Do you really want heal to be reduced in power?
Just answer the poll please. If you want to discuss it go to here
Let's not start a long discussion on this thread folks. Just vote yes or no!

Details of the changes are here
You're forgetting increased cost of double spells.rushin wrote:if you consider all heal changes (increased sap/stam/AoE) it looks like it's only weakened a little.
Actually you're example is invalid because increasing stam and sap power DOES NOT balance halving HP. You can't DIE from losing stam or sap!xenofur wrote:the poll-question is partly invalid, since the heal magic tree is not weakened, here the maths
it means that all parties involved will have to THINK when setting up their actions, instead of just putting in a maximum hp credit and whatever sap/stam credit is necessary to make the action work...philu wrote:Actually you're example is invalid because increasing stam and sap power DOES NOT balance halving HP. You can't DIE from losing stam or sap!
And what's the point in making heal stam and heal sap more powerful than heal HP??!! That's just dumb and they say it's going to be tweaked (i.e. lowered). Making you're example even more invalid.
which part of "Come in, pull up a chair, let's discuss all things Ryzom-related." do you not understand?philu wrote:Oh and which part of "Let's not start a long discussion on this thread folks" do you people not understand?![]()
What's credits got to do with it? You were talking about power not credits. I stand by what I saidxenofur wrote:it means that all parties involved will have to THINK when setting up their actions, instead of just putting in a maximum hp credit and whatever sap/stam credit is necessary to make the action work...
Simple fact, you lose all your stamina or sap, you can only use zero cost actions. But you can still do SOMETHING. You lose all your HP, you can do NOTHING cos you're in a coma!philu wrote:increasing stam and sap power DOES NOT balance halving HP. You can't DIE from losing stam or sap!
I never said you're example didn't show what they described (until they tweak the values to something completely different). I said it was invalid because the maths you used doesn't take into account that you can DIE from losing HP. Whether the increase to stam/sap power compared to current makes the numbers better is irrelevant. It isn't a simple matter of numbers, it's about whether or not, as a healer, I can keep someone alive.xenofur wrote: aside from that, my example is EXACTLY what they described: 1. halve hp heal 2. change sap/stam heal to 1.5 of hp heal AFTER step 1
Yeah OK i'll give you that one, but I'm not entirely sure that's Nevrax's intention. It WOULD be a stealth way to reduce the effectiveness of elementalists, by making them use other credits that reduce their range and speed of casting but doesn't really address the fighter whine.nijht wrote:If I'm not mistaken, Xenofur is referring to the fact that most homins now use max hp credits instead of sap and stamina credits since hp is so much easier to heal (due to the power of hp heals) than the other juices. In reality, we are now using hp for much more than staying alive. The proposed changes simply will encourage us to start looking at hp as hp - and not as a more efficient credit to use in lieu of stamina or sap. Whether they get the balance right is another story altogether... but I can appreciate the intent behind this change.
It might also get more interesting for crafters to place other bonuses rather than the usual hp (or focus - which is different since it cannot be replaced by hp credits and is actually being used) on their wares.