Q&A Round X - Answers Published

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sprite
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Re: Q&A Round X - Answers Published

Post by sprite »

forever wrote:To me this would kill PvM, healing is already one of the hardest skills to perform in a group. If you did this, healers would have a much harder time keeping every ones health up.
I hope what they mean is that the heal power *when in pvp* will be divided by 3, but at other times it will be normal. :D

Would this jewelry be only for the warrior or could a mage put it on?
If it is just for the warrior would it not be better to put it on their armor?
Agreed. Make heavy armour have resists \o/
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ambika
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Re: Q&A Round X - Answers Published

Post by ambika »

sprite wrote:I hope what they mean is that the heal power *when in pvp* will be divided by 3, but at other times it will be normal. :D


Agreed. Make heavy armour have resists \o/


Completely agree with both statements. But ESPECIALLY the whole nerf healing will go under. I am hoping it's only in pvp situations. I can't imagine healing for 3k (which is barely a immediate rez for many people I've healed) and dishing out the same spell but only healing 1k. That's too horrible for healers when fighting mobs, especially when at higher levels where mobs are hitting for over 1k and have critical hits that are easily more than twice their normal attacks.
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thurgond
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Re: Q&A Round X - Answers Published

Post by thurgond »

sprite wrote:I hope what they mean is that the heal power *when in pvp* will be divided by 3, but at other times it will be normal.
It's hard to tell from the context if the answer is refering just to PvP or to both PvP and PvE. The answer is about balancing PvP, but the paragraph which mentions cutting healing power to a third of it's current value mentions the power of mobs.

Having two sets of rules for healing would be confusing for the healer who would have to relearn how much to heal in PvP, and it could be open to exploits. Which rule set would be followed if a player and a mob were both attacking someone? If the PvP heal rules were followed, then dragging agro would be a decisive PvP tactic. If PvE heal rules apply, a tank might attack a lower level mob to triple his healers effectiveness.

One way to fix the problem that it is too easy to bring a player back from unconsciousness (not resurrection like the answer says, only the Kami or Jena have the power to resurrect), is to reduce the effectiveness of heals when a person is unconscious by a factor of three. This would place a premium on healers keeping a person up. It would be easier to make two rule sets for this. If a player gets the blow which puts the person down, follow the PvP rule; a mob gets the killing blow then follow normal PvE rules.

Introducing this sort of phase state change rule might not be a bad thing for PvE. Many times I've gone down several times in a PvE fight and never bothered to use my self heal because I know my healer can get me back up in one heal and at full health in two.
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ambika
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Re: Q&A Round X - Answers Published

Post by ambika »

thurgond wrote:It's hard to tell from the context if the answer is refering just to PvP or to both PvP and PvE. The answer is about balancing PvP, but the paragraph which mentions cutting healing power to a third of it's current value mentions the power of mobs.

Having two sets of rules for healing would be confusing for the healer who would have to relearn how much to heal in PvP, and it could be open to exploits. Which rule set would be followed if a player and a mob were both attacking someone? If the PvP heal rules were followed, then dragging agro would be a decisive PvP tactic. If PvE heal rules apply, a tank might attack a lower level mob to triple his healers effectiveness.

One way to fix the problem that it is too easy to bring a player back from unconsciousness (not resurrection like the answer says, only the Kami or Jena have the power to resurrect), is to reduce the effectiveness of heals when a person is unconscious by a factor of three. This would place a premium on healers keeping a person up. It would be easier to make two rule sets for this. If a player gets the blow which puts the person down, follow the PvP rule; a mob gets the killing blow then follow normal PvE rules.

Introducing this sort of phase state change rule might not be a bad thing for PvE. Many times I've gone down several times in a PvE fight and never bothered to use my self heal because I know my healer can get me back up in one heal and at full health in two.

