sidusar wrote:What I really had to say in response to the original post was just:
- No in the way they're currently proposing.
- Yes if it's compensated by a decent increase in armor effectiveness (from 45%-55% to 40%-60% is not even an increase, let alone a decent one).
That is all.
Ok I'll give you that one.
sidusar wrote:I don't think tanks are useless, just that they're less usefull than healers and nukers. They do save the mages from getting interrupts. My point was more it's perfectly possible for an elementalist and a healer to hunt without a tank. The elementalist will get interrupted, but the healer can keep him alive easily, it just takes a little longer.
Plus as elementalist you have the benefit of being able to immediatly switch to healing if the party needs you to, or to heal your healer back. As a fighter in heavy armor, you can't really do that, so you'd think the heavy armor would offer some awesome protection to compensate, and it just doesn't. My opinion remains the same, increase all max vs by about 30% and make armor work against mob special attacks, and I'll be happy.
Cant argue with that either. Except to say I have different amps for heal and elem so I do have to pause to switch one piece of gear, though probably still quicker than a tank in full heavy trying to heal!
sehracii wrote:Is it easier to heal from a broken leg or to rest up from a mile jog?
Even magic has limitations.
No it doesn't that's why it's magic!

YES in RL a broken leg takes longer than regaining your breath after a jog but this ISN'T RL it's MAGIC!! (sorry getting sick of stating the obvious!)
kratos84 wrote:That's assuming stam and sap heal are equally important as hp heal ... I don't think they are.
Thank you, my point exactly! How many times must I say "you can't DIE from stam loss"?!
myseren wrote:sorry, i just want you to explain why you think its gonna be harder for new players if heal is weakened.
Because they will not be able to keep the team alive as easily as higher lvl healers, unless you have say 5 or 6 of them in your team!
vguerin wrote:Few from FBT think that way I bet...
Well I played in FBT and I DO think that way. I agree totally with Jyudas on that. Outposts don't HAVE to be about conflict.
sofiaoak wrote:I can understant mages shift health+sap use to more sap use, but what people gonna do with ability give more stamina for fighters?
What's the point of healer having more sap and stamina giving possibilities, if the fighters and mages are dead, because You can't keep they health up. Lowering health healing is good only if fighters are able to do the tanking job. What they currently can't do without healers.
But it's pointless to argue about it, without actually testing how it works.
Didn't I make that point already?
Bottom line is we don't have a choice in this and the majority (of forum readers) appear in favour. We'll just have to suck it and see. I just don't want to hear any whining about healing being too weak later on folks! No complaining about the fact you die more often either!
My major concern all along (and the reason I have spoken out against these changes) is the direction I feel Nevrax are taking the game I love. Weakening heal to make PvP last longer? Forcing PvP on the whole planet? If, as I fear, PvP becomes rife and we get the griefers in here, I will leave. I'm sure I wont be the only one. If they make the whole of Atys PvP, there will be nowhere for those of use who HATE PvP to go. This will not be the game I signed up for anymore.