Healer nerf?? What causes this?? Over zealous players that charges into battle before everyone is healed..
Stam and Sap heal have increased just a little too much, Yet HP heal is decreased a little too much. When it takes longer to rezz someone, the whole team can die because of it.
The only balance for this I see is to have back up healers for the main healer/s and back up healers for your nukers.
Wow, we are going to be in need of a whole lot more healers, lol.
Of course this is just my oppinion.
(Yet of course the polls say they like the new heals, I wonder how many that voted have heals as their highest lvl?)
The heal poll
Re: The heal poll
Ariwen
<NotExist:title00079>
The human spirit soars with hope when lifted by an encouraging word
Re: The heal poll
Yes, you have.marct wrote:
Have I been clear?
Noin.
No, it isn't.marct wrote:
Fighting is FUN again!!!!
Noin.
You say it is fun again, which implies that it was fun once before...way back, you know, before the patch. One can assume then, that even you admit that PATCH NERFS != FUN.
Perhaps the real issue is that you have leveled yourself out of a challenge.
There was never 'One Perfect Group Config'. If you found one, you spent too much time with powerlevelers. I was never in the same gorup twice, even if it had the same people. Most of the people I team with enjoy trying new combinations. The healer nerf actually made that less possible, since we now need more healers.
Now, the healer vs. dammage dealer mix has to be more carefully regulated.
We need more healers in a group.
That means less XP per kill, or smaller groups.
Either way, it means slower XP.
I strongly suspect that the vast majority of people saying they don't mind slower fights or less efficient XP already have maxed out skills in the tree of thier choice.
But, it isn't just grinding. There is trekking and boss mob hunts which are now much more difficult. They weren't exaclty easy before.
Basically, the nerf added a difficulty to the game with no commesurate reward. It is not 'more fun' just slower. SoR was not a fast paced action fest before.
All of this for a PvP implementation that almost NOBODY WANTS!
(on a seperate, though perhaps slightly related note, Darkfall Online is in Beta. DnL should be starting in a couple of months. You know...just sayin')
Re: The heal poll
I agree with Baxter. I've only been playing for 3 months and last night was the first time I did not enjoy playing. I actually felt like I had to grind to level and in the long run ended with dp. Eventually, I logged due to my disappointment. I find the changes in heal not appealing to my style of playing. I had been training my character in nukes and heal and now I feel that I have to rethink what t3 I should follow. My selection of dbl spells and nukes need adjustments now.
I understand that healing needed some tuning, but from what I'm reading and hearing in region chat, the nerf was based on PvP. I just hope that this is not true because most of the community in this game do not want open PvP. I am not against PvP, but I haven't had the reason to either. I don't understand why we would need PvP if we have the option to Duel and Guild Vs Guild. But I don't want to change the subject here my point is that I think the nerf was a bit too high for some of us that are still trying to learn this game. I was so used to what I had and now I have to start learning how to work my stanzas again; kina makes me feel like the patch took away my fun instead of giving me more fun to play.
I dont think most players like when options are taken away; we prefer to have added options that will balance game play instead. At least I know I do. Eventually I will get used to the new changes and I hope that it works its self out.
What I would like to see for a topic is some advised on how to work with the changes. For example I fixed one of my dbl spells this morning and was able to raise it from 1100 affliction to 1700 using range and time credits, but it drains my sap too fast. I have yet to fix the heal spells. If some one can come up with a chart that will help players adjust heals and dbl spells, that would be great. (I would try to but I dont quite understand it all) And this Siren would owe he/she a hug and a kiss.
Thanks.
I understand that healing needed some tuning, but from what I'm reading and hearing in region chat, the nerf was based on PvP. I just hope that this is not true because most of the community in this game do not want open PvP. I am not against PvP, but I haven't had the reason to either. I don't understand why we would need PvP if we have the option to Duel and Guild Vs Guild. But I don't want to change the subject here my point is that I think the nerf was a bit too high for some of us that are still trying to learn this game. I was so used to what I had and now I have to start learning how to work my stanzas again; kina makes me feel like the patch took away my fun instead of giving me more fun to play.
I dont think most players like when options are taken away; we prefer to have added options that will balance game play instead. At least I know I do. Eventually I will get used to the new changes and I hope that it works its self out.
What I would like to see for a topic is some advised on how to work with the changes. For example I fixed one of my dbl spells this morning and was able to raise it from 1100 affliction to 1700 using range and time credits, but it drains my sap too fast. I have yet to fix the heal spells. If some one can come up with a chart that will help players adjust heals and dbl spells, that would be great. (I would try to but I dont quite understand it all) And this Siren would owe he/she a hug and a kiss.
Thanks.
~* Trixie Seiren *~
Roleplayer/Queen of Melons
Roleplayer/Queen of Melons
~* *~
Trixie's Comic Book Series
The Sirens of Atys|The New Beginning|CSR Interviews
Trixie's Comic Book Series
The Sirens of Atys|The New Beginning|CSR Interviews
Re: The heal poll
It was fun when I was new, and fighting was hairy, and you never knew the best way. You worked your group out with what you had, etc. Changing a bit after every mob until we find the sweet spot.mrshad wrote:You say it is fun again, which implies that it was fun once before...way back, you know, before the patch. One can assume then, that even you admit that PATCH NERFS != FUN.
Perhaps the real issue is that you have leveled yourself out of a challenge.
Before this patch, you put a small group together and chain killed as fast as absolutely possible with no fear of ever dieing even if you had multiple adds.
I am no where near over skilled, 140 Elem, 151 Heal, 120 Def. Aff, 71 CC and 204 Forest Forage...
Now an add could wipe your group, that is hairy and challenging.
Everyone cannot operate the way they did 2 days ago. But it is by no means to difficult.
My summary is this: You do not need more healers, You need people to use credits besides SAP and HP and STAM. Use range, time, attack after parry, attack after dodge, feint, shielding, melee protect, invulnerability. ETC. And you need a few more damage doers. Get your fight overwith, do not prolong it, and then heal up before the next one.
No you will not get 3k XP all the time as quick as possible. But you are worried about the wrong thing. If Powerleveling is your world, it has changed significantly and it is not happy or as safe, etc.
But if you are in the game to enjoy it, I think in a short period of time you will realise it has really worked out to be more enjoyable.
Ryzom is not a totally safe no fear of death powerleveling monster powerhouse anymore, but it is fun.
Noin.
~ Noinossalg (Noin to most) ~ OmegaV ~ King Of Nexus ~
~ Adventurer First ~ Home: Windermeer ~ Residence: Arispotle ~
~ The Windermeer Male Fashion Show Champion ~
~ Ubi major, minor cessat - The weak capitulate before the strong ~
~ Adventurer First ~ Home: Windermeer ~ Residence: Arispotle ~
~ The Windermeer Male Fashion Show Champion ~
~ Ubi major, minor cessat - The weak capitulate before the strong ~
Re: The heal poll
Have to agree with Noin.
Just been out hunting for a couple of hours, and it was great fun. I actually had to get up, sit straight in my chair and keep some level of focus for the first time in a while.
Just been out hunting for a couple of hours, and it was great fun. I actually had to get up, sit straight in my chair and keep some level of focus for the first time in a while.
Artean
"In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move." D.A.
"In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move." D.A.
Digging and heals and elem costs
Prior to the 20% double spell credit increase I could barely kill some of the things that want to kill me when I'm digging because of the cost of the spells when in focus gear, now I can kill none.
Healing fellow diggers is also problematic as a single 250 "pick amplied" heal does only 870 hp and a double heal is more than I could cast if within explosion range myself.
Being able to put heal enchants on picks would assist with the 2nd problem, but not the first, and it seems to me that the effects of these changes on diggers was not considered.
Zysha
Healing fellow diggers is also problematic as a single 250 "pick amplied" heal does only 870 hp and a double heal is more than I could cast if within explosion range myself.
Being able to put heal enchants on picks would assist with the 2nd problem, but not the first, and it seems to me that the effects of these changes on diggers was not considered.
Zysha
Re: Digging and heals and elem costs
Diggers do not PvP, and are therefore unimportant.nonde wrote:
Being able to put heal enchants on picks would assist with the 2nd problem, but not the first, and it seems to me that the effects of these changes on diggers was not considered.
Re: Digging and heals and elem costs
Sad but I'm starting to thing this is true.mrshad wrote:Diggers do not PvP, and are therefore unimportant.
Neva - Arispotle Server
Guild Leader - Guardians of Life
Guild Leader - Guardians of Life
Re: The heal poll
What you actually are failing to see is that foragers are not meant to be blasting nearby mobs to pieces, they need protection from armed homins while they can extract those materials that are needed to craft the guards' gear.
So this is more an incentive to actually learn to work togheter for a common goal and all about coexistence and support from all skills, which can only be aplauded imo.
So this is more an incentive to actually learn to work togheter for a common goal and all about coexistence and support from all skills, which can only be aplauded imo.
Kyerna - "Miss World 2525"
Hawker of odds and ends, crafter of bonafide armours.
Leader of the Red Ribbon Army.
"Blood for the blade, dappers for the tribe!"
Hawker of odds and ends, crafter of bonafide armours.
Leader of the Red Ribbon Army.
"Blood for the blade, dappers for the tribe!"
Re: The heal poll
Would you like to stand next to me and guard me for the 3-5 hours I harvest every day?calel wrote:What you actually are failing to see is that foragers are not meant to be blasting nearby mobs to pieces, they need protection from armed homins while they can extract those materials that are needed to craft the guards' gear.
So this is more an incentive to actually learn to work togheter for a common goal and all about coexistence and support from all skills, which can only be aplauded imo.
Neva - Arispotle Server
Guild Leader - Guardians of Life
Guild Leader - Guardians of Life