at the time),
amitst wrote:my biggets possible bomb heal takes 400 hp and 400 sap to cast. and after the nerf it will take 500 hp and 500 sap and take longer to cast.
would be quicker and faster to cast two enchants, or smaller heal spells, good luck finding a situation like that....
borg9 wrote:Why +20% ? Didn't think you could have bombs on a dbl spell.
Side note: As they are halving the heal and doubling the bomb effect, I would guess that things might end up coming out the same. (mabe wrong tho)
you can add bomb, ricochet, and spray effects to double spellsborg9 wrote:Why +20% ? Didn't think you could have bombs on a dbl spell.
Side note: As they are halving the heal and doubling the bomb effect, I would guess that things might end up coming out the same. (mabe wrong tho)
sehracii wrote:HP heal will come out the same, but spa and stam bombs will be mroe than double what they are now, possibly close to guadruple.
How's that sound for keeping all the mages full of sap?
I don't think this is realistic at all. In the first place, teleports take a full 15 seconds to use. Anyone who has played in a PvP battle knows how fast-paced the battles are. Spending 15 seconds to teleport to a safe zone, finding someone to heal you, teleporting back to the PvP zone, and making your way from the teleporter to the battle... That isn't exactly an unbalancing exploit. Particularly considering the nature of PvP right now. You can't take any actions during those 15 seconds, and "without on-site help" you simply aren't going to survive until the teleport. Also it would be much more efficient to simply die and teleport directly in most cases. Teleportation on death doesn't involve a 15-second timer, bypasses the issue of being unhealable, and will usually be much faster overall than a teleport while you are alive (assuming that you can successfully teleport when you are "almost dead in a FvF conflict" in the first place). Also you have more options when you die, since you can respawn directly at either the portals or the local teleporters, or you can go to a "safe" teleporter for healing before rejoining battle.Number 1, Xavier's issue, "If we deactivated PvP upon TP, we would open the path to exploits, like being able to be fully regenerated without on-site help when you're almost dead in a FvF conflict (just TP somewhere else, get healed, and re-TP nearby); when used by large number of players, it can make a real difference."
I don't think this issue is significant enough to dictate the mechanics here. But even if it were... If bomb heal did heal enemies as well as friends, that would add a tactical layer and might not be such a bad idea. Unfortunately bomb heal is almost useless right now and would be even more so if it healed everyone. That might change after the stronger bomb heals. But to me the solution seems clear - I might be missing something - just make bomb heals affect only your own faction (or team outside of FvF battles). That should be very simple to implement, so I don't understand why it's an issue at all.Number 2, what about bomb heals?
That's a condensation of most of the other arguments I am seeing here, and my first response is that it's not necessarily an "exploit" in the first place. Neutral parties are already open to attack, are able to attack others, and can heal in teams. Healing out of team is highly inefficient. Neutral parties should probably not be allowed to heal from a safe position, of course, but that applies to everyone else too (including teammates). Altogether, I don't see how this or related arguments apply. There is no way I can see to exploit this as a neutral party where you couldn't just as easily exploit it in a team. Since teams (and presumably factions) already have the option of healing their allies, allowing neutral parties to heal on the battlefield can't possibly cause any major balance issue.Number 3, if you don't choose a faction, but are able to heal anyone, this could open the door for exploits
As far as I can tell, this is the most coherent problem. Personally, I would like the ability to refuse any rez (for RP reasons among others). I also think that a "rez timer" might be a good idea, as it would make the game much more challenging and prevent PvP from being the kind of "up-down-up-down-up-down" gopher game it is now. If you had to wait 60 seconds before being eligible for a rez, the tactics in Ryzom would need to become much more sophisticated (and tanks would be much more useful, tending to balance magic and melee). Large bosses would suddenly be challenging battles rather than pushover mat-stations.Number 4, this will allow rez-ganking!
Great idea!madnak wrote:I also think that a "rez timer" might be a good idea, as it would make the game much more challenging and prevent PvP from being the kind of "up-down-up-down-up-down" gopher game it is now. If you had to wait 60 seconds before being eligible for a rez, the tactics in Ryzom would need to become much more sophisticated (and tanks would be much more useful, tending to balance magic and melee).
To extend that, it's even worse if it kills you then wanders off. If you get rezzed too soon it makes a beeline for you even if its out of aggro range (and even if it's not an aggro mob!). What, they create some sort of psychic link and know you're been revived and can't go on living knowing you're alive?amcyr wrote: Another thing I've noticed (while yoyo-ing).
If I have a mob taunted and drop, the mob goes for the next person.
When I get rezzed, the mob seems to immediately come back to me.
That behaviour doesn't seem natural to me; I think I should have to retaunt.
Having a rez timer would probably solve that problem also.![]()
madnak wrote: If you had to wait 60 seconds before being eligible for a rez, the tactics in Ryzom would need to become much more sophisticated (and tanks would be much more useful, tending to balance magic and melee). Large bosses would suddenly be challenging battles rather than pushover mat-stations.