philu wrote:Let's not start a long discussion on this thread folks. Just vote yes or no!
Easy for you to say, but this poll is incomplete. It asks us if we want to have heal weakened, and nothing else. But that's not what's going to happen.
Imagine me asking you: "Would you give another person hundred dollars? No discussion, no 'if', just yes or no." What would you answer? 'Yes' means you're saying you have no problem with giving 100 dollars to random strangers. 'No' means you're saying you would never give 100 dollars to anyone, even if they gave you a million in return.
Most likely you wouldn't want to answer either yes or no, you'd want to answer "yes in some conditions, no in others". Well, that's what I'd like to answer to your question, but your poll doesn't have that option. Hence I'm forced to discuss.
philu wrote:And what's the point in making heal stam and heal sap more powerful than heal HP??!! That's just dumb
Yes, it makes so much more sense that your wounds heal faster than it takes to catch your breath...
As said, right now HP credits are far superior to stamina and sap credits. We only really use stam or sap during soloing, when there's a healer around we usually use our health for everything. And that's just dumb.
philu wrote:MY point is that these changes have far more impact on healers than nukers. Why reduce the power of heal when it's the nukers that are too powerful?!
Healers are currently far more powerfull than nukers, as I explained in the thread you linked to. What makes healing so powerfull is that it
always hits, while every other skill can be resisted/dodged/parried.
philu wrote:Also remember this, if they reduce the power of heal then the players who will be affected most are the FIGHTERS. They will die more often when they tank because the healer can't heal them fast enough.
Possibly, but at least they will be needed. Right now fighters aren't even needed because elementalists can tank just as well.
kratos84 wrote:This is a very good point, there is already a serious lack of healers in game.
What game would that be? If there's one skill in Ryzom that almost every player works as a secondary skill, it's healing.
The reason it's so hard to find a healer is not because there's a lack of healers, but because there aren't enough substitute skills for healing. Of all the myriad combat skills, healing is the only one that does a decent job at keeping the party alive. So every person working any other skill needs a healer to survive.
If they want to relieve the stress on healing, they need to make other skills more effective at
reliably decreasing the mobs damage output. Some possibilities:
- Afflictions could theoretically already be used to replace healers, by preventing the mob from doing any significant damage. But this works only if the afflictionist can be reasonably sure to get a link and maintain it for some time. Right now affliction is too unreliable; three resists in a row, which is more rule than exception, and without a healer your tank is already down. Heal doesn't have this problem because healing spells always land.
- A fighter in heavy armor not using health credits should be able to stay alive, even without healing, long enough for the party to kill the mob. Right now this isn't the case, often the tank is already half dead by the time he has pulled the mob to the party.
- Slow attack for blunt weapons can be used to decrease mob damage, but right now the effect is too tiny (only 10%) to be significant. Critical hits on the front legs using aiming stanzas also decrease mob damage, but critical hits right now cannot be triggered in any way and only depend on luck. And they certainly don't happen enough to count on getting one in every fight.
There's already plenty of opportunities to take some stress off the healers, but all of them are currently hopelessly underpowered.
philu wrote:And this is different from Ryzom how?
The difference is that in Ryzom the tanks go down almost just as easily as the elementalists, so they're not really tanks.
Let's say we have your average level 125 fighter. He'll have 1400 health by default, with lvl 130 equipment about 2500. Now the average 125 elementalist, he'll have 700 health by default, with lvl 130 equipment about 1700. A decent level 130 mob does 450 damage. Fighter's armor takes 50% off, mage's armor 10%, so fighter goes down in 12 hits, elementalist goes down in 5. Sounds good, but now add in mob special attack hitting for double damage and unaffected by armor, used about 1 in 3. Now elementalist goes down in 3 hits, fighter in 6. Add a level 125 healer to the equation, healing over 1500 health per (single) spell, and the difference between the fighter and elementalist becomes negligible. Except for the elementalist doing 3 times more damage.
Nerfing healing alone won't fix this. Heavy armor needs to be a lot better. I'm fairly disappointed with the practically useless 'boost' to heavy armor they're proposing.