Hmm...that's an interesting solution. However, it still leaves a problem with PvM where mobs have +3k critical attacks. I can ALMOST heal for 6k (I'm close to 220 heal). If heal is nerfed by 1/3, I will only be able to heal just under 2k. No offense, but that's just not good enough. Especially when leveling for xp and not hunting for mats. Sure, you can attempt to have more healers, but that would mean getting more firepower and then moving on to higher level mobs to get the xp for the increased number of team members.
Last edited by ambika on Thu Jun 30, 2005 3:37 am, edited 1 time in total.
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thurgond
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Re: Q&A Round X - Answers Published

Post by thurgond »

ambika wrote:Hmm...that's an interesting solution. However, it still leaves a problem when PvM where mobs have +3k critical attacks. I can ALMOST heal for 6k (I'm close to 220 heal). If heal is nerfed by 1/3, I will only be able to heal just under 2k. No offense, but that's just not good enough. Especially when leveling for xp and not hunting for mats. Sure, you can attempt to have more healers, but that would mean getting more firepower and then moving on to higher level mobs to get the xp for the increased number of team members.
Sorry if I wasn't clear, but my proposal was a substitute for an across the board 1/3 heal nerf.

I'm wasn't calling for a drastic heal nerf. That would lead to another Patch 1 type exodus. I do think healing effectiveness can be reduced some overall, perhaps in the 30% range. So level a 250 healer can heal a level 250 tank with under 5K hp for 6K and bring the tank back to full effectiveness. This might slow down killing slightly but wouldn't mean adding more members to a team. The standard team of 1 tank, 1 healer, 2-7 nukers would have to designate someone as a secondary healer, or perhaps even take the drastic step of having a second tank.
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ambika
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Re: Q&A Round X - Answers Published

Post by ambika »

thurgond wrote:Sorry if I wasn't clear, but my proposal was a substitute for an across the board 1/3 heal nerf.

I'm wasn't calling for a drastic heal nerf. That would lead to another Patch 1 type exodus. I do think healing effectiveness can be reduced some overall, perhaps in the 30% range. So level a 250 healer can heal a level 250 tank with under 5K hp for 6K and bring the tank back to full effectiveness. This might slow down killing slightly but wouldn't mean adding more members to a team. The standard team of 1 tank, 1 healer, 2-7 nukers would have to designate someone as a secondary healer, or perhaps even take the drastic step of having a second tank.

Sorry for thinking ya meant the other way. That sounds more reasonable. Well, killing mobs isn't all that fast unless ya got nukers and it depends on the mob (let's say a team of 5 trying to take down a Great Kincher would still be slower than a nuker/heal duo on Great Najabs). I don't mind healing reduction to help improve pvp, however, dividing your current heals by 1/3 is just really bad. :/
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rushin
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Re: Q&A Round X - Answers Published

Post by rushin »

sprite wrote:I hope what they mean is that the heal power *when in pvp* will be divided by 3, but at other times it will be normal. :D
Seems unlikely as they talk about mob dmg being reduced and healing not being taken down inline with that. imo healing nerf would be fine if it wasn't for the overkill special attacks that many mobs dish out.
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Xavier Antoviaque
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Re: Q&A Round X - Answers Published

Post by Xavier Antoviaque »

On healing: yes, the change I was describing would be for both PvP and PvE; but remember my warnings :) : "you're basically reading raw ideas here, we haven't decided anything here yet. The final solution could be completely different." and "we will take the time to carefully craft our plan here and then we will give you a complete description of what we have in mind, for you to comment on before anything is set in stone."

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basicart
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Re: Q&A Round X - Answers Published

Post by basicart »

I myself thought that Heal was boosted not just because mobs did more DMG but also because they nefed AoE affects such as bomb which ment we couldnt heal whole party anymore and had to have higher heals so a healer could still keep a team filled up.
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sprite
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Re: Q&A Round X - Answers Published

Post by sprite »

Xavier Antoviaque wrote:we will take the time to carefully craft our plan here and then we will give you a complete description of what we have in mind,for you to comment on before anything is set in stone.
Then I think its fair to say, people aren't going for the current ideas :p
